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  1. - Top - End - #91
    Titan in the Playground
     
    Thurbane's Avatar

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    Jul 2007
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    Terra Australis
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Quote Originally Posted by Sejoran View Post
    If you base your deadlines off of MST then i have more time than i thought for a second build, working on write up as we speak.
    Yeah, I was a bit thrown off by the reference to GMT in the OP.

    All good anyway, in with some time to spare. Looking forward to the reveal. I'm expecting swarms of entries.

    Spoiler
    Show
    Quote Originally Posted by jdizzlean View Post
    Contestants will have until 23:59 GMT Saturday August 18th to create their builds and PM them to the Supreme Chancellor. Builds will then be posted simultaneously, to avoid copying. Judges will have until 23:59 GMT Saturday Sep 18th to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted. Deadlines are subject to extension as/if required.

  2. - Top - End - #92
    Nerdomancer in the Playground Moderator
     
    DruidGuy

    Join Date
    Oct 2016
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    Colorado, USA
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    ok, 9 builds in and it sounds like Gray won't get it done, in a few hours when things slow down i'll post the reveal :)
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  3. - Top - End - #93
    Nerdomancer in the Playground Moderator
     
    DruidGuy

    Join Date
    Oct 2016
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    Colorado, USA
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    First off, i just thought of one hell of a doozy for an upcoming round, so I've got that going for me...

    Reveal incoming, please hold responses until the all clear :)
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  4. - Top - End - #94
    Nerdomancer in the Playground Moderator
     
    DruidGuy

    Join Date
    Oct 2016
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    Colorado, USA
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    This is unorthodox in more ways than 1...

    1. The Shiv

    https://docs.google.com/document/d/1...6MtQznrmY/edit
    Spoiler: Medals & Current Characters
    Show

    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  5. - Top - End - #95
    Nerdomancer in the Playground Moderator
     
    DruidGuy

    Join Date
    Oct 2016
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    Colorado, USA
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    the power of the house cat vs commoner is settled then is it?

    2. Tom

    Tom the Chaotic Evil Vampire Cat Fighter 4/Battle Dancer 2/Reaping Mauler 4/Marshal 3/Master Vampire 3/Lurking Terror 2
    Stat Base Racial Level Up Template Total
    Strength 14 -8 16 +6 13
    Dexterity 15 +4 4 +4 24
    Constitution 12 +0 Set to - -
    Intelligence 8 (Ex Familiar, set to 13) 12 +2 16
    Wisdom 10 +2 +2 14
    Charisma 13 -4 8 +4 16


    CR
    Class
    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Skills
    Feats
    Class Features
    1 Fighter +1 +2 +0 +0 Tumble +2, Escape Artist +2, Jump +4 Don’t Mind Me, Combat Expertise(FB), Weapon Finesse(B) +8 Natural Armor, 21 Spell Resistance, Speak With Felines, Improved Evasion
    2 Battle Dancer +2 +2 +2 +0 Tumble +5, Escape Artist +4, Jump +4 AC Bonus, Unarmed Strike
    3 Battle Dancer +3 +2 +3 +0 Tumble +6, Escape Artist +5, Jump +6, Climb +1 Twining Trip Dance of Reckless Bravery
    4 Fighter +4 +3 +3 +0 Tumble +7, Escape Artist +5, Jump +6, Climb +1 Improved Trip(FB)
    5 Fighter +5 +3 +4 +1 Tumble +8, Escape Artist +5, Jump +7, Climb +1
    6 Fighter +6 +4 +4 +1 Tumble +9, Escape Artist +5, Jump +8, Climb +1 Giantbane(FB), Clever Wrestling
    7 Reaping Mauler +7 +6 +6 +1 Tumble +10, Escape Artist +6, Jump +8, Climb +2 Improved Grapple(B), Mobility(B)
    8 Reaping Mauler +8 +7 +7 +1 Tumble +11, Escape Artist +7, Jump +8, Climb +3 Adept Wrestling +1
    9 Reaping Mauler +9 +7 +7 +2 Tumble +12, Escape Artist +8, Jump +8, Climb +4 Underfoot Combat Counter Grapple, Sleeper Lock
    10 Reaping Mauler +10 +8 +8 +2 Tumble +13, Escape Artist +9, Jump +8, Climb +5 Adept Wrestling +2
    12 Monstrous Vampire +10 +8 +8 +2 Tumble +13, Escape Artist +9, Jump +8, Climb +5 Alertness(B), Combat Reflexes(B), Dodge(B), Improved Initiative(B), Lightning Reflexes(B) Domination, Energy Drain, Blood Drain, Children of the Night, Create Spawn, Alternate Form, DR 10/silver+magic, Fast Healing 5, Gaseous Form, Cold/Elec resist 10, Spider Climb, Natural Armor +6, Turn Resistance +4, +6 str, +4 dex, +2 int, +2 wis, +4 cha
    13 Marshal +10 +10 +8 +4 Tumble +14, Escape Artist +9, Jump +8, Climb +5, Handle Humanoid +5 Skill Focus Diplomacy(B) Motivate Dexterity
    14 Marshal +11 +11 +8 +5 Tumble +15, Escape Artist +9, Jump +8, Climb +5, Handle Humanoid +10 Confound the Big Folk Motivate Ardor
    15 Marshal +12 +11 +9 +5 Tumble +16, Escape Artist +9, Jump +8, Climb +5, Handle Humanoid +15 Motivate Strength
    16 Master Vampire +12 +13 +9 +7 Tumble +16, Escape Artist +9, Jump +8, Climb +5, Handle Humanoid +15, Hide +7 More Spawn, Turn Resistance
    17 Master Vampire +13 +14 +9 +8 Tumble +16, Escape Artist +9, Jump +8, Climb +5, Handle Humanoid +15, Hide +7, Move Silently +7 Weight Focus Enhanced Spawn
    18 Master Vampire +13 +14 +10 +8 Tumble +16, Escape Artist +9, Jump +8, Climb +5, Handle Humanoid +12, Hide +9, Move Silently +10 Master’s Chosen
    19 Lurking Terror +13 +14 +10 +10 Tumble +16, Escape Artist +9, Jump +8, Climb +5, Handle Humanoid +15, Hide +13, Move Silently +13 Deathly Power
    20 Lurking Terror +14 +14 +10 +11 Tumble +16, Escape Artist +9, Jump +8, Climb +5, Handle Humanoid +15, Hide +13, Move Silently +13 Pebble Underfoot Improved Darkvision



    Spoiler: A kitten in a big world
    Show

    I have been a familiar for Tim for what feels like eons, however as per normal rules for a familiar, my lifespan has been lengthened considerably. To match his own lifespan. And Tim was a powerful sorcerer with demon blood running through his veins. So you know. He wasn’t gonna die. At least that’s what I thought! In a spur of the moment thing he decided to be the good guy, damn him. I had a nice gig goin for me! Now look at me, I’ll live for another couple thousand years, and I look…. Well like I did when I became his familiar. And ohhhh no he couldn’t pick me up when I was a mature cat, nope, I am a kitten. In appearance at least. But with naught but the fur on my back I have been cast off. The other “heroes” aren’t going to take a familiar in, nor are they going to give me what is rightfully mine. Nope Tim goes and becomes a martyr and I’m stuck here all by myself. Well I need to gain power, for myself now. And I’m not about to go and pick up a familiar of my own, no siree. So what path is there, but that of the warrior.


    Tom
    Size/Type: Tiny Magical Beast
    Hit Dice: 3d10 plus 2d8+5 (37 hp)
    Initiative: +5
    Speed:30 ft. (6 squares)
    Armor Class: 25 (+8 Natural, +5 Dexterity, +2 Size), touch 17, flat-footed 18
    Base Attack/Grapple: +5/-5
    Attack: Unarmed Strike +12 (1d3-2)
    Full Attack: 2 Claws +12 (1d2-2), Bite +7 (1d3-2), Unarmed Strike +7 (1d3-2)
    Space/Reach: 2.5 ft./0 ft.
    Special Attacks: Improved Trip, Twining Trip
    Special Qualities: Low-Light Vision, Scent, Spell Resistance 21, Improved Evasion, Speak with Felines, AC Bonus, Dance of Reckless Bravery
    Saves: Fort +4, Ref +9, Will +2
    Abilities: Str 6, Dex 20, Con 12, Int 13, Wis 12, Cha 9
    Skills: Tumble +13, Escape Artist +10, Jump +20, Climb +10, Hide +21, Move Silently +9, Balance +13
    Feats: Don’t Mind Me, Combat Expertise(FB), Weapon Finesse(B), Twining Trip, Improved Trip(FB)

    Don’t Mind Me: When Tom enters another creature’s square he does not provoke an attack of opportunity.

    Twining Trip (Ex): Tom may attempt a touch attack against an opponent, if successful then the two of them make opposing dexterity checks. Tom gets a +4 bonus from Improved Trip. If successful the opponent is tripped and Tom gets to make a free attack against them due to his Improved Trip feat.



    Spoiler: Am I lion?
    Show

    When I fight them they think I must be a lion or something. Creatures are always afraid after I have held down a human to the point of exhaustion. They just don’t think it is possible for a cat to be able to do that. Yet I do. They fear me. Good.

    Tom
    Size/Type: Tiny Magical Beast
    Hit Dice: 8d10 plus 2d8+10 (84 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares)
    Armor Class: 25 (+8 Natural, +5 Dexterity, +2 Size), touch 17, flat-footed 18
    Base Attack/Grapple: +10/+6
    Attack: Unarmed Strike +17 (1d3-2)
    Full Attack: Unarmed Strike +17/+12 (1d3-2), 2 Claws +12 (1d2-2), Bite +12 (1d3-2)
    Space/Reach: 2.5 ft./0 ft.
    Special Attacks: Improved Trip, Twining Trip, Sleeper Lock
    Special Qualities: Low-Light Vision, Scent, Spell Resistance 21, Improved Evasion, Speak with Felines, AC Bonus, Dance of Reckless Bravery, Adept Wrestling +2, Counter Grapple
    Saves: Fort +9, Ref +13, Will +3
    Abilities: Str 6, Dex 20, Con 12, Int 13, Wis 12, Cha 10
    Skills: Tumble +18, Escape Artist +14, Jump +21, Climb +14, Hide +21, Move Silently +9, Balance +13
    Feats: Don’t Mind Me, Combat Expertise(FB), Weapon Finesse(B), Twining Trip, Improved Trip(FB), Giantbane(FB), Clever Wrestling, Improved Grapple(B), Mobility(B), Underfoot Combat

    Don’t Mind Me: When Tom enters another creature’s square he does not provoke an attack of opportunity.

    Twining Trip (Ex): Tom may attempt a touch attack against an opponent, if successful then the two of them make opposing dexterity checks. Tom gets a +4 bonus from Improved Trip. If successful the opponent is tripped and Tom gets to make a free attack against them due to his Improved Trip feat.

    Climb Aboard: Tom may attempt a climb check DC 10 as a free action when entering an opponent two size categories larger than Tom’s square, if successful the opponent gets a -4 penalty to attack Tom, and can try to shake Tom off by making an opposed grapple check against my climb check.

    Underfoot Combat: When Tom is sharing a square with a creature at least 2 size categories larger than him he gains +4 AC (per soft cover) including against foes that share a square with Tom.



    Spoiler: Nope, just a Vampire
    Show

    How could this happen?!? Let’s see. One day I was just taking out another human, per normal, except this human’s touch began draining my life energy. That was unexpected. Even more so when it bared fangs and began drinking my blood. Humans don’t drink blood! He just tossed me aside. I feel as used as a juice box. My head is spinning. Oh geez, I think I’m going to pass out…
    What is this? I am alive? This night feels… good. But I’m hungry. Oh look a human. I think I’ll just…. Have a snack. I rip into him, and it just feels so… Good. I can feel his life energy entering me. I don’t know what that human did to me earlier, but I know now that I am changed. Changed for the better. As I lap up this human’s blood I will learn what must be done. What my capabilities in this new form are.

    Tom
    Size/Type: Tiny Undead (Augmented Magical Beast)
    Hit Dice: 13d12 (96 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares)
    Armor Class: 35 (+14 Natural, +7 Dexterity, +2 Size, +2 Charisma), touch 17, flat-footed 18
    Base Attack/Grapple: +12/+11
    Attack: Unarmed Strike +21 (1d3+1 plus Energy Drain)
    Full Attack: Unarmed Strike +21/+16/+11 (1d3+1 plus Energy Drain), 2 Claws +16 (1d2 plus Energy Drain), Bite +16 (1d3 plus Energy Drain), Slam +16 (1d3 plus Energy Drain)
    Space/Reach: 2.5 ft./0 ft.
    Special Attacks: Improved Trip, Twining Trip, Sleeper Lock, Domination, Energy Drain, Blood Drain, Children of the Night, Create Spawn
    Special Qualities: Low-Light Vision, Scent, Spell Resistance 21, Improved Evasion, Speak with Felines, AC Bonus, Dance of Reckless Bravery, Adept Wrestling +2, Counter Grapple, Undead Traits, Alternate Form, DR 10/silver+magic, Fast Healing 5, Gaseous Form, Cold Resistance 10, Electricity Resistance 10, Spider Climb, Turn Resistance +4
    Saves: Fort +11, Ref +18, Will +7
    Abilities: Str 12, Dex 24, Con -, Int 16, Wis 14, Cha 14
    Skills: Tumble +23, Escape Artist +16, Jump +23, Climb +16, Handle Humanoid +17, Hide +27, Move Silently +9, Balance +13, Bluff +10, Listen +12, Search +11, Sense Motive +10, Spot +12, Diplomacy +5
    Feats: Don’t Mind Me, Combat Expertise(FB), Weapon Finesse(B), Twining Trip, Improved Trip(FB), Giantbane(FB), Clever Wrestling, Improved Grapple(B), Mobility(B), Underfoot Combat, Alertness(B), Combat Reflexes(B), Dodge(B), Improved Initiative(B), Lightning Reflexes(B), Skill Focus Diplomacy(B), Confound the Big Folk


    Don’t Mind Me: When Tom enters another creature’s square he does not provoke an attack of opportunity.

    Twining Trip (Ex): Tom may attempt a touch attack against an opponent, if successful then the two of them make opposing dexterity checks. Tom gets a +4 bonus from Improved Trip. If successful the opponent is tripped and Tom gets to make a free attack against them due to his Improved Trip feat.

    Climb Aboard: Tom may attempt a climb check DC 10 as a free action when entering an opponent two size categories larger than Tom’s square, if successful the opponent gets a -4 penalty to attack Tom, and can try to shake Tom off by making an opposed grapple check against my climb check.

    Underfoot Combat: When Tom is sharing a square with a creature at least 2 size categories larger than him he gains +4 AC (per soft cover) including against foes that share a square with Tom.

    Unsteady Footing: To use this maneuver, you must first move into a square occupied by a foe at least two size categories larger than you. On the next round, you can use a standard action to attempt to trip your foe without provoking attacks of opportunity. If your touch attack to initiate the trip attack succeeds, you can attempt a Strength or Dexterity check (your choice) opposed by your foe's Strength or Dexterity check (as normal) to trip your foe. Your foe may not add any bonus on his Strength or Dexterity check to avoid the trip that he would gain from his size. If your trip check fails, your opponent may not attempt to trip you. If you have Improved Trip, you can follow a successful trip attempt with an immediate melee attack.

    Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save (DC 18) or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

    Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

    Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

    Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

    Create Spawn (Su): A creature slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.

    If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

    Motivate Dexterity (Ex): All allies within 60 ft of Tom (including Tom) gains a +2 on all dexterity checks and skill checks (including Tom’s Twining Trip). Tom may project Motivate Dexterity as a swift action and it lasts until Tom ends it as a free action, starts Motivate Strength, or becomes unconscious.

    Motivate Strength (Ex): All allies within 60 ft of Tom (including Tom) gains a +2 on all strength checks and skill checks (including Tom’s grapple checks). Tom may project Motivate Strength as a swift action and it lasts until Tom ends it as a free action, starts Motivate Dexterity, or becomes unconscious.

    Motivate Ardor (Ex): All allies within 60 ft of Tom (including Tom) gains a +1 bonus on all damage rolls.

    Spoiler: A Master Vampire
    Show

    I have become adept in my new form. I control a large number of progenic humans. They serve me willingly even if it is hard to teach them. I am back to acting like a familiar, although now I’m in charge. I let them go through the day to day, and only make my presence known when it suits me. My new life is amazing, and I feel so much more invigorated now. Life with Tim sucked compared to life with Tom!

    Tom
    Size/Type: Tiny Undead (Augmented Magical Beast)
    Hit Dice: 18d12 (131 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares)
    Armor Class: 35 (+14 Natural, +7 Dexterity, +2 Size, +2 Charisma), touch 17, flat-footed 18
    Base Attack/Grapple: +14/+17
    Attack: Unarmed Strike +23 (1d3+2 plus Energy Drain)
    Full Attack: Unarmed Strike +23/+18/+13 (1d3+2 plus Energy Drain), 2 Claws +18 (1d2+1 plus Energy Drain), Bite +18 (1d3+1 plus Energy Drain), Slam +18 (1d3+1 plus Energy Drain)
    Space/Reach: 2.5 ft./0 ft.
    Special Attacks: Improved Trip, Twining Trip, Sleeper Lock, Domination, Energy Drain, Blood Drain, Children of the Night, Create Spawn
    Special Qualities: Low-Light Vision, Scent, Spell Resistance 21, Improved Evasion, Speak with Felines, AC Bonus, Dance of Reckless Bravery, Adept Wrestling +2, Counter Grapple, Undead Traits, Alternate Form, DR 10/silver+magic, Fast Healing 5, Gaseous Form, Cold Resistance 10, Electricity Resistance 10, Spider Climb, Turn Resistance +4, More Spawn, Turn Resistance, Enhanced Spawn, Master’s Chosen, Deathly Power, Improved Darkvision
    Saves: Fort +14, Ref +19, Will +13
    Abilities: Str 13, Dex 24, Con -, Int 16, Wis 14, Cha 14
    Skills: Tumble +23, Escape Artist +16, Jump +23, Climb +16, Handle Humanoid +17, Hide +36, Move Silently +28, Bluff +10, Listen +12, Search +11, Sense Motive +10, Spot +12, Balance +15
    Feats: Don’t Mind Me, Combat Expertise(FB), Weapon Finesse(B), Twining Trip, Improved Trip(FB), Giantbane(FB), Clever Wrestling, Improved Grapple(B), Mobility(B), Underfoot Combat, Alertness(B), Combat Reflexes(B), Dodge(B), Improved Initiative(B), Lightning Reflexes(B), Skill Focus Diplomacy(B), Confound the Big Folk, Weight Focus, Pebble Underfoot

    Don’t Mind Me: When Tom enters another creature’s square he does not provoke an attack of opportunity.

    Twining Trip (Ex): Tom may attempt a touch attack against an opponent, if successful then the two of them make opposing dexterity checks. Tom gets a +8 bonus from Improved Trip and Pebble Underfoot. If successful the opponent is tripped and Tom gets to make a free attack against them due to his Improved Trip feat.

    Climb Aboard: Tom may attempt a climb check DC 10 as a free action when entering an opponent two size categories larger than Tom’s square, if successful the opponent gets a -4 penalty to attack Tom, and can try to shake Tom off by making an opposed grapple check against my climb check.

    Underfoot Combat: When Tom is sharing a square with a creature at least 2 size categories larger than him he gains +4 AC (per soft cover) including against foes that share a square with Tom.

    Unsteady Footing: To use this maneuver, you must first move into a square occupied by a foe at least two size categories larger than you. On the next round, you can use a standard action to attempt to trip your foe without provoking attacks of opportunity. If your touch attack to initiate the trip attack succeeds, you can attempt a Strength or Dexterity check (your choice) opposed by your foe's Strength or Dexterity check (as normal) to trip your foe. Your foe may not add any bonus on his Strength or Dexterity check to avoid the trip that he would gain from his size. If your trip check fails, your opponent may not attempt to trip you. If you have Improved Trip, you can follow a successful trip attempt with an immediate melee attack.

    Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save (DC 23) or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

    Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

    Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

    Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

    Create Spawn (Su): A creature slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.

    If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

    Motivate Dexterity (Ex): All allies within 60 ft of Tom (including Tom) gains a +2 on all dexterity checks and skill checks (including Tom’s Twining Trip). Tom may project Motivate Dexterity as a swift action and it lasts until Tom ends it as a free action, starts Motivate Strength, or becomes unconscious.

    Motivate Strength (Ex): All allies within 60 ft of Tom (including Tom) gains a +2 on all strength checks and skill checks (including Tom’s grapple checks). Tom may project Motivate Strength as a swift action and it lasts until Tom ends it as a free action, starts Motivate Dexterity, or becomes unconscious.

    Motivate Ardor (Ex): All allies within 60 ft of Tom (including Tom) gains a +1 bonus on all damage rolls.



    Spoiler: Build Comments
    Show

    I will say right now, that I do not have much to say. CR 1-12 Tom is an ambusher. He will ambush a lone victim at most. Usually wizards or other low str low bab characters, and pin them. While they are pinned it doesn’t matter how little damage he deals, he just slowly kills them, I like to imagine him flexing his claws without letting you up. Flexing his claws just like your pet cat would. By the time your CR 10 your strong enough that commoners stand no chance against you, and he will terrorize the townsfolk, but he remains an ambusher. By CR 15 Tom is no longer an ambusher but a manipulator. He uses handle humanoid along with his dominating gaze to get the humans to do the dirty work, turning those he particularly enjoys into vampires. At the point that he starts taking Master Vampire levels he would have caught a wizard or sorcerer unawares and turned them into a vampire. Then he commands his army from his perch, looking like a familiar. By the time heroes have slain his progeny he’ll know whether the heroes are weak enough for him to ambush or if he should just walk away and start up elsewhere. If Tom knows that his group will undoubtedly win he’ll probably stand in an opposing wizard’s square and continually knock them down. Tom is truly the easiest villain mastermind to play, as his entire motivation is to be able to be lazy again! His combat style while seemingly convoluted is quite simple. He trips enemies and holds them down. Pinning those that he is certain he can pin. And there is just something scary thinking about your average looking cat lapping up the blood of the barbarian he just wrestled to the floor.

    Spoiler: Sources
    Show

    Spoiler: Cat Ex-Familiar
    Show

    Death of a Master = Tome and Blood
    If a master dies and the familiar survives, part of the master lives on in the familiar. It loses any extra hit points and skills it gained from the master, but retains most of its familiar abilities. It is treated as having a master two levels lower (but never below 1st level). If the master is later brought back from the dead, the bond is reestablished, and the familiar gains whatever abilities go along with the master's new level.
    For example, Hennet has a cat familiar and has reached 11th level when he fails a saving throw against a lethal poison. His cat becomes a 1/2-HD magical beast with 2 hit points (average for a 1/2 d8). It now has the special abilities of a 9th-level character's familiar: +5 natural armor, Intelligence 10, and the ability to speak with felines (the other familiar abilities are irrelevant in the absence of a master). If Hennet is brought back from the dead, he returns a 10th-level sorcerer, and his cat has all the familiar abilities for a master of that level.

    Cat Familiar of an 18th level wizard: +9 Natural armor, 14 intelligence, Spell Resistance 23, Speak with Felines, Improved Evasion; Master dies and familiar treated as having a master 2 levels lower: +8 Natural Armor, 13 Intelligence, Spell Resistance 21, Speak with Felines, Improved Evasion.

    Cat = Monster Manual 1
    Fighter, Combat Expertise, Improved Initiative, Improved Trip, Combat Reflexes, Lightning Reflexes, Weapon Finesse, Improved Grapple, Dodge, Skill Focus, Familiar Statistics - Player’s Handbook
    Don’t Mind Me, Handle Humanoid, Twining Trip, Weight Focus - http://archive.wizards.com/default.a...ools/20030401c
    Battle Dancer, Pebble Underfoot - Dragon Compendium
    Giantbane, Clever Wrestling, Reaping Mauler - Complete Warrior
    Combat Underfoot, Confound the Big Folk - Races of the Wild
    Master Vampire, Lurking Terror - Libris Mortis
    Marshal - Miniature’s Handbook
    Monstrous Vampire - Ghostwalk (references the Vampire Template from MM1)

    Special thanks to Tom and Jerry for giving me the idea of a tiny creature beating the crap out of a larger creature and for the name Tom!
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
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    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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  6. - Top - End - #96
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Eye see you.... Eye crack myself up.

    3. Zahasehsh the Tiny


    Zakasehsh the Tiny

    Spoiler: Story
    Show
    A low wind blew across the now desolate field. Various craters, rents, and scorch marks could be seen marring the landscape. In the near silence two bodies could be heard thumping wetly to the ground, exhaling for their last. Nearby a tiny creature floats on, its four eyestalks measuring the damage and the dead body of its master. It wonders what it should do.

    Nearby two Gods watched the fight. "Well this is kind of a pickle, with both of them dead we're at a loss of a Magister." The female god wondered aloud.
    "Hmm" the male God stroked his beard, "I have an idea, i think you'll get a kick out of this."
    "You dont mean to!?"
    The male God snapped his fingers, a glow could be seen popping into existence around the tiny familiar. "Precisely! this should be amusing, even better is it wont know its the Magister."
    The female God sighs "You know, you can be a real ass sometimes."
    The Gods disappeared elsewhere and the familiar floated on...

    Years later...
    "It seems you've managed to get past my minions" a small but commanding voice dripping with venom called out.
    "Hah looks like Zakasehsh will entertain us yet again!, it sends another lackey at us" a heavily armored human replies walking forward with his shield and weapon drawn, the rest of the group following in behind, taking in the expansive room. Arcane runes etched into stone pillars and great scrolls adorning the walls, and magical circles gave off ambient light. From above a particularly complex circle a tiny beholderkin floated.
    "You mistake me foolish human, for i am Zakasehsh!, i do not need to hide here as my power is greater than all. I will not stand your trespass. I have much work to do, and you have stepped into your DOOM!" Around one of the adventurers and Rainbow of colors fades into existence.
    "A lightshow is the best you ha-AGHHH!" screamed the party's spellcaster as the light shone and then cut out, leaving a half melted pile of slag and dust.
    "A lightshow you say? ill have more in store for you!, let us get this over with!" Zakasehsh all but shouted, its eyestalks in the midst of casting a complex spell.


    Spoiler: Stub
    Show
    Wizard 2/ Master Specialist 7/ Initiate of the Sevenfold Veil 7/ Magister CR 4. Eyeball Beholderkin. NE


    Spoiler: Build
    Show

    LVL Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Wizard +0 +0 +0 +2 Concentration 4, Knowledge (Arcana) 4, Knowledge (nature) 4, Spellcraft 4 Precocious Apprentice Summon Familiar, Scribe Scroll
    2 Wizard +0 +0 +0 +3 Concentration 5, Knowledge (Arcana) 5, Knowledge (Nature) 5, Spellcraft 5
    CR 5 Magister template Spell Focus(all) See Special Qualities
    3 Master Specialist +0 +0 +0 +5 Knowledge (Dungeoneering) 1, Knowledge (Geography) 1, Knowledge (History) 1, Knowledge (Religion) 1, Knowledge (The Planes) 1 Fell Drain +1 int, Spellcasting, Skill Focus (Spellcraft)
    4 Master Specialist +1 +0 +0 +6 Concentration 6, Knowledge (Arcana) 7, Spellcraft 7 Expanded spellbook
    5 Master Specialist +1 +1 +1 +6 Concentration 7, Knowledge (Arcana) 8, Listen 1, Spellcraft 8 Greater Spell Focus(Abjuration)
    6 Master Specialist +2 +1 +1 +7 Decipher Script 3, Knowledge (Arcana) 9, Spellcraft 9 Corrupt Spell Minor School Esoterica(Abjuration)
    7 Master Specialist +2 +1 +1 +7 Knowledge (Arcana) 10,Knowledge (Dungeoneering) 4, Spellcraft 10 +1 int, Expanded spellbook
    8 Master Specialist +3 +2 +2 +8 Concentration 10, Knowledge (Arcana) 11, Spellcraft 11 Caster level increase +1
    9 Master Specialist +3 +2 +2 +8 Concentration 12, Knowledge (Arcana) 12, Spellcraft 12 Eschew Materials Moderate School Esoterica(Abjuration)
    10 Initiate of the Sevenfold Veil +3 +2 +2 +10 Knowledge (Nobility and Royalty) 1, Listen 2, Sense Motive 1 Warding 1/Day, Unimpeachable Abjuration, Red Veil
    11 Initiate of the Sevenfold Veil +4 +2 +2 +11 Listen 3, Sense Motive 2 Unanswerable Strike +2, Orange Veil
    12 Initiate of the Sevenfold Veil +4 +3 +3 +11 Decipher Script 7, Sense Motive 3 Spell Mastery +1 int, Warding 2/Day, Yellow Veil
    13 Initiate of the Sevenfold Veil +5 +3 +3 +12 Knowledge (Religion) 3, Listen 5 Reactive Warding, Green veil
    14 Initiate of the Sevenfold Veil +5 +3 +3 +12 Sense Motive 6 Warding 3/Day, Blue Veil
    15 Initiate of the Sevenfold Veil +6 +4 +4 +13 Knowledge (Arcana) 15, Spellcraft 15 Signature Spell; Greater Dispel Magic Unanswerable Strike +4, Double Warding, Indigo Veil
    16(CR20) Initiate of the Sevenfold Veil +6 +4 +4 +13 Concentration 15, Knowledge (Arcana) 17, Spellcraft 17 +1 int, Kaleidoscopic Doom, Violet Veil, Warding 4/Day
    Str-8, Dex-21, Con-12, Int-19, Wis-13, Cha-10


    Spoiler: Spells & Special Qualities
    Show

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 1 1 - - - - - - -
    2nd 4 2 1 - - - - - - -
    3rd 4 2 2 - - - - - - -
    4th 4 3 3 - - - - - - -
    5th 4 3 3 1 - - - - - -
    6th 4 3 4 2 - - - - - -
    7th 4 4 4 2 1 - - - - -
    8th 4 4 4 3 2 - - - - -
    9th 4 4 5 3 2 1 - - - -
    10th 4 4 5 3 3 2 - - - -
    11th 4 4 5 4 3 2 1 - - -
    12th 4 4 5 4 3 3 2 - - -
    13th 4 4 5 4 4 3 2 1 - -
    14th 4 4 5 4 4 3 3 2 - -
    15th 4 4 5 4 4 4 3 2 1 -
    16th 4 4 5 4 4 4 3 3 2 -
    +1 additional 1st, 2nd, 3rd and 4th
    Banned schools are Illusion and Evocation.
    Spell-Like Abilities
    Magister
    Spell-Like Abilities: At will - feather fall (automatic), levitate, read magic, true seeing; 6/day - dimension door, water walk. A Magister can also cast one spell each of levels 1 through 9 as a spell-like ability once per day; these spells are selected when she takes the office and cannot be changed thereafter.

    Eyeball
    Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can use only one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze or ray of frost for 2 rounds. Each eye’s effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray (see Aiming a Spell in Chapter 10 of in the Player’s Handbook).

    Cause fear: As the spell, range 35 feet. The Will save DC is 18.
    Daze: As the spell, range 35 feet. The Will save DC is 18.
    Mage hand: As the spell cast by a 4th-level sorcerer, except that the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet.
    Ray of frost: As the spell, range 35 feet.

    Special Qualities
    Magister

    Arcane Generosity (Su): The Magister is charged with promoting and increasing the use of magic in the world, and so whenever she gives away a magic item she created or teaches someone a new spell, she gains XP equal to 1/2 of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with the potential for great magic will find them.

    Spellpurge (Su):
    When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon her by other people are removed. The new Magister is also offered an immediate teleport to a safe place where she can remain undisturbed for up to a tenday, learning more about the duties of the Magister. A new Magister is protected by spell resistance 50 and a greater ironguard spell, although these protections fade after 1d4+3 months and nine days, respectively.

    Mystra's Shield (Ex)
    : The Magister is immune to all enchantment spells and effects and psionics, and gains +2 holy bonus on saving throws against all magical effects.

    Magesight (Ex)
    : A Magister's connection to the Weave allows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of her magesight).

    Mind Blank (Su)
    : The Magister is constantly protected by a heightened (10th-level) mind blank.
    Spell Immunities (Su): The Magister is immune to one spell each of levels 0 through 9 as if protected by a spell immunity spell. The spells are chosen when the Magister takes office and cannot be changed thereafter. She is also immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects.

    Magister's Step (Su)
    : The Magister can step through any magical barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it.

    Spell Focus (Su)
    : The Magister casts all spells as if she had the Spell Focus feat for all schools.

    Imbuement (Sp)
    : As imbue with spell ability, except that the Magister can imbue a target with any spell she has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used.

    Name Attunement (Su)
    : The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. She also gains an idea of the direction and distance of the speaker. Treat this. ability as a 9th-level divination effect.

    The Magister's Sigil (Su)
    : The Magister, like almost all powerful mages, has her own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days.

    Rapid Preparation (Su)
    : The Magister only needs 10 minutes to prepare spells instead of an hour.

    Spell Resistance
    : 20.

    Skills
    : Because she can mentally draw upon a link to an archive of knowledge maintained by the deities of magic, the Magister gets a +10 circumstance bonus on all Knowledge (arcana) and Spellcraft checks.

    Eyeball
    Immunities (Ex): Eyeballs are immune to charm and command effects.

    All-Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on Spot checks and a +8 racial bonus on Search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has acted during an encounter, it's all-around vision negates any sneak attacks.

    Flight (Ex): An eyeball’s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

    Spell Mastery
    Greater Dispel Magic, Lesser Globe of Invulnerability, Contingent Energy Resistance, Deflect

    Spell Immunities
    Level 0 - Horizikaul's Cough
    Level 1 - Truestrike
    Level 2 - Silence
    Level 3 - Dispel Magic
    Level 4 - Dimensional Anchor
    Level 5 - Feeblemind
    Level 6 - Disintegrate
    Level 7 - Finger of Death
    Level 8 - Trap the Soul
    Level 9 - Energy Drain


    Spoiler: By LVL/CR
    Show

    6 CR - Zakasehsh has become the Magister, unbeknownst to itself, and its master has died. It wanders for some time trying to find a purpose. At this point its a fairly weak spell caster, it could be a minor hinderance to the party. But its Magister abilities can make it difficult against enemy spellcasters.

    10 CR/LVL 6 - Zakasehsh has become a fairly competent Master Abjurer, using Fell Drain and Corrupt Spell on nasty spells. It becomes adept at dispelling spells. It has a purpose of spreading magic among evil creatures, causing a uprising of evil spell casters who cause general havoc.

    15 CR/LVL 11 - Zakasehsh has started becoming a dangerous opponent, its Abjuration spells are difficult to get rid of and it now has access to the Red and Orange Veils. The Red Veil can block non-magical ranged attacks and missiles, also causes hefty fire damage to those trying to cross it. The Orange Veil halts magical ranged attacks, including spells that conjure missiles or create rays, this veil also causes a nasty amount of acid damage to those who try to cross it. Zakasehsh can make these Veils into personal sphere shapes, walls or areas.

    20 CR/LVL 16 - Zakasehsh is a living nightmare. Its masterful control dispelling magic makes opponents weep over the loss of effects, items or spells, it keeps its list of Spell mastery spells to eyestalk ready to cast at a moments notice. It has access to 8th lvl spells which is nothing to sneeze at but helps make up for the loss of 9th lvls with its access to the rest of the Veils and Kaleidoscopic Doom.

    Each Veil blocks certain attacks and each one does ever increasing amounts of elemental damage, save or die, and other nasty status ailments.
    The Yellow Veil
    prevents gases or clouds from entering the warded area, and it defeats petrification attacks(and on the type of warding will grant poison immunity.
    The Green Veil
    stops the passage of breath weapons, those crossing must save or die, otherwise are counted poisoned and take con damage.
    The Blue Veil
    blocks all divinations and mind-affecting spells and abilities, which makes this veil not particularly useful to the Zakasehsh in its position as magister. But it uses it to petrify opponents.
    The Mighty Indigo Veil
    prevents the passage of all spells or spell-like abilities, those who cross it may become confused.
    The Dangerous Violet Veil destroys all objects and effects that cross it, as if they were disintegrated. Those who cross it may be shifted to a random location and random plane of existence.
    At this point Zakasehsh can create double wards at the cost of one and cast one in response to an attack. Zakasehsh has many minions that may have caused the downfall of at least one major kingdom and a steady rise of evil-aligned magic users, it can also bestow spells on its minions at the cost of health. And its list of spell immunities can make it difficult for the party to outright kill Zakasehsh.


    Spoiler: Sources
    Show
    Beholderkin, Eyeball - Monsters of Faerun pg 23
    Corrupt Spell - BoVD pg 47
    Death of a master - Tome and Blood pg 12
    Horizikaul's Cough - Magic of Faerun
    Initiate of the Sevenfold Veil - CA pg 44
    Magsister - MoF pg 185
    Master Specialist - CM pg 70
    Precocious Apprentice - CA pg 181(sidebar)
    Last edited by jdizzlean; 2018-08-22 at 04:28 AM.
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  7. - Top - End - #97
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    just channel your inner Tasmanian devil.

    4. Lind Loheen

    Spoiler: Image
    Show


    Spoiler: Backstory
    Show
    From an early age, Lind Loheen knew that she was destined for greatness. She was born heir to the queen of a splinter Meenlock colony, with their own traditions and customs. Unlike other Meenlocks, this colony revered their ancestors and the spirits of their past above all else. Lind was considered blessed beyond her status as future queen of the hive, she had a natural empathy with spirits, and was patronised by one such, who took her under their wing and taught her the basics of combat.
    The spirit that she was linked with was a vestige, the remaining soul shard of some ancient and long dead god that sought still to exerts its influence over the world. The spirit taught her pact magic, showing her the other vestiges at hand, and tutoring her in the ways of binding and wearing and shedding the other vestiges like a temporary skin. Always though, the spirit was with her, guiding her actions and her tastes.

    As she grew in power, her connection with the spirit also grew, and it revealed further secrets for her to learn. As a dead god, it required the souls of the living for sustenance. It taught Lind how to consume these souls that it might enjoy them vicariously. At the spirits’ behest, Lind introduced a new tradition to her colony. Those deemed worthy to serve the queen would be transformed into her eternal servants, wights. She consumed the souls of the faithful, and used her new creatures to hunt down and turn the rest of the colony that had escaped her grasp.
    Meenlock lifespans are short, and soon Lind began to fear for her mortality. The spirit encouraged her to allow her own soul to be consumed, and to become the queen of wights.
    The spirit is still not satisfied however, and now Lind leads her wight armies against the free peoples of the material plane, seeking to turn the world into the spirit’s herd, that one day, the spirit will regain its status as a true deity, and give her her final reward.


    Spoiler: Array
    Show
    Str:10, Dex:14, Con:8, Wis:12, Int:13, Cha: 15


    Spoiler: Build Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    4 Binder 1 +3 (+0) +3(+2) +1 +6 (+2) +4 knowledge arcana Soul Binding (1 Vestige)
    5 Barbarian 1 +4 (+1) +5 (+2) +1 +6 +2 Use Magic Device CC Improved Binding Fast Movement, Whirling Frenzy
    6 Knight of the Sacred Seal 1 +5 (+1) +7 (+2) +1 +6 +1 Knowledge Arcana (5), +2 Hide (10), +1 move Silently (8) Patron vestige (Dhalver-Nar), Aligned Strike, Soul binding +1
    7 Knight of the Sacred Seal 2 +6/+1 (+1) +8 (+1) +1 +6 +2 Hide (10), +2 Move Silently (10) Vestige’s Protection, Soul Binding +1, (+1Cha 8HD)
    8 Soul Eater 1 +7/+2 (+1) +10 (+2) +3 (+2) +8 (+2) Tumble + 3 (10), Hide +2 (12), Move Silently +1 (11) Ability Focus: Fear Aura Energy Drain 1
    9 Soul Eater 2 +8/+3 (+1) +11 (+1) +4 (+1) +9 (+1) Tumble +3 (13), Hide +1 (13), Move Silently +2 (13) Soul Strength
    10 Soul Eater 3 +9/+4 (+1) +11 +4 +9 Tumble +1 (14), Hide +1 (14), Move Silently +1 (14), Spot +3 (10) Soul Blast
    11 Soul Eater 4 +10/+5 (+1) +12 (+1) +5 (+1) +10 (+1) Tumble +1 (15), Hide +1 (15), Move Silently +1 (15), spot +3 (13) Underfoot Combat Soul Enhancement (+1 Cha 12 HD)
    12 Soul Eater 5 +11/+6/+1 (+1) +12 +5 +10 Tumble +1 (16), Hide +1 (16), Move Silently +1 (16), spot +3 (16) Feats Soul Endurance
    13 Soul Eater 6 +12/+7/+2 (+1) +13 (+1) +6 (+1) +11 (+1) Tumble +1 (17), Hide +1 (17), Move Silently +1 (17), spot +1 (17), Listen +2 (9) Soul Radiance
    14 Soul Eater 7 +13/+8/+3 (+1) +13 +6 +11 Tumble +1 (18), Hide +1 (18), Move Silently +1 (18), spot +1 (18), Listen +2 (11) Confound the Big Folk Energy Drain 2
    15 Soul Eater 8 +14/+9/+4 (+1) +14 (+1) +7 (+1) +12 (+1) Tumble +1 (19), Hide +1 (19), Move Silently +1 (19), spot +1 (19), Listen +2 (13) Soul Agility (+1 Cha 16HD)
    16 Soul Eater 9 +15/+10/+5 (+1) +14 +7 +12 Tumble +1 (20), Hide +1 (20), Move Silently +1 (20), spot +1 (20), Listen +2 (15) Soul Slave
    17 Soul Eater 10 +16/+11/+6/+1 (+1) +15 (+1) +8 (+1) +13 (+1) Listen +4 (19), Acrobatic Backstab Skill Trick Sudden ability Focus Soul Power
    20 Wight Template +16/+11/+6/+1 +15 +8 +13 Energy Drain, Create Spawn, Undead Traits, +4 natural Armour,+2 Dex, Str, Wis, +4 Cha


    Spoiler: Stat blocks
    Show
    Spoiler: CR5
    Show
    Lind Loheen
    LE Tiny Aberration
    HP: 29 (5d8+1D12 – 6)
    Initiative: +2
    Speed: 30ft
    AC: 18 (+2 size, +2 dex, +4 armour)
    Attacks: 2 claws +7 melee
    Damage: 1d2+1 (plus paralysis)
    Space/Reach: 2 ˝ feet x 2 ˝ feet/ 0 feet
    Special attacks: Fear Aura (DC 15), Paralysis (DC15), Meenlock Transformation, Rend Mind (DC15), Whirling Frenzy
    Special Qualities: Soul Binding, Telepathy, Dimension Door (60ft), Darkvision (60ft), Fast Movement
    Saves: Fort +4, Ref +3, Will +7
    Abilities: Str 10, Dex 14, Con 8, Int 14, Wis 12, Cha 15
    Skills: Hide +18, Move Silently +9, Spot +8, Listen +8, Tumble +7, Knowledge (arcana) +6, Use Magic Device +4
    Feats: Alertness, Weapon Focus (claws), Apprentice (martial artist), Improved Binding
    Preferred Vestiges: Dhalver-Nar, Malphas


    Spoiler: CR10
    Show
    Lind Loheen
    LE Tiny Aberration
    HP: 51 (8d8+1D12+2D10 – 11)
    Initiative: +2
    Speed: 30ft
    AC: 18 (+2 size, +2 dex, +4 armour)
    Attacks: 2 claws +12 melee
    Damage: 1d2+1 (plus paralysis, energy drain, soul blast)
    Space/Reach: 2 ˝ feet x 2 ˝ feet/ 0 feet
    Special attacks: Fear Aura (DC 20), Paralysis (DC18), Meenlock Transformation, Rend Mind (DC18), Whirling Frenzy, Energy Drain 1, Soul blast
    Special Qualities: Soul Binding, Telepathy, Dimension Door (60ft), Darkvision (60ft), Fast Movement, Patron Vestige (Dhalver-Nar), Vestige’s Protection, Aligned Strike, Soul Strength
    Saves: Fort +10, Ref +6, Will +10
    Abilities: Str 10, Dex 14, Con 8, Int 14, Wis 12, Cha 16
    Skills: Hide +26, Move Silently +16, Spot +11, Listen +8, Tumble +16, Knowledge (arcana) +7, Use Magic Device +5
    Feats: Alertness, Weapon Focus (claws), Apprentice (martial artist), Improved Binding, Ability Focus: Fear Aura
    Preferred Vestiges: Dhalver-Nar, Malphas, Karsus, Paimon


    Spoiler: CR15
    Show
    Lind Loheen
    LE Tiny Aberration
    HP: 71 (13d8+1D12+2D10 – 16)
    Initiative: +2
    Speed: 30ft
    AC: 18 (+2 size, +2 dex, +4 armour)
    Attacks: 2 claws +17 melee
    Damage: 1d2+1 (plus paralysis, energy drain, soul blast)
    Space/Reach: 2 ˝ feet x 2 ˝ feet/ 0 feet
    Special attacks: Fear Aura (DC 24), Paralysis (DC22), Meenlock Transformation, Rend Mind (DC22), Whirling Frenzy, Energy Drain 2, Soul blast
    Special Qualities: Soul Binding, Telepathy, Dimension Door (60ft), Darkvision (60ft), Fast Movement, Patron Vestige (Dhalver-Nar), Vestige’s Protection, Aligned Strike, Soul Strength, Soul Enhancement, Soul Endurance, Soul Agility, Soul Radiance
    Saves: Fort +13, Ref +9, Will +13
    Abilities: Str 10, Dex 14, Con 8, Int 14, Wis 12, Cha 18
    Skills: Hide +31, Move Silently +21, Spot +20, Listen +14, Tumble +21, Knowledge (arcana) +7, Use Magic Device +7
    Feats: Alertness, Weapon Focus (claws), Apprentice (martial artist), Improved Binding, Ability Focus: Fear Aura, Underfoot Combat, Confound the Big Folk
    Preferred Vestiges: Dhalver-Nar, Malphas, Karsus, Paimon


    Spoiler: CR20 (sweet spot)
    Show
    Lind Loheen
    LE Tiny Undead
    HP: 279 (18D12+148 Cha mod)
    Initiative: +3
    Speed: 30ft
    AC: 23 (+2 size, +3 dex, +4 armour, +4 natural)
    Attacks: 2 claws +20 melee
    Damage: 1d2+2 (plus paralysis, energy drain (Soul Eater), soul blast, energy drain (Wight))
    Space/Reach: 2 ˝ feet x 2 ˝ feet/ 0 feet
    Special attacks: Fear Aura (DC 27), Paralysis (DC25), Meenlock Transformation, Rend Mind (DC25), Whirling Frenzy, Energy Drain 2, Soul blast, Energy Drain (DC25)
    Special Qualities: Soul Binding, Telepathy, Dimension Door (60ft), Darkvision (60ft), Fast Movement, Patron Vestige (Dhalver-Nar), Vestige’s Protection, Aligned Strike, Soul Strength, Soul Enhancement, Soul Endurance, Soul Agility, Soul Radiance, Soul Slave, Soul Power, Create Spawn, Undead Traits, Acrobatic Backstab
    Saves: Fort +15, Ref +11, Will +15
    Abilities: Str 12, Dex 16, Con -, Int 14, Wis 14, Cha 22
    Skills: Hide +33, Move Silently +23, Spot +22, Listen +21, Tumble +23, Knowledge (arcana) +7, Use Magic Device +7
    Feats: Alertness, Weapon Focus (claws), Apprentice (martial artist), Improved Binding, Ability Focus: Fear Aura, Underfoot Combat, Confound the Big Folk, Sudden Ability Focus
    Preferred Vestiges: Dhalver-Nar, Malphas, Karsus, Paimon



    Spoiler: Tactics
    Show
    The Meen Queen’s tactics remain pretty much the same throughout her career. She will scout on the by binding Malphas and using her impressive Hide modifier combined with invisibility and whatever magical equipment deemed appropriate (Ring of Darkhidden at low levels for instance), along with her high Spot and Listen to identify the party and potentially follow them through a dungeon, watching how they fight and getting to know their strengths and weaknesses. She can use Rend Mind to great effect, steadily dropping the party’s Wis scores (and therefore Will saves) long before their actual confrontation.
    If spotted, she can Dimension Door to an area inaccessible to larger creatures (if in her home terrain) or to give her a headstart and another chance to hide from the party while she prepares herself.
    When it comes down to combat, she will make use of her Whirling Frenzy, Fast Movement and high tumble skill to get in amongst the party and affect as many of them as possible with her Fear aura (later boosted by Sudden Ability Focus, and targeting will saves that should have been lowered by Rend Mind). Any opponents not effected by the aura will receive a number of hits with the goal of inflicting paralysis (targeting casters first to bypass pesky Restorations and the like). Dhalver-Nar also gives her a few more options in combat, and she can always retreat and hide again with Dimension Door.
    As she becomes more powerful, the tactics remain the same, but the damage is greatly improved. Soul Eater allows her attacks to add one to start with and later a second negative level with every hit, alongside the boosted Paralysis, and to unleash a blast of negative energy to weaken a different character. The various boosts to stats from this ability are nice to have, but the real coup is the capstone of the class, increasing the DC of all Su abilities by 2. She will bind Paimon, dimension door into the middle of the party, Whirlwind attack to paralyse and inflict negative levels (4 with each attack at CR20) on them all, and then activate Fear Aura at the end of her turn to take down any enemies left standing.
    It should be easy to get within reach of a good number of the party, using Dim door and Underfoot Combat/Confound the Big Folk, she can enter a caster’s square, then allow the melee characters to surround her. She should be able to avoid most of the damage through her AC and using the enemy as a shield, and has the option of binding Dhalver-Nar to force one of the enemy to take damage in her stead. Binder gives her plenty of versatility, with Malphas to spy, Dhalver-Nar for defence, Karsus to break any magic protections from fear/paralysis/negative levels on the party and finally Paimon for Whirlwind Attack. Knight of the Sacred Seal also gives the ability to increase saves by Cha modifier for a short period, which will help with these (as would a cloak of resistance)
    By CR20, she will have gathered quite the army of wights and soul slaves under her command (due to both abilities having separate pools), and will use these to soften up the party before she strikes.

    While she lacks the versatility of a full caster, she does have a number of tricks that can be supplemented by magic items. Her main weakness is the ease of which her most powerful tricks can be negated by equipment, but with three different sources of incapacitating enemies and Karsus/magic items, these protections shouldn’t be too hard to get around.


    Spoiler: Notes
    Show
    Whirlwind attack specifically states enemies within 5ft, not within reach, so this still functions despite the tiny reach.

    Soul Eater energy drain ability isn’t clear on how it’s activated. I chose a reasonable interpretation, that it functions in the same way as the Wight’s ability of the same name. This means that both energy drain abilities are added to each natural attack separately (along with paralysis), and therefore stack. I think there is room for an unkind interpretation of this, but the wording I believe supports mine. If ruled that they don’t stack, I would swap out the Wight template for Wraith or similar (dropping a level of KoTSS to do so).


    Spoiler: Campaign Usage
    Show
    The Meenlock Queen functions well as an enemy throughout her career, but she truly shines as the BBEG at CR20, with the potential for her spirit patron to be restored to godhood and become the true BBEG in epic levels.
    At CR5, she is little more effective than a ghoul encounter, but her fear aura and dimension door abilities allow her to punch a little above her weight, especially against characters with weak saves. She will be accompanied even then by other Meenlocks, and any characters incapacitated will be taken away to the colony for transformation, eventually becoming wights in Lind’s service. A good starting plot hook could be of a friend/mentor of a player being taken by the meenlocks, allowing the party to stage a rescue, giving Lind a chance to see them in person before escaping with the majority of the colony.
    At CR10 and 15, Lind becomes a much greater threat with her ability to inflict negative levels and create wights under her control. This can roll out in pretty much the standard wightocalypse scenario, with Lind creating wights that beget more wights etc. She will place cabals of her followers in strategic places around the world, ensuring that any sects that aren’t dealt with quickly by the party or their allies will spiral out of control, and there will be little evidence of the true culprit. This could easily operate as a background plot while the players are busy with something else, and the clues over 3-7 levels will eventually lead back to the Meenlock colony.

    At level 20, Lind is at her sweet spot, becoming a wight herself she gains undead traits and doubles the pool of wights she can control. Tracking her down should be no mean feat, and a horde of wights will need to be fought through before Lind reveals herself.


    Spoiler: Sources
    Show
    Monster Manual 2 – Meenlock
    Savage Species – Wight Template
    Tome of Magic – Binder, Knight of the Sacred Seal, Improved Binding, Sudden Ability Focus, Vestiges
    DMG II – Apprentice
    Book of Vile Darkness – Soul Eater
    Complete Scoundrel – Acrobatic Backstab
    Unearthed Arcana – Whirling Frenzy
    Races of the Wild – Underfoot Combat, Confound the Big Folk
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    It's getting Cold in herre...

    5. Frostwrym, Part 1

    Spoiler: stats
    Show
    Neutral Evil Spellwurm 1/Sorcerer 6/Elemental Savant 10/Cleric 1/Frost Mage 1/Cleric 1
    Spoiler: stats
    Show

    Stat Base Racial Level Up Total
    Strength 10 -4 6
    Dexterity 13 +4 17
    Constitution 12 +0 12
    Intelligence 15 -6 4 10
    Wisdom 8 -2 6
    Charisma 14 +6 8, 12, 16, 20 24

    Spoiler: Stub
    Show

    CR
    Class
    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Skills
    Feats
    Class Features
    1 Spellwurm +0 +0 +0 +2 Knowledge Arcana +2 Snowcasting, Weapon Finesse(B) 5th level sorcerer spellcasting, Symbiont Traits, Telepathy (Host)
    2 Sorcerer +0 +0 +0 +4 Knowledge Arcana +3 Spell Shield
    3 Sorcerer +1 +0 +0 +5 Knowledge Arcana +4 Frozen Magic
    4 Sorcerer +1 +1 +1 +5 Knowledge Arcana +5, Knowledge The Planes +1
    5 Sorcerer +2 +1 +1 +6 Knowledge Arcana +6, Knowledge The Planes +2
    6 Sorcerer +2 +1 +1 +6 Knowledge Arcana +7, Knowledge The Planes +3 Energy Substitution (Cold)
    7 Sorcerer +3 +2 +2 +7 Knowledge Arcana +8, Knowledge The Planes +4
    8 Elemental Savant +3 +2 +2 +9 Knowledge Arcana +9, Knowledge The Planes +5 Cold Elemental Specialty, Resistance to Cold 5
    9 Elemental Savant +4 +2 +2 +10 Knowledge Arcana +10, Knowledge The Planes +6 Tomb Tainted Soul Immunity to Sleep
    10 Elemental Savant +4 +3 +3 +10 Knowledge Arcana +11, Knowledge The Planes +7 Cold Energy Penetration +2
    11 Elemental Savant +5 +3 +3 +11 Knowledge Arcana +12, Knowledge The Planes +8 Resistance to Cold 10
    12 Elemental Savant +5 +3 +3 +11 Knowledge Arcana +13, Knowledge The Planes +9 Lord of the Uttercold Energy Focus +1
    13 Elemental Savant +6 +4 +4 +12 Knowledge Arcana +13, Knowledge The Planes +9, Knowledge Religion +1 Darkvision
    14 Elemental Savant +6 +4 +4 +12 Knowledge Arcana +13, Knowledge The Planes +9, Knowledge Religion +2 Resistance to Cold 20
    15 Elemental Savant +7 +4 +4 +13 Knowledge Arcana +13, Knowledge The Planes +9, Knowledge Religion +3 Flash Frost Spell Energy Penetration +4
    16 Elemental Savant +7 +5 +5 +13 Knowledge Arcana +13, Knowledge The Planes +9, Knowledge Religion +4 Immunity to Paralysis and Poison
    17 Elemental Savant +8 +5 +5 +14 Knowledge Arcana +13, Knowledge The Planes +9, Knowledge Religion +5 Cold Elemental Perfection, Cold Energy Focus +2, Cold Immunity, Chill Metal, Icicle (1d6 piercing +1d6 cold), DR 10/magic
    18 Cleric +8 +7 +5 +16 Knowledge Arcana +13, Knowledge The Planes +9, Knowledge Religion +7 Elemental Theurgy (Cold) Rebuke Undead, Cold Domain, Winter Domain
    19 Frost Mage +8 +7 +5 +18 Knowledge Arcana +14, Knowledge The Planes +9, Knowledge Religion +7 +1 Natural Armor
    20 Cleric +9 +8 +5 +19 Knowledge Arcana +14, Knowledge The Planes +9, Knowledge Religion +9




    Spoiler: Sorcerer Spells per day
    Show

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

    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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    DruidGuy

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    5. Frostwrym, Part 2

    Spoiler: Sorcerer Spells Known
    Show

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

    Cantrips: Detect Magic, Arcane Mark, Message, Prestidigitation, Stick, Sonic Snap, Ray of Frost, Touch of Fatigue, Read Magic
    1st: Chill Touch, Charm Person, Ice Dagger, Shield, Mage Armor
    2nd: Wings of Cover, Blur, Blindsight, Body of the Sun, Command Undead
    3rd: Greater Mage Armor, Fly, Shivering Touch, Hailstones
    4th: Animate Dead, Ice Storm, Greater Invisibility, Dimension Door
    5th: Boreal Wind, Dominate Person, Flesh to Ice, Vitriolic Sphere
    6th: Disintegrate, Freezing Fog, Otiluke’s Freezing Sphere
    7th: Energy Transformation Field, Simulacrum, Awaken Undead
    8th: Polar Ray, Fimbulwinter, Greater Arcane Fusion
    9th: Frostfell, Timestop, Shades



    Spoiler: statblocks
    Show

    Spoiler: CR 5
    Show

    Frostwyrm
    Tiny Aberration (Symbiont)
    Hit Dice: 1d8 plus 4d4+5 (25 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 19 (+2 size, +3 Dexterity, +4 Mage Armor), touch 15, flat-footed 16
    Base Attack/Grapple: +2/-8
    Attack: Bite +7 melee (1d3-2)
    Full Attack: Bite +7 melee (1d3-2)
    Space/Reach: 2-1/2 ft./5 ft.
    Special Attacks: Spells
    Special Qualities: Darkvision, Symbiont traits, telepathy
    Saves: Fort +2, Ref +4, Will +4
    Abilities: Str 6, Dex 17, Con 12, Int 10, Wis 6, Cha 20, Ego 8
    Skills: Knowledge Arcana +6, Knowledge The Planes +2, Hide +11
    Feats: Snowcasting, Frozen Magic, Weapon Finesse(B)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 5 (singly) or host +1 (when worn)
    Treasure: None
    Alignment: Usually lawful evil
    Advancement: None
    Level Adjustment: —


    A thick, purplish snake undulates forward, about as long and thick as a humanoid arm. Where a head would surmount a natural serpent you see a nest of five finger-length tentacles surrounding a horribly humanlike mouth. The daelkyr create spellwurms for their servants, and they are most commonly found attached to beholders, dolgaunts, mind flayers, and daelkyr half-bloods.
    A spellwurm does not speak any language, but it understands Undercommon.

    Combat
    A spellwurm can attach itself only to a willing or helpless host (as a full-round action). In general, a creature either seeks out a spellwurm to gain its benefits or encounters the spellwurm accidentally. A spellwurm attaches at its base, and can either take the place of a missing arm on a humanoid, or attach under the left or right arm to create a third tentacle-like appendage. In either case, the spellwurm can perform none of the natural functions of a real arm—it can only cast spells. It is usually hidden in the clothing of its host, only snaking out to gesticulate and cast its spells when combat beckons.
    Attaching or removing a spellwurm deals 1d3 points of Constitution damage.
    Host Benefit: A creature with an attached spellwurm gains increased spellcasting ability. Creatures that cast arcane spells spontaneously (such as sorcerers, bards, or warmages) gain mage armor, ancient knowledge*, and blur as additional spells known, even if these spells are not normally on the spell list for their class. Wizards and other arcane spellcasters who prepare their spells ahead of time can prepare those same spells without the aid of a spellbook, as if they had previously known all those spell and taken the Spell Mastery feat for each.
    *New spell described on page 94.
    Spells: Frostwyrm knows and can cast spells as a 9th-level sorcerer. When the spellwurm is attached to a host, this spellcasting ability is suppressed.
    Spells Known: 8/5/4/3/2
    Symbiont Traits: See page 299 of the EBERRON Campaign Setting.
    Telepathy (Su): A spellwurm can communicate telepathically with its host, if its host has a language.


    Spoiler: CR 10
    Show

    Frostwyrm
    Tiny Aberration (Symbiont)
    Hit Dice: 1d8 plus 9d4+5 (45 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 19 (+2 size, +3 Dexterity, +4 Mage Armor), touch 15, flat-footed 16
    Base Attack/Grapple: +4/-6
    Attack: Bite +9 melee (1d3-2)
    Full Attack: Bite +9 melee (1d3-2)
    Space/Reach: 2-1/2 ft./5 ft.
    Special Attacks: Spells, Cold Energy Penetration +2
    Special Qualities: Darkvision, Symbiont traits, telepathy, Cold Elemental Specialty, Resistance to Cold 5, Immunity to Sleep
    Saves: Fort +4, Ref +6, Will +8
    Abilities: Str 6, Dex 17, Con 12, Int 10, Wis 6, Cha 21, Ego 12
    Skills: Knowledge Arcana +11, Knowledge The Planes +7, Hide +11
    Feats: Snowcasting, Frozen Magic, Energy Substitution Cold, Tomb Tainted Soul, Weapon Finesse(B)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 10 (singly) or host +1 (when worn)
    Treasure: None
    Alignment: Usually lawful evil
    Advancement: None
    Level Adjustment: —


    A thick, purplish snake undulates forward, about as long and thick as a humanoid arm. Where a head would surmount a natural serpent you see a nest of five finger-length tentacles surrounding a horribly humanlike mouth. The daelkyr create spellwurms for their servants, and they are most commonly found attached to beholders, dolgaunts, mind flayers, and daelkyr half-bloods.
    A spellwurm does not speak any language, but it understands Undercommon.

    Combat
    A spellwurm can attach itself only to a willing or helpless host (as a full-round action). In general, a creature either seeks out a spellwurm to gain its benefits or encounters the spellwurm accidentally. A spellwurm attaches at its base, and can either take the place of a missing arm on a humanoid, or attach under the left or right arm to create a third tentacle-like appendage. In either case, the spellwurm can perform none of the natural functions of a real arm—it can only cast spells. It is usually hidden in the clothing of its host, only snaking out to gesticulate and cast its spells when combat beckons.
    Attaching or removing a spellwurm deals 1d3 points of Constitution damage.
    Host Benefit: A creature with an attached spellwurm gains increased spellcasting ability. Creatures that cast arcane spells spontaneously (such as sorcerers, bards, or warmages) gain mage armor, ancient knowledge*, and blur as additional spells known, even if these spells are not normally on the spell list for their class. Wizards and other arcane spellcasters who prepare their spells ahead of time can prepare those same spells without the aid of a spellbook, as if they had previously known all those spell and taken the Spell Mastery feat for each.
    *New spell described on page 94.
    Spells: Frostwyrm knows and can cast spells as a 14th-level sorcerer. When the spellwurm is attached to a host, this spellcasting ability is suppressed.
    Spells Known: 9/5/5/4/4/3/2/1
    Symbiont Traits: See page 299 of the EBERRON Campaign Setting.
    Telepathy (Su): A spellwurm can communicate telepathically with its host, if its host has a language.


    Spoiler: CR 15
    Show

    Frostwyrm
    Tiny Aberration (Symbiont)
    Hit Dice: 1d8 plus 14d4+5 (65 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 19 (+2 size, +3 Dexterity, +4 Mage Armor), touch 15, flat-footed 16
    Base Attack/Grapple: +7/-3
    Attack: Bite +12 melee (1d3-2)
    Full Attack: Bite +12 melee (1d3-2)
    Space/Reach: 2-1/2 ft./5 ft.
    Special Attacks: Spells, Cold Energy Penetration +4, Cold Energy Focus +1
    Special Qualities: Darkvision, Symbiont traits, telepathy, Cold Elemental Specialty, Resistance to Cold 20, Immunity to Sleep
    Saves: Fort +5, Ref +7, Will +11
    Abilities: Str 6, Dex 17, Con 12, Int 10, Wis 6, Cha 22, Ego 14
    Skills: Knowledge Arcana +13, Knowledge The Planes +9, Knowledge Religion +3, Hide +11
    Feats: Snowcasting, Frozen Magic, Energy Substitution Cold, Tomb Tainted Soul, Lord of the Uttercold, Flash Frost Spell, Weapon Finesse(B)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 10 (singly) or host +1 (when worn)
    Treasure: None
    Alignment: Usually lawful evil
    Advancement: None
    Level Adjustment: —


    A thick, purplish snake undulates forward, about as long and thick as a humanoid arm. Where a head would surmount a natural serpent you see a nest of five finger-length tentacles surrounding a horribly humanlike mouth. The daelkyr create spellwurms for their servants, and they are most commonly found attached to beholders, dolgaunts, mind flayers, and daelkyr half-bloods.
    A spellwurm does not speak any language, but it understands Undercommon.

    Combat
    A spellwurm can attach itself only to a willing or helpless host (as a full-round action). In general, a creature either seeks out a spellwurm to gain its benefits or encounters the spellwurm accidentally. A spellwurm attaches at its base, and can either take the place of a missing arm on a humanoid, or attach under the left or right arm to create a third tentacle-like appendage. In either case, the spellwurm can perform none of the natural functions of a real arm—it can only cast spells. It is usually hidden in the clothing of its host, only snaking out to gesticulate and cast its spells when combat beckons.
    Attaching or removing a spellwurm deals 1d3 points of Constitution damage.
    Host Benefit: A creature with an attached spellwurm gains increased spellcasting ability. Creatures that cast arcane spells spontaneously (such as sorcerers, bards, or warmages) gain mage armor, ancient knowledge*, and blur as additional spells known, even if these spells are not normally on the spell list for their class. Wizards and other arcane spellcasters who prepare their spells ahead of time can prepare those same spells without the aid of a spellbook, as if they had previously known all those spell and taken the Spell Mastery feat for each.
    *New spell described on page 94.
    Spells: Frostwyrm knows and can cast spells as a 18th-level sorcerer. When the spellwurm is attached to a host, this spellcasting ability is suppressed.
    Spells Known: 9/5/5/4/4/4/3/3/2/1
    Symbiont Traits: See page 299 of the EBERRON Campaign Setting.
    Telepathy (Su): A spellwurm can communicate telepathically with its host, if its host has a language.


    Spoiler: CR 20
    Show

    Frostwyrm
    Tiny Elemental (Augmented Aberration) (Symbiont)
    Hit Dice: 3d8 plus 17d4+5 (89 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 20 (+2 size, +1 Natural, +3 Dexterity, +4 Mage Armor), touch 15, flat-footed 16
    Base Attack/Grapple: +9/-1
    Attack: Bite +14 melee (1d3-2) OR Icicle +14 (1d6-2 plus 1d6 cold)
    Full Attack: Bite +14 melee (1d3-2)
    Space/Reach: 2-1/2 ft./5 ft.
    Special Attacks: Spells, Cold Energy Penetration +4, Cold Energy Focus +2, Rebuke/Command Cold Creatures, Chill Metal, Rebuke/Command Undead
    Special Qualities: Darkvision, Symbiont traits, telepathy, Cold Elemental Specialty, Cold Immunity, Immunity to Sleep, Immunity to Paralysis, Immunity to Poison, DR 10/magic, Winter Domain
    Saves: Fort +9, Ref +8, Will +17
    Abilities: Str 6, Dex 17, Con 12, Int 10, Wis 6, Cha 24, Ego 22
    Skills: Knowledge Arcana +14, Knowledge The Planes +9, Knowledge Religion +9, Hide +11
    Feats: Snowcasting, Frozen Magic, Energy Substitution Cold, Tomb Tainted Soul, Lord of the Uttercold, Flash Frost Spell, Elemental Theurgy (Cold), Weapon Finesse(B)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 10 (singly) or host +1 (when worn)
    Treasure: None
    Alignment: Usually lawful evil
    Advancement: None
    Level Adjustment: —


    A thick, purplish snake undulates forward, about as long and thick as a humanoid arm. Where a head would surmount a natural serpent you see a nest of five finger-length tentacles surrounding a horribly humanlike mouth. The daelkyr create spellwurms for their servants, and they are most commonly found attached to beholders, dolgaunts, mind flayers, and daelkyr half-bloods.
    A spellwurm does not speak any language, but it understands Undercommon.

    Combat
    A spellwurm can attach itself only to a willing or helpless host (as a full-round action). In general, a creature either seeks out a spellwurm to gain its benefits or encounters the spellwurm accidentally. A spellwurm attaches at its base, and can either take the place of a missing arm on a humanoid, or attach under the left or right arm to create a third tentacle-like appendage. In either case, the spellwurm can perform none of the natural functions of a real arm—it can only cast spells. It is usually hidden in the clothing of its host, only snaking out to gesticulate and cast its spells when combat beckons.
    Attaching or removing a spellwurm deals 1d3 points of Constitution damage.
    Host Benefit: A creature with an attached spellwurm gains increased spellcasting ability. Creatures that cast arcane spells spontaneously (such as sorcerers, bards, or warmages) gain mage armor, ancient knowledge*, and blur as additional spells known, even if these spells are not normally on the spell list for their class. Wizards and other arcane spellcasters who prepare their spells ahead of time can prepare those same spells without the aid of a spellbook, as if they had previously known all those spell and taken the Spell Mastery feat for each.
    *New spell described on page 94.
    Spells: Frostwyrm knows and can cast spells as a 20th-level sorcerer. When the spellwurm is attached to a host, this spellcasting ability is suppressed.
    Spells Known: 9/5/5/4/4/4/3/3/3/3
    Symbiont Traits: See page 299 of the EBERRON Campaign Setting.
    Telepathy (Su): A spellwurm can communicate telepathically with its host, if its host has a language.


    Spoiler: Stratergies
    Show

    (yes I know that was misspelled ^_-)

    Well since starting at level 1 we have sorcerer 5th level casting, and that is about to go up we fight as a sorcerer. Between Ice Dagger, Charm Person, and Chill Touch we have all that we really need in order to effectively eat. Which is all we really need to do. CR 1 encounters will go quickly with our higher than average casting and casting stat. We are actually better at casting than an adventurer equivalent! We are obviously squishy, but at level 1 our AC should be good enough to match the to hits of most min maxxed adventurers, so we need to fear the critical hit! And we get fly real soon.

    Around CR 6 we get our really fun things, allowing us to deal cold damage with any spell, which combined with snowcasting pushes our casting to CL 13 with access to fifths. That is a scary fight, that I fear a DM may actually throw at someone. Since Frostwyrm is a symbiont it can cast dominate person, attach itself to the dominated humanoid, and communicate with it telepathically, to give it long bouts that it doesn’t need to worry about much of anything. Sure once the dominate person ceases the person controlled could attempt the will save to subvert control, but even if they succeed the best thing they could do is attempt to remove the symbiont, at which point it just uses it’s extremely powerful spellcasting again. As far as masterminds go it’s desires are fairly basic, eat and kill, and kill and eat. Frostwyrm continues this for as long as it desires, getting bored once it reaches CR 15.

    At CR 15 he becomes a villain in his own right. Energy Transformation Fields + Frostfell + Fimbulwinter will turn any region as large as Frostwyrm chooses to become a frozen wasteland. With enough time and without someone to stop Frostwyrm he’ll turn the entirety of the world into a frozen wasteland. Our caster level at this point is 21 meaning 21 mile radius areas of perpetual winter per casting. Good allies for the Frostwyrm would be a few Winterhaunts of Iborighu, White Dragons, and Frost Giants. A Winterhaunt protecting and perpetuating each of Energy Transformation Fields by channeling their icehearts into fueling the ETFs. Frostwyrm is no stranger to danger at this point, able to throw polar rays at caster level 21 and disintegrates at CL 20. The Frostwyrm will be sure to sacrifice as many spell slots as needed to it’s Spell Shield.

    If you wish for Frostwyrm’s story to continue on into epic then the easiest way to do this is to have Frostwyrm begin attempting to bring Iborighu’s avatars to the material, and perhaps awaken a Xixecal (EPH). The necromancy undertones should remain as just that, undertones, however many undead should be popping up, but not be caused by Frostwyrm directly. Entombed, Skeletons, and Bleakborn would become much more common, while Winterwights, Liches, and other powerful undead will either come out of hiding or slowly come into being. The Clerics of Iborighu will command the undead that they can bolstering Frostwyrm’s army. Frostwyrm himself may be a “leader” but his great scheme will be largely planned and executed by those that admire his power.

    If you want the necromantic undertones to become much larger and pronounced then allow Frostwyrm to become a lich instead of a divine caster. Have him manipulate his followers into believing he is the bringer of winter foretold by Iborighu. Regardless, the phrase, “Winter is coming,” should be everywhere in the campaign. If Frostwyrm succeeds then the whole of the planet should be frozen leaving only deep underwater civilizations alone (perhaps you can do a water campaign next).

    Spoiler: Sources
    Show

    Spellwurm - Magic of Eberron
    Sorcerer, Cleric - Players handbook
    Snowcasting, Frozen Magic, Frost Mage, Iborighu - Frostburn
    Flash Frost Spell - Player’s Handbook 2
    Energy Substitution, Lord of the Uttercold, Elemental Savant - Complete Arcane
    Tomb Tainted Soul - Libris Mortis
    Spell Shield - Dungeonscape
    Ice Elemental stuff - Manual of the Planes
    Various Creatures named were all from: Monster Manual, Libris Mortis, Frostburn, and Epic Player’s Handbook
    All spells were found - http://dnd.arkalseif.info/dndtools/spells/


    Spoiler: Alterations
    Show

    I did not include the Locate City Bomb, however I almost did. If you wish for apocalyptic levels of destruction drop frost mage and cleric in favor of Lich, drop frozen magic and Elemental Theurgy in favor of Explosive Spell and Fell Animate. Cast your Locate City Bomb with Fell animate added on. You will destroy huge swaths of area and create zombies galore.

    Elemental Savant links cold to water (a common occurrence) however this is due to there not being an Ice Elemental in the monster manual. Changing it from water elemental to ice elemental does not upset the balance, and is something that the class says is possible in the Adaption area. Returning it to water elemental changes very little but flavor.
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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  10. - Top - End - #100
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    I will have you killed until you die from it!

    6. Zughor, Hand of Baalzebul

    Zughor, Hand of Baalzebul



    "Have you noticed that King Rogar doesn't seem himself lately?"

    LE Advanced Imp Outsider 6/Fiend of Possession 4/Uncanny Trickster 3/Disciple of Baalzebul 10

    HD: 6d8+17d6+23

    Spoiler: Ability Scores
    Show
    Ability Array Racial 4th 8th 12th 16th 20th 23rd Final
    Str 10 - - - - - 10
    Dex 12 +6 - - - - 18
    Con 13 - - - - - 13
    Int 14 - - - - - 14
    Wis 8 +2 - - - - 10
    Cha 15 +4 +1 +1 +1 +1 +1 +4 28

    Spoiler: Build Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills / Skill Tricks Feats Class Features
    2 Outsider 1 +1 +2 +2 +2 Diplomacy 4, Gather Information 2, Hide 4, Knowledge (local) 4, Listen 4, Move Silently 4, Search 4, Spellcraft 4, Spot 4, Survival 4 Disciple of Darkness Alternate Form (raven, rat), Damage Reduction 5/Good or Silver, Darkvision 60 ft., Fast Healing 2, Immunity to Poison, Resistance to Fire 5, Poison, Spell-like abilities
    2 Outsider 2 +2 +3 +3 +3 Diplomacy 5, Gather Information 2, Hide 5, Knowledge (local) 5, Listen 5, Move Silently 5, Search 5, Spellcraft 5, Spot 5, Survival 4;
    [Listen to This]
    - -
    2 Outsider 3 +3 +3 +3 +3 Diplomacy 6, Gather Information 3, Hide 6, Knowledge (local) 6, Listen 6, Move Silently 6, Search 6, Spellcraft 6, Spot 6, Survival 4 Darkstalker -
    2 Outsider 4 +4 +4 +4 +4 Diplomacy 7, Gather Information 3, Hide 7, Knowledge (local) 7, Listen 7, Move Silently 7, Search 7, Spellcraft 7, Spot 7, Survival 4; [Point it Out] - -
    3 Outsider 5 +5 +4 +4 +4 Diplomacy 8, Gather Information 4, Hide 8, Knowledge (local) 8, Listen 8, Move Silently 8, Search 8, Spellcraft 8, Spot 8, Survival 4 - -
    3 Outsider 6 +6 +5 +5 +5 Diplomacy 9, Gather Information 4, Hide 9, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Spellcraft 9, Spot 9, Survival 4; [Collector of Stories] Knowledge Devotion -
    4 Fiend of Possession 1 +6 +7 +7 +7 Bluff 4, Diplomacy 9, Gather Information 4, Hide 9, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Spellcraft 9, Spot 9, Survival 4 - Ethereal Form, Hide Presence, Possess Object
    5 Fiend of Possession 2 +7 +8 +8 +8 Bluff 8, Diplomacy 9, Gather Information 4, Hide 9, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Spellcraft 9, Spot 9, Survival 4 - Curse, Magic Item
    6 Fiend of Possession 3 +7 +8 +8 +8 Bluff 10, Diplomacy 9, Gather Information 4, Hide 9, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Spellcraft 9, Spot 9, Survival 4[Spot the Weak Point] Naturalized Denizen Control Object
    7 Fiend of Possession 4 +8 +9 +9 +9 Bluff 13, Diplomacy 10, Gather Information 4, Hide 9, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Spellcraft 9, Spot 9, Survival 4 - Animate Object, Possess Creature
    8 Uncanny Trickster 1 +8 +9 +11 +9 Bluff 13, Diplomacy 10, Gather Information 4, Hide 9, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 10; [Social Recovery] - Bonus Trick, Favorite Trick (social recovery)
    9 Uncanny Trickster 2 +9 +9 +12 +9 Bluff 13, Diplomacy 15, Gather Information 4, Hide 9, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 15; [Timely Misdirection] Evil's Blessing Ally or Enemy, Bonus trick, Favorite Trick (timely misdirection), Possess Noncontinuous Object
    10 Uncanny Trickster 3 +10 +10 +12 +10 Bluff 13, Diplomacy 15, Disguise 9, Gather Information 5, Hide 9, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 15; [Second Impression] - Bonus Trick, Control Creature, Favorite Trick (second impression), Tricky Defense
    11 Disciple of Baalzebul 1 +10 +10 +14 +12 Bluff 17, Diplomacy 17, Disguise 9, Gather Information 5, Hide 10, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 2, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 17 - Tongue of the Devil
    12 Disciple of Baalzebul 2 +11 +10 +15 +13 Bluff 18, Diplomacy 18, Disguise 9, Gather Information 5, Hide 14, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 5, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 18 Mask of Gentility Sneak Attack +1d6
    13 Disciple of Baalzebul 3 +12 +11 +15 +13 Bluff 19, Diplomacy 19, Disguise 9, Gather Information 5, Hide 19, Intimidate 2, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 5, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 19 - Suggestion
    14 Disciple of Baalzebul 4 +13 +11 +16 +14 Bluff 20, Diplomacy 20, Disguise 9, Gather Information 5, Hide 20, Intimidate 5, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 8, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 20 - Summon Osyluth
    15 Disciple of Baalzebul 5 +13 +11 +16 +14 Bluff 21, Diplomacy 21, Disguise 9, Gather Information 5, Hide 21, Intimidate 8, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 11, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 21 Trickery Devotion Sneak Attack +2d6
    16 Disciple of Baalzebul 6 +14 +12 +17 +15 Bluff 22, Diplomacy 22, Disguise 9, Gather Information 5, Hide 22, Intimidate 8, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 17, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 22 - Insect Plague
    17 Disciple of Baalzebul 7 +15 +12 +17 +15 Bluff 23, Diplomacy 23, Disguise 9, Gather Information 5, Hide 23, Intimidate 8, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 23, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 23 - Beguiling Nature
    18 Disciple of Baalzebul 8 +16 +12 +18 +16 Bluff 24, Diplomacy 24, Disguise 9, Gather Information 5, Hide 24, Intimidate 13, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 24, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 24 Epic Reputation Sneak Attack +3d6
    19 Disciple of Baalzebul 9 +17 +13 +18 +16 Bluff 25, Diplomacy 25, Disguise 9, Gather Information 5, Hide 25, Intimidate 18, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 25, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 25 - Summon Cornugon
    20 Disciple of Baalzebul 10 +18 +13 +19 +17 Bluff 26, Diplomacy 26, Disguise 9, Gather Information 5, Hide 26, Intimidate 23, Knowledge (local) 9, Listen 9, Move Silently 9, Search 9, Sense Motive 26, Spellcraft 9, Spot 9, Survival 4, Use Magic Device 26 - King of Lies

    Spoiler: Miscellaneous
    Show
    CR/Write-ups:

    CR 5:
    Zughor is already able to assume ethereal form and possess objects. He can also assume the forms of a raven or rat to further blend in and misdirect. He uses his social skills and suggestion to influence victims, and superior stealth skills to remain undetected (at will etherealness, invisibility, hide presence and darkstalker make him very stealthy).

    CR 10: Uncanny trickster completes the Fiend of Possession levels, while providing far superior skills. Zughor can possess and control creatures, and enhance (and animate) an item he is possessing. Naturalized denizen protects against banishment or dismissal. Evil's blessing helps greatly with saving throws. Social skills continue to improve, and use magic device allows a lot of versatility.

    CR 15: Zughor is an even more formidable emissary of Baalzebul. he can use suggestion more often, and also summon an Osyluth. He gains a small amount of sneak attack, and continues to hone his skills. Mask of gentility helps to further obfuscate his true nature, and trickery devotion can be used to distract and confound enemies.

    CR 20: At the peak of his powers, Zulghor is indeed a force to be reckoned with. He is a master of stealth, misdirection and manipulation. As well as an impressive array of skills, he can also summon an insect plague and Cornugon, and also use a mass charm effect.

    Use in Campaign:

    Zulghor works best as a "behind the scenes" villain. He isn't that strong in face-to-face combat, but works well when possessing an NPC. He can be used as an elite agent of Baalzebul, and employ other diabolic agents in his cause. His end game could be to control a ruler and plunge a region into war, at the behest of his infernal master. Given his ability to remain undetected and turn ethereal, he should have the chance to escape when cornered, to become a recurring enemy. If the DM wanted to be truly fiendish (pun intended), Zulghor could possess an ally of the party, or even one of the PCs. Or maybe that magic sword they found as loot isn't all it seems to be.

    Non-core Sources:

    Complete Champion:
    Knowledge Devotion, Trickery Devotion
    Complete Scoundrel:Uncanny Trickster, skill tricks
    Book of Vile Darkness: Disciple of Baalzebul
    Elder Evils: Evil's Blessing
    Epic Level handbook: Epic Reputation
    Exemplars of Evil: Mask of Gentility
    Fiend Folio: Fiend of Possession
    Lords of Madness: Darkstalker
    Unearthed Arcana: Naturalized Denizen
    Last edited by jdizzlean; 2018-08-22 at 04:26 AM.
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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  11. - Top - End - #101
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    super sized, strike that, reverse it.

    7. Ma'kee the Littlest Giant

    Ma’kee the Littlest Giant
    NE Primordial Half-Troll Bat Deadly Hunter Druid 5/Holt Warden 10/Divine Oracle 2/Contemplative 1

    No one really knows how Ma’kee came to be.

    Some fall back to the old excuse that “a wizard did it,” spinning tales of a particularly unhygienic and disorganized evoker mixing up bat guano with troll semen from his breeding experiments, but no one is willing or able to adequately describe the mechanics of this error to properly account for the creature born as a result.

    Spoiler
    Show
    Ability Scores
    Spoiler
    Show
    Elite Array: 8 Str, 12 Dex, 13 Con, 14 Int, 15 Wis, 10 Cha
    After Stat Adjustments for Primordial Half-Troll: 1 Str, 18 Dex, 17 Con, 8 Int, 19 Wis, 6 Cha
    After Return to Nature: 1 Str, 20 Dex, 17 Con, 8 Int, 19 Wis, 6 Cha
    Increase Wis at all opportunities.


    Build Table
    Spoiler
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    2 Primordial Half-Troll Bat - - - - - - Blindsense 20ft, Low-light Vision, Invisibility at-will, Magical Knack, Fast Healing 5, Darkvision 60ft, Scent, Rend, Bite, 2 Claws
    3 Deadly Hunter Druid 1 +0 +2 +0 +2 Survival 4, Knowledge (Nature) 4, Concentration 4 Gatekeeper Initiate, TrackB AC Bonus, Favored Enemy (Aberration)*, Animal Companion, Nature Sense, Wild Empathy
    4 Druid 2 +1 +3 +0 +3 Survival 5, Knowledge (Nature) 5, Concentration 5 - Woodland Stride
    5 Druid 3 +2 +3 +1 +3 Survival 6, Knowledge (Nature) 6, Concentration 6 Skill Focus (Knowledge (Religion)) Trackless Step
    6 Druid 4 +3 +4 +1 +4 Survival 7, Knowledge (Nature) 7, Concentration 7 - Resist Nature’s Lure
    7 Druid 5 +3 +4 +1 +4 Survival 8, Knowledge (Nature) 8, Concentration 8 - Favored Enemy (Humanoid (Elf))*
    8 Holt Warden 1 +3 +6 +1 +6 Survival 8, Knowledge (Nature) 8, Concentration 8, Knowledge (Religion) 3 Martial Study (Action Before Thought) Nature Sense, Plant Affinity
    9 Holt Warden 2 +4 +7 +1 +7 Survival 8, Knowledge (Nature) 8, Concentration 8, Knowledge (Religion) 6 - Rebuke Plants, Woodland Stride
    10 Holt Warden 3 +5 +7 +2 +7 Survival 8, Knowledge (Nature) 8, Concentration 8, Knowledge (Religion) 9 - Earth’s Communion 1/day, Trackless Step
    11 Divine Oracle 1 +5 +7 +2 +9 Survival 8, Knowledge (Nature) 8, Concentration 8, Knowledge (Religion) 10 Greenbound Summoning Oracle Domain, Scry Bonus
    12 Divine Oracle 2 +6 +7 +2 +10 Survival 8, Knowledge (Nature) 8, Concentration 8, Knowledge (Religion) 11 - Prescient Sense, Trap Sense +1
    13 Holt Warden 4 +7 +8/td]
    [td]+2
    +11 Survival 8, Knowledge (Nature) 8, Concentration 9, Knowledge (Religion) 13 - -
    14 Contemplative 1 +7 +8 +2 +13 Survival 8, Knowledge (Nature) 8, Concentration 10, Knowledge (Religion) 13 Quicken Spell Bonus Domain (Spell), Divine Health
    15 Holt Warden 5 +7 +8 +2 +13 Survival 8, Knowledge (Nature) 8, Concentration 13, Knowledge (Religion) 13 - Earth’s Communion 2/day, Venom Immunity
    16 Holt Warden 6 +8 +9 +3 +14 Survival 8, Knowledge (Nature) 8, Concentration 16, Knowledge (Religion) 13 - Whispers of the Forest (News)
    17 Holt Warden 7 +9 +9 +3 +14 Survival 8, Knowledge (Nature) 8, Concentration 18, Knowledge (Religion) 13, Hide 1 Craft Contingent Spell Earth’s Communion 3/day, Web of Life
    18 Holt Warden 8 +10 +10 +3 +15 Survival 8, Knowledge (Nature) 8, Concentration 19, Knowledge (Religion) 13, Hide 3 - -
    19 Holt Warden 9 +10 +10 +4 +15 Survival 8, Knowledge (Nature) 8, Concentration 20, Knowledge (Religion) 13, Hide 5 - Earth’s Communion 4/day, Timeless Body
    20 Holt Warden 10 +11 +11 +4 +16 Survival 8, Knowledge (Nature) 8, Concentration 21, Knowledge (Religion) 13, Hide 7 Sudden Maximize Whispers of the Forest (Insights)
    *Adjust Favored Enemies as desired to suit your party or campaign.


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


    Still others say that Ma’kee is a living magical node – a singularity concentrating the primordial power of nature into an infinitesimal point – but this is generally dismissed as too poetic and fanciful, and many scholars insist that it is simply impossible.

    Spoiler
    Show
    CR 5
    Spoiler
    Show
    The +2 CR from Half-Troll puts Ma’kee a spell level behind, but otherwise we’re looking pretty good. Diminutive size and favorable modifiers, along with Invisibility at-will which can help animal friends in joining in on the stealthy fun, and even only going up to 2nd level spells, Druid casting has some gems that can make your party’s lives difficult. Because we’ve invested build resources in being extra tiny, Ma’kee won’t be Wild Shaping, so we take the usually less optimal Swift and Deadly Hunter ACF instead, adding Wis to AC and a few favored enemies.

    CR 10
    Spoiler
    Show
    Since we aren’t progressing Wild Shape, we PrC out. In addition to full casting progression, Holt Warden adds domain slots which can be used for spells from the Plant Domain, along with other things later on. It also gives some other nice nature abilities and makes Knowledge (Religion) a class skill so that we can get into some other nice PrCs.

    CR 15
    Spoiler
    Show
    Divine Oracle adds what is effectively Evasion, which in conjunction with Action Before Thought shoring up his reflex save, protects against AoE effects that enemies might use when they have difficulty locating or hitting the miniscule Ma’kee. Divine Oracle also adds the Oracle Domain, which gives more options for what to prepare in Ma’kee’s domain slots, and in conjunction with Holt Warden abilities enhance Ma’kee’s intelligence gathering capabilities, but the real winner in terms of stuff to stick in domain slots is the Spell Domain courtesy of Contemplative. The Anyspell line massively expands casting versatility. Greenbound Summoning is also online, kicking the plant theme up to 11 with some frankly absurd power boosts to SNA. As a BBEG, Ma’kee doesn’t really need to save spell slots, so Quicken Spell is a natural choice to improve action economy.

    But the real highlight here, at least as it pertains to the theme of the round, comes with 7th level spells. Tucked away in Eberron Campaign Setting is a little gem called Return to Nature. When cast on a creature of the Giant type, that creature is subject to a Reduce Person effect, but what really makes it special is the fact that it has a duration of instantaneous. This means that Ma’kee’s size is now fine, forever, and not even a Dispel or AMF can ever change that.

    CR 20
    Spoiler
    Show
    We’re up to 9th level spells, and pick up some powerful feats along the way. Craft Contingent Spell offers huge potential, but one particular recommendation would be a Contingent Restoration in case the party manages to incapacitate Ma’kee by dealing a point of Str damage (if Craft Contingent Spell is too much for your game, this individual effect could be accomplished by a Greater Anyspell Contingency). Sudden Maximize caps things off, and as with Quicken, we don’t need to worry as much about the daily limitation, as we’re working with a BBEG, so it allows for a big emergency button on anything from a blasting spell to a mass summoning.


    Finally, many simply throw up their hands and suggest that Ma’kee’s origin is nothing more than the intoxicated mishap of some troll in ancient Xen’drik, but no one seriously believes that.

    Ma’kee is a minute speck unaccounted for in the grand portrait of creation. But one thing is certain. The power in that speck to distort the image as a whole is great. For within that miniscule form is the power to shake worlds, rend skies, and obliterate the civilizations that lie betwixt them.

    Spoiler
    Show
    Complete Arcane: Craft Contingent Spell, Sudden Maximize
    Complete Champion: Holt Warden
    Complete Divine: Contemplative, Divine Oracle
    Eberron Campaign Setting: Gatekeeper Initiate, Return to Nature
    Fiend Folio: Half-Troll
    Lost Empires of Faerun: Greenbound Summoning
    Secrets of Xen'drik: Primordial Giant
    Tome of Battle: Action Before Thought, Martial Study
    Everything else is in the SRD.
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  12. - Top - End - #102
    Nerdomancer in the Playground Moderator
     
    DruidGuy

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    You can't hit what you can't see

    8. The Meerking

    The Meerking
    - "I've sampled your fear, I've savoured your pain and consumed your vigour. I've even nipped at your soul. They were all delicious dishes, might you like to try?"

    Lawful Evil Advanced Corrupted Meerlock Mumia (with Aberrant Arms) Totemist 2 / Fighter 2 / Dread Commando 4 / Soul Eater 1 / Paladin of Slaughter 3

    Spoiler: Stats
    Show

    Ability Base Racial Mumia Corrupted Total
    Strength 13 -4 +4 13
    Dexterity 12 +2 -2 12
    Constitution 8 10 0 - +4 14
    Intelligence 14 0 14
    Wisdom 10 +2 -2 10
    Charisma 15 +4 -2 17

    When gaining Mumia template, the Constitution ability is made an Non-ability.

    When gaining the Corrupted template, Constitution is no longer a Non-ability, and to the best of my knowledge defaults to 10 before modifiers, closest I could find on a hard rule is Incarnate construct (Savage species), which simply tells you to roll 4d6 drop lowest

    All stat increases (HD8,12,16) goes into Charisma.



    Spoiler: Build
    Show

    CR HD Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    3rd Meenlock (Base Race) 4d8 +3 +1 +1 +4 Hide 7, Listen 7, Move Silently 7, Spot 7 Mindsight1st, Darkstalker3rd, TrackB Fear Aura, Meenlock Transformation, Paralysis, Rend Mind, Dimension Door, Telepathy
    4th Advance by HD 7d8 +5 +2 +2 +5 Hide 10, Listen 10, Move Silently 10, Spot 10 Dodge6th
    5th Aberrant Arms (Template) 7d8 +5 +2 +2 +5 2 Extra Arms
    6th Mumia (Template) 7d8 7d12 +3 +2 +2 +5 Change to Undead, Natural Armor +3, Withering Touch, Fast Healing 2
    8th Corrupted Creature (Template) 7d12 7d8 +5 +2 +2 +5 Change to Aberration , Natural Armor +3 7, Natural Weapon Damage increase one size, DR5/Magic, Disruptive Attack (+3 Vile Damage on Natural Attacks), Enhanced Power (All Special Attack DC's increase by 4), Fast Healing 2 3
    9th Totemist 1 8d8 +5 +4 +4 +5 K.Arcana 2, Listen 11, Spot 11, Survival 2 Wild Empathy
    10th Totemist 2 9d8 +6 +5 +5 +5 Listen 12, Spot 12, Survival 6 Open Least Charka (Hands)9th Totem Chakra
    11th Fighter 1 9d8+1d10 +7 +7 +5 +5 Listen 13(cc), Spot 13(cc) MobilityB Bonus Feat
    12th Dread Commando 1 10d8+1d10 +8 +7 +7 +5 Hide 14, Move Silently 14 Sudden Strike +1d6, Team Initiative Bonus
    13th Dread Commando 2 11d8+1d10 +9 +7 +8 +5 Listen 14(cc) Hide 15, Move Silently 15, Spot 15(cc) Multiattack12th Armoured Ease 2
    14th Dread Commando 3 12d8+1d10 +10 +8 +8 +6 Listen 16(cc) Hide 16, Move Silently 16, Spot 16(cc) Sudden Strike +2d6
    15th Dread Commando 4 13d8+1d10 +11 +8 +9 +6 Listen 17(cc) Hide 17, Move Silently 17, Spot 17(cc), Survival 7(cc) Armoured Ease 4, Stealthy Movement
    16th Fighter 2 13d8+2d10 +12 +9 +9 +6 Hide 18(cc), Move Silently 18(cc) Weapon Focus (Claws)B, Alertness15th Bonus Feat
    17th Soul Eater 1 14d8+2d10 +13 +11 +11 +8 Listen 19, Hide 19, Move Silently 19, Spot 19 Energy Drain
    18th Paladin of Slaughter 1 14d8+3d10 +14 +15 +1 +1 Hide 20(cc), Move Silently 20(cc) Aura of Evil, Detect Good, Smite Good 1/day
    19th Paladin of Slaughter 2 14d8+4d10 +15 +16 +11 +11 Hide 21(cc), Move Silently 21(cc) Sickening Strike18th Divine Grace, Deadly Touch
    20th Paladin of Slaughter 3 14d8+5d10 +16 +16 +12 +12 Hide 22(cc), Move Silently 22(cc) Deliberating Aura, Divine Health

    CR Soulmeld Essentia Chakra
    9 2 1 -
    10 3 2 1+1

    Default Soulmelds are
    Girallon Arms (Shaped to Arms, bound to totem) - Giving me Claws on my Aberrant Arms, and two additional clawed arms, giving me a total of 6 claw attacks each round
    Sphinx Claws (Shaped to Hands, bound to hands) - Giving me Pounce
    Kruthik Claws (Shaped to Shoulders) - Gets all of my Essentia, giving me a Competence bonus to Hide and Move Silently, making it much harder to be caught.


    Spoiler: Playtips
    Show


    The Meerking aren't played like a direct threat, and never goes into an open combat unless all the opponents are scattered or drooling messes from severe Wis Damage, but rather by singling out specific enemies wittling them down by a wide range of SaveOrSuck/SaveOrDie, optionally from far away even ignoring Line of Effect, until they're incapable of defeating a wet marshmallow due to decreased stats

    Quick rundown at the abilities that the Meerking have (and other than Energy drain and Sickening strike, available practically from the word go).

    Telepathy at 300 feet - which parred with Mindsight makes it easy to notice just about anyone within reach

    Dimension Door, 60 feet every second round - easy to relocate and sneak up on people or get to safety where they can't get to me

    Rend Mind (Su) Will DC (10+˝*Racial HD+ChaModifier+4(Enhanced Power)) = DC22 or 1d4 Wis Damage, any one within 300ft, after being used you have to wait 1d4 rounds to do it again - Used to soften any opponent that get within my Telepathy range, optionally nuking them down from a distance untill they get Ability Damaged to 0, becoming helpless

    Fear Aura (Su) Will DC (10+˝*Racial HD+ChaModifier+4(Enhanced Power)) = DC22 or become helpless for 1d4+4 rounds, Free action, 30 ft radius, after saving enemies can't be targeted by it for 24 Hours - effectively a Save Or Die

    Withering Touch (su) Fort DC (10+˝*Racial HD+˝*ChaModifier+4(Enhanced Power)) = DC20 or take 2 Con Damage whenever my natural weapons hit Making it easier to make Paralysis hit, and a secondary win condition by draining people down to Con 0 killing them

    Paralysis (Ex) Fort DC (10+Racial HD+ConModifier+4(Enhanced Power)) = DC23 or be Paralyzed for 3d6 rounds whenever my claws hit, so up towards 6 times a round can I force an opponent to make the DC,

    Energy Drain - Whenever I hit someone they take 1 Negative Level (no save), making it harder for them to save against any of my other abilities,

    Sickening Strike - while late in the build whenever I'm able to ambush opponents (which given the stealth and ability to pick the battles), i can trade a single Sudden Strike dice for making the opponent sickened (no save), which serves the same purposes as Energy Drain

    Beyond this, between the hefty Stealth (size modifier to Hide (+8), competence bonuses to Hide and Move Silently (+8) and decreased penalties from Stealthy Movement and Armoured Ease) the Character should be able to consistently attack, and still Hide, as they only need to take a -10 to Hide/Move Silent while attacking/Charging.


    Spoiler: Sources
    Show

    Monster Manual II - Meerlock
    Lords of Madness - Mindsight, Darkstalker
    Dungeon Master Guide II - Aberrant Arms
    Ghostwalk - Mumia Template
    Book of Vile Darkness - Corrupted Template, Soul Eater
    Magic of Incarnum - Totemist, Open Least Chakra
    Heroes of Battle - Dread Commando
    Monster Manual - Multiattack
    Unearthed Arcana - Paladin of Slaughter
    Drow of the Underdark - Sickening Strike
    Last edited by jdizzlean; 2018-08-22 at 01:27 AM.
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    Quote Originally Posted by Nifft View Post
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    DruidGuy

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    You won't use me, I'll use YOU!

    9. Krogfur the Everhealing

    Krogfur the Everhealing


    Spoiler: Story
    Show
    Krogfur was a wretched little devil usually summoned by adventurers to do their dirty work, Well he was sick of it! Through his travels and summons he had heard of a Being of great power, Rangorra. Even though he already had a master to serve he pledged his service to Rangorra. Since then he has been gaining power, his form is blessed by the great healing magics, why would he ever want for another like other devils?

    Krogfur goes throughout the realms spreading the blessings of Rangorra, occasionally harrying adventurers, looking for the ones who kept summoning him. He looks forward to being able to summon Rangorra.


    Spoiler: Stub
    Show
    Str 8, Dex 10, Con 22, Int 10, Wis 18, Cha 18
    Warlock - 6, Cleric - 3, Eldritch Disciple - 8(effective lvl 14 Warlock, lvl 11 Cleric). LE Bloodbag Imp. Worships Asmodeus, serves Glasya and the Elder Evil Rangorra(Its a devil, conniving little backstabbers)


    Spoiler: Build
    Show

    LVL Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    CR 3 Bloodbag Imp +4 +4 +4 +4 Concentration 5, Knowledge (religion)2, Knowledge (the planes)2, Listen 6, Spellcraft 7, Spot 6 Brand of the Nine Hells; Glasya, Mark of Malbolge
    Bonus feat: Willing Deformity

    Wounding Curse, Poison, Spell-Like Abilities, Transfusion
    1 Warlock - 1 +4 +4 +4 +6 Knowledge (religion)3, Knowledge (the planes)3 Bonus feat;Insane Defiance Eldritch blast 1d6, invocation (least)
    2 Cleric - 1 +4 +6 +4 +8 Knowledge (religion)4, Knowledge (the planes)4 Weapon Focus(Ray) Turn or Rebuke undead
    3 Warlock - 2 +5 +6 +4 +9 Knowledge (religion)6 Detect magic
    4 Cleric - 2 +6 +7 +4 +10 Knowledge (religion)8 Violate Spell like Ability +1 Wis
    5 Warlock -3 +7 +7 +5 +10 Spellcraft 9 Damage reduction 1/cold iron, eldritch blast 2d6
    6 Warlock - 4 +8 +7 +5 +11 Use Magic Device 2 Bonus feat: Abominable Form Deceive item
    7 Cleric - 3 +9 +7 +6 +11 Spellcraft 11 Maximize Spell like Ability(Eldritch Blast)
    8 Warlock - 5 +9 +7 +6 +11 Use Magic Device 4

    Eldritch blast 3d6, +1 Wis
    9 Warlock - 6 +10 +8 +7 +12 Use Magic Device 6

    New invocation (least or lesser)
    10 Eldritch Disciple - 1 +10 +10 +7 +14 Knowledge(Arcana)2 Empower Spell-Like Ability(Eldritch Blast) Gift of the divine patron, turn/rebuke undead
    11 Eldritch Disciple - 2 +11 +11 +7 +15 Knowledge(Arcana)4 Bonus feat:Willing Deformity(Parasite)
    12 Eldritch Disciple - 3 +12 +11 +8 +15 Knowledge(Arcana)6 +1 Wis
    13 Eldritch Disciple - 4 +13 +12 +9 +16 Diplomacy 2 Quicken Spell-Like Ability(Eldritch Blast) Gift of the divine patron
    14 Eldritch Disciple - 5 +13 +12 +9 +16 Diplomacy 4 Eldritch spellweave
    15 Eldritch Disciple - 6 +14 +13 +10 +17 Diplomacy 6
    16 Eldritch Disciple - 7 +15 +13 +10 +17 Diplomacy 8 Rapid Regen,
    Bonus feat: Vile Martial Strike

    Gift of the divine patron, +1 Cha
    17
    CR20
    Eldritch Disciple - 8 +16 +14 +10 +18 Diplomacy 10


    Spoiler: Spells & Special Qualities
    Show
    +1 spell slot for 1-4th lvl spells
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 1+1 - - - - - - - -
    2nd 4 2+1 - - - - - - - -
    3rd 4 2+1 1+1 - - - - - - -
    4th 5 3+1 2+1 - - - - - - -
    5th 5 3+1 2+1 1+1 - - - - - -
    6th 5 3+1 3+1 2+1 - - - - - -
    7th 6 4+1 3+1 2+1 1+1 - - - - -
    8th 6 4+1 3+1 3+1 2+1 - - - - -
    9th 6 4+1 4+1 3+1 2+1 1+1 - - - -
    10th 6 4+1 4+1 3+1 3+1 2+1 - - - -
    11th 6 5+1 4+1 4+1 3+1 2+1 1+1 - - -

    Spell like Abilities
    Bloodbag Imp
    Spell-Like Abilities: At will—detect good, detect magic,
    invisibility (self only); 1/day—vampiric touch. Caster level
    6th; save DC 11 + spell level.

    Invocations
    8 Known, access to least and lesser

    Least
    Beguiling Influence: The invoker receives a bonus on Bluff, Diplomacy, & Intimidate checks.
    Frightful Blast:Any creature struck by the invoker’s Eldritch Blast also becomes Shaken.
    Eldritch Spear: The maximum range of the invoker’s Eldritch Blast increases to 250’.
    Miasmic Cloud: Creates area of mist around the invoker, which grants Concealment to everyone within it. All creatures (except the invoker) within the mist become Fatigued.

    Lesser
    Curse of Despair:Touched target is inflicted with a curse.
    Eldritch Chain: If an Eldritch Blast hits its initial target, the invoker may attempt to hit a secondary target.
    Hellrime Blast: The invoker’s Eldritch Blast does Cold damage.
    Voracious Dispelling: Cancels magical spells and effects on a successful Dispel Check and deals damage.

    Special Qualities
    Bloodbag Imp
    SR 6, DR 5/silver and good, Regen 5, Devils Sight
    Polymorph (Su): An imp can assume other forms at will
    as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual imp can assume only one or two forms no larger than Medium-size. Common forms include monstrous spider, raven, rat, and boar.

    Wounding Curse (Su): Three times per day, a bloodbag imp can point at a foe within 30 feet and force that opponent to make a Fortitude save (DC 13) or suffer the effects of its wounding curse. A creature that succeeds on its saving throw is immune to that imp’s wounding curse ability for one day. Those afflicted treat every melee injury taken within the next hour as if that injury had been caused by a weapon with the wounding special ability. Such wounds bleed for 1 point of damage per round thereafter (in addition to the normal damage dealt by the melee attack). Multiple wounds result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).

    Poison (Ex): A bloodbag imp delivers its poison (Fort DC 16 negates) with each successful bite attack. Initial and secondary damage are the same (1d4 Str).

    Transfusion (Su): Any creature that drinks a bloodbag imp’s blood regains 1 hit point per full round of transfusion. The imp must be willing, and both the imp and the creature receiving the transfusion can take no other actions in that round. The imp takes 2 points of damage during each round of transfusion, but its regeneration ability reduces this to subdual damage, which it quickly recovers. A bloodbag imp rendered unconscious cannot use its transfusion ability until its hit points again exceed its subdual damage total.

    Skills: Bloodbag imps have a +8 racial bonus on Heal checks.


    Spoiler: By LVL/CR
    Show

    CR 3 Krogfur is your basic Bloodbag Imp, occasionally summoned by adventurers, sometimes to make use of its transfusion ability other times as a distraction, its hate for the mortals grows. It uses its abilities from the Mark of Malbolge, its flesh writhes with tumors (10 to be exact), it can rip these off for a number of abilities as a swift action but mostly uses them for their healing properties or for extra reach. It regrows these tumors in 10 rounds but since it has 10 it always has access to them.

    LVL 7/CR 10 Krogfur has begun his path of mastering both invocation magic and divine magic. Krogfurs abominable form gives his enemies pause and it can deflect mind affecting spells elsewhere thanks to its insane defiance. It keeps some spells handy such as Bloodwind, to make use of its bite and poison even though they dont do much. It has access to Maximize and Violate abilities, which it uses to great affect preventing enemies from healing themselves. It has researched and begins plans on helping Rangorra to touch down on the material plane.

    LVL 12/CR 15 Krogfur is a pestulant flying bag of blood, tumors and writhing parasites. It makes use of any spells that boost his natural healing or regeneration, it prefers to engage from a distance with its Eldritch Blast but doesnt balk from closer forms. Using its spells or invocations to put up defences. It also uses the spells Sadism and Masochism as its healing through most of the damage it takes to make sure it always hits the enemy. Moving up within the ranks of the Malshapers, Krogfur is near the top of the group, he often harries adventurers looking for the ones who summoned them and preventing them from stopping Rangorra.

    LVL 17, CR 20 Krogfur does much of the same but with access to higher level spells and invocations. Its revealed that hes only been using Rangorra all along, Rangorra is finally touched down on the material plane. Krogfur, under the impression of serving works to keep Rangorra alive so that it might keep affecting the world, slowly turning it into a flesh and tumor filled expanses.


    Spoiler: Sources
    Show
    Sources
    Bloodbag Imp - FF pg 99
    Brand of the Nine Hells - Fiendish codex 2, pg 81
    Eldritch Disciple - CM pg 53
    Insane Defiance - EE pg 13
    Maximize Spell like Ability - Complete Arcane, pg 81
    Serving an Elder Evil - EE pg 10
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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    DruidGuy

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    that's a great last minute rally of entries, as always.

    Hopefully there's a judge out there :)

    I'd like to state that any judges may make a suggestion for a future round to me via PM and i'll work out the restrictions and add it to my list in progress.

    Our next round will be one of these suggestions with my own twisted limitations set upon it
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Nice entries everyone. Really not much in the way of double-ups.

    And no swarms, that I can see. I was seriously expecting some kind of hivemind swarm or similar...

    I have some concerns about entry via Google Document: what if it is edited after the reveal? I mean, I doubt anyone would do something like that. I leave it in the hands of the chair, of course, but I thought I'd mention it.

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Quote Originally Posted by Thurbane View Post
    Nice entries everyone. Really not much in the way of double-ups.

    And no swarms, that I can see. I was seriously expecting some kind of hivemind swarm or similar...

    I have some concerns about entry via Google Document: what if it is edited after the reveal? I mean, I doubt anyone would do something like that. I leave it in the hands of the chair, of course, but I thought I'd mention it.
    just for discussions sake:
    on swarms, i think that by definition a swarm takes up a 10 foot space if i recall? so even if you had a swarm of dimunitive things, the swarm itself would be larger than tiny, and therefore not qualify correct? and I think hive-mind just complicates that, at least from my perspective

    whatcha think?

    on the google doc, i'll review it again before and during judging, but I didn't think of that as an issue honestly, any outright changes noticed (from submission) will simply result in a DQ, but again, I don't think it'll be an issue

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    OK, 2 of the builds were close conceptwise to mine, but in one case clearly "Better" and in the other somewhat cooler (and in both cases, ya know, finished^^).

    So I am not sad I didn`t enter.

    I am up for judging if, and thats a BIG if, I either can get it done next week, where I ahve copious free time, or after the 16th of September, as I am working full time, no stop, from 1st of September until 16th....##Edit: as for the Swarm, I agree. Which is why I did not build my first Idea of a Vampiric Bat Swarm Hivemind ...thingy.
    Last edited by GrayDeath; 2018-08-22 at 09:02 AM.
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

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

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    Ogre in the Playground
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Quote Originally Posted by GrayDeath View Post
    OK, 2 of the builds were close conceptwise to mine, but in one case clearly "Better" and in the other somewhat cooler (and in both cases, ya know, finished^^).
    When the judges have finished and we're done I'd like to know your concept and how you did yours
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Great list of tiny terrors

    Another idea I did not submit was about emulating Black Smurfs through Grig Barbarian / Totemist / Totem Rager - it emulated Patapons also

    Main problem was to relearn rules to make an effective pack of Lilliputians after the first 5 levels - too much to do after the first build...
    here is my Signature stuff

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    Post Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Entry Competitor Field 1 Field 2 Judge 1 Score Final Score
    The Shiv ??? - -
    Tom ??? - -
    Zahasehsh the Tiny ??? - -
    Lind Loheen ??? - -
    Frostwrym ??? - -
    Zughor, Hand of Baalzebul ??? - -
    Ma'kee the Littlest Giant ??? - -
    The Meerking ??? - -
    Krogfur the Everhealing ??? - -

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    It's a pity that I didn't have the time to make an entry.

    My idea was a quasit that used arseplomancy shenanigans to crawl inside important NPCs and control them by threatening to gut them from the inside out.

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    I was also a little (pleasantly) surprised there were no Jermlaine, Muckdwellers or Petals, either...

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Well, my first IDea (that I scrapped quickly) would have used a Pixie por Petal, so ^^
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

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

  24. - Top - End - #114
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Quote Originally Posted by GrayDeath View Post
    Well, my first IDea (that I scrapped quickly) would have used a Pixie por Petal, so ^^
    I don't have anything against them as such, just was expecting some of those races as entries.

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Yeah, I found the Petal would be used by nearly everyone (ooops^^) and my brothers Pixie influenced my view too much for it to not be a ripoff, so....well.
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

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

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    If I didn't work 12 hour swing shifts at night I would have submitted a Minor Servitor ball (wad? lump?) of Quintessence and just taken the elegance hit for Minor Servitor being a 3.0 spell.

    Never got past the idea phase but that it'd be awful would have been the fun part.

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    Question Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    May have missed it in comments, but has anyone said they might be judging?

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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Quote Originally Posted by Thurbane View Post
    I was also a little (pleasantly) surprised there were no Jermlaine, Muckdwellers or Petals, either...
    petal and muck i figured would have been the goto options, i'm actually pleasantly surprised we have none this round :)

    Quote Originally Posted by Thurbane View Post
    May have missed it in comments, but has anyone said they might be judging?
    Gray said he'll try to get to it this week, if not it won't be until after 9/16 :(
    Spoiler: Medals & Current Characters
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    Quote Originally Posted by Nifft View Post
    More sources, more choices, more power. Welcome to D&D.
    Quote Originally Posted by Peelee
    I mean, I have been assuming Jdizzlean looks like Nathan Fillion this whole time to start with...
    The Mod Life Crisis If you need me to address a thread as a Moderator, please include a link

  29. - Top - End - #119
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

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

  30. - Top - End - #120
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    Default Re: Villainous Competition XXVIII Bad Things Come in Small Packages

    Quote Originally Posted by jdizzlean View Post
    petal and muck i figured would have been the goto options, i'm actually pleasantly surprised we have none this round :)
    Meh, none of them really bring much unique to the table other than a low CR, which might as well be found other places, which have more flavour in terms of interesting special abilities

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