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2018-08-21, 04:59 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- Terra Australis
- Gender
Re: Villainous Competition XXVIII Bad Things Come in Small Packages
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2018-08-21, 08:55 PM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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 :)
Originally Posted by Peelee
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2018-08-22, 01:02 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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 :)
Originally Posted by Peelee
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2018-08-22, 01:04 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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
Originally Posted by Peelee
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2018-08-22, 01:07 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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
CRClassBase Attack BonusFort SaveRef SaveWill SaveSkillsFeatsClass Features1 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
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?
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
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
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
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
Spoiler: Cat Ex-Familiar
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!
Originally Posted by Peelee
-
2018-08-22, 01:09 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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: StoryA 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: StubWizard 2/ Master Specialist 7/ Initiate of the Sevenfold Veil 7/ Magister CR 4. Eyeball Beholderkin. NE
Spoiler: Build
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
+1 additional 1st, 2nd, 3rd and 4thLevel 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 -
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
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: SourcesBeholderkin, 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.
Originally Posted by Peelee
-
2018-08-22, 01:11 AM (ISO 8601)
- Join Date
- Oct 2016
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Re: Villainous Competition XXVIII Bad Things Come in Small Packages
just channel your inner Tasmanian devil.
4. Lind Loheen
Spoiler: Image
Spoiler: BackstoryFrom 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: ArrayStr:10, Dex:14, Con:8, Wis:12, Int:13, Cha: 15
Spoiler: Build TableCR 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 blocksSpoiler: CR5Lind 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: CR10Lind 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: CR15Lind 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)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: TacticsThe 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: NotesWhirlwind 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 UsageThe 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: SourcesMonster 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
Originally Posted by Peelee
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2018-08-22, 01:16 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
Re: Villainous Competition XXVIII Bad Things Come in Small Packages
It's getting Cold in herre...
5. Frostwrym, Part 1
Spoiler: statsNeutral Evil Spellwurm 1/Sorcerer 6/Elemental Savant 10/Cleric 1/Frost Mage 1/Cleric 1Spoiler: stats
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
CRClassBase Attack BonusFort SaveRef SaveWill SaveSkillsFeatsClass Features1 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
LevelCantrips1st2nd3rd4th5th6th7th8th9th1st 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
Originally Posted by Peelee
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2018-08-22, 01:17 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
Re: Villainous Competition XXVIII Bad Things Come in Small Packages
5. Frostwrym, Part 2
Spoiler: Sorcerer Spells Known
Level0lvl1st2nd3rd4th5th6th7th8th9th1st 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
Spoiler: CR 5
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
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
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
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
(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
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
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.
Originally Posted by Peelee
-
2018-08-22, 01:20 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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 ScoresAbility 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 TableCR 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: MiscellaneousCR/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 DenizenLast edited by jdizzlean; 2018-08-22 at 04:26 AM.
Originally Posted by Peelee
-
2018-08-22, 01:25 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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.
SpoilerAbility ScoresSpoilerElite 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 TableSpoiler*Adjust Favored Enemies as desired to suit your party or campaign.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)
SpellcastingSpoilerCR 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.
SpoilerCR 5SpoilerThe +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 10SpoilerSince 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 15SpoilerDivine 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 20SpoilerWe’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.
SpoilerComplete 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.
Originally Posted by Peelee
-
2018-08-22, 01:27 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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
Ability Base Racial Mumia Corrupted Total Strength 13 -4 +4 13 Dexterity 12 +2 -2 12 Constitution 8100 - +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
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) 7d87d12+3 +2 +2 +5 Change to Undead, Natural Armor +3, Withering Touch, Fast Healing 2 8th Corrupted Creature (Template) 7d127d8+5 +2 +2 +5 Change to Aberration , Natural Armor + 37, 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 Healing239th 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
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
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.
Originally Posted by Peelee
-
2018-08-22, 01:29 AM (ISO 8601)
- Join Date
- Oct 2016
- Location
- Colorado, USA
- Gender
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: StoryKrogfur 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: StubStr 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
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
CR20Eldritch Disciple - 8 +16 +14 +10 +18 Diplomacy 10
Spoiler: Spells & Special Qualities+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
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: SourcesSources
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
Originally Posted by Peelee
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2018-08-22, 01:33 AM (ISO 8601)
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- Colorado, USA
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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
Originally Posted by Peelee
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2018-08-22, 03:32 AM (ISO 8601)
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- Jul 2007
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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.Last edited by Thurbane; 2018-08-22 at 03:49 AM.
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2018-08-22, 04:41 AM (ISO 8601)
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Re: Villainous Competition XXVIII Bad Things Come in Small Packages
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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2018-08-22, 09:00 AM (ISO 8601)
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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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2018-08-22, 09:07 AM (ISO 8601)
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2018-08-22, 04:24 PM (ISO 8601)
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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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2018-08-22, 06:41 PM (ISO 8601)
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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 ??? - - My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2018-08-23, 03:26 AM (ISO 8601)
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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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2018-08-23, 02:37 PM (ISO 8601)
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- Jul 2007
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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...
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2018-08-23, 04:57 PM (ISO 8601)
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- May 2007
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- In the Heart of Europe
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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.”
-
2018-08-23, 05:15 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- Terra Australis
- Gender
Re: Villainous Competition XXVIII Bad Things Come in Small Packages
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
-
2018-08-23, 05:20 PM (ISO 8601)
- Join Date
- May 2007
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- In the Heart of Europe
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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.”
-
2018-08-23, 08:00 PM (ISO 8601)
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- Apr 2013
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- Middle of nowhere USA.
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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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2018-08-26, 05:43 PM (ISO 8601)
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- Jul 2007
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Re: Villainous Competition XXVIII Bad Things Come in Small Packages
May have missed it in comments, but has anyone said they might be judging?
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2018-08-26, 08:15 PM (ISO 8601)
- Join Date
- Oct 2016
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- Colorado, USA
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Re: Villainous Competition XXVIII Bad Things Come in Small Packages
Originally Posted by Peelee
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2018-08-26, 08:39 PM (ISO 8601)
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2018-08-26, 11:50 PM (ISO 8601)
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- Secret Lair on Sol c
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