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  1. - Top - End - #31
    Bugbear in the Playground
     
    Eighth_Seraph's Avatar

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    Default Re: The Ass: A Challenge.

    maybe someone could make a tarrASSque
    I sense a great disturbance in the force...as if a thousand foreheads suddenly cried out and were suddenly smacked.

    The Bad Ass is pretty impressive, and would make for some good times against a level 3 or so party charged with transporting the thing. I wonder how many commoners working together it would take to push the thing into a cart...
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  2. - Top - End - #32
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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by Eighth_Seraph View Post
    The Bad Ass is pretty impressive, and would make for some good times against a level 3 or so party charged with transporting the thing. I wonder how many commoners working together it would take to push the thing into a cart...
    first level?

    the Bad Ass will be great for my campaign!
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  3. - Top - End - #33
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    Default Re: The Ass: A Challenge.

    It's not really a creature, but I think it fits the theme.

    Ass Hole

    Trap; CR 5(?); mechanical; location; manual reset; multiple traps (one pit trap and one falling object); DC 20 Reflex save avoids fall; 40 ft. deep (4d6, fall); DC 20 reflex save avoids falling object; falling donkey, falls 50 feet into bottom of pit, landing on anything there (6d6, falling donkey); Search DC 20; Disable Device DC 20. Market price: 3,008 gp. Note: This is actually a CR 2 pit trap (40 ft. deep) that also features a donkey falling from the ceiling above the trap door in the event that the first trap goes off. If the pit trap is activated but the character makes the reflex save to avoid the fall, the door in the ceiling still opens and the donkey plummets 50 feet down into the pit.

    Diagram:
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    A: Character who falls into trap.
    D: Donkey
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  4. - Top - End - #34
    Colossus in the Playground
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    Default Re: The Ass: A Challenge.

    By the way, feel free to get creative with some of the rules. If you want to make a unique donkey with 25 Intelligence, or make a really charming one, or tweak the advancement rules, or apply a template that maybe shouldn't quite be possible, as long as it makes some sort of sense, that's okay. I'll just call it homebrewed

  5. - Top - End - #35
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    Default Re: The Ass: A Challenge.

    The conformation is here!
    My mighty 1/16 everything will be redundant!
    Redundant I tell you!

    Edit: MUHAHAHAHAHAHAAAAAA!
    Last edited by wadledo; 2007-10-08 at 10:13 PM.
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  6. - Top - End - #36
    Ettin in the Playground
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    Default Re: The Ass: A Challenge.

    Are we talking about a species of donkey, or a single unique donkey? Because with a unique donkey, it's really not that difficult.

    Meet the one, the only, Greater Ass Diety
    Medium Outsider
    Speed 100 ft.
    Attack: Bite +21 melee (1d2, automatically maximized to 2)
    Full attack: Bite +21 melee (1d2, automatically maximized to 2)
    Armor Class 33 (+1 Dex, +2 natural, +20 divine), touch 31, flat-footed 32
    Saves: Fort +24, Ref +24, Will +20
    Damage Reduction 30/epic
    SR 52.
    Fire Resistance 25.
    Divine Rank 20.
    Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4

    I won't bother to list several other abilities gained from its divine rank, but you can see a list here. Note that with an int of 2, it is not intelligent enough to use most of them. It can greater teleport and plane shift as a 20th-level caster at will, though.

    Now imagine this fighting a group of moderate-level adventurers. It's too stupid to access any spells or other interesting powers, but it with maximized rolls and +21 attacks, it will always hit them for its mighty 2 damage bite, while they will be totally unable to hit it, bypass its damage resistance, or otherwise affect it directly in any form.

    The players can easily escape it temporarily by flying, but no matter where they land, it can teleport in and keep biting them for 2 damage a hit. Teleporting away will only work until it finds them again, and it can cover ground quickly (nevermind its 20-mile hearing and sight, plus its remote sensing and portfolio sense abilities), so they can't really escape.

    So... what do you think is the minimum level party necessary to deal with this donkey in some fashion? You don't have to kill it; simply preventing it from bothering you is sufficient (but note that if you just get 2 points of DR, it's smart enough to start kicking over all your stuff, eating your spellbook, etc.)
    Last edited by Aquillion; 2007-10-09 at 02:11 AM.

  7. - Top - End - #37
    Colossus in the Playground
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    Default Re: The Ass: A Challenge.

    What's its Challenge Rating? And either way's good.

  8. - Top - End - #38
    Firbolg in the Playground
     
    Kobold

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    Default Re: The Ass: A Challenge.

    Just to give some ideas: there was a pack donkey and a pack mule in the game Dungeon siege, it used it's hooves to attack...

    Also, an epic ass: Donkey Kong (i know it is really a monkey/gorrila/whatever primate it is...but it sounds good)
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  9. - Top - End - #39
    Ettin in the Playground
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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by Serpentine View Post
    What's its Challenge Rating? And either way's good.
    Well... actually, now that I look, I can't find anywhere saying specifically that divine rank increases CR. So, apparently, its CR is 1/6.

    EDIT: And I updated my previous post with a challenge! How high-level would a party have to actually be to neutralize its threat, if it was insanely angry at them?
    Last edited by Aquillion; 2007-10-09 at 02:15 AM.

  10. - Top - End - #40
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    Default Re: The Ass: A Challenge.

    Deities don't have crs.

    Doesn't matter how high a level they are, they can sacrifice carrots to it until it is appeased.

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    Default Re: The Ass: A Challenge.

    Here is the most dangerous, vile and scary donkey you will ever see. Even fiendish war elephants fear it.

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    Be afraid. Be very afraid...
    There is no theory of evolution. Just a list of creatures Chuck Norris has allowed to live

  12. - Top - End - #42
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    The Vorpal Tribble's Avatar

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    Default Re: The Ass: A Challenge.

    Btw, just a query... is 'anyone' going to post a donkey with, y'know, usable stats and maybe a description of the beast itself or any of it's abilities?

    Quote Originally Posted by Fascisticide View Post
    Here is the most dangerous, vile and scary donkey you will ever see. Even fiendish war elephants fear it.

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    Be afraid. Be very afraid...
    *snickers mightily*

  13. - Top - End - #43
    Colossus in the Playground
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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by The Vorpal Tribble View Post
    Btw, just a query... is 'anyone' going to post a donkey with, y'know, usable stats and maybe a description of the beast itself or any of it's abilities?
    For the record, the one that most vividly grabs my attention will probably have the best chance of winning, and that's one of the easier/best ways to do it.

    I don't get the American donkey

    By the way, the contest ends when I make the awards. Or people stop entering. Whichever comes first. Or maybe second. I'll give a warning first, though.
    Last edited by Serpentine; 2007-10-09 at 10:21 AM.

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    Default Re: The Ass: A Challenge.

    For all you worms fans:

    Concrete Donkey
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    Evocation [Fire]
    Level:Sor/Wiz 9
    Components: V,S
    Casting Time: 1 round
    Range: Medium (100ft +10ft/level)
    Area: 20/40/80ft Radii (see below)
    Duration: See below
    Saving Throw: Reflex half
    Spell Resistance: Yes

    This spell causes a enormous concrete donkey to come into being above the target area, the donkey then drops onto the area, all creatures up to 20ft from the centre of the spell take 2d6 bludgeoning damage + 6d6 fire damage, creatures 21-40ft from the centre take 6d6 fire damage and creatures 41-80ft from the centre take 3d6 fire damage. The donkey has a 50+level% (max total 70%) chance of bouncing, if the donkey bounces the damage is applied again a round later, then roll for bouncing again with a cumulative -10% penalty for each round the spell has lasted, keep doing damage and rolling for bouncing untill the donkey stops bouncing at which point the spell ends.
    Last edited by Drglenn; 2007-10-09 at 10:31 AM.
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  16. - Top - End - #46
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    Default Re: The Ass: A Challenge.

    Make an Awakened Donkey.

    Give it levels in Wizard.

    The Donkey wins DnD.

    Alternatively add the reptillian template from Savage Species to a Donkey, cast awaken and turn it into Pun Pun.
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  17. - Top - End - #47
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    Default Re: The Ass: A Challenge.

    What, no Dronkey yet ?



    1/2 dragon donkey of cuteness ?

  18. - Top - End - #48
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    Default Re: The Ass: A Challenge.

    What the hey...

    You approach the creature, not quite sure what to expect. Is it a new type of dragon? In the dim light, you can make out a few fangs and a claw or two, but the hide looks more like fur than scale. Suddenly, the creature stirs, lifts up its huge, hideous head, and speaks:

    HE-HAWWWWWWW!!!!

    A massive, donkey-like creature rises above you, stretches its wings, and takes to the air...


    The wise ass looks, despite the massive size difference, much like its common garden-variety counterpart. The few noticeable differences are sharp fangs replacing its usual squarish teeth, claws growing where the front hooves ought to be, and a slightly tougher-looking hide. Oh yeah, and it has wings, too.

    It's pretty resistant to spells, and can dish out a few itself via spell-like abilities, but it can be beaten down by a determined melee attack if it can be cornered.

    Wise Ass
    Size/Type: Gargantuan Outsider(air, dragonblood)
    Hit Dice: 25d6 + 300 (387 HP)
    Initiative: +10
    Speed: 40 ft. (8 squares), Fly 80' good
    Armor Class: 40 (+4 Dex, +26 natural), touch 14, flat-footed 36
    Base Attack/Grapple: +18/+30
    Attack: Bite +36 melee (4d8+18)
    Full Attack: Bite +36 melee (4d8+18), claw +34 melee (2d6+18), claw +34 melee (2d6+18)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Trample; spell-like abilities (see list below)
    Special Qualities: Low-light vision; Darkvision 60'; Scent; SR 36; swift breed; spell absorption; DR 5/cold iron; immune to enchantment, disease, air, and cold effects; +4 save vs. sleep or paralysis
    Saves: Fort +28, Ref +18, Will +16
    Abilities: Str 46, Dex 18, Con 34, Int 8, Wis 15, Cha 12
    Skills: Balance +6, Listen +5, Spot +6, (28 ADDITIONAL SKILL POINTS)
    Feats: Endurance; Great Fortitude(b); Improved Natural Attack: Bite(b); Multiattack; Improved Natural Attack: Claw; Hover; Flyby Attack; Wingover; Snatch; Improved Initiative; Blind Fight; Combat Reflexes
    Environment: Temperate deserts
    Organization: Solitary
    Alignment: Usually Chaotic Neutral
    Challenge Rating: 20
    Spell-Like Abilities: Charm Person, at will; Hypnotism, 1/day; Faerie Fire –or– Glitterdust,1/day; Detect Law, 3/day; Sleep –or– Enthrall, 1/day; Protection from Law, 3/day; Tasha’s Hideous Laughter or Suggestion, 1/day; Confusion –or– Emotion, 1/day; Eyebite –or– Lesser Geas, 1/day; Dominate Person –or– Hold Monster, 1/day; Mass Invisibility, 1/day; Geas/Quest –or– Mass Suggestion, 1/day; Insanity –or– Mass Charm, 1/day; Otto’s Irresistible Dance, 1/day; Obscuring Mist, 1/day; Chain Lightning, 1/day; Wind Wall, 1/day; Control Weather, 1/day; Gaseous Form, 1/day; Whirlwind, 1/day; Wind Walk, 1/day; Elemental Swarm, 1/day; Control Winds, 1/day; Plane Shift, 1/day

    Template Order: Titanic (changes size to Gargantuan), Magebred, Spellwarped (changes type to Aberration), Half-Fey (changes type to Fey), Half-Air Elemental (changes type to Outsider(air)), Draconic
    Last edited by Duke of URL; 2007-10-09 at 11:57 AM.


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  19. - Top - End - #49
    Bugbear in the Playground
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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by Duke of URL View Post
    What the hey...

    Wise Ass

    <snippa>
    Heh, wow.

    Though shouldn't it have d8 HD, being an outsider?


    PS: and isn't Roy's head missing from your avvie?
    Last edited by Lord Zentei; 2007-10-09 at 11:25 AM.
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    Duke of URL's Avatar

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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by Lord Zentei View Post
    Heh, wow.

    Though shouldn't it have d8 HD, being an outsider?
    Half-fey changed HD to d6, I didn't see anything in the half-air elemental template changing it back.


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  21. - Top - End - #51
    Bugbear in the Playground
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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by Duke of URL View Post
    Half-fey changed HD to d6, I didn't see anything in the half-air elemental template changing it back.
    In that case, my bad.
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    2. He who mentions her in a disparaging way when irrelevant to the thread topic loses the argument.
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    Miko fanclub.

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    Hinjo fanclub.

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  22. - Top - End - #52
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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by Duke of URL View Post
    28 ADDITIONAL SKILL POINTS
    By the way, since I didn't feel like spec'ing out the skills, anyone should feel free to pimp my Ass.


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  23. - Top - End - #53
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    Default Re: The Ass: A Challenge.

    "Who would preserve a decapitated donkey's head like this? I mean, really - that's just si- AAAAAAAAHHHHHHH!" - Last words of many an adventurer


    Ass Head

    Awakened Donkey Demilich Wizard 21
    Diminutive Undead (augmented animal)

    Hit Dice: 25d12 (159 hp)
    Initiative: +7
    Speed: Fly 180 ft. (perfect)
    Armor Class: 52 (+8 armor, +1 Dex, +5 natural, +2 deflection, +23 insight, +3 size), touch 39, flat-footed 49
    DR 15/epic and bludgeoning
    Base Attack/Grapple: +11/-1
    Attack: Bite +18 (1d2) or Paralyzing Touch +18
    Full Attack: Bite +18/+13 melee (1d2) or Paralyzing Touch +18
    Space/Reach: 1 ft./0 ft.
    Special Attacks: Paralyzing Touch, Trap the Soul
    Special Qualities: Low-light vision, darkvision 60 ft., scent, +20 turn resistance, immunities, fear aura, spell-like abilities
    Saves: Fort +8, Ref +13, Will +19
    Abilities: Str 10, Dex 17 (with gloves), Con --, Int 39 (with headband), Wis 23, Cha 23 (with cloak)

    Skills: Balance +5*, Concentration +25, Craft (alchemy) +34, Hide +35, Knowledge (arcana, religion, the planes) +34, Knowledge (history) +26, Listen +29, Move Silently +23, Search +34, Sense Motive +27, Spellcraft +36, Spot +30

    Feats: Combat Casting, Craft Wondrous Item, Endurance, Enlarge Spell, Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Still Spell, Toughness, Weapon Finesse
    Epic Feats: Automatic Quicken Spell, Blinding Speed, Improved Spell Capacity (10th), Tenacious Magic (any)
    Climate/Terrain: Any
    Organization: Solitary, or 1 plus herd of donkeys
    Treasure: Standard
    Alignment: Any evil
    Languages: Any
    CR 32 1/6 (?)

    Turn Resistance (Ex): A demilich has +20 turn resistance.

    Damage Reduction (Su):
    A demilich loses any previous damage reduction and instead has damage reduction 15/Epic and bludgeoning (15 points of damage is subtracted from all melee attacks unless the weapon used is both an epic and a bludgeoning weapon). Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a demilich (demiliches cannot be beheaded).

    Resistances (Ex): Demiliches have acid resistance 20, fire resistance 20, and sonic resistance 20.

    Immunities (Ex): A demilich has immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

    Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 41). If the target makes its saving throw, it gains four negative levels (this does not count as a use of trap the soul). If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours-at the end of that time the soul is completely absorbed, and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the use of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the soul, but receives a +5 bonus on its Fortitude saving throw and is effective against the level loss on a successful save.

    Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60- foot radius that look at the demilich must succeed at a Will save (DC 20) or be affected as though by fear as cast by a 21st-level caster.

    Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude save (DC 41) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.

    Spells: The demilich can cast any spells it could cast as a lich.

    Perfect Automatic Still Spell: The demilich can cast all the spells it knows without gestures.

    Spell-Like Abilities: Demiliches use these abilities as casters of a level equal to their spellcaster level, but the saves are DC 41.

    At will - alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself ), summon monster I-IX, telekinesis, weird;

    2/day - greater planar ally.

    Magic Immunity (Ex): Demiliches are immune to all magical and supernatural effects, except as follows. A shatter spell affects a demilich as if it were a crystalline creature, but deals half the damage normally indicated. A dispel evil spell deals 3d6 points of damage (Fort save for half damage). Holy smite spells affect demiliches normally.

    Phylactery Transference (Su): Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich’s phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the phylactery are located. The standard limits on types of items utilized simultaneously still apply. The donkey demilich “wears” bracers of armor +8, headband of intellect +6, pink Ioun stone, ring of wizardry I, ring of protection +2, and gloves of Dexterity +4, and a cloak of Charisma +4.

    Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

    *Skills: Donkeys have a +2 racial bonus on Balance checks.
    __________________________________________________


    Okay, so there's my contribution. I've never played (much less created) anything epic (or really even about 12th level or so), so there are probably things wrong. Also, I didn't bother coming up with spells prepared or a spellbook, so you're on your own as far as that goes. It's spellbook is gonna include nearly every spell, and the DC is something like 24 + spell level. Spells prepared could be anything you want.

    Also, I did sort of break some rules (since the lich template is only supposed to be for humanoids), but I think this guy should be allowed to live (er, unlive).

    EDIT: For more crazy fun with this guy, just add the (epic-level) Pseudonatural template, found here in the SRD (scroll below the sample troll to "Creating a pseudonatural creature").
    Last edited by RTGoodman; 2007-10-09 at 01:48 PM.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  24. - Top - End - #54
    Dwarf in the Playground
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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by Serpentine View Post
    I don't get the American donkey
    I forget which, but there's a political party associated with the donkey. I think that's the reference.
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    Quote Originally Posted by Xuincherguixe View Post
    ... that works really well, it's almost like...

    Oh god! Chuck Norris is Cthulhu! It all makes sense now. Everything is meaningless! Only in death can we escape!

    *hangs self*

  25. - Top - End - #55
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    Default Re: The Ass: A Challenge.

    Democrats = donkey
    Republicans = elephant

    That's why the fiendish war elephant being afraid of the vile donkey
    Last edited by Fascisticide; 2007-10-09 at 02:00 PM.
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    Default Re: The Ass: A Challenge.

    Ass Hat
    This cursed item looks like an ordinary hat, but when worn, the wearer is transformed into a donkey (Fortitude negates, DC 18), as if subject to the baleful polymorph spell, including the additional Will save (though with DC 18) to avoid loss of identity.

    Strong transmutation; CL 15th; Craft Wondrous Item; bestow curse, baleful polymorph, polymorph any object
    Last edited by Duke of URL; 2007-10-09 at 02:41 PM.


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    Default Re: The Ass: A Challenge.

    I present... the THIGPWHCPDoL!

    Also known as "The Thing". Feats and skills are not yet distributed. Incidentally, I'm not sure about how some of these templates interact. The real best trick is using Tauric template to stack templates, but that might violate the idea. It's just a giant donkey with an iron leg, a celestial demeanor, and wood-like skin, that can turn into a tentacle monster.

    Titanic Half-Iron Golem Paragon Woodling Half-Celestial Pseudonatural Donkey Of Legend
    Size/Type: Gargantuan Outsider (Fire, Extraplanar)
    Hit Dice: 25d8+975 (1175 hp)
    Initiative: +15
    Speed: 180 ft. (36 squares, cannot run) 360 ft fly (good)
    Armor Class: 80 (-4 size, +15 Dex, +35 natural +12 Insight, +12 Luck), touch 45, flat-footed 63
    Base Attack/Grapple: +18/+74
    Attack: Bite +89 melee (8d6+64)
    Full Attack: Bite +89 melee (8d6+64) Slam +89 melee (4d6+42), 7 Tentacles +89 melee (2d8+44)
    Space/Reach: 20 ft./ 15 ft.
    Special Attacks: Trample (DC 58, 3d8+44), Horrific Gas, Breath Weapon (DC 63), Frightful Prescence (DC 33), Poison (DC 63, 1d6 Str/1d6 Str), Raging Blood, Spells, Daylight, Smite Evil, Improved Grab, Rotting Constriction, Constant Insight
    Special Qualities: Low-light vision, scent, Magic Immunity, Construct Traits, Plant Traits, DR 25/magic, DR 15/Epic, DR 5/slashing, Rust Vulnerability,Spell-Like abilities, Fire resistance 10, Cold resistance 10, SR 125, Fast Healing 20, Vulnerability to fire, Haste, Immune to Acid and Electricity, Reflective Hide, Regrow Limbs, See in Darkness, Fire subtype, Darkvision 60 ft, Alternate form,
    Saves: Fort +56, Ref +42, Will +56
    Abilities: Str 99, Dex 41, Con 69, Int 20, Wis 42, Cha 24
    Skills: Spot +54, Balance +57, Climb +72, Listen +54, Hide +41, Move Silently +53, Tumble +53, Use Rope +53, Use Magic Device +45, Spellcraft +42, Concentration +67, Forgery +43, Appraise +43
    Feats: Endurance, Steadfast Determination, Power Attack, Multiattack, Improved Multiattack, Dodge, Mobility, Elusive Target, Improved Natural Attack (bite)
    Alignment: Always Good (any)
    Environment: Temperate deserts
    Organization: Solitary
    Challenge Rating: 48
    Advancement: —
    Level Adjustment: —

    An enormous ass with a peg-leg and bark-like, reflective skin stands in front of you. Seven massive tentacles sprout from its back, and as you stare, it slowly turns around....

    Spoiler
    Show
    Titanic, Half Golem, Paragon, woodling, Legendary Creature, Half-Celestial, Pseudonatural.

    Improved Grab (Ex)
    If the Titanic Half-Iron Golem Paragon Woodling Half-Celestial Pseudonatural Donkey Of Legend (THIGPWHCPDoL) hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

    Rotting Constriction (Ex)
    Once the THIGPWHCPDoL has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

    Alternate Form (Su)
    At will, a THIGPWHCPDoL can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against the THIGPWHCPDoL in this alternate form.

    Constant Insight (Su)
    The THIGPWHCPDoL makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.


    At will—blur, dimension door, shield, unhallow, Daylight
    3/day: Protection From Evil, Holy Aura, Greater Dispel Magic, Haste, See Invisibility, Speak with Plants
    1/day, Bless, Aid, Detect Evil, Cure serious wounds, Neutralize poison Holy smite, Remove disease, Dispel evil, Holy word, Hallow, Mass charm monster,Summon monster IX (celestials only), Resurrection, Entangle, Summon Nature's Ally 2, 4, 6, 8, 9, Command Plants, Animate Plants, Control Plants

    DC's hurt my head, as variable stat bases, and most CL's are 20.

    Horrific Gas(Su) As a free action, the THIGPWHCPDoL can emit a cloud of poisonous gas from it behind in a 10 ft cone directly behind it. This cloud lasts one round, and the THIGPWHCPDoL can emit another cloud every 1d4+1 rounds. The initial damage is 1d4 points of constitution, and the secondary damage is death. A DC 43 Fortitude save negates both effects.

    Smite Evil (Su)
    Once per day a THIGPWHCPDoL can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

    Too many abilities...


    Anyone who can help type in those abilities will be appreciated. Also, I should put in some sort of fluff.... hmmm...
    Last edited by Arbitrarity; 2007-10-09 at 04:10 PM.

  28. - Top - End - #58
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    Default Re: The Ass: A Challenge.

    this thread is made out of win and asses!

    Arbitrarity, your donkey idea made me laugh so hard my housemates came looking what was so funny nice job!


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    Thanks to Kpenguin, Baboon Army and Gurgleflep for the awesome happles avatars!


    “We do not stop playing because we grow old, we grow old because we stop playing!” - Benjamin Franklin

  29. - Top - End - #59
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    Default Re: The Ass: A Challenge.

    I've done a very, very bad thing. I've created something that can eat a Tarrasque. With ease. We are all doomed. DOOMED I tell you!!

    I give you, the end of all things. I give you:

    The Ass at the End of the Universe
    (the Fiendish, Titanic, 20 headed, Half-Green dragon Donkey of Legend)

    Rising up from the dark pool of nothingness, which is all that remains of the universe and time itself, comes an enormous creature spawned from the nightmares of countless sentient beings. The beast sports twenty heads snapping with viciously sharp teeth, swinging terrible razor sharp claws. It's very breath is a noxious and acidic gas. And as if to grant the times some last bit of jest, a final stroke of irony, the beast and its heads have the form of a green scaled jack-ass. It looses a twenty-headed bray and existence, what little is left of it, trembles.

    The Ass at the End of the Universe
    Gargantuan Outsider (Dragon) [Fire]
    Hit Dice: 63d12+1,008 (1,417 hp)
    Initiative: +10
    Speed: 40 feet; fly speed 80 ft. (average)
    Armor Class: 41 (-4 size, +6 Dex, +29 natural), touch: 12, flat-footed: 35
    Base Attack/Grapple: +47 / +81
    Attack: Bite +80 melee (6d8+22 plus poison)
    Full Attack: 20 bites +80 melee (6d8+22 poison) and 2 claws +80 melee (6d6+11)
    Space/Reach: 20 ft. / 15 ft.
    Special Attacks: Trample (3d8+33 damage, DC 48 Ref half), smite good 1/day (+20 dmg), poison (DC 60 Fort, 1d6 Str/1d6 Str), breath weapon 1/day (60 ft. line of acid, 6d8 acid damage, DC 60 Reflex half), rend (12d6+33 damage)
    Special Qualities: Low-light vision, darkvision 60 ft, scent, cold and fire resistance 10, acid and electricity immunity, DR 10/magic, SR 25, fast healing 14, quickness, immune to mind-affecting effects, reflective hide, see in darkness, regrow limbs
    Saves: Fort +32, Ref +26, Will +17
    Abilities: Str 54, Dex 23, Con 40, Int 7, Wis 18, Cha 10
    Skills: Listen +73, Spot +73, Swim +23 (+38 racial bonus to spot and listen)
    Feats: Endurance, Great Fortitudebonus, Combat Reflexesbonus, Multiattackbonus, Improved Multiattackbonus, Improved Initiativebonus, Lightning Reflexes, Iron Will, Improved Toughness, Improved Natural Attack (bite), Improved Natural Attack (claw), Weapon Focus (bite), Weapon Focus (claw), Snatch, Hover, Power Attack, Improved Bull Rush, Awesome Blow, Diehard, Improved Speed, Rend, Shockwave, Wingstorm, Dire Charge, Fast Healing (+3), Fast Healing (+3) , Fast Healing (+3)
    Environment: End of Time and Space
    Organization: Unique
    Challenge Rating: 26
    Alignment: Chaotic Evil

    ...The mythical Ass at the End of the Universe is thought by some to be a socially humorous jab at the outlandish things other members of society believe in. After all, the idea of giant, 20 headed, dragon donkey is just too ridiculous to think about much less say with a straight face. However, known to only a scare few, there is not only substence to these stories, but truth. Those that know the truth, know that some day, this terrible creature will appear. As to whether the appearance of the Ass at the End of the Universe is the sign that time has come to end, or is the cause of said end, is still unknown. What is known, is that when this monstrous beast appears, it will be unstoppable.

    COMBAT
    The Ass at he End of the Universe charges into a fight biting and clawing. Few can stand against it for long, if at all.

    .....Trample (Ex): As a standard action during its turn each round, the Ass at the End of the Universe (henceforth referred to as the AEU) can trample Huge or smaller opponents. This attack deals 3d8 + 33 points of damage A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 48) for half damage. The save DC is Strength based.
    .....Smite Good (Su): Once per day, the AEU can make a normal melee attack that deals an additional 20 points of damage against a good foe. If the attack misses than the attempt is wasted for the day. If the attack strikes a non-good creature, there is no additional damage dealt beyond the normal attack.
    .....Breath Weapon (Su): Once per day, the AEU can breath a 60-foot line of acid, that deals 6d8 points of acid damage. Creatures caught in the area of damage can attempt a DC 60 Reflex save to take only half damage. The save DC is Constitution based.
    .....Rend (Ex): If the AEU strikes a single target with both claw attacks, the claws tear and rend at the target. This attack automatically deals and extra 12d6+33 points of damage.
    .....Poison (Ex): The AEU has a deadly poisonous bite. If the AEU makes a successful bite attack that deals damage, the target of the attack also suffers from the poison attack. The poison deals 1d6 Strength damage as both initial and secondary damage. The save Fort save DC is 60, and is Constitution based.
    .....Quickness (Su): An AEU is supernaturally quick. I can take an standard action or move action during its turn each round.
    .....Reflective Hide (Su): The creature has a silvery sheen to its skin and is permanently protected by a spell turning effect.
    .....Regrow Limbs (Ex): If the creature loses a limb, head, or body part, a new one grows in 1 round. A monster of legend with this ability cannot be slain by a vorpal weapon’s head severing ability.
    .....See in Darkness (Su): The creature can see perfectly in darkness of any kind, even that created by deeper darkness spells.




    I combined apparently legal templates, in apparently legal order. [Templates added in following order: Titanic(MM2), Multiheaded(SS), Fiendish(MM1), Monster of Legend(MM2), Half-Dragon(MM1)]. All feats came from either the PHB, MM1, or the Draconomicon.



    EDIT: [0942 CST, 10/14/07] Cleaned up the stat block and made things more legible all-round. (At least I thought so.) Also added a bit more flavor text.
    Last edited by FireSpark; 2007-10-14 at 09:42 AM.
    The light shine on you, and the Creator shelter you. The last embrace of the mother welcome you home.




    Wanna check out all the nifty Homebrews I've done? Click Here! Hurry!

    Awarded the Bronze Donkey by Serpentine, for the Ass at the End of the Universe.

    Come on in and give a shout out from where ever you are!!

  30. - Top - End - #60
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    Default Re: The Ass: A Challenge.

    Quote Originally Posted by rtg0922 View Post
    It's not really a creature, but I think it fits the theme.

    Ass Hole

    Trap; CR 5(?); mechanical; location; manual reset; multiple traps (one pit trap and one falling object); DC 20 Reflex save avoids fall; 40 ft. deep (4d6, fall); DC 20 reflex save avoids falling object; falling donkey, falls 50 feet into bottom of pit, landing on anything there (6d6, falling donkey); Search DC 20; Disable Device DC 20. Market price: 3,008 gp. Note: This is actually a CR 2 pit trap (40 ft. deep) that also features a donkey falling from the ceiling above the trap door in the event that the first trap goes off. If the pit trap is activated but the character makes the reflex save to avoid the fall, the door in the ceiling still opens and the donkey plummets 50 feet down into the pit.

    Diagram:
    Spoiler
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    A: Character who falls into trap.
    D: Donkey
    "Beware the Deadly Donkey..."

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