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How would you go about building a half-marilith monk? 8th lvl,25pt buy. I am just too hung-over to crunch numbers for one at the moment. :( My eternal thanks to anyone taking the time to do this.

The Half-marilith template (from Demons Revisited) is the same as the half-fiend with the following changes;

Natural Armor: Improves by 2.
Speed: A half-marilith does not gain a fly speed.
Melee: A half-marilith gains a tail slap attack. Damage
depends on her size. This tail slap attack has the grab and constrict abilities (constriction damage equals the damage normally caused by the tail slap, but always applies the half-marilith's full Strength bonus to damage caused). She also gains two additional arms, each of which can wield weapons with ease.
Multiweapon Mastery (Ex): A half-marilith never takes penalties to her attack roll when fighting with multiple weapons.
Alternate Spell-Like Abilities: Replace desecrate with fly. Replace poison 3/day with greater magic weapon 3/day. Replace contagion with true seeing.
Abilities: A half-marilith gains Str +6, Dex +4, Con +6, Int +2, Wis +2, and Cha +4.


A player wanted a half-sucbi template in a new campaign that is starting so how about this:

Half-Succubus template

“Half-Succubus” is an inherited or acquired template that can be added to a living, corporeal creature with an Int score of 4 or more. A half-succubus uses all the base creature's statistics and special abilities except as noted here.

CR: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Any

Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor bonus improves by +4

Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35).

Speed: Unless the base creature flies better, the half-succubus flies at twice the base creature's land speed (good).

Special Attacks: A half-succubus gains the following attack.

Vampiric Touch (Su)
An half-succubus gains no claw or bite attack. She does gain a special touch attack usable once per round as a standard action. If she hits, she deals 1D6 points of negative energy damage plus additional damage equal to her Charisma bonus. She gains half of any damage dealt in this manner as temporary hit points. She cannot gain more than her target’s current hit points + the target’s Con score (which is enough to kill the target). The temporary hit points disappear in one hour.

Spell-Like Abilities: A half-succubus with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).

Hit Dice
1-2 Charm Person 3/day
3-4 Detect Thoughts 3/day
5-6 Suggestion 3/day, Tongues 3/day
7-8 Polymorph (humanoid form only) 3/day
9-10 Dimension Door
11-12 Charm Monster
13-14 Greater Teleport 3/day
15-16 Ethereal Jaunt
17-18 Summon monster IX
19-20 Energy Drain

Abilities: A half-Succubus gains Dex +4,Con +4,Int +2,Cha +6.

Skills: A half-succubus with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

Any thoughts,advice (esp on the spell list,hard to choose a good mix for sucbi) and comments are welcome.


Malkier1023 wrote:

This may have been covered somewhere else, but the search didn't turn up anything useful on the subject.

When a Summoner is dominated and told to kill the party is his Eidolon forced to attack his master's companions when he is commanded to do so by the Summoner? Or can the Eidolon resist the order and attempt to subdue his Summoner master?

Moot point. Happened in one of my games and the Summoner was ordered to dismissed his Eidolon. Problem solved. New problem is he started spamming summon monster spells like mad (Master Summoner class),and what resulted next was two dead Pc's and one heck of alot of monsters running around.

I love how people complain about Summoner's when one charm/dominate spell can destroy a party :}

YOU ARE THE WEAKEST LINK!


If he gets access to to the "Advanced Feats - The Summoner's Circle" supplement your going to have to get ALOT more dice!

I have two players running builds from it(Chess Master and the The Master of Arms one)and things get...INTrEStIng some times I will tell you.
The Master of arms build lets you basically build a Marilith of your very own,and going by the rules you can end up with a total of FORTY-THREE attacks...3 main hand,7 natural and thirty-three secondary attacks.

If it ever gets that bad for me I'm going to dig out the old "Killer DM" monster :)