Count Strahd Von Zarvoich

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Thank you Paz, I really appreciate you taking a look at my work and your input on it.

I completely agree about the wording thing, and I do believe I've fixed it since you've mentioned. As far as the grammar goes, sadly the program I'm using doesn't have a great spelling/grammar checker. I do try and make what I write as concise and as correct as humanly possible, but I do make mistakes. If I get to a point where I am slating this for some sort of real release, I will be certain to have a few of my friends who are newspaper editors comb through it for mistakes. :)

Fire was an obvious first choice for sun damage, but after some thought into the matter, I think that Positive Energy is the right choice. First, because sunlight doesn't harm humans, there is clearly something metaphysical going on there. With the sun being the source of all life on real-world earth, it isn't hard to imagine that fantasy world suns are manifestations of the positive energy plane. Secondly, I very specifically did not want the vampires to have any access to resistance to sunlight damage until gaining mythic tiers. Changing the current hunger rules to maybe the starvation or thirst rules may not be a bad idea. I will evaluate with some play testing.

You are correct, having abilities that the times per day is biased on one ability score but the DC on something else is a bit different than usual. We did this because we didn't want to have -all- vampires having to have a high con score. I also think it is thematically appropriate for a character with a higher con score to be able to hold more blood points, while the wizard is actually better at using his blood abilities. I may however change the blood points to a static number per level.

Again, thank you very much for looking it over. I'm constantly updating it (I just doubled the amount of feats offered earlier today) so feel free to check back on occasion.


Ascalaphus wrote:

Interesting work. I might use this sometimes. I like that you replaced the immunities - I don't think PCs have any business getting immunities that easily.

But is there a level adjustment on this for PCs?

Yeah, currently its +1 CR for levels 1-10 and +2 for 11-20. And thank you very much.


There is a feat, Piranha Strike, that allows you to 'power attack' or 'deadly aim' with finesse weapons. This may help. Not sure if it's 3rd Party or Golarion biased, but my group has used it pretty happily. Its on the SRD though. I'd say keep that dex bonus to damage purely in the realm of mythic weapon finesse though.


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So, I've been working on a more player-character friendly version of the vampire template for a few months now, and I think its at a point where I can show it off to people. I am quite pleased with the work, so if you want to check it out and/or use it, its here:

https://docs.google.com/file/d/0B6eO3FehHmGnSlZ0V2lqdFFXSWM

There are a few blank pages at the end because I intend to add more sample NPCs.


Honestly, I think the best solution to the multi classing problem is to go with whatever class you have the most levels in, rather than what you get a favored class bonus in, because they aren't the necessarily the same, especially when you start taking prestige classes. And if you do it by proficiency, it may be an easy fix to say that taking feats does not increase your out-of armor bonus to AC, but if you have a class (Say Magus or Arcane Duelist Bard) that gradually gets better armor proficiency, then that does. (or maybe not, we all know how you loathe the magus :-P )

Honestly, I like this best as an addition to Armor as DR.


I was looking at the animated object construction points system, I think that would work very well. Maybe one CP every 4 levels?


The reason I'm not re-flavoring the Eidolons is that I have no clue how to do that and add it to the Alchemist class in a way that isn't broken. I don't know how I could add in evolution points to the construct in a way that doesn't overpower it.

We've tried proposing a few iterations of the class to the DM before, but hes shot all of them down for one reason or another. He really doesn't like any third party products aside from his own. I'll show it to him. Maybe he'll take it.


no no, thats a good point. I am going to be able to buy technological stuff and add it to my robot, just like I would be able to equip cybernetics to myself or something. (well, I couldn't do that to myself, the character is hemophobic and has no ranks in heal. Plus, ow.) but most of that is simply going to be money and craft checks, not really part of the class feature.


The initial idea was to do the class as a summoner archetype, rather than alchemist, but that idea got scraped by the DM pretty quickly.

The robot companion is a robot shaped like an animal, not an animal turned into a robot, kinda like this:

http://www.businesspundit.com/wp-content/uploads/2009/11/robot-dog1.jpg

Again, the companion isn't really my rules, and they aren't up for debate.

I may, however, be able to argue for a very limited amount of 'upgrade points' As far as power level goes, mutagens and poisons are about a third of the alchemist class. Is that comparable to what a druid gets for his animal companion? I haven't played a druid before, so my experiences with them are limited.

I could perhaps argue that the animal companion is worth the mutagens, and swap out the poisons for upgrade points? Not sure. From there I could just take normal eidolon evolutions, I would only need to slightly reflavor them. I'd just be going for weapon proficiencies, DR/AC and extra limbs for carrying weapons.


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So. I know this has been done before, several iterations of it, actually, and although I really like the Machine Smith on the SRD, my GM thinks it is underpowered and lacks proper amounts of customization. He promised to make an archetype for it (a year ago when the character concept first came up), we just finished session two of a bi-monthly game and hes still preoccupied with naming sub-regions and making shops we will never visit. So I rolled up my sleeves and got to cracking.

What I am going for: Somewhat of a Summoner/Alchemist blend. A character that creates a robot companion out of raw materials, rather than summoning it from another plane. We... actually have rules for summoning robotic eidolons (we commonly play in steampunk and cyberpunk settings, so we need rules for this sort of stuff) but that didn't feel right. I wanted to play Alex Vance and Dog. Not a Digital Summoner. Nitpicky, maybe. But it s a concept I really want to play.

I created this by taking the summoner, taking away all of the mutagen and poison related abilities and discoveries, replacing those with a robotic animal companion, then scouring classes for appropriate abilities to make discoveries out of. Anyway, this is what I have (reduced text to only need to know stuff.)

Engineer:

[b]Class Skills:

Swap Heal for Linguistics

Class Features

The following are class features of the Engineer

Engineering:

An Engineer gains a competence bonus equal to half her class level (minimum 1) to Craft (Mechanics), Knowledge (Engineering) and Disable Device checks.

An engineer can create two special types of magical items- devices and bombs. Bombs are explosive splash weapons and is detailed in its own section below.

(The rest of the engineering text is identical to the alchemy class feature)

Mechanical Creation: The engineer, through time, patience, and a good bit of elbow grease, can craft a mechanical wonder to do his bidding. This can take a number of forms, although the most common is a robotic companion. If the creation is ever destroyed, it costs 100 GP per level and one week to craft a new one.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the engineer must choose to take a robotic companion rather than an animal.

Robotic Companion

Type: The creatures type changes to construct.
Hit Dice: Change the animals hit dice to d10’s instead of d8’s. The robot mount gains bonus hit points depending on their size category.
Construct Size Bonus Hit Points
Small 10
Medium 20
Large 30
Robotic companions cannot heal damage on its own, but often can be repaired through the use of the Craft (blacksmith) skill. Robotic companions can also be healed through spells such as make whole.

BAB: The robotic companion’s base attack bonus is the equal to the robot’s HD. Robotic companions do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: A robotic companion has no good saves. Use the animal companion’s Will save progression.
Vision: Robotic companions gain low-light vision and darkvision 60 ft. if they do not already have it.
Ability Scores: A robotic companion posses no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Bonus Tricks: A robotic companion does not gain any bonus tricks.

(I would like to note that the robotic animal companion rules are not my own, and thus not up for critique.)

This ability replaces the Mutagen and Poison related class features of the Alchemist.

Discoveries:

An Engineer can not take any discoveries that utilize class features he does not posses, but can take the following rogue tricks as discoveries:

(Core)
Quick Disable, Resiliency, Trap Spotter, Weapon Training

(APG)
Cunning Trigger, Fast Picks, Quick Trapsmith,

(UCG)
Esoteric Scholar, Firearm Training, Grit, Terrain Mastery (Urban Only?)

New Discoveries:

Repairing Touch(Ex): The alchemist gains the ability to repair damaged objects. As a standard action, she may touch a creature and apply 1 round’s effect of his spontaneous repairing discovery to that object; this counts toward his spontaneous repairing limit for the day. The engineer’s daily limit for hit points repaired by spontaneous repairing increases to 5 × his engineer level. An engineer must be at least 6th level and must have the spontaneous repair discovery or class ability before selecting this discovery.

Relentless Machina (Ex): The engineer’s Mechanical Creation is considerably more difficult to destroy than normal. His creation is considered to have a Constitution score of 10, and no longer is destroyed at 0. Reducing it to 0 HP makes it inert and unusable until such time as it is repaired, but it is only destroyed at -10.

Spontaneous Repairing (Ex): The engineer gains the ability to repair his creation rapidly and remotely. As a free action once per round, the creation can repair 5 hit points as if he had the fast healing ability. He can repair 5 hit points per day in this manner for every 2 engineer levels he possesses. If the creation is destroyed because of hit point damage and he still has repairing available from this ability, the ability activates automatically, repairing it for five damage, if this would prevent the creation being destroyed, it is not.

Artificer’s Touch (Sp): You can cast mending at will, using your engineer level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two engineer levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your engineer level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Combat Programing (Sp) The Mechanical Creation gains a combat feat that it otherwise qualifies for.

Weapons Module (Sp) The Mechanical Creation gains a weapon proficiency feat that it otherwise qualifies for. The robotic companion must have proper appendages or ports for said weaponry.

Shoulder Mounts (Sp) The Mechanical Creation gains two shoulder weapon ports. It can only mount ranged weaponry that it is proficient with in these ports, and they must be one size category smaller than the Creation itself. If the engineer has the Storage Locker discovery, then he can store ammunition here that the creation can use to load his weapons with.

Storage Locker (Sp) The Mechanical Creation has an empy chest compartment, capable of storing 50 lbs of appropriate sized gear if medium, or 75 lbs if large.

Reinforced Chassis (Sp) The Mechanical Creation has been constructed with extra armor plating, granting it an extra +2 Natural Bonus to AC.

Hardened Interior (Sp) The mechanical creation gains hardness 5. At 15th level, this increas to hardness 10. The engineer must be 10th level before selecting this discovery.

Shield Ally (Ex): Whenever an engineer is within his mechanical creation’s reach, the engineer receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the creation is grappled, helpless or inert. The engineer must be 4th level before selecting this discovery. At 12th level, the creation can shield the engineer’s allies as well, and the engineer’s bonus goes up to +4.

Teleportation (Su): At 6th level, as a standard action, an engineer can call his mechanical creation to his side. This functions as dimension door, using the engineer’s caster level. When used, the creation appears adjacent to the engineer (or as close as possible if all adjacent spaces are occupied). If the creation is out of range, the ability is wasted. The engineer must be 6th level to select this discovery. The engineer can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su): An engineer can use his teleportation ability to swap locations with his creation. If it is larger than him, he can appear in any square occupied by the creation. The creation must occupy the square that was occupied by the engineer if able, or as close as possible if it is not able. The Engineer must be at least 8th level and have already selected the teleportation discovery to select this discovery.

Repair Matrix(Su): The mechanical creation’s body gains the repair damage very quickly, giving it fast healing 1. The creation repairs 1 point of damage each round, just like natural healing. The repair matrix functions as long as the creation is not destroyed. This repairing is increased by 1 per round for every 2 addition levels the engineer takes (maximum 5). The engineer must be at least 12th level before selecting this discovery.

Overdrive (Ex): The engineer outfits the core inside the mechanical companion to output more power on command, sending the companion beyond operational limits. As a swift action the engineer commands the core augmentation to activate, granting the creation a +6 bonus on strength and a +10 ft bonus to movement speed. This bonus lasts for a number of rounds equal to the engineers’ hit dice. These rounds need not be consecutive. An engineer must be at least 4th level before selecting this discovery.

Eye for Danger (Ex): Being accustomed to the sudden and often explosive hazards of operating mechanical devices hones the engineer to keep an eye out for the sudden and often lethal hazards of adventuring. The engineer gains a +2 luck bonus on Reflex saves and initiative rolls.

Hardening Technique (Ex): The engineer learns special techniques to increase the durability of any item he creates. Any mundane item, gadget, or magic item the engineer creates gains an additional 5 hit points.

Remote Detonation (Su): The engineer learns how to trigger the core in his mechanical companion to detonate. The resulting explosion deals 1d8 points of force damage per engineer level in a 20ft radius from the center of the companion’s location. The companion is immediately destroyed and must be rebuilt as normal. Using this ability is an immediate action.

Thoughts, concerns, criticisms. I am most interested in hearing what people think of the discoveries, if they seem balanced, perhaps other options?

((Edited to cut out irrelevant or redundant information))


@ Jack Rift; Ah. Well, that would have decreased my character's damage output a little. He was essentially using a bastard sword gunblade, so that not being a finessable weapon would have cut his average damage a good bit. D10 down to... d6 for a rapier/scimitar? That sounds cool. I think there should be some sort of Sorcer-esque Magus variant, but thats neither here nor there. :)

@ Serisan; Yeah, not having to take two or three turns buffing every fight certainly helped out, but in actual non-arena play, unless the party is taken by surprise its rare for them not to be ready for a fight when it breaks out. As for what I generally spent my Mythic points on... I would say at least 70% of them were spent on damaging spells, either to get an extra spellstrike Burning Hands or to toss Mythic Magic Missiles. I only think I used it once or twice to go a second time in a single round, and then the added d6 onto attack rolls made up the majority of the rest of my spending.

@ Johnathan; I'm sorry you feel that way. I hardly think the devs are going to scratch the project though, best one can do is try to give some real input and see if you can't shape things for the better.

I'll be play test DMing this weekend, so I will be sure to post about it after.


I sincerely hope that this is of some use.


So, last weekend, my friend and I (both of whom swap DMing around) decided to playtest mythic a bit before our usual Sunday night game got started. I decided that I actually wanted to play, so he ended up GMing.

To begin with, I made a level 5 Magus, tier 2 Archmage, 25 point buy build. With Mythic Weapon Finesse being an option, I decided to dump both Strength and Charisma. The only house rule we used were my friends equipment, and action points, which we never stopped using after Ebberon.

As far as my character options went,
Feats: Weapon Finesse (Mythic), Piranah Strike, Arcane Strike, Dodge
Magus Options: Poolstrike
Archmage Opt: Arcane Surge, Competent Caster, Enduring Armor
Spells: 1- Magic Weapon, Chill Touch, Burning Hands, 2- Blur, Cat's Grace, Defensive Shock M- Magic Missile. I had a few others prepped, but the weren't terribly important.

I am not going to lie, I am not particularly great at the number crunching specifics of the game, but I can give my opinion on how it felt.

My DM decided to pit me against several waves of enemies, all at CRs that were not significantly below my level. The first wave he threw three CR 4's against me, which felt very easy, but gave me time to get buffed up, and I killed them with little real difficulty or damage to myself.

He continued to throw enemies at me, slowly ramping up the CR every encounter, and every three or four waves handwaving a full rest + level up or tier up my way.

Due to the combination of the Arcane and Mythic pools, both of which were powering my spells, I was able to cast spells almost ever round of combat, mitigating one of the biggest difficulties of the Magus class, burnout. Due to the fact that in play the fights took place one after the other, I only had to buff up the once, and thanks to Competent Caster, I was never endanger of losing a concentration check.

While I dont feel that mythic gave my character a lot of power, persay, I did feel that it gave him longevity that I would have not otherwise had. My character was capable of taking out encounters that were of his CR and higher alone due to it. Im not sure how a different class would have fared, because Maguses can be short term damage powerhouses, but next time I will try something else.


Ah, I see. I don't actually play Warmachine/Hordes. I just sort of drool over their miniature catalog every now and then. And paint them sometimes. >.>

One of the major villains for the last game was biased on Denegrah, actually.


Azaelas Fayth wrote:
Hmm, I might have an ARG built Ogrun race somewhere if you want me to post it.

Nah, thank you, but ogre works fine. I'm not actually running Iron Kingdoms, otherwise I may say yes.


I am inclined to agree, the half dragon ogre magi seems to simple for a BBEG.

Also, is it just me that the choice is between an Ogre Magi and an Ogre Magus? ...no? okay.

Where is the spell from? Its cool, but... I'd kinda have to kill one of my players to get all the umph out of it. And then they may spend a hero point....


So, I'm making Thargosh from Hordes into a mini-BBEG for my current horror campaign. For those that don't know him, he is an Ogrun who has had a shard of an dead dragon inside of him. Which, in the Iron Kingdoms, is sort of a big deal, as the dragons in that setting are more akin to Lovecraft's Elder Gods than Tolkien's Smaug.

His mugshot:
http://privateerpress.com/hordes/gallery/legion-of-everblight/warlocks/thag rosh-the-messiah

So, what I am thinking is either Ogre with levels of Magus or Sorcerer (yes, I know I will have to tweak the stats around a bit, not a problem) or Ogre Mage, both options with the Half Dragon template on top, and maybe some Mythic if that gets released anytime soon. Max CR would be 10-11

Thoughts on which way I should go?


I really like that there are some considerable variances between the two druids, even though only a level separates them. I don't like that they aren't using archetypes anymore, but from a design perspective I can understand.


malebranche wrote:
How about some Ustalav-specific things, like a Harrower, Varisian crafts, a shop that sells monster-hunting gear (you can even tie this in to the Order of the Palatine Eye and have the shopkeeper be a member of the Order). Don't forget the embalmer and the gravestone shop.

And people hawking relics (fingerbones, teeth, holy symbols) of Pharismain saints.


Addicted2Fail wrote:

Couldnt be bothered reading them all, but dont think it was said.

Brothel

Best thing to do, look at kingmaker rules for towns. Lists heaps. Also things like age of empires and warcraft III etc

Clearly you didn't read the first post, because I said brothels. :-P


Pendin Fust wrote:

Milliner!! (Hat maker)

How dark/light-hearted is the world or city?

Its Ustalav, so.... fantasy Transylvania. Very dark indeed.

By the way, thank you all for the wonderful suggestions. I appreciate it.


Hilarious.


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So, I'm running a game in Ustalav (Not Carrion Crown, just a semi sandbox thing) I'm stating out the towns, and I'm trying to collate what types of shops would be in the various cities and whatnot. You know, you have:

Blacksmiths
Fletchers
Armorsmihs
Alchemist/Apothecaries
General Stores
Map Stores
Book Stores (& Spell Shops)
Jewelry Stores
Clothing Stores
Inns/Bars/Brothels
Mechanics Shop

Anything I'm missing? Im sure there is a good bit.


Mostly looking for a simple way of deciding the results of the fights while they are off screen. All of the mass combat rules I've ever seen require full stat blocks of creatures. I apologize for the lack of clarity in the question,


So. My campaign, which has been running for about a year and a half now, is coming to a close soon, and its going to be concluding with a giant battle that the PC's are apart of. Thing is, I think I may have bit off more than I can chew with four different factions taking place in this battle and... anyway. Let me break down the situation, and if anyone has any helpful hints on how to resolve things without just adjudicating that the PCs army wins or the bad guy's army wins, it would be appreciated.

The battle will be taking place in and around the capital city of Anvilfall, the city itself goes down into the earth, rather than up into the sky (think a reverse of Sharn) with the ground level being the military/industrial/palace area of the city. The nobles and city administration, financial and educational institutions occupy the first two lower levels, the middle class occupies the third, and the last two are lower class citizens. The city's forces are majority human, and are heavily entrenched with artillery, mechs, tanks, and airships (two of which are ironclad). Most of the infantry are level 1's, but they also have special forces teams that quite skilled (between level 5-10).

The PC's are on the side of a coalition lead by dragons (and for the most part, they have sworn fealty to specific dragons). They have a smattering of almost all races with them, humans, elves, dwarves, undead, orcs, drow. Pretty much everyone. They have a lot more highly skilled people than Anvilfall, but less basic infantry. Everyone is scattered and has to get to the battle separately, so, some might not make it, they also have far less tech than Anvilfall, although they do have some. The dragons are also prone to infighting (as in, in the very beginning of the battle one of them is going to attempt to assassinate the lead one.

There is also the Eversoul Legion. The original enemies of the campaign, back before the pcs found out about the conspiracy controlling Anvilfall. They are an army of mechanized undead, basically Cryx from Warmachine. Some of their forces left and joined the draconic coalition, so numbers wise they are a bit depleted, but I think they will likely hold back until about half way through the battle, then start raising the fallen and move in.

Then there is the Hydra Strain. Failed science experiments/aberrations. They are essentially the zerg/xenomorphs/tyranids. They are currently hived in the sewers of Anvilfall, taking and converting small amounts of vagrants from the lower sections of the city, when all hell starts breaking loose though, they are going to move out and defend.

...so... yeah. Thats the sitrep. Help? Any clarifications needed I can give.


Oooh, always loved Legacy Items, here is one I made for a Paladin of Pharisma in my game.

Solemn the Fatebender

This Cold Iron Bastard Sword seems to shine with a faint blue-white light, and seems to always be subtly shifting, as if it were made of mercury. The hilt is wrapped in black velvet strips, and the pommel is wide, and inscribed with the six suits of a Harrow deck. When swung or unsheathed, the sword never makes even the tiniest of noises.

Solemn gains in power every other level the wielder posses.

1- +1 Bonus, Can turn into a Lance as a move action
3- Can cast Gentle Repose on a slain enemy
5- Frost Enchantment
7- +2 Bonus
9- Holy Enchantment
11- +3 Bonus, Bend Fate, Action Die rolled are d8's rather than d6's when using this weapon
13- Icy Burst Enchantment
15- +4 Bonus
17- Endless Fate +1 Action Die/Session
19- +5 Bonus, Fate of Heroes, +1 Hero Point/Level


I would love to see a full 'bestiary' of npcs. The Rival Guide and back of the GMG are great tools, but they could use a lot more, especially since the GMG only has classes from the Core Rulebook. I've recently had to make about 15 different npcs to give the army my players are going up against some unique flavor. At some point trying to adjust the two or three options in the GMG on the fly gets exasperating.


I'm just going to throw my two cents in just in the off chance some staff read this thread. While I don't think we NEED new classes, there are a few things that the game is missing that could be offered.

An Engineer/Artificer type class that can build himself a suit of mechanized armor ala Iron Man, and or clockwork minions. I actually WANT to play the later idea, and my DM and I are working pretty hard on making a summoner/alchemist hybrid that does that for his next game.

Psionics, while I don't care for personally, seem to be important to alot of people at my table, by the same vein, judging from this thread, there seems to be a lot of desire for a Shapeshifter class. Not something I want to play, but I see the merit there.

The Duelist, but you know, not a prestige class. Why? Because most the games we play don't get that high level. I know that there are fighter and rogue archetypes that do kinda do these things, but... not enough. Mayhaps this could be done with different archetypes, but the current ones... just don't do it for me.

Cavalier, minus all of the mounted combat stuff. Again, doable via archetype really.

Well, thats my opinion, at least. :-)


This is great work, I love it. I'm currently running a steampunk era game where eldritch abominations have cut the world off from the planes, and I might have to use this as an assassin sent by the Powers-That-Are to stop the PC's medling.

...or maybe I'll keep it for my next game where they players alternate sessions between being fantasy characters in a stereotypical tolkienesque world and modern characters stuck in an asylum.

Hrmmmm. Evvvvil plans...


Creeping Death, actually, the Sting attack is the only 'primary' attack of the creature, the secondary attacks only gets half of it's strength bonus to damage. Increasing the crit range is a good idea though.

Kais86, I always max out my npc's HP, especially if the players are supposed to fight them solo. ...and... how do you figure a Lasgun is on par with a modern rifle?


Shaman, adding flesh hooks would be a great idea, thank you so much for that. Sneak attacks would be good too, but not great. They will be fighting only one of them, so there wont be any flanking going on, at least on the Lictor's part. Maybe I could give it some spell like abilities, though, like Invisibility and Vanish and whatnot, that would make the sneak attacks useful in more than just the surprise round.

Katerek, dude, that's nice. A bit higher CR than I'm looking for, like I said, but I'd love to see more of what you had. Email's johonoknat@yahoo.com. I have a friend of mine's pdf of the Phryigian, a race which are his take on the Tyranid/Xenomorph type race, his CR's go from 3-20, which is nice, but they don't have any assassin types that I've seen, then again, not had much time to look through thoroughly.

Thank you both though, and if anyone else has any suggestions, I'd love to hear them.


So. This is my first post. Hi! I'm a (relatively) new DM, been playing for about 4-5 years, since the beginning of college, really. Anyway, I'm currently running a steam punk game, and I wanted to throw a Warhammer 40k Lictor at the players, at about a CR 10.

Now, for those of you who don't play 40K, a Lictor is a large Tyranid creature that is essentially a stealth hunter. Quick, nimble, and deathly quiet for something their size.

I started with a Drider, replaced it's weapons with a bunch of natural attacks, added in a few Illithid abilities, and got rid of the Drider's spell like abilities, from there, I advanced the monster as per the rules in the back of the book... but... I dunno. Comparing it to other CR10's... it just looks weak. Could anyone help me out here? I'm not sure exactly what I am doing wrong. Anyway, stats:

Lictor CR10
CE Large Abberation
Init +7 Perception +15 Senses darkvision 120

Defence
AC 23, t 15, ff 18
HP 113
Fort 10 Ref 8 Will 13
SR 13 Immune Sleep

Offence
Speed 30ft Climb 20
Melee 2 Scythes +12 (1d8+2)
Tentacles +12 (1d6+2 plus grab)5ft reach
Sting +15 (1d6+4 plus posion)
SpAtck Mind Blast 30 ft Cone, Save DC 23 or stunned 3d4 rounds
Posion DC 18, 1/round 6 rounds 1d2 Str dmg cure 1 save

Statistics

Str 19 Dex 16 Con 18 Int 11 Wis 16 Cha 16

BAB +11 CMB +15 (+17 grapple) CMD 29 (+41 vs Trip)

Feats Imp. Initiative, Skill Focus Stealth, Multiattack, Imp Grapple, Power Attack, Cleave, Great Cleave

Skills Athletics +27 Intimidate +21 Perception +21 Stealth +24

Anyway, thank you very much. :-)