| wraithstrike |
wraithstrike wrote:Mr.Killer GM I finally started my AoW campaign. I noticed you were right when you said the lizardfolk encounter outside of Blackwall Keep were lackluster. Do you still have your notes from that scenario concerning your modifications? I modified the NPC's with names, but for the other groups I have not made any "corrections".How soon do you need them? I've just moved residences. I may have the notes in question, (although I may end up scanning & e-mailing, faxing, or postal mailing them to you.) The notes are for 3.5 edition in the event you are running using Pathfinder rules...
I am still running 3.5 also. I would like them in about a week if possible. If you could email them that would be great.
| Allen Stewart |
I am still running 3.5 also. I would like them in about a week if possible. If you could email them that would be great.
If you are willing to post your e-mail on this thread, or suggest another way to send it to me, I'll endeavor to come up with my notes for you. Also, if you'd indicate if you want ONLY the lizard folk I ramped up, or the other (non-reptillian) villains as well.
Regards, ~AS| wraithstrike |
wraithstrike wrote:
I am still running 3.5 also. I would like them in about a week if possible. If you could email them that would be great.If you are willing to post your e-mail on this thread, or suggest another way to send it to me, I'll endeavor to come up with my notes for you. Also, if you'd indicate if you want ONLY the lizard folk I ramped up, or the other (non-reptillian) villains as well.
Regards, ~AS
w33w33@aol.com is the email. I am will accept whatever you are willing to send.
| Sir Hexen Ineptus |
Turin the Mad wrote:I do hope so>:D
Keeerap - I better hope Da Fighter doesn't see this ... or Ineptus might die multiple times tomorrow ... :P
..... :| ..... (not really amused)
I know you all think I am a power gamer and all. However I would have to respectfully disagree. If you remember I played a very underpowered, two weapon fighter, sword and shield, hexblade, a horrible combination, up until the last few sessions where I just too tired of her dying so often that I decided to make a survivable character. I loved playing her and even got a prop just for that character that I still have to this day, Sniffils my pet skull.
No insult intended, but if anyone here is to blame for creating a powergaming character here it is, *ahem*, the killer GM...
Do I need to go any farther on this, or can I please wash myself of this title (even in a jokingly manor)?
| Sir Hexen Ineptus |
You aren't a Powergamer, Sir Hexen...at least not that I ever saw with your so often deaths in the AoW!
If you'd been a power gamer, I'd never have given you the appellation!
EEh, maybe I was slightly amused. I hate online forums like this, they don't convey emotions as well. I was being sarcastic about not being amused.
However maybe I just didn't like the comments some people made on this thread at the end. Things like, that'll teach them power gamers, and stuff like that.
So in the end maybe a sorry and never mind is in order.
Well anyway.
| Allen Stewart |
..... :| ..... (not really amused)
I know you all think I am a power gamer and all. However I would have to respectfully disagree. If you remember I played a very underpowered, two weapon fighter, sword and shield, hexblade, a horrible combination, up until the last few sessions where I just too tired of her dying so often that I decided to make a survivable character. I loved playing her and even got a prop just for that character that I still have to this day, Sniffils my pet skull.
No insult intended, but if anyone here is to blame for creating a powergaming character here it is, *ahem*, the killer GM...
Do I need to go any farther on this, or can I please wash myself of this title (even in a jokingly manor)?
Ineptus, I will grant you, your earlier characters (low to mid-teen levels) during Age of Worms, were for the most part within the bounds of reason and moderation to a large degree. Hence, I will 'wash' you from the title of "powergamer":)
The "powergaming", which was to varying degrees present during the entire campaign, became most profound at character levels 16 and higher. Obviously Cap'n Jose (screen name) was the most egregious offender in this regard. However, most players made use of numerous broken (overpowered) feats, items, prestige classes, & spells; and lest I forget, your requesting to play a "Home-brewed Race", the Lycanspawn" before the campaign even began, and your wonderful misinterpretation of Arcane Strike feat:)
In the Age of Worms, I certainly had a role in the high fatality rate. I responded to the "powergaming" style of play by certain players by running the campaign as a "killer GM", within the limits of the rules. I will grant you, that You may see the reverse as true: that you made use of broken items, spells, feats, etc. as contained in the rule books, in response to my repeated killing of your player characters. That course of action would seem logical, given your point of view.
It arguably becomes a question of which came first, the chicken or the egg? Who took the game to "powergaming" proportions? The Players or the GM? I will state that, I think the biggest culprit, was the Magical Gear of deceased player characters being given to everyone else's characters as additional treasure. The insane amount of additional gold that all player characters then had from the dead PCs gear being sold, allowed players to "Powergame" very easily by being able to buy magical gear that they would not have had otherwise. Had I thought to prevent that, it may have changed the direction that the campaign went in.
Ultimately, a "powergame" campaign is okay if the players & GM are up for it. I enjoyed it. I think that you have to take the generally higher fatality count that comes with a "powergame" in stride, if that's the type of game you want. And that was certainly what the players seemed to want.
I regret that you found the end of the campaign to your disliking. I can imagine that I would not have been happy either, had I been in your position. I will simply state for the record, that I went to great lengths to include you in the group, and defended your participation against multiple requests by other players to have you removed from the group:)
| wraithstrike |
Allen Stewart wrote:Okay, Friday has come and gone, and I haven't gotten the Lizard Folk to you. My bag. Can you stall your players with some lengthy, pointless RP encounters...??? Do you by chance have a Fax machine/number?
I'll get to work on it, and hope to have it to you by Friday.
I have ran them through it. They had quiet an easy time of it so on the way to Sharn(The Free City), which began the next chapter I had to make up for it by almost paralyzing the entire party with a morgh(I know the spelling is wrong), and then having them go against 2 Ogre Barbarians. The dice gods were not on my side however, because even though all of them went into negatives at least once I ended up rolling a nat 1 when ever they were supposed to die.
| Allen Stewart |
I regret that my delay let your players off the hook. I have a fair amount of material that I wrote and/or typed up for the AoW, and some other previous campaigns as well. The thought occurred to me, that I could scan them I have a scanner, albeit a mediocre one) and then e-mail them to you, which would save me the time of Re-typing them all again. All the materials are for 3.5 edition. Are you interested?
~AS
| wraithstrike |
I regret that my delay let your players off the hook. I have a fair amount of material that I wrote and/or typed up for the AoW, and some other previous campaigns as well. The thought occurred to me, that I could scan them I have a scanner, albeit a mediocre one) and then e-mail them to you, which would save me the time of Re-typing them all again. All the materials are for 3.5 edition. Are you interested?
~AS
Yes I am. I would type more but my kybd is not working to well.
| wraithstrike |
Allen Stewart wrote:Yes I am. I would type more but my kybd is not working to well.I regret that my delay let your players off the hook. I have a fair amount of material that I wrote and/or typed up for the AoW, and some other previous campaigns as well. The thought occurred to me, that I could scan them I have a scanner, albeit a mediocre one) and then e-mail them to you, which would save me the time of Re-typing them all again. All the materials are for 3.5 edition. Are you interested?
~AS
Between luck and unorthodox tactics these guys seem to get by when they should be allowing me to introduce the backup character. I will be posting some results here. The first chapter was a training sessions for some new guys, but the kid gloves have come off.
| Turin the Mad |
wraithstrike wrote:Between luck and unorthodox tactics these guys seem to get by when they should be allowing me to introduce the backup character. I will be posting some results here. The first chapter was a training sessions for some new guys, but the kid gloves have come off.Allen Stewart wrote:Yes I am. I would type more but my kybd is not working to well.I regret that my delay let your players off the hook. I have a fair amount of material that I wrote and/or typed up for the AoW, and some other previous campaigns as well. The thought occurred to me, that I could scan them I have a scanner, albeit a mediocre one) and then e-mail them to you, which would save me the time of Re-typing them all again. All the materials are for 3.5 edition. Are you interested?
~AS
I would suggest posting character deaths in the AoW section's lovely death thread, then linkification to a campaign journal as appropriate.
| Allen Stewart |
Between luck and unorthodox tactics these guys seem to get by when they should be allowing me to introduce the backup character. I will be posting some results here. The first chapter was a training sessions for some new guys, but the kid gloves have come off.
These words are like music to my ears:D It's one of those truly rewarding things about this great game, when you know the torch has been passed, and fellow GM's are standing tall, and making the Players bring in the back-up characters!
| concerro |
I gave the PC’s most of the dream material from the Library, but I forced them research the possible locations of Kongin-Thulnir once they returned from Last Resort. Dragotha and company, having just gained the knowledge of where the phylactery was hidden dispatched Cardinal Devious to be the convenient sage the PC’s sought out in Alhaster. Naturally, Kyuss’ minions directed the PC’s to Cardinal Devious. The Cardinal was waiting for them in a waterfront warehouse. The PC’s were given the false impression that Cardinal Devious had information that could be used to halt the Age of Worms and that he was willing to sell it to the highest bidder. Happily no Player expressed even the faintest doubts that this was legitimate. While looking for the Cardinal, the PC’s tracked him down, only to have a scroll planted on one of their persons. I typed up a nice computer printed document to spice up the plot. They bought it hook-line and sinker. They tracked down the Cardinal, engaged in dialogue with him, and were “offered” an “ancient scroll” that supposedly could stop the Age of Worms. I handed one of the Players (the player of the Gnome Artificer) a second scroll of printed paper. He...
Now that I am DM'img this I understand more things since I am doing a 2nd read through. They fell for the fake meeting twice. You should have tried it a 3rd time.
| Turin the Mad |
Now that I am DM'img this I understand more things since I am doing a 2nd read through. They fell for the fake meeting twice. You should have tried it a 3rd time.
It doesn't hurt that there are certain player-held expectations these days that Allen happily disabused them of. After the gnome artificer took his dirt nap, the rest of the group as I recall seemed rather dubious of any further suspicious "plot hooks"...
| wraithstrike |
| Allen Stewart |
concerro wrote:It doesn't hurt that there are certain player-held expectations these days that Allen happily disabused them of. After the gnome artificer took his dirt nap, the rest of the group as I recall seemed rather dubious of any further suspicious "plot hooks"...
Now that I am DM'img this I understand more things since I am doing a 2nd read through. They fell for the fake meeting twice. You should have tried it a 3rd time.
(Concerro), given more time and a suitable opening, I would have tried it for a 4th time, and...
(Turin)...given some of my players, (Turin knows who they are), I think I would have succeeded yet again...:)
| Allen Stewart |
The campaign journal is here. I was stalling because I did not know the characters name, but then I realized that such things were not important.
There is really nothing interesting since I rushed through it, but next time should be better
You are correct. The character's names are NOT important:)
| wraithstrike |
Turin & co., today I added the 2nd fatality of the LK campaign when Sean's Fighter PC, was wasted by 'Wilfred Death'. It's scary, we've played since February, and I'm only at two...
Are these the same players from last time and are they playing more intelligently than the last group(AoW)?
| Allen Stewart |
Of the Eight players currently in the group, only (3) Haru, the Resident Artist, and Da Pimp are current players left over from the 2006-07 Age of Worms campaign. Two of the additional 5 newer players joined in the 2008 Styes & Weavers campaign. The other three playes have joined the group within the last 4 to 6 weeks.
The group is on average doing better than in the previous campaigns, as reflected by the low death toll. Several players (namely Da Pimp, Dan, & Abner are clever players who are more difficult to take out), and of course Da Pimp's got his stupid wagon train and henchmen thing going again that he used in the Savage Tide.
Granted I'm doing this game in a more Role-playing/story line effort than in the prior campaigns which helps significantly also on the low body count. Yet notwithstanding their overall better level of play, yesterday, the players had their characters separate in response to a mediocre ambush by some brigand leaders and their mook brigands in tow. I deliberately went easy on them. One player (Haru) stated after the game that it was patently obvious that I went easy on the group and that he expected his PC to die, due in part to poor party tactics & strategy.
But... We've played since February, and there's only been 2 character demises thus far... I must be losing it...
Incidentally, the brigand leader Wilfred 'Death' Adder was the same half-ogre villain I used in the Age of Worms campaign who killed a total of 4 characters during the early parts of the AoW campaign, including the bar fight in Diamond Lake in week 2 or 3, where he dispatched Torsin's elf wizard PC...
| Allen Stewart |
Add yet another new player to the mix. There are now 9 players (one player is over seas, to return in August). This week in the current campaign (I haven't been keeping a journal on this campaign at the present, but I think I will post the fatalities on this thread in the future), there were (3) character fatalities.
The gang took on the Loathesome Count Vinny of Belshire and his retinue of brigand bosses and their rabble. Da Pimp recounted that he thought for a while the PCs were going to get routed, but when Vinny (Ftr/Rog Wererat) and the villain wizard went down, the momentum shifted and the bad guys couldn't recover.
Vinny killed Haru's Ranger via stabbing his downed carcas. Haru had previously shot Vinny with Silver arrows (bypassing Vinny's DR) and Vinny wasn't about to cut Haru any slack. Daniel (newer player) was felled by a villain cleric (the same cleric who saw action in the early levels of the 06-07 Age of Worms campaign (detailed in this thread) and the villain cleric was the only brigand boss to escape this battle (no PC went after him when he left the field). Jeff (new player) was felled by a 4th level Fighter using a Maul who smashed his cleric twice and put him down permanently.
Next game, the boys will be interrogating Count Vinny and attempt to "pursuade" him to give them (the PCs) the dirt on the "force" behind all of the brigand attacks...
| wraithstrike |
Killer GM, somehow the forum ate my post so I will do a summary. The boss fights go pretty well. I figure the dice will only save them so many times, but I would like to see some of your upgrades to the regular encounters. I do my own characters when I get a chance, but the time is not always available.
| Allen Stewart |
Killer GM, somehow the forum ate my post so I will do a summary. The boss fights go pretty well. I figure the dice will only save them so many times, but I would like to see some of your upgrades to the regular encounters. I do my own characters when I get a chance, but the time is not always available.
That I believe I can help you with. It will likely take me over the weekend, but I'll see if I can't get some stuff up by Monday for you.
| wraithstrike |
wraithstrike wrote:That I believe I can help you with. It will likely take me over the weekend, but I'll see if I can't get some stuff up by Monday for you.Killer GM, somehow the forum ate my post so I will do a summary. The boss fights go pretty well. I figure the dice will only save them so many times, but I would like to see some of your upgrades to the regular encounters. I do my own characters when I get a chance, but the time is not always available.
The chapter I would like for you to improve is any chapter after the Champion's Belt. I have the Champion's Belt taken care of.
| Allen Stewart |
The chapter I would like for you to improve is any chapter after the Champion's Belt. I have the Champion's Belt taken care of.
I'll see what I can come up with. My reason for the delay of the material, is my current computer does not have a Floopy (A:) drive, and I have to use another computer to access my AoW stuff on my floppy discs. Once I get the stuff saved onto a flash drive, this won't be a problem again. The material may trickle in, but it will get there.
| Allen Stewart |
As far as the Champions Belt went in my 06-07 campaign, I used several alternate encounters. The scripted ones either were too easy for my particular group; and I wanted to introduce some reoccurring villains for later in the campaign. Even with my "ramped-up" villains, there were only a total of 4 PC demises in the entire tournament. Not much of an upgrade...
| Allen Stewart |
Okay, I've got the typed-up stats for some of the villains I used in both the 2006-07 Age of Worms campaign, and some from my 2004 & 2005 respective campaigns. I'll attempt to sort them out if I can, but bottom line, I'll post everything I've got. Some of the more dangerous villains in the 06-07 AoW campaign were hand-written only, and I'll post those in the future if/when I've got the time. Posts to follow, for Conecero and any others who fancy reading or borrowing them. ~KGM
| Allen Stewart |
Please note: the following are MY home-brewed statistics. If there are any exceptions, I'll note them if I can recall (as in did Turin the Mad create one for instance). The statistics are ALL using the 3.5 edition rules. I have not updated them for the Pathfinder rules. If/when you note an ability score in Paranthesis (18) for example, that means that the NPC is under the effect of a enhancement magic spell/ability at the time (ala Bull's Strength, Bear's Endurance, etc.)
Of these first three, 'Dark Disciple' was the 13th level druid that fought against the PCs in the Age of Worms during the "Spire of Long Shadows". He was one of the surviving members of the 'Seekers of the Rod' group of NPCs who killed off 4 or 5 player characters if my memory serves...
Dark Disciple: Human Male Druid 13; CR 13; Medium-sized Humanoid; HD 13d8+65; hp 140; Init +7(+9) ; Spd 30ft.; AC 29 (+6 bracers, +3 deflection/ ring, +5 Dex, +5 barkskin), Touch AC18, FF 24; Atk +9/+4 base, +12/+7 Scimitar, +13 (+15) Ranged Touch; Dmg 2d4+4 (15-20/x2); SA: None; SQ: Nature Sense, Animal Companions, Cannot be Tracked, +4 vs. Woodland Charm, Wild Shape (up to/and a Dire Animal), Immune to Organic & Monster Poisons, Thousand Faces.
AL: NE; Saves: (permanent +3 resistance included) Fort +16, Ref +10(12), Will +18; Abilities: Str 14, Dex 16 (20), Con 20, Int 12, Wis 24, Cha 18.
Skills (96)/Feats (ability bonuses included): Animal Empathy +11, Concentration +21, Diplomacy +5, Handle Animal +11, Heal +13, Intuit Direction +14, Knowledge Nature +8, Spellcraft +8, Swim +8, Wilderness Lore (survival) +13, Ride +8.5(cc), Listen +12(cc), Spot +12(cc); H-Silent Spell, 1-Still Spell, 3-Augment Summoning, 6-Improved Initiative, 9-Weapon Focus: Ranged Touch Attack, 12-Improved Critical: Falchion.
Druid Spells Prepared: (6/7/7/6/5/4/3/2); base DC=17+spell level; 0-Resistance x2, Read Magic x2, Light x2; 1st – Animal Friendship, Endure Cold, Entangle, Obscuring Mist, Invisibility to Animals, Cure Light Wounds; 2nd Barkskin (+5natural AC), Charm Person or Animal, Hold Animal, Warp Wood, Delay Poison, Resist Elements (Fire), Lesser Restoration; 3rd – Call Lightning, Greater Magic Fang, Poison, Neutralize Poison, Speak to Plants, Cure Moderate Wounds; 4th Still & Silent Warp Wood, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement; 5th – Still & Silent Call Lightning, Animal Growth, Death Ward, Rock to Mud; 6th Still & Silent Flame Strike, Summon Nature’s Ally VI (1 to 3 Dire Bears), Fire Seeds; 7th Still & Silent Animal Growth, Harm.
Scrolls: Read prior to combat if possible: Control Weather (7th) Thunderstorm, Fire Seeds (6th); Scrolls on possession: Protection (1 each) Acid/Cold/Electricity/Fire/Sonic, Lesser Restoration.
Equipment: Bracers of Armor +6, Unholy Sash of Deflection (DR/-5 per attack), +3 Ring of Protection, +1 Falchion, Potion of Invisibility, Potion of Cat’s Grace, Dust of Disappearance, Dust of Sneezing and Choking. Animal Companions (up to 26 HD worth): 26 HD bear.
This next NPC was a Half-Ogre who was slated for use, but never made it into the campaign. But why should I deny you fellow killer GM's the opportunity to turn him loose on your groups. I do so gladly:)
Captain Heckle/ Mr. Smiles: Male Half-Ogre Ftr 11; CR 12; Large-Sized Giant; HD 11d10+55 (hp 160); Init +0; Spd 30 ft.; AC (-1 Size, +4 Natural, +5 Masterwork Breastplate), Touch 9, FF 9; Atk +19 melee, +25/+20/+15 Greatsword (17-20/x2); Dmg 3d6+19 Greatsword; Face/Reach: 5’/10’; SA: None; SQ: Darkvision, Giant Blood; AL: CE; Saves: Fort +17, Ref +6, Will +13; Abilities: Str 26 (30), Dex 10, Con 20, Int 10, Wis 14, Cha 10.
Skills/Feats: Spot +7(cc), Listen +6.5(cc), Sense Motive +6.5(cc); 1-Great Fortitude, F1-Tough Skinned (benefits unknown, prereq), F2-Weapon Focus (greatsword), 3-Strength of Blood (max hp/HD), F4-Weapon Specialization (greatsword), 6-Iron Will, F6-Power Attack, F8-Improved Critical, 9-Will of Stone (+3 Will save), F10-Superior Weapon Focus (greatsword).
Equipment: +2 Greatsword, +3 Cloak of Resistance, 2 Potions of Bull’s Strength, Ion Stone (stores a ‘Heal’ spell), Hat of Disguise. (Roughly 30k worth of magical items).
The last of the three posted here, was the female Skulk assassin who saw action in several segments of the Age of Worms campaign. Spotting her was very difficult at best...
Camilla: Female Skulk; Rog5/Ass/5/Blk2; CR 14, Medium-size Humanoid; HD 10d6+2d10+36 (60); hp 86(110); Init: +9 (Dex); Spd: 30 ft.; AC 27 (+9 Dex, +2 Deflection/Ring, +6 Bracers), Touch 21, FF 18; Atk +19/+14 Dagger; Dmg d4+2+poison & sneak if applicable; Face/Reach 5’; SA Sneak Attack +6d6, Death Attack DC17 (19); SQ: Innate Non-detection (Su) (caster level check DC 20), Peerless Camouflage (Ex), Trackless Path (Ex), Evasion, Uncanny Dodge (Dex to AC & Cannot be Flanked), +2 vs. Poison, Detect Good, Poison Use, Dark Blessing, Smite Good (+4 Hit/+2 Dmg); AL: NE; Saves: Fort +15(17), Ref +24, Will +11; Abilities: Str 10, Dex 24(28), Con 16(20), Int 12(16), Wis 10, Cha 14(18).
Skills (ability bonuses included)/Feats: Hide +38, Move Silently +31, Disguise +6(8), Knowledge (religion) +3(cc), Use Magic Device +15(17), Tumble +19, Listen +5, Spot +5, Sense Motive +5, Bluff +8(10), Disable Device +5(7), Escape +16, Climb +4; R-Weapon Finesse, 1-Iron Will, 3-Power Attack, 6-Cleave, 9-Sunder, 12-Improved Critical (dagger).
Equipment: +6 Bracers of Armor, +3 Charm of Resistance, +4 Item of Charisma, +2 Assassin’s Dagger, +2 Ring of Protection, Deathblade Poison (DC20, 2d6/1d6 CON), +4 Gloves of Dexterity, Potion of Vitality (+4 to CON), Potion of Intellect (+4 to INT), Potion of Cure Serious Wounds (3d8+15), roughly 18,000 g.p. left for equipment.
More to come..... ~KGM
| Allen Stewart |
Here's another surviving NPC, also a member of the 'Seekers of the Rod' who took out 5 player characters in the Spire of Long Shadows. I've got this gent slated for use again in the weeks to come in the current campaign...
"The Cowardly Lion": Male Half-Ogre; CR 12; Large-sized Giant; Rgr 1/Ftr 4/Blk 6; HD 1d8+10d10+ 11+55 (77); hp 134 (156); Init +0, Spd 30ft.; AC 19(22 Shield of Faith) (-1 size, +6 armor/DR 3, +4 natural) touch 9, ff 19; Atk +11 base, (Bull’s Strength included) +24/+19/+14 Greatsword; Dmg 2d6+19+2d6 (unholy)+ poison+ Spell storing: Inflict Serious Wounds (3d8+10)/17-20x2; Range 5’/10’; SA: Smite +4(+6) Hit/+6 Damage; Saves: Fort +22(26), Ref +12(14), Will
+10(12); Abilities: Str 26 (30), Dex 10, Con 20 (24), Int 10, Wis 10, Cha 18 (22).
Skills/Feats (bonuses included): Hide +5, Know (Rel.) +2(cc), Spot +7(cc), Listen +6(cc); 1-Improved Toughness, F1-Weapon Focus (greatsword), F2-Power Attack, 3-Cleave, F4-Sunder, 6-Weapon Specialization (greatsword), 9-Improved Critical (greatsword).
Equipment: +2 Unholy Greatsword of Spell Storing (contains Inflict Serious), Potions of Bull’s Strength, Endurance, Charisma, Cure Serious Wounds x2, +3 Cloak or Resistance, +1 Adamantine Breastplate. Shield of Faith is cast by a 7th level Cleric.
Many more to follow.....
| Allen Stewart |
Again folks, these stats are for the 3.5 edition rules.
Here is the Erinyes from the 'Seekers of the Rod' (who was later blasted to bits in "Dawn of a New Age" by Sir Hexen Ineptus and the Resident Artist. The second NPC is one of my re-occurring villains, "Cardinal Devious", though this scripting of him is done for 14th level. When I used him in Age of Worms, he was a 17th or 18th level Wizard, and he did not have any levels in Blackguard. I only have his 17/18th level statistics hand written, and haven't typed them up yet, and if I do type them, it will be for Pathfinder stats...
Jezebel: Female Erinyes; Ftr4; CR12; Medium Outsider (Bateezu); LE; HD 9d8+63+4d10+28; hp 164 (190 potion); Init +5 dex; Spd 30ft./fly 50ft.; AC 25 (+5 dex, +8 natural, +2 deflection) touch 17, FF 20, Dodge 26 (touch 18/FF 21), Mobility 29 (touch 21/FF 29); Atk +13 base, +19 grapple, +1 Longsword +22/+17/+12, +1 Mighty Composite Flaming Longbow +20/+15/+10; Dmg: Longsword d8 +12, Longbow d8+9(11)+1d6 fire/19-20x3; SA Entangling Rope (range 30ft.), Spell-like abilities, Summon 1d4 Barbazu 50% 1/day; SQ: DR 5/Good, SR 20, Immune to Fire and Poison, Resist Acid/Cold 10, Darkvision 60ft., See in Darkness, Telepathy 100ft., True Seeing at will; Saves: Fort +19, Ref +15, Will +16; Abilities: Str 22(26), Dex 21, Con 22(26), Int 14, Wis 18, Cha 20.
Skills/Feats: Concentration +18, Diplomacy +7, Escape Artist +19 some (cc), Hide +17, Knowledge (arcane) +14, Knowledge (planes) +14, Listen +18 some (cc), Move Silently +17, Search +14, Sense Motive +18 some (cc), Spot +18 some (cc), Survival +4 (+6 to follow tracks), Use Rope +5 (+7 with bindings); b-Dodge, b-Mobility, 1HD-Point Blank Shot, 3HD-Precise Shot, 6HD-Rapid Shot, 9HD-Shot on the Run, 1-Iron Will, F1-Weapon Focus: Longbow, F2-Fly-by Attack, 3-Improved Critical: Longbow, F4-Weapon Specialization: Longbow.
Spell-like Abilities: (At Will) Greater Teleport (self and 50 lbs. only), Charm Monster (DC19), Mirror Image (DC17), Unholy Blight (DC19); Note: (as per MM 3.5, Erinyes’ weapons are considered ‘evil’ and ‘lawful’ for purposes of overcoming damage reduction. Note: Bow is immune to fire.
Equipment: +1 Longsword, +1 Mighty Flaming Composite Longbow, 20 arrows, Entangling Rope, +2 Ring of Protection, +3 Charm of Resistance, Ring of Counterspells: Flame Strike, Potions of Bull’s Strength & Endurance.
Cardinal Devious: Human Male; Sor12/Blk2; CR14; AL NE; HD 12d4+2d10+56(84); hp 118 (146); Init +2; Spd 30ft.; AC 23 (+2 dex, +4 Shield, +4 Mage Armor, +3 Deflection) touch 15, FF 21; Atk +8 base, +8 grapple, +10 ranged touch attack, +9 poison dagger; Dmg d4+1+poison (dragonbile Fort DC26, 3d6 Str); SA: Smite Good (+6/8 Hit, +2 damage), spells; SQ Dark Blessing; Saves: Fort +20(24), Ref +15(19), Will +17(19); Abilities: Str 10, Dex 14, Con 18(22), Int 14, Wis 10, Cha 22(26).
Skills/Feats: Knowledge (religion) +2(cc), Hide +7(9)(cc), Concentration +21(23), Knowledge (arcane) +17, Spellcraft +17, Diplomacy +23(25), Heal +1, Intimidate +3; H-Skill Proficiency (Diplomacy), 1-Power Attack, 3-Cleave, 6-Sunder, 9-Quicken Spell, 12-Improved Toughness.
Spells: DC18+level, Known 9/5/5/4/3/2/1, Daily use 6/8/8/7/7/6/4; 1st: Shield, True Strike, Magic Missile, Mage Armor, 2nd: Cat’s Grace, Bear’s Endurance, Eagle’s Splendor, Ghoul Touch, Spectral Hand, 3rd: Dispel Magic, Displacement, Fireball, Protection from Elements, 4th: Sonic Orb (touch attack/12d6), Stone skin, Enervation, 5th: Feeblemind, Teleport, 6th: Disintegrate.
Equipment: Hat of Disguise, Bead of Force, Cloak of the Bat, Dust of Disappearance, Keogtom’s Ointment, Ion Stone (stores a Heal spell), Headband of Resistance +3, Brooch of Shielding, Necklace of Adaptation, Robe of Blending, Potion of Glibness, Ring of Mind Shielding, Potion of Shield of Faith +3.
| Allen Stewart |
I'll step away from the 2006-07 Age of Worms for a moment and post some statistics from my 2005 "Dark Age of Spamalot" campaign baddies. Again, these are all using 3.5 edition rules/stats.
CR3
Guardian of the Defiled Grove CR3
Male Fiendish Centaur; Large Monstrous Humanoid (Extra-Planar); HD 4d8+16 (34hp);
Init: +2 (Dex); Spd: 50ft.; AL: NE; AC: 17 (-1 size, +2 Dex, +2 Natural, +4 chain shirt); Atk: +7 Greatsword (or) +7 lance, 2 hooves +3 melee, or +5 ranged mighty composite longbow
Dmg: 2d6+6 Greatsword, d8+4 Lance, Hoof d6+2, d8+4 Bow; SA: Smite Good (+4 hp damage); SQ: Cold/Fire Resistance 5, SR 9, Darkvision 60ft.Saves: Fort +5, Ref +6, Will +6; Abilities: Str 18, Dex 14, Con 18, Int 9,
Wis 14, Cha 10.
Skills/Feats: Hide +2, Listen +5, Spot +5, Move Silently +4, Wilderness Lore +6; b-Weapon Focus: Hoof, b-Dodge.
Equipment: Greatsword, chain shirt
CR4
Golzor Goblin Champion; CR4; Small Humanoid; HD 4d10+12; hp 38; Init +3; Spd 30ft.; NE; AC 19 (+1 size, +5 armor, +3 dex) touch 14, FF 16; Atk +4 base, +7 grapple, +9 scimitar; Dmg d6+7/18-20x2 scimitar; SQ Darkvision 60ft.; Saves: Fort +7, Ref +4, Will +4; Abilities: Str 17, Dex 16, Con 16, Int 10, Wis 12, Cha 10.
Skills/Feats: Listen +4 ½ (cc), Move Silently +7, Ride +7, Spot +4 ½ (cc); 1-Iron Will, F1-Weapon Focus: Scimitar, F2-Combat Reflexes , 3-Hold the Line , F4-Weapon Specialization: scimitar.
Equipment: +1 Scimitar, Masterwork Chain Shirt, Small Shield (not used)
CR5
Shadar-mang; Human Male Shade; Ftr3; CR 5; HD 3d10+9/12 (33/36 hp); Init: +7 (Improved Initiative, +3 dex); Spd: 30ft./40ft. in darkness; AC 18 (+5 breastplate, +3 dex) 22 in darkness (deflection bonus), touch 13/17 in darkness, FF 15/19 in darkness; Atk: +9 Masterwork Scythe
Dmg: 2d4+6/20x4; Face/Reach 5’/5’; SQ: 120’ darkvision, control light 30%, Fast healing 2, shadow blend, Mirror image, SR 14; Saves: Fort +10/11, Ref +7, Will +6; Abilities: Str 18, Dex 16, Con 16/18, Int 10, Wis 12, Cha 13/15.
Skills/Feats: +8 Listen (cc), +8 Spot (cc), Hide +11, Move Silently +11; H- Improved Initiative, 1- Weapon Focus (Scythe), 3-Iron Will
Fang: Male Human (Hybrid Were-rat); Rog 3; CR 5; Medium Humanoid; HD 1d8+3d6+8 hp 27; Init +10; Spd 30ft.; AC 23 (+3 natural, +6 dex, +4 armor), touch 16, FF 17; Atk +3 base, +4 grapple, +11 shortsword (weapon finesse), +8 ranged, full attack-sword & bite +1 melee; Dmg 1d6+2/19-20x2 shortsword, bite 1d6+disease; Range 5’/5’; SA: Curse of Lycanthropy, disease (DC15), Sneak Attack +1d6; SQ: Alternate Form, Rat Empathy, DR 10/Silver, Low light vision, Scent; AL: LE; Saves: Fort +7, Ref +11, Will +5; Abilities: Str 12, Dex 22, Con 15, Int 12, Wis 10, Cha 14.
Skills (bonuses included)/Feats: Disable Device +7, Escape +9, Hide +19, Listen +14, Move Silently +19, Open Locks +9, Search +15, Spot +14, Tumble +9; H-Improved Initiative, R-Alertness, b-Iron Will, R-Dodge, b-Weapon Finesse (sword), 1-Combat Reflexes , 3-Quick Draw , bonus feat-Evasion. Equipment: +1 Shortsword, Elvin cloak, Elvin Boots, Masterwork Leather Armor.
CR6
The Blade: Male Halfling Rog5/Ass1; CR6, Small Humanoid; HD 6d6+12; hp 36; Init +4 (init); Spd. 20’(30’ boots) Run 150’; NE; AC 19 (size 1, armor 4, dex 4) touch 15, FF 15; Atk base/grapple +4/6, Masterwork Dagger +7; Dmg d4+2; SA Sneak +4d6, Death Attack DC 14 Fort, Spells (true strike); SQ Halfling Traits; Saves: Fort +6, Ref +13, Will +7; Abilities: Str 14, Dex 19, Con 14, Int 16, Wis 12, Cha 10.
Skills (abilities included)/Feats: Bluff +8, Climb +4, Disguise +8, Escape +13, Hide +17, Jump +4, Listen +12, Move Silently +15, Search +11, Sense Motive +10, Sleight of Hand +8, Spot +10, Tumble +13; 1-Iron Will, 3-Run (x5 move), 6-Combat Expertise (forfeit Atk = +4 to AC); Equipment: Masterwork Dagger, +2 Cloak of Resistance, Masterwork Leather Armor, Boots of Striding and Springing.
CR7
IronLash: Human Male; 7th Level Cleric; Medium-sized Humanoid; HD 7d8+28; hp 66 (80), 87 with ‘Divine Power’; Init +4; Spd 20ft.; AC 22 (+7/9 breastplate/DR 3, +3 Shield of Faith); Atk +5 base, +13 Heavy Flail (+15 w/ divine favor); Dmg d10+7/10+1d6 (unholy)+ spell storing (3d8+7)/20x2; Range 5’/5’; SA: spells, Rebuke Undead; Saves: Fort +9(11), Ref +2, Will +9(11); Abilities: Str 18(22), Dex 10, Con 18(22), Int 10, Wis 18(22), Cha 12.
Skills/Feats (bonuses included): Concentration +16, Spellcraft +12(14), Hide +5(cc), Know (Rel.) +2, Bluff +5; H-Improved Initiative, 1-Power Attack, 3-Cleave, 6-Sunder, Domain-Weapon Focus (heavy flail).
Spells: DC14+level, Domains (War & Trickery)
1st: Shield of Faith x2, Divine Favor, Protection vs. Good, Entropic Shield, Change Self*; 2nd Hold Person, Silence, Lesser Restoration, Cure Moderate Wounds, Invisibility*; 3rd Protection from Fire x2, Magic Vestment*, Inflict Serious Wounds; 4th Inflict Critical Wounds, Cure Critical Wounds, Divine Power*
Equipment: Adamantine Platemail (+2 from ‘magic vestment spell), +1 Unholy (1d6) Heavy Flail of Spell Storing (contains Inflict Serious Wounds), Potions of Bull’s Strength, Endurance, Owl’s Wisdom.
CR8
Sir Not Appearing in this Film: 8th Level Fighter, NE, 8d10+32+8 (96hp), Spd20’, AC18 (50% miss chance), Atk base +13/+8, Modified +17/+12, d10+13 (including Bull’s Strength potion), Abilities: Str 20(24), Dex 14, Con 18, Int 10, Wis 10, Cha 9. Saves: Fort +10, Ref +4, Will +9; Feats: H-Iron Will, 1-Improved Initiative, F1-Weapon Focus, F2-sss, 3-Improved Toughness, F4-Weapon Specialization, 6-Will of Stone, F6-sss, F8-Improved Critical. Skills: Spot +5.5, Craft +11, Sense Motive +5.5.
+1 Bastard Sword, +1 Mithril Chainmail of Silent Moves, Potion of Bull’s Strength, Permanent ability to See Invisibility.
CR9
Malocchio "Scarecrow": Male Gnome; Illusionist 8/Mind Bender 1; CR 9; Small Humanoid; HD 9d4+27(45)+9; hp 56(74); Init +2(+4); Spd 20ft.; AC (+1 size, +2/+4 Dex, +2 armor) touch 13/15, FF 13; Atk +4 base, +7(+9) ranged touch; Dmg 1d4+2 Dagger +1; Range 5’/5’; SA spells; spell-like abilities; SQ Gnome Traits, Low light vision; Saves: Fort +7(9), Ref +4(6), Will +10; +2 racial bonus on saves versus Illusions. Abilities: Str 12, Dex 15 (19), Con 17 (21), Int 20 (24), Wis 14, Cha 11.
Skills (bonuses included)/Feats: Listen +10 (cc), Spellcraft +17(19), Concentration +15(17), Spot +8 (cc), Knowledge Arcana +17(19), Profession +17(19); 1-Improved Toughness, 3-Spell Focus (Illusion), W5-Greater Spell Focus (Illusion), 6-Silent Spell, 9-Improved Counter Spell.
Spells: 4/6/6/5/3/2, DC 15/17+level, (Illusions 18/20+ level); 1st: Color Spray, Ray of Enfeeblement, Magic Missile x2, True Strike, Enlarge Person; 2nd : Scorching Ray, Mirror Image, Ghoul Touch, Cat’s Grace, Bear’s Endurance, Fox’s Cunning; 3rd: Protection from Elements (Fire), Dispel Magic, Heroism, Fireball, Displacement; 4th: Phantasmal Killer, Stoneskin, Enervation, Evard’s Black Tentacles; 5th: Silent Phantasmal Killer, Teleport, Break Enchantment (not used). Equipment: Bracers of Defense +2, 2 scrolls.
Wendigo: Rgr4/Mnk2/Drd1, CR9, HD 7d6+42; hp 67, Init: +7 (Dex); Spd: Fly 120ft. (perfect) AC 26 (+7 Dex, +5 Deflection, +4 Bracers of Armor); Atk +12, Dmg d6+9 (18-20x3), SA: Disease “Windogo’s Hunger” [DC 19Fort save vs. bite, d3 days for incubation, results in d3 point Wisdom loss (must make new save each day)-each day thereafter requires DC18 Will save or become overcome with insatiable desire for flesh of ones own species], Maddening Whispers (120ft. range, DC 18 Will save or take d3 Wisdom loss), Ravenous Bite; SQ: Cold Subtype (Ex) (Immune to Cold/+50% damage from fire), ‘Corner of the Eye' (Su) victim stalked saves at -2 on all Wisdom based checks while being stalked, Regeneration 5 (Ex) except from fire damage, Wind Walk (Su) at will and changing to wind form & back requires a move action; AL: CE
Abilities: Str 22, Dex 24, Con 22, Int 11, Will 16, Cha 20;
Skills/Feats: Listen +20.5, Spot +20.5, Hide +24.5, Move Silently +24.5, Survival +18.7 ranks unused; 1-Combat Revlexes, 3-Power Attack, 6 Weapon Focus (bite), Track. Equipment: +4 Bracers of Armor.
The Legendary Beast of Aaaahhhhhhhhhhhh: Remorhaz of Legend, Huge Extra-Planar; CR9
HD 7d10+70 (108 hp); Init +4 (Dex); Spd 30ft., burrow 20ft.; AC 28 (-2 size, +4 Dex, +16 natural); Atk: Bite +18 melee; Dmg 2d8+17+ Grab+Poison (DC23: d6/d6 STR); Face/Reach 10’/20’; SA: Improved Grab (Ex), Swallow Whole (Ex); SQ: Heat (10d10 fire damage) when touched, Tremorsense 60’ (Ex), Fast Healing 5, Immune to Mind-affecting Effects* and Electricity; Saves: Fort +18, Ref +12, Will +7*
Abilities: Str 36, Dex 19, Con 31, Int 7, Wis 14, Cha 14
Skills/Feats: Listen +13, Spot +13; Power Attack, see Monster Manual for others...
Greater Basilisk of Legend: CR 9, HD 10d10+90 (hp 145); Init: +4 (Improved Initiative), Spd 20ft., AC ; Atk Bite +20 melee, 2 claws +15 melee; Dmg: bite 1d8+11, claws d6+6; Face/ Reach 5’/10’; SA: Gaze (DC 19), Poison (DC 19, d4/d4 STR), Breath Weapon (DC 19, d6 STR/Death); SQ: Immune to Mind Affecting Effects and Lightning, Fast Healing 5;
Saves Fort +19, Ref +10, Will +8
Abilities: Str 33, Dex 10, Con 28, Int 4,Wis 14, Cha 10
Skills/Feats: Alertness, Great Fortitude, Power Attack.
Bone Grinder: Male Ghoul (human); CR9; Rog8; CE; Medium Undead; HD 2d12+8d6+10; hp 51; Init +5(7); Spd. 30ft.; AC 21(23) (armor 4, natural 2, 5/7 dex) touch 15(17), FF 16; Atk base/grapple +7/9, bite/claw/claw (with Weapon Finesse) +12/+10/+10 (+14/12/12); Dmg d6+2 + paralysis (bite), d3+1+paralysis (claw), Sneak +4d6; Space/Reach 5’/5’; SA: Paralyzing Touch (Ex) DC17 Fort (d4+1 rounds) Cha Based, Ghoul Fever (bite) DC 15; SQ Darkvision, Turn Resistance +2 (+6 w/ Amulet), Undead Traits; Saves: Fort +2, Ref +11(13), Will +7; Abilities: Str 14, Dex 20(24), Con --, Int 13, Wis 14, Cha 18.
Skills (abilities included)/Feats: Balance +20, Climb +17, Hide +20(25), Jump +6, Move Silently +20(25), Spot +21, Tumble +16, Disguise (as living) +15, Use Magic Device +15, Escape +16; r-Multi Attack, h-Improved Toughness, c-Evasion, 1-Ability Focus (paralysis touch), 3-Weapon Finesse (claw/claw/bite), 6-Combat Reflexes.
Equipment: +1 Shadowy Leather Armor of Silent Moves, 1 Bead of Force, +2 Ring of Protection, Amulet vs. Turning +4.
Head Stomper: Male Half-Ogre/Ftr 8; CR 9; CE; Large Giant; HD 8d10+40; hp 90(106); Init +0; Spd 30ft.; AC 20 (armor 7, natural 4, size -1) touch 9, FF 20; Atk base/grapple +8/16(18), Great Falchion +19/+14 (+21/+16); Dmg 2d6+ 16(19)+1d6 electricity + poison (DC26, 3d6Str/-)/15-20x2; Space/Reach: 10’/10’; SA none; SQ Giant Traits; Saves: Fort +14(16), Ref +5, Will +11; Abilities: Str 26(30), Dex 10, Con 20(24), Int 10, Wis 18, Cha 10.
Skills/Feats: Spot +9.5(cc), Listen +9.5(cc); 1-Power Attack, F1-Weapon Focus Great Falchion, F2-Improved Bull Rush, 3-Improved Sunder, F4-Weapon Specialization Great Falchion, 6-Iron Will, F6-Awesome Blow, F8-Improved Critical Great Falchion.
Equipment: +2 Great Falchion of Shock, +2 Breastplate, Potions of Invisibility, Bull’s Strength, Bear’s Endurance, and Dragon Bile Poison.
CR10
Malister: Male Dwarf; Ftr 8/Blk 2; CR 10; Medium-sized Humanoid; HD 10d10+40; hp 122; Init +0; Spd 20 ft.; AC 16 (+1 Breastplate), touch 10, ff 16; Atk +10 base, +21/+16 battle axe; Dmg d8+17/19-20x3; SA: Smite Good (+4 hit/+2dmg); SQ: Dwarf Traits, Blachguard abilities; AL: CE; Saves: Fort +20, Ref +9, Will +11; Abilities: Str 22 (26), Dex 10, Con 18, Int 10, Wis 14, Cha 18.
Skills/Feats: Knowledge (Rel.) +2(cc), Spot +6(cc), Listen +6(cc); 1-Great Fortitude, F1-Weapon Focus (battle axe), F2-Power Attack, 3-Tough Skinned, F4-Weapon Specialization (battle axe), 6-Strength of Blood, F6-Cleave, F8-Sunder, 9-Improved Critical (battle axe).
Equipment: +1 battle axe, +3 cloak of resistance.
Sandor: Male Tauric (Hobgoblin/Griffon); CR10, Ftr5; Large-sized Monstrous Humanoid; HD 8d8+32+5d10+20; hp 129; Init +2; Spd. 30ft./fly 80ft. average; AC 17 (-1 size, +2 dex, +6 natural), touch 11, ff 15; Atk +18/+13 Spear, and 2 claws +6 melee, javelin +9 melee; Dmg: Spear d8+9, claw 2d6+2, javelin d6+4; Range: 5’/by 10’; SA: Pounce, Rake; SQ: Darkvision 60’; Low-light vision, Scent; Saves: Fort +15, Ref +9, Will +7; Abilities: Str 18, Dex 14, Con 18, Int 10, Will 10, Cha 10.
Skills/Feats (bonuses included): Intimidate +5, Jump +13, Listen +14, Move Silently +5, Spot +13 (+4 racial bonuses to jump, move silent, and spot checks); 1-Iron Will, F1-Weapon Focus (spear), F2-Improved Toughness, 3-Will of Stone, F4-Weapon Specialization (spear), Racial-Alertness, Racial-Great Fortitude.
Equipment: +1 Spear
Note: SA Pounce-if the tauric hobgoblin charges, it can make a full attack including a rake attempt even though it has moved. Rake-if the tauric pounces, he can make 2 rake attacks (+10 melee) for 1d6+2 damage each.
Three Headed Giant "Palin/Cleese/Jones": CR10; HD 16d8+96, 168 hp; Init +3, Spd 40ft., AC 24 (-1 size, -1 Dex, +11 natural, +4 chain shirt); Atk 2 swords +21 melee-Superior Two-Weapon Fighting (Ex), Dmg 2d6+7 each; Face/Reach 5’/10’, SA Rock Throwing, SQ: Rock Throwing, Darkvision 90’, Saves: Fort +14, Ref +3, Will +4; Abilities: Str 25, Dex 8, Con 23, Int 8,Wis 10, Cha 17
Skills: Climb +9, Jump +9, Spot +8, Listen +4, Search +4
Feats: Power Attack, Cleave, Weapon Focus (sword), Improved Initiative, Combat Reflexes.
Grimhoove the Slayer: CR 10; Male Centaur; Rgr4/Ftr4; NE; Large Monstrous Humanoid; HD 4d8 +4d8+4d10+72; hp 132 (156); Init +8; Spd 50ft.; AC 22 (-1 size, +3 natural, +4 dex, +6 armor) touch 13, FF 18; Atk +11 base, +26 grapple, +25/+20 greatsword, hooves; Dmg 2d6+20(22) 24 vs. humans [charge attack uses “awesome blow” feat (see below); SQ Darkvision, Favored Enemy (humans), Wild Empathy, Combat Style: Two Weapon, Animal Companion; Face/Reach: 10’/5’; Saves: Fort +18, Ref +16, Will +14; Abilities: Str 28(32), Dex 18, Con 22(26), Int 10, Wis 16, Cha 10.
Skills/Feats: Listen +12, Move Silently +13, Spot +12, Survival +12; r-Power Attack, r-Iron Will, c-Track, 1-Improved Initiative, 3-Improved Bull Rush, c-3rd-Endurance, F1-Weapon Focus: Greatsword, 6-Awesome Blow, F2-Improved Critical: Greatsword, F4-Weapon Specialization: Greatsword.
Awesome Blow Feat: Causes a Knockback (10ft.) to Prone position, Reflex Save DC (damage done) Negates; Add +2 from Charge, -5 from Power Attack, Grimhoove stops 5 ft. from prone opponent, whom, if he stands up will provoke an attack of opportunity.
Ranger Spell: Resist Fire (10); Equipment: +2 Greatsword, +2 Chain Shirt, Potions of Bull’s Strength & Bear’s Endurance, Cure Serious Wounds x2
Bazilwurth the Cruel: Male Half-Satyr/Half-Fiend, Rgr2/Ftr4; CR10; CE; Medium Outsider; HD 5d6+2d8+4d10+55+11; hp 118 (140); Init +5 (dex); Spd 40ft./fly 80ft. average; AC 25/29 vs. attacks of opportunity (+4 natural, +5 dex, +4 bracers, +2 shield of faith potion) touch 17, FF 20; Atk +8 base, +14(16) grapple, +18/+13 Scythe, +12 Head butt; Dmg Scythe 2d4+15+2d6 /19-20x4, head butt d6+6(8); SA: Smite Good (+11 damage), Spell-like Abilities; SQ: DR 5/Cold Iron & Magic, Darkvision 60ft., Immune to Poison, Acid/Cold/Electricity/Fire Resistance 10; SR21, Low light vision; Saves: Fort +18, Ref +16, Will +12; Abilities: Str 22(26), Dex 20, Con 20(24), Int 18, Wis 14, Cha 17.
Skills/Feats: Bluff +14, Hide +21, Move Silently +21, Listen +18, Perform +15, Spot +18, Knowledge (nature) +?, Sense Motive +9, Survival +8; b-Iron Will, r-Combat Reflexes, r-Improved Toughness, 1-Dodge, 3-Mobility, F1-Weapon Focus: Scythe, F2-Hold the Line, 6-Improved Critical: Scythe, F4-Weapon Specialization: Scythe.
Spell-like abilities: Darkness 3/day, Desecrate, Unholy Blight as a 6th level caster; Note: appears as a ‘Satyr-lord’ from the Diablo Heckfire game. Equipment: +1 Unholy Scythe, +4 Bracers of Armor, +3 Ring of Resistance, Potions of Bull’s Strength & Bear’s Endurance
Very Naughty Benny: Male Half-Ogre Werewolf/Ftr7; CR10; Large Giant; HD 2d8+7d10+35(49)/63+18+9; hp142 (DR 10/silver); Init +1/+3; Spd ; AC (+4 natural, +2/4 dex, +4 armor) touch 12/14, FF 14; Atk base/grapple +8, +15(17)/18, battle axe +20/+15, or 2 claws +16[18 w/ potion] and bite +12 [+14 potion]; Dmg Claw d6+8(10), bite d6+4(5), battle axe d8+13(16)/18 x3, Space/ Reach 10’/10’, SA: Curse of Lycanthropy DC15; SQ Alternate Form, Wolf Empathy, DR 10/silver Low light vision, Scent; Saves: Fort +12(14)/16, Ref +5(7), Will +8; Abilities: Str 25(29)/31, Dex 12/16, Con 20(24)/28, Int 9, Wis 14, Cha 8.
Skills: Intimidate 3, Listen 1(cc), Spot 1(cc), Survival 1(cc);b-Iron Will, c-Stealthy Track, 1-Power Attack, F1-Weapon Focus Battle Axe, F2-Combat Reflexes, 3-Improved Toughness, F4-Weapon Specialization battle axe, 6-Improved Bull Rush, F6-Hold the Line; Equipment: +1 Leather Armor, Belt of Resistance +2, Potion of Bull’s Strength, Potion of Bear’s Endurance
CR11
Biggus Dikkus: Male Fey-Touched; Rog 5/Ass 5; CR 11; Medium Humanoid; HD 10d6+ 30+10; hp 80(100); Init +8(10); Spd 30ft.; AC (+4 armor, +4/6 dex, +2 divine-potion, +2 natural) touch 14/potions 18, FF 14/18; Atk base/ grapple +7/11 (9/13), Rapier +13/8 (+15/10), Rapier Touch Attack +14/9 (+16/11); Dmg +6(8)+poison+Con damage 3x/day/18-20x2 + Sneak Attack damage if applicable; SA: Charm Person DC11, Sneak Attack +5d6; SQ Trap sense +3, Immune to Mind Affecting Effects, Low-light vision, Evasion, Improved Uncanny Dodge, Defensive Roll (0hp); Saves: Fort +8(10), Ref +11(13), Will +3; Abilities: Str 18 (22), Dex 18 (22), Con 16 (20), Int 10, Wis 11, Cha 15.
Skills (bonuses included)/Feats: Bluff +15, Escape +17(19), Hide +24(26), Listen +13, Move Silently +24(26), Search +13, Spot +13, Tumble +17(19); b-Improved Initiative, 1-Improved Toughness, 3-Weapon Focus Rapier, 6-Great Fortitude, 9-Lightning Reflexes, b-Evasion, b-Improved Uncanny Dodge (can’t be flanked by less than a 14th level Rogue); Equipment: +2 Rapier of Puncturing (d6 Con damage/Wounding), +1 Shadowy Leather Armor of Silent Moves, Potions of Bulls’ Strength/ Bears’ Endurance/ Cat’s Grace/ Barkskin/ +2 Shield of Faith/ Gaseous Form/ Poison (Deathblade DC20), Masterwork Potion Belt.
Hellhorn Sentinel: Barbazu-variant/ Ftr6; Medium Outsider; CR 11; HD 6d8+6d10+48 (72)+12; hp 125(149) raged 173; Init +6; Spd 40ft.; AC (+2 Dex, +7 natural) touch 12, FF 17; Atk base/grapple +12/16, Halberd +19/14/9 (raged +21/16/11), claws +16 melee; Dmg d10+10+1d6+Infernal Wound/19-20x3, 2 claws d6+4; Face/Reach 5’/10’; SA Infernal Wounds, Battle Frenzy; SQ Infernal Traits (immune to fire/poison, resist acid/cold 10), DR 5/Silver or Good, Darkvision 60ft., SR 17, See in Darkness, Telepathy 100ft.; Saves: Fort +14, Ref +9, Will +7(9); Abilities: Str 18(22), Dex 15, Con 18(22), Int 8, Wis 10, Cha 10.
Skills (bonuses included)/Feats: Climb +13, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +13 ½ (cc); b-Improved Initiative, b-Power Attack, b-Weapon Focus-Halberd, 1-Improved Toughness, F1-Expertise, F2-Combat Reflexes, 3-Improved Trip, F4-Weapon Specialization-Halberd, 6-Hold the Line, F6-Improved Critical.
Rage (Frenzy) adds +4 to STR/CON, +2 morale bonus to Will Saves, -2 to AC; Trip attack (accomplished by a successful touch melee attack: d20+STR (4/6-rage)+bonus 4 VS. opponents d20+STR or DEX.
CR12
Sir Molder the Brute: Male Half-Ogre Ftr 11; CR 12; Large-Sized Giant; HD 11d10+55 (hp 160); Init +0; Spd 30 ft.; AC (-1 Size, +4 Natural, +5 Masterwork Breastplate), Touch 9, FF 9; Atk +19 melee, +25/+20/+15 Greatsword (17-20/x2); Dmg 3d6+19 Greatsword; Face/Reach: 5’/10’; SA: None; SQ: Darkvision, Giant Blood; AL: CE; Saves: Fort +17, Ref +6, Will +13; Abilities: Str 26 (30), Dex 10, Con 20, Int 10, Wis 14, Cha 10.
Skills/Feats: Spot +7(cc), Listen +6.5(cc), Sense Motive +6.5(cc); 1-Great Fortitude, F1-Tough Skinned (benefits unknown, prereq), F2-Weapon Focus (greatsword), 3-Strength of Blood (max hp/HD), F4-Weapon Specialization (greatsword), 6-Iron Will, F6-Power Attack, F8-Improved Critical, 9-Will of Stone (+3 Will save), F10-Superior Weapon Focus (greatsword).
Equipment: +2 Greatsword, +3 Cloak of Resistance, 2 Potions of Bull’s Strength, Ion Stone (stores a ‘Heal’ spell), Hat of Disguise. (Roughly 30k worth of magical items).
| Allen Stewart |
A few more from the 2005 "Dark Age of Spamalot" campaign...
The Recluse: Male Half-Clay Golem/Half-Ogre; CR 12; NE; Large-sized Construct; Ftr 8; HD 8d 10+8; hp 68 (DR 10/silver, Immune to Slashing/ Piercing weapons); Init +3 (–1 size, +4 Imp Init); Spd 20ft.; AC 21 (+7 natural, -1 size, -1 dex, +6 masterwork chain), touch 8, ff 21; Atk +8 base, +21 melee, +23/+18 (w/ +1greatsword); Dmg 2d6+22/17-20x2; Reach 5’/10’; SA: Wound, Rage, Haste, SQ: Construct Traits, Magic Immunity; Saves: Fort +6, Ref +1, Will +4; Abilities: Str 32 (36), Dex 8, Con --, Int 6, Wis 14, Cha 4. Skills/Feats (bonuses included) Spot +7.5(cc), Listen +7.5(cc), Sense Motive +7.5 (cc); 1-Improved. Init., F1-Focus; F2-Power Attack, 3-Imp. Toughness, F4-Wpn. Specialize, 6-Cleave, F6-Imp. Sunder, F8-Imp. Critical
Patsy the Cavalier: Human Male; Ftr8/Cav4; CR 12; LN; Medium Humanoid; HD 12d10+48+12; hp 130 (154); Init +1; Spd 30ft. (20ft.); AC 24 (armor 10, shield 4) touch 10, FF 10; Atk +12 base, +17 grapple, +20 Lance, Full attack: +1 Lance +20/ +15/+10 (21/16/11 when mounted); Longsword +20/+15/+10 (21/16/11 when mounted); Dmg d8+10(12)/19-20x3 Lance, d8+9/17-20x2 Longsword; SA: Deadly Charge (2/day, Hit = triple damage with melee weapon and quadruple damage with lance), Burst of Speed (1/day, doubles distance for a charge); Saves: Fort +14, Ref +4, Will +9; Abilities: Str 20(24), Dex 12, Con 18(22), Int 10, Wis 12, Cha 14.
Skills (bonuses included)/Feats: Handle Animal +4, Ride +15(+19 w/ class bonus), Knowledge (nobility/royalty) +4 (cc), Spot +3 (cc); H-Mounted Combat, 1-Improved Toughness, F1-Weapon Focus: Lance, F2-Ride-by Attack, 3-Spirited Charge, F4-Weapon Specialization: Lance, 6-Iron Will, F6-Combat Reflexes, F8-Improved Critical: Lance, 9-Improved Critical: Longsword, 12-Hold the Line.
Equipment: +3 Platemail, +2 Dancing Shield, +1 Lance, +2 Longsword, Potions of Bull’s Strength-Bear’s Endurance & Heroism (Not factored into abilities and statistics)
Sir Gorack (Tyutchev): Human Male; Ftr12; CR12; N(LE); Medium Humanoid; HD 12d10+48+ 12; hp 130 (DR 2/-); Init +3; Spd 30ft.; AC 24 (+9 armor, +2 deflection (ring), +3 dex) touch 15, FF 21, dodge 25, mobility 28; Atk +12 base, +16(18) grapple, +23/+18/+13 Bastard sword; Dmg d8+14(17)+1d6 fire/17-20x2; Saves: Fort +15, Ref +10, Will +9; Abilities: Str 22(26), Dex 16, Con 18, Int 10, Wis 14, Cha 11.
Skills/Feats: Listen +7 ½ (cc), Sense Motive +7 ½ (cc), Spot +7 ½ (cc); H-Dodge, 1-Improved Toughness, F1-Weapon Focus: Longsword, F2-Combat Reflexes, 3-Hold the Line, F4-Weapon Specialization: Longsword, 6-Close Quarters Fighting (all grapple attempts provoke A.O.O), F6-Mobility, F8-Improved Critical: Longsword, 9-Greater Weapon Focus: Longsword, F10-Elusive Target (see below), 12-Greater Weapon Specialization: Longsword, F12-Power Attack
Elusive Target (three options): Negative Power Attack-Foe designated with Dodge’s Power Attacks give NO bonuses, but still impose standard penalties; Diverting Defense-Gorack must be Flanked & designate Dodge, declared opponent’s first attack Automatically misses and may strike the other opponent; Cause Overreach-Must provoke A.O.O. by moving through threatened area, if opponent misses, Gorack gets a free trip attack with no chance of being tripped on a failed attempt.
Equipment: +4 Adamantine Breastplate, +2 Ring of Protection, +1 Flaming Bastard Sword of Spell Storing (Enervation), Potion of Bull’s Strength, Potion of Bear’s Endurance, Belt of Resistance +3.
| Allen Stewart |
These villains are from my 2004 "Doomsday Disciples" campaign, though the CR 14 villain is from my 2001 campaign, and is statted for 3.0 edition rules.
CR5
Half-Ogre Mercenaries:
CR5 each, Large-sized giants, 4th level Fighters, CE, Init +4, Spd 30ft., hp 50 each, AC 18 (+4 natural, -1 size, +5 armor), Atk +14 melee (masterwork bastard sword); Dmg d10+15; SQ Darkvision 60ft; Saves: Fort +9, Ref +1, Will +5
Abilities: Str 24 (28), Dex 10, Con 20, Int 10, Wis 14, Cha 10.
Feats: 1-Improved Initiative, F1-Weapon Focus (bastard sword), F2-Power Attack, 3-Iron Will, F4-Weapon Specialization (bastard sword).
Skills: Climb +13, Listen +4, Spot +4, Sense Motive +4.
Equipment: Masterwork bastard swords, chainmail or breastplates, helms, potions of Bull’s Strengths, 2 applications of Deathblade poison, large shield, potion of Cure Moderate Wounds.
Busters, 2 Male Half-Ogre Mercenaries, CR 5 each; CE, Init +4, Spd 30’; hp 50 each; AC 18 (+4 natural, -1 size, +5 armor); Atk +12 (+14 with Bull’s Strength); Dmg d10+15+poison masterwork bastard swords; SQ: Darkvision 60’;
Saves: Fort +9, Ref +1, Will +5
Abilities: Str 24(28), Dex 10, Con 20, Int 10, Wis 14, Cha 10
Feats: 1-Improved Initiative, F1-Weapon Focus (bastard sword), F2-Power Attack, 3-Iron Will, F4-Weapon Specialization (bastard sword).
Skills: Climb +13, Listen +4, Spot +4, Sense Motive +4.
Equipment: Masterwork bastard swords, chainmail, helms, Potion of Bull’s Strength, Potion of Cure Moderate Wounds, 1 Application of Deathblade poison (DC 20/1d6 CON/2d6 CON (used), large shield.
CR6
Korg: Medium-sized Monstrous humanoid (Orc); Orc Bbn2/Ftr4; NE, CR6, Init +6, Spd 30’, hp 64; Atk: +12/7 (14/9 with Bull’s Strength); Dmg: d10+9 (+11 with Bull’s Strength)
Saves: Fort +10, Ref +3, Will +5
Abilities: Str 18, Dex 14, Con 18, Int 10, Wis 14, Cha 13.
Feats: 1-Weapon Focus-bastard sword, F1-Iron Will, F2-Improved Initiative, 3-Power Attack, F4-Weapon Specialization-bastard sword.
Skills: Intimidate +6, Listen +9, Spot +6, Sense Motive +6.
Equipment: +1 Bastard Sword, Boots of Striding and Springing, +1 Chainmail, Cloak of Resistance +2, 2 potions of Bull’s Strength, 2 Potions of Cure Moderate Wounds (in a potion belt).
CR7
Jailor: Male Troll/Ftr2; CR7; Large Giant; HD 6d8+36 plus 2d10+12; hp 92; Init +2; Spd 30’; AC 23(touch 9, FF 23); Atk +7/+2 (huge two-handed sword); +11 melee (2 claws) and +6 melee (bite); Dmg 2d6+6 (sword)19-20*; d6+6 claws, d6+3 bite, (2 claw hits allows rend for 2d6+9); Reach 10’; SA: Rend; SQ: Darkvision 90’, Fast Healing 5, Scent; AL: CE;
Saves: Fort +14, Ref +4, Will +4
Abilities: Str 23, Dex 14, Con +23, Int 6, Wis 10, Cha 6.
Feats: Alertness, Exotic Weapon Proficienty-Two handed sword, Iron Will.
Skills: Hide -8, Jump +2, Listen +5, Spot +5.
Equipment: Potion of Bull’s strength, Potion of Heroism, Potion of Protection from Fire, Masterwork two-handed sword.
Fiendish Ettin: CR7; HD 10d8+30; Init +3 (-1 size, +4 Improved Initiative); Spd 40'; AC 18 (-1 size, -1 Dex, +7 natural, +3 hide); Atk 2 iron greatclubs +12/+7 melee; Dmg d10+7+1d6 fiery burst; Face/Reach 5' by 5'/ 10'; SA: Superior Two-Weapon Fighting, Smite Good (adds 10 hp damage); SQ: Darkvision 90'; Cold/Fire Resistance 20; DR 5/+2; Spell Resistance 20.
Saves: Fort +9; Ref +2; Will +3
Abilities: Str 23, Dex 8, Con 17, Int 6, Wis 10, Cha 11.
Skills: Listen +10, Search +0, Spot +10
Feats: Alertness, Improved Initiative, Power Attack
Equipment: 2 +1 great clubs of Flame. The fiendish ettin also has 1,200 g.p. and 7 art objects of gold and silver worth 100 g.p. each.
Warhawk: Male Ogre, Bbn4/Ftr1; CR7; Init+4; Spd 30’; AC 17 (-1 size, +5 natural, +3 hide); Atk (+8 base; +19 greatsword +1); Dmg 2d6+14; Face/Reach 5’/10’; SA: Rage 2/day; SQ: Ogre abilities; Saves: Fort +14, Ref +2, Will +4; Abilities: Str 28; Dex 11; Con 18; Int 9; Wis 10; Cha 9.
Feats: Og-Weapon focus-Greatsword, Og-Power Attack, 1-Iron Will, F1-Improved Initiative, 3-Alertness.
Skills: Climb +7, Listen +7*, Spot +7*.
Sash, Human Female; Bbn1/Rng1/Ftr4/ Ghostwalker1; CE; CR7; Init +6; HD d12+6d10+24; hp 68; AC 21 (FF 19, touch 13); Atk +7/+2 base, +11/+6 longsword (13/8 with Bull’s Strength); Dmg d8+6(+8)/19-20(x2); SA: Rage, Track, Fast Move, Favored Enemy (Human), Painful Reckoning.
Saves: Fort +15, Ref +5, Will +10
Abilities: Str 16(20), Dex 14, Con 16, Int 14, Wis 14, Cha 17.
Feats: H-Improved Initiative, 1-, 3-Endurance, F1-Iron Will, F2-Toughness, 6-Will of Stone, F4-Weapon Specialization (longsword).
Skills: Listen +10, Intimidate +7, Move Silently +8*, Wilderness Lore +7, Intuit Direction +8, Spot +8, Bluff +5, Sense Motive +3, Gather Information +4.
Equipment: +2 Cloak of Resistance, +1 Longsword, +1 Large Shield, +2 Mithril Chain Shirt, Potion of Bull’s Strength, Potion of Cure Serious Wounds, Potion of Water Breathing, +1 Dagger, Ring of Darkvision.
O'Reiley the Dark Leprechaun: Male Halfling; Sor7; CR 7; Small Humanoid; HD 7d4+7; hp 25; Init +8; Spd 20ft.; AC 19 (+1 Size, +4 Natural), (touch 15, flat footed 15); Atk +5 melee (d4+sleep poison DC 15 as Sleep spell); SQ Improved Invisibility, SR 17; AL CN; SV Fort +3, Ref +8, Will +8; Str 7, Dex 18, Con 12, Int 14, Wis 14, Cha 18.
Skills and Feats: Bluff +8, Concentration +11, Craft +7, Escape +8, Heal +6, Hide +12, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8; Dodge, Improved Initiative, Weapon Finesse (dagger), Spell Focus (Illusion), Still Spell, Combat Casting.
Spells Known: (6/7/7/5); base DC 14 (16 vs. Illusions) + Spell level; 0th Mage Hand (tomato), Dancing Lights, Ghost Sound, Flare, Resistance, Prestidigitation. 1st Ray of Enfeeblement, Magic Missle, Charm Person, Mage Armor, Alarm. 2nd Continual Flame (on someone's head), Tasha's Hideous Laughter, Web. 3rd Major Image, Lightning Bolt.
Possessions: Ring of Blinking.
CR8
Calibos The Anti-Paladin
CR8, Ranger1/Fighter5/Blackguard2, CE, Init +6, Spd 60ft., hp 96, AC 21, Atk +8 base, +14/+9 (16/11 with Bull’s Strength potion) melee with +2 Bastard Sword of Wounding; Dmg d10+10 (+12 with Bull’s Strength) + Deathblade poison DC20 Fortitude; SA Detect Good, Poison use, Smite Good, Dark Blessing.
Saves: Fort +20, Reflex +10, Will +9
Abilities: Str 18 (22), Dex 14, Con 14, Int 13, Wis 12, Cha 18.
Feats: H-Great Fortitude, 1-Tough Skinned (DR 1/-), R-Track, Favored Enemy (humans), F1-Strength of Blood, F2-Power Attack, 3-Cleave, F4-Weapon Specialization (bastard sword), 6-Sunder
Skills: Hide +19, Knowledge Religion +3, Spot +8, Listen +8, Move Silently +17, Ride +7, Diplomacy +6, 4 extra.
Equipment: +2 Bastard Sword of Wounding (with Deathblade poison)-Int. 12, Wis 14, Cha 16, AL-CE, gives use of the feat Improved Initiative; Shadowy +2 Full-Platemail of Silent Moves, +3 Cloak of Resistance, Boots of Striding and Springing.
Battle-Rager, Male Dwarf; CE; CR8, Bbn4/Ftr4; Init +7; Spd 40’; HD 4d12 + 4d10+40; hp 116 (126 vest, 142 when raged); AC 21/19 raged (FF18/16, touch 13/11); Atk +8/3 base, +15/10 dwarven war axe, +17/12 when raged, +19 when raged and charging; Dmg d10+8/19-20 (x3), d10+10 when raged, 2d10+20 when raged and charging (crit = 6d10+ 60); SA: Rage; SQ: Dwarf traits;
Saves: Fort +15/17, Ref +7, Will +6/8
Abilities: Str 18(22), Dex 16, Con 20(24), Int 14, Wis 15, Cha 12
Feats: 1-Improved Initiative, F1-Weapon Focus (Dwarven war axe), F2-Power Attack, 3-Toughness, F4-Weapon Specialization (Dwarven war axe), 6-Cleave.
Skills: Listen +11, Spot +7.5, Intimidate +9, Climb +15, Sense Motive +7.5, Wilderness Lore +9, Tumble +4.
Equipment: +2 Keen Dwarven War Axe, Headband of Ferocity, Vest of False Life (+10hp), Adamantine Large Shield, Cloak of Resistance +2, +2 Rhino Hide Armor (+5 armor bonus, all damage dealt by a charge attack is doubled).
Ogre Chieftain: Male Ogre/Bbn2/Ftr4; CR8; hp 4d8+2d12+4d10+45=101; Init+4; Spd 30’; AC 20 (-1 size, +5 natural, +6 armor); Atk (+9 base) +21/+16 greatsword; Dmg 2d6+18; Face/Reach 5’/10’; SA: Rage 1/day, Fast Movement, Uncanny Dodge; SQ: Ogre Traits; Saves: Fort +18, Ref +4, Will +7.
Abilities: Str 30, Dex 10, Con 20, Int 10, Wis 12, Cha 10.
Feats: Og-Weapon focus-Greatsword, Og-Power Attack, 1-Improved Initiative, F1-Cleave, F2-Iron Will, 3-Blindfight, F4-Weapon Specialization (greatsword),6-Improved Critical (greatsword).
Skills: Climb +8, Listen +6, Spot +6.
Equipment: Amulet of Resistance +2, +1 Greatsword, +1 Chainmail, Potions of
Wounds (x2).
CR9
Ool: Drow Elf Male; Ftr4/Rog3; CR 9; medium sized; HD 4d10+3d6; hp 45; Init +7; Spd 30ft.; AC 16 (touch 13, flat footed 13); Atk +6/1 (base) +11/6 (with Pocket Myriad, damage by weapon type + 4); SA Sneak Attack +2d6, Evasion, Uncanny Dodge, Spell Like Abilities, Darkvision 120ft., SR 17; SQ Light Blindness; AL CE; SV Fort +8, Ref +7, Will +7; Str 12, Dex 16, Con 12, Int 14, Wis 12, Cha 10.
Skills and Feats: Climb +10, Craft +6, Escape Artist +6, Hide +6, Jump +4, Listen +6, Move Silently +6, Open Locks +6, Search +6, Spot +6, Swim +4, Tumble +5, Use Magic Device +2; Improved Initiative, Exotic Weapon Proficiency (Enchanted Pocket Myriad), Weapon Focus (E.P.M.), Weapon Specialization (E.P.M.); Combat Reflexes, Hold the Line.
Possessions: Enchanted Pocket Myriad, Belt of Resistance +3, Bracers of Armor +3.
Ettin Chieftain, Large Giant; Ftr2/Clr2; CR 9; HD: 10d8+2d10+2d8+42=138; Init +4; Spd 40'; AC 22 (-1 size, +7 natural, +6 armor); Atk 2 +2 Greatswords (+22/+17 melee); Dmg 2d6+12 each; Face/Reach: 5'/10'; SA: Superior Two-Weapon Fighting; SQ: Darkvision 90'; AL-LE
Saves: Fort +19, Ref +6, Will +13
Abilities: Str 30, Dex 10, Con 17, Int 11, Wis 14, Cha 13.
Feats: Alertness, Improved Initiative, Power Attack, 1-Iron Will, F1-Weapon Focus, F2-Cleave, 3-Great Cleave
Skills: Listen +13, Spot +13, Search +6, Climb +12, Jump +12, Know (Rel.) +2.
Equipment: 2 +2 Greatswords, +2 Chain shirt, Potion of Gaseous Form.
Frost Salamander of Legend, CR9; Medium-sized Magical Beast; Al-CE; HD 12d10+72; hp 150; Init +9; Spd 30'/Climb 30'; AC 20 (+5 natural, +5 dex); Atk: 4 Claws +17 melee, bite +15 melee; Dmg 1d6+5 claws (19-20x2), 1d6+3 bite; Face/Reach 5' by 10'/5'; SA: Cold Aura1d8/round; SQ: DR 15/+1, Cold Immunity, Darkvision, Low light vision [M.of L.SQ: Immune to Mental Attacks and Electricity, Spell Turning.]
Saves: Fort +17, Ref +18, Will +9
Abilities: Str 21, Dex 21, Con 22, Int 8, Wis 14, Cha 11.
Feats: Alertness, Improved Critical (claws), Multi-attack, Improved Initiative.
Skills: Climb +8, Hide +14, Listen +3, Move Silently +13, Spot +3
CR10
Zordamar, Male Drow Elf, 8th level Wizard, CR10, SR19, HD 8d4+32, hp 54, Init +8(+10), Spd 30’(60’Boots), AC 21/ 27 with Shield spell, Atk +4 base, +10 Ranged attack (with Cat’s Grace), Dmg 1d4+1+poison DC 17, Spells; SA: Spell-like abilities, Elf traits, SQ: Darkvision 120’, Light Blindness.
Saves: Fort +9, Ref +9, Will +11(+13)
Abilities: Str 10, Dex 18, Con 18, Int 20, Wis 10, Cha 10
Feats: 1-Spell Focus (Necromancy), 3-Improved Initiative , W5-Greater Spell Focus (Neceomancy), 6-Iron Will.
Skills: Concentration +15, Knowledge Arcana +16, Spellcraft +16, Spot +7.5, Listen +7.5, Sense Motive +5.5, Search +2, Bluff +0.5.
Spells: DC 15+level/19+level (Necromancy). Underlined spells are pre-cast if possible.
1st: Magic Missile, Shield, Charm Person, Burning Hands,
2nd: Spectral Hand*, Ghoul Touch (x2), See Invisibility, Cat’s Grace.
3rd: Vampiric Touch*, Fireball, Haste, Protection from Fire, Hold Person.
4th: Enervate*, Stoneskin, Dimension Door, Evard’s Black Tentacles.
Equipment: +4 Bracers of Armor, +1 Ring of Protection, +3 Cloak of Resistance, Wand of Magic Missiles (8th level, 12 charges), scroll: haste, hold person, protection from fire, Boots of Striding and Springing.
Soro, Male Drow Elf, 8th level Fighter, CR10, SR19, HD 8d10+32, hp 90, Init +8(+10), Spd 30’(60’Boots), AC 20/22 (+6 armor, +4 or 6 dex), Atk +8 base, +18/+13 ranged (longbow), +16/+11 melee (shortsword), Dmg d8+11/19-20(x3)+poison DC 17(arrows), d6+8 (shortsword), SA: Spell-like abilities, Elf traits, SQ: Darkvision (120’), Light Blindness.
Saves: Fort +15, Ref +9, Will +10(+12)
Abilities: Str 18(22), Dex 18(22), Con 18, Int 12, Wis 12, Cha 10
Feats: 1-Improved Initiative , F1-Weapon Focus (comp. longbow), F2-Combat Reflexes, 3-Great Fortitude, F4-Weapon Specialization (comp. longbow), 6-Iron Will, F6-Hold the Line, F8-Improved Critical (comp. longbow).
Skills: (33) Listen +8.5, Spot +8.5, Sense Motive +8.5, Search +3,
Equipment: +1 Mighty Composite Longbow, 60 +2 arrows (10 poisoned with DC 17 sleep poison-1 minute/2d4 hours), Shadowy +2 Chain Shirt of Silent Moves, +2 Shortsword, Brooch of Shielding (100 points) +3 Cloak of Resistance.
CR13
Drenzela, Female Drow Elf, 5th level Rogue/7th level Assassin, CR 13, SR 23, HD 12d6+24, hp 81, Init +11, Spd 30’(60’Boots), AC 19 (+7 dex, +2 deflection), Atk +8 base, +17/+12 dagger (Flank +2/Surprise +4), Dmg d4+2+poison/15-20(x2) and 7d6/Assassination; SA: Spell-like abilities, Elf traits, Assassination DC 23, Cannot be flanked, Evasion, Uncanny dodge, Sleep Poison DC 17; SQ: Darkvision 120’, Light Blindness.
Saves: Fort +10(13), Ref +19*, Will +9(11).
Abilities: Str 10, Dex 20(24), Con 14, Int 20, Wis 12, Cha 18.
Feats: 1-Improved Initiative, 3-Great Fortitude, 6-Weapon Finesse (dagger), 9-Improved Critical (dagger), 12-Iron Will.
Skills: Balance +22, Bluff +19, Disable Device +13, Disguise +8, Hide +32, Listen +18, Move Silently +32, Open Locks +15, Search +22, Sense Motive +12, Spot +18, Tumble +22.
Equipment: Hat of Disguise, +3 Belt of Resistance, Elvin Boots of Striding and Springing, Elvin Cloak of Displacement, +2 Assassin’s Dagger, Brooch of Shielding (100), Dust of Disappearance (as Improved Invisibility, cannot be detected by normal/magical means), +4 Gloves of Dexterity, +2 Ring of Protection, Scabbard of Keen Edges (3/day), Dust of Tracelessness, Masterwork potion belt, 2 Potions of Haste, 2 Potions of Flying, 2 Potions of Cure Serious Wounds, 1 Potion of Hiding (+42 Hide), 1 Potion of Sneaking (+42 Sneak), 1 Potion of Gaseous Form, Goggles of Day, Ring of Mind Shielding and Non-Detection.
CR14
Balthus: (3.0 edition stats) Male human Ftr3/Mnk2/Sor9; CR14; Medium sized; HD 2d8+6 plus 3d10 + 9 plus 9d4+27; hp 96; Init +7; Spd 30ft.; AC 24 (touch 18, flat-footed 20); Atk +8/2 (base) 15/10 melee (1d6+7/12-20, scimitar) or Spells; SA Monk abilities, resists mental attacks; AL NE;
SV Fort +15, Ref +15, Will +15; Str 18, Dex 16, Con 16, Int 14, Wis 14, Cha 18.
Skills and Feats: Balance +4, Climb +4, Concentration +14, Escape +7, Hide +5, Jump +4, Listen +5, Move Silently +5, Ride +2, Scry, Spellcraft +9, Swim +4, Tumble +4, Search +5; Combat Casting, Improved Initiative, Lightning Reflexes, Improved Critical, Spell Focus (Evocation), Dodge, Combat Reflexes, Hold the Line.
Spells Known (6/7/7/7/5); base DC=14 (16 vs. evocation) + Spell level: 0th Resistance, Mage Hand, Open/Close, Arcane Mark, Detect Magic, Read Magic. 1st Mage Armor, Magic Missile, Ray of Enfeeblement, True Strike, Feather Fall. 2nd Bull's Strength, See Invisibility, Mirror Image, Invisibility. 3rd Major Image, Lightning Bolt, Suggestion. 4th Enervation, Dimension Door.
Possessions: Bracers of Armor +6, Ring of Deflection +4, Charm of Resistance +3 (as cloak), +3 Keen Scimitar, Dagger +2.
| Allen Stewart |
Add yet another new player to the mix. There are now 9 players (one player is over seas, to return in August). This week in the current campaign (I haven't been keeping a journal on this campaign at the present, but I think I will post the fatalities on this thread in the future), there were (3) character fatalities.
The gang took on the Loathesome Count Vinny of Belshire and his retinue of brigand bosses and their rabble. Da Pimp recounted that he thought for a while the PCs were going to get routed, but when Vinny (Ftr/Rog Wererat) and the villain wizard went down, the momentum shifted and the bad guys couldn't recover.
Vinny killed Haru's Ranger via stabbing his downed carcas. Haru had previously shot Vinny with Silver arrows (bypassing Vinny's DR) and Vinny wasn't about to cut Haru any slack. Daniel (newer player) was felled by a villain cleric (the same cleric who saw action in the early levels of the 06-07 Age of Worms campaign (detailed in this thread) and the villain cleric was the only brigand boss to escape this battle (no PC went after him when he left the field). Jeff (new player) was felled by a 4th level Fighter using a Maul who smashed his cleric twice and put him down permanently.
Next game, the boys will be interrogating Count Vinny and attempt to "pursuade" him to give them (the PCs) the dirt on the "force" behind all of the brigand attacks...
The current home-brewed campaign had its 6th player-character fatality on Saturday July 25, 2009, when Da Pimp's cleric was hit with a Hold Person spell (which he failed) and then Skewered by an evil knight "Count Necros" on a spirited charge (with a lance). Happy days indeed:)
| Allen Stewart |
In today's homebrew campaign, there were three (3) player character fatalities. The six player characters present (all 5th level), went up against two 8th level Fighters and their two squires (3rd & 4th level respectively).
The PCs got several rounds to buff up and prepare while the evil knights rode up on horseback to initiate hostilities. The PCs were able to wipe out the 4th level squire before the bad guys even got started. When it was the bad guys turn, the two 8th level fighters (in tandem) slammed into the 5th level barbarian, using lances with the Spirited charge feat (which I absolutely love). The first 8th level Fighter "Scorn" also power attacked the barbarian as a part of his spirited charge, hit, and did 66 HP of damage, and put the barbarian at -8 HP (he had the endurance and die hard feats, so he remained standing for another fraction of a second). An instant later, the "black knight" slammed into him with a spirited charge for another 36 hit points, and put the barbarian at -44 and very dead...
On the following round, the 3rd level cleric squire hit the PCs main Fighter with a Hold Person, and he blew his save, and was held imobile. This allowed the two 8th level Fighters to each take a 5 foot step and gang up on the PC Dwarf Cleric. Scorn hit him twice, but it was the Black Knight who successfully Critically Hit the dwarf cleric on both attacks that put the dwarf cleric down for good.
After the PCs did away with the Squire Cleric, and the PC fighter's Hold Person went away after the 3rd round, the fight started to turn toward the PCs favor. But before the two 8th level evil knights had to 'quit the field', Scorn plastered the PC Sorcerer with a critical hit with his POLEAXE, doing around 56 HP, and decapitating the sorcerer for his troubles. Subsequently, the PCs were not game for giving the evil knights chase, and we called it there...
| Turin the Mad |
In today's homebrew campaign, there were three (3) player character fatalities. The six player characters present (all 5th level), went up against two 8th level Fighters and their two squires (3rd & 4th level respectively).
The PCs got several rounds to buff up and prepare while the evil knights rode up on horseback to initiate hostilities. The PCs were able to wipe out the 4th level squire before the bad guys even got started. When it was the bad guys turn, the two 8th level fighters (in tandem) slammed into the 5th level barbarian, using lances with the Spirited charge feat (which I absolutely love). The first 8th level Fighter "Scorn" also power attacked the barbarian as a part of his spirited charge, hit, and did 66 HP of damage, and put the barbarian at -8 HP (he had the endurance and die hard feats, so he remained standing for another fraction of a second). An instant later, the "black knight" slammed into him with a spirited charge for another 36 hit points, and put the barbarian at -44 and very dead...
On the following round, the 3rd level cleric squire hit the PCs main Fighter with a Hold Person, and he blew his save, and was held imobile. This allowed the two 8th level Fighters to each take a 5 foot step and gang up on the PC Dwarf Cleric. Scorn hit him twice, but it was the Black Knight who successfully Critically Hit the dwarf cleric on both attacks that put the dwarf cleric down for good.
After the PCs did away with the Squire Cleric, and the PC fighter's Hold Person went away after the 3rd round, the fight started to turn toward the PCs favor. But before the two 8th level evil knights had to 'quit the field', Scorn plastered the PC Sorcerer with a critical hit with his POLEAXE, doing around 56 HP, and decapitating the sorcerer for his troubles. Subsequently, the PCs were not game for giving the evil knights chase, and we called it there...
Awww ... a half-PK and they called it quits? :P
^_^
| Allen Stewart |
Awww ... a half-PK and they called it quits? :P^_^
Actually, your esteemed Quasit was slated to see use, but I delayed until next game on account of four players: DaPimp(specifically); and Haru, the Resident Artist, & Brenton's absense at yesterdays game. Da Pimp & Brenton had sole responsibility for destroying the protective seal, and I thought it unappealing to have the other attending players suffer for their mess in their absense.
I've opted to swap Mr. Quasit out for the previously slated guardian of the imprisoned princess... He should see action next session, unless the boys take dreadfully long with the 2 or 3 encounters slated before him...
| Turin the Mad |
Turin the Mad wrote:
Awww ... a half-PK and they called it quits? :P^_^
Actually, your esteemed Quasit was slated to see use, but I delayed until next game on account of four players: DaPimp(specifically); and Haru, the Resident Artist, & Brenton's absense at yesterdays game. Da Pimp & Brenton had sole responsibility for destroying the protective seal, and I thought it unappealing to have the other attending players suffer for their mess in their absense.
I've opted to swap Mr. Quasit out for the previously slated guardian of the imprisoned princess... He should see action next session, unless the boys take dreadfully long with the 2 or 3 encounters slated before him...
Drat, no quasit.
| Allen Stewart |
Today in the current homebrew campaign, there was One (1) PC fatality. A goblin Fighter riding a worg did a Spirited charge at the PC Cleric, also performing a "Backswing" manouver on the spirited charge, and scored a critical hit. 60 HP later, the PC cleric was at -15, and expired the following round, when he reached negative CON, as no one was able to save him. Chock up one for the goblins. Delightful:)
| Turin the Mad |
Ahh. I believe a quasit featured in a Paizo adventure path of the past couple of years as an adversary to low level PC's, to the detriment and frustration of many players around the world.
Correct, in Rise of the Runelords as I recall.
My quasit apparently was a respectable challenge to a 5th level party over-muscled with 7 player characters. ^_^ And it had cleric levels, enough to actually present a credible threat instead of being a source of bad comedy.