Alternate World Stuff by KingCrazyGenius

The houserules and entities of Kain Darkwind

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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Wed Sep 03, 2008 1:24 pm

KingCrazyGenius wrote:I think the sahuagin's superior racial hit dice, along with its overall better ability scores and natural weapons, makes it enough of a greater challenge compared to a gnoll to merit a higher CR. And if one can get you into the water you have an even tougher fight on your hands.

Of course if you are using double 1st level hit points, they are probably only a tough CR 1 unless Pathfinder decides to give monsters the same benefit.


I don't have it handy because I'm at work, but if you have the PF Beta, there is a chart which lists expected values for all CRs up to 20.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Asha'man » Fri Sep 05, 2008 9:25 am

Is it an error that the Aboleth Mage is an 8th level wizard but casts 5th level spells? Or am I ignorant of something important, here? (Something from Pathfinder, for example?)
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Fri Sep 05, 2008 9:58 am

Well, he's now a 10th level wizard.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed Sep 17, 2008 7:30 pm

Image
Rhinoceros
Size/Type:
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/CMB: +6/+15
Attack: Gore +14 melee (2d6+12)
Full Attack: Gore +14 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Perception +12
Feats: Diehard, Endurance, Iron Will, Weapon Focus (gore)
Environment: Warm plains
Organization: Solitary or herd (2-12)
Challenge Rating: 4
Advancement: 9-12 HD (Large); 13-24 HD (Huge)

Combat

Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Wed Sep 17, 2008 7:58 pm

Just a Pathfinder update or did you change stuff?
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed Sep 17, 2008 8:04 pm

Swapped a few feats. The old rhino has the Improved Natural Attack feat which bumped his damage up; I got rid of that and just kept the damage as is, giving him Weapon Focus instead. I also replaced Alertness with Diehard and Iron Will, and gave him the scent ability (although I'm not sure if that ability still exists in Pathfinder, given that the Perception skill covers all five traditional senses).

Did the rhino specifically because it makes it easier to make dire rhinos, legendary rhinos, and half-fiend rhinos; all of which Alternate World is in desperate need of.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Wed Sep 17, 2008 8:05 pm

KingCrazyGenius wrote:Swapped a few feats. The old rhino has the Improved Natural Attack feat which bumped his damage up; I got rid of that and just kept the damage as is, giving him Weapon Focus instead.


:cry: *Sniff* You make this old designer proud.
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Re: Alternate World Stuff by KingCrazyGenius

Postby WarDragon » Wed Sep 17, 2008 8:36 pm

Is the dire rhino a carnivore? Dire hippos are carnivores.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed Sep 17, 2008 8:41 pm

WarDragon wrote:Is the dire rhino a carnivore? Dire hippos are carnivores.

Really, the only word that can cover the feeding habits of dire animals is omnivore. They eat what they find; trees, bricks, gorillas, dwarven wizards with disapproving mothers.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Sat Feb 07, 2009 2:46 pm

Kaio
Size/Type:
Medium Outsider (Cosmic, Lawful)
Hit Dice: 32d8+196 (512 hp)
Initiative: +16
Speed: 160 ft., fly 160 ft. (perfect)
Armor Class: 66 (+8 Dex, +8 armor, +8 deflection +8 dodge, +8 insight, +8 monk +8 natural), touch 50, flat-footed 50; CMD 55
Base Attack/CMB: +32/+40
Attack: Unarmed strike 2 +40 melee (2d10+8 18-20/x3) or ki blast +40 ranged touch
Full Attack: Flurry of Blows 2 +40/+40/+40/+35/+30/+25 melee (2d10+8 18-20/x3) or ki blast +40 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, flurry of blows, ki pool, spell-like abilities, quivering palm, superior two weapon fighting.
Special Qualities: Damage reduction 15/epic, lawful and adamantine, high jump, immunity to disease, mind-affecting, and poison, improved evasion, slow fall, spell resistance 42, tongue of the sun and moon
Saves: Fort +34, Ref +34, Will +34
Abilities: Str 26, Dex 26, Con 26, Int 26, Wis 27, Cha 26
Skills: Acrobatics +43 (+75 jumping), Craft (masonry) +43, Diplomacy +43, Escape Artist +43, Intimidate +43, Knowledge (arcana) +43, Knowledge (history) +43, Knowledge (nature) +43, Knowledge (planes) +43, Knowledge (religion) +43, Perception +43, Perform (dance) +43, Profession (teacher) +43, Sense Motive +43, Stealth +43, Swim +43
Feats: Ability Focus (quivering palm), Bounding Assault, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Improved Vital Strike, Mobility, Power Attack, Rapid Blitz, Spring Attack, Stunning Fist, Vital Strike, Wind Stance
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Exceptional Deflection, Infinite Deflection, Lightning Offensive, Superior Initiative
Environment: Kaio's Gear, Nirvana
Organization: Solitary (Unique)
Challenge Rating: 32

Kaio's natural weapons are treated as epic, adamantine, and lawful for the purposes of overcoming damage reduction, regeneration, and hardness.

Combat

Augmented Critical (Ex): Kaio’s unarmed strike threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Ki Pool (Su) 24 points. Kaio regains spent ki points at a rate of 1 per minute. By spending 1 point from his ki pool, Kaio can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, Kaio can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. As a standard action, Kaio can spend 2 points to regain 32 hit points. As a move action, Kaio can spend 2 points to gain the effect of the spell greater teleport, or spend 3 points to gain the effect of the spell plane shift.

As a standard action, Kaio can spend points from his ki pool to make a ki blast. The ki blast deals 1d10 divine damage in a 20 foot radius per ki point spent, to a maximum of 24d10 damage if he spends all 24 points. A successful Reflex save (DC 34) halves the damage, although evasion and improved evasion do not function against this ability. Alternatively, Kaio can focus the attack onto a single target; a successful ranged touch attack deals 2d12 divine damage per ki point spent, to a maximum of 48d12 for all 24 points, and the target is not entitled to a Reflex save.

Quivering Palm (Su): Kaio can set up vibrations within the body of another creature that can thereafter be fatal if he so desires. He can use this quivering palm attack once a minute. Creatures immune to critical hits cannot be affected. Otherwise, if Kaio strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, Kaio can try to slay the victim at any later time, as long as the attempt is made within 28 days. To make such an attempt, Kaio merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 36), it dies. If the saving throw is successful, the target takes 1d6 Constitution damage, but is otherwise no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. Kaio can have up to 7 quivering palms in effect at any given time, but no more than one against a single target.

Superior Two Weapon Fighting: Kaio can attack with two weapons, or make two unarmed strikes, at any time he could attack with one. He takes no penalties to his attacks.

Spell-Like Abilities: Always active— detect chaos, high mage armor, shield of law (DC 26); at will— calm emotions (DC 20), dictum (DC 25), dispel chaos (DC 23), hold monster (DC 24), magic circle against chaos (DC 21), order's wrath (DC 21). Caster level 32nd
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed Feb 25, 2009 11:28 am

Lord Rexus
Size/Type:
Medium Humanoid (Human)
Hit Dice: 30d6 + 243 (378 hp)
Initiative: +8
Speed: 30 ft.
Armor Class: 22 (+4 dex, +8 armor), touch 14, flat-footed 18; CMD 35
Base Attack/CMB: +15/+20
Attack: Elemental Ridiculous +26 melee (1d8 + 11 + 3d6 elemental 19-20/x2 + 6d6 elemental) or melee touch +24 or ranged touch +23
Full Attack: Elemental Ridiculous +26/+21/+16 melee (1d8 + 11 + 3d6 elemental 19-20/x2 + 6d6 elemental) or melee touch +24 or ranged touch +23
Space/Reach: 5 ft./5 ft.
Special Attacks: Cantrips, master evoker, spells
Special Qualities: Arcane bond, expanded spellbook, scribe scroll
Saves: Fort +24, Ref +22, Will +28
Abilities: Str 20, Dex 18, Con 22, Int 30, Wis 18, Cha 22
Skills: Appraise +43, Craft (weaponsmithing) +43, Intimidate +36, Knowledge (arcana) +43, Knowledge (dungeoneering) +43, Knowledge (local) +43, Knowledge (nature) +43, Knowledge (nobility) +43, Knowledge (planes) +43, Knowledge (religion) +43, Linguistics +43, Profession (badass) +37, Spellcraft +46 (+50 casting defensively)
Feats: Battlecaster Defense, Battlecaster Offense, Combat Casting, Craft Magic Item*, Empower Spell*, Eschew Materials, Improved Initiative, Greater Spell Focus (evocation)*, Greater Spell Penetration, Maximize Spell*, Metamagic School Focus (evocation), Piercing Evocation, Skill Focus (spellcraft)*, Spell Focus (evocation), Spell Penetration, Toughness, Widen Spell*
Epic Feats: Craft Epic Item, Epic Spell Focus (evocation), Epic Spell Penetration, Improved Metamagic, Intensify Spell
Environment: Elemental Plane (Any)
Organization: Solitary (Unique)
Challenge Rating: 26
Languages: Over 40
Treasure: Possessions
Alignment: Neutral

Rexus is proficient with the club, dagger, heavy crossbow, light crossbow, longsword, and quarterstaff

Combat

Arcane Bond (Su): Rexus' bonded object is a ring.

Master Evoker: Rexus is an Evoker, and his prohibited schools are Enchantment and Illusion.
Specialist Bonus: When Rexus casts an evocation spell that deals damage, it deals +5 damage.
Energy Ray (Su): Energy Ray (Su): As a standard action, Rexus can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The energy ray deals 1d6 + 10 points of damage. The type of damage is acid, cold, electricity, or fire, chosen when the ray is unleashed.
Elemental Wall (Su): Rexus can create a wall of energy that lasts for 30 rounds per day equal. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
Elemental Power (Su): Creatures affected by Rexus' spells only receive 1/2 their energy resistance. Creatures with energy immunity are instead treated as if they have resistance 20 against that energy.
Minor Esoterica (Ex): Rexus gains a +5 bonus on Spellcraft checks when casting evocation spells.
Moderate Esoterica (Ex): When Rexus casts an evocation spell, he gains resist 20 to the damage type of the spell for a number of rounds equal to the spell level.
Major Esoterica (Ex): 3/day, Rexus can deal damage against a creature who failed their save against an evocation spell he cast equal to 1/2 the damage they took.

Rexus can cast the following spells once per day, in addition to his normal spell slots: 1st burning hands 2nd scorching ray 3rd lightning bolt 5th cone of cold 6th chain lightning 7th delayed fireball blast 8th polar ray 9th crushing hand

Spells:
Spells per day: 4/7/7/6/6/6/6/5/5/6 (Caster level 30th, 32nd evocation, DC 24 + spell level, DC 27 + spell level evocation, +6 to overcome spell resistance)
Spells Prepared: 0- disrupt undead, mage hand, mending prestidigitation; 1st - expeditious retreat, magic missile (x2), ray of enfeeblement (x2), shield, truestrike; 2nd - acid arrow, darkness, empowered burning hands, empowered magic missile (x2), fox's cunning, rope trick; 3rd - haste, fireball, lightning bolt, phantom steed, slow, vampiric touch; 4th - bestow curse, empowered lightning bolt, fire shield, ice storm (x2), shout; 5th - cone of cold, dismissal, maximized fireball (x2), overland flight, wall of force; 6th - circle of death, chain lightning, elemental body III, empowered maximized fireball, freezing sphere, undeath to death; 7th - banishment, control weather, delayed fireball blast, mage's sword, prismatic spray; 8th - empowered mage's sword, greater shout, horrid wilting, polar ray, sunburst; 9th - crushing hand, mage's disjunction, maximized meteor swarm, maximized polar ray, time stop, wish

Rexus has the following spells made permanent on himself: arcane sight, darkvision, see invisibility

Possessions: Over his strangely ordinary clothes, Lord Rexus wears a black cloak that grants him a +8 armor bonus to Armor Class, a +6 resistance bonus to saving throws, and Spell Resistance 35. When Rexus wills so, the cloak takes on the appearance of a prismatic wall, and anyone looking at it (save the wearer) is blinded for 2d4 rounds (Fortitude save DC 30 negates). While active in this manner, the cloak sheds light like a Colossal bonfire. Once per day, Rexus can use the cloak to create a prismatic sphere as cast by a 20th level caster.

Elemental Ridiculous is a +6 brilliant energy longsword of elemental blasting. Rexus can change the damage type to acid, cold, electricity, fire, or sonic once per round as a free action. If destroyed, it explodes, dealing 100d6 acid, cold, electricity, fire, and sonic damage to everything within 100 ft.

Rexus also wears bracers of arcane might, which grant a +4 enhancement bonus to the attack and damage rolls of melee and ranged touch attacks, as well as a +4 enhancement bonus to the Save DCs of his spells.
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Re: Alternate World Stuff by KingCrazyGenius

Postby WarDragon » Wed Feb 25, 2009 4:42 pm

Love the sword's name.

And I know it's old, but I just now took a second look at it; shouldn't a Malenti speak Elvish, since spying on elves is their entire purpose for existing?
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Wed Feb 25, 2009 5:09 pm

WarDragon wrote:Love the sword's name.

And I know it's old, but I just now took a second look at it; shouldn't a Malenti speak Elvish, since spying on elves is their entire purpose for existing?


Or even Elven, since that is an actual made up language rather than a fake made up language?
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed Feb 25, 2009 5:18 pm

Well, thanks to their high Int scores, they can learn other languages. I would venture to say that most, if not all, malenti would learn Elven. And the fake language of Elvish too, if they so desired.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Dialexis » Wed Feb 25, 2009 11:28 pm

KingCrazyGenius wrote: the scent ability (although I'm not sure if that ability still exists in Pathfinder, given that the Perception skill covers all five traditional senses).


Yes, PF still has the scent ability. They even mention how it mechanically interacts with Perception and Survival checks.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Sat Feb 28, 2009 11:22 am

Sir Yonthan
Medium Outsider (Native)
Hit Dice:
25d12 + 185 (437 hp)
Initiative: +12
Speed: 30 ft., fly 60 ft. (perfect)
Armor Class: 45 (+4 dex, +1 natural, +16 armor, +6 deflection, +8 shield), touch 28, flat-footed 41; CMD 50
Base Attack/CMB: +25/+35
Attack: Fiend's Terror +42 melee (1d8+17)
Full Attack: Fiend's Terror +42/+37/+32/+27 melee (1d8+17) and shield +43 melee (1d8+18)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of justice, channel positive energy 9/day (54), divine bond, furious counterstrike, holy champion, knight's challenge 10/day (fighting challenge +4, test of mettle, call to battle, daunting challenge, loyal beyond death), lay on hands, maneuvers, smite evil 10/day, spell-like abilities, spells, steely resolve 30
Special Qualities: Aura of good, aura of courage, aura of righteousness, armor mastery (heavy armor), code of conduct, darkvision, damage reduction 10/evil, magic and silver, divine grace, immunity to disease and poison, impetuous endurance, improved shield ally, knight's code, mettle, resistance to acid 10, cold 10, electricity 10, and fire 10, shield block +3, spell resistance 30, vigilant defender, zealous surge
Saves: Fort +37, Ref +28, Will +37; +4 racial vs. poison
Abilities: Str 30, Dex 18, Con 24, Int 20, Wis 25, Cha 27
Skills: Acrobatics +23, Diplomacy +23, Intimidate +33, Knowledge (history) +23, Knowledge (religion) +23, Knowledge (planes) +23, Martial Lore +23, Ride +23, Swim +23
Feats: Clarion Commander, Diehard*, Empower Spell-Like Ability, Endurance*, Faith Unswerving, Great Fortitude*, Improved Initiative, Improved Shield Bash, Intimidating Prowess, Iron Will*, Lightning Reflexes, Mounted Combat*, Power Attack, Quick Draw, Shield Master, Shield Slam, Shield Ward
Epic Feats: Great Smiting, Superior Initiative
Environment: Material Plane
Organization: Solitary Unique)
Challenge Rating: 25
Languages: Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling
Treasure: Possessions
Alignment: Lawful Good

Yonthan is proficient with all simple and martial weapons, all armor, and all shields (except tower shields)

Combat

Divine Bond (Su): 4 times per day, Yonthan can add up to +6 worth of bonuses to his weapon for up to one minute. While active, the weapon sheds light as a torch. He can add enhancement bonuses, or add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed.

Holy Champion (Su): Whenever Yonthan uses smite evil against an evil outsider, the outsider is also subject to a banishment at caster level 20th, (his weapon and holy symbol automatically count as objects that the subject hates). In addition, whenever Yonthan channels positive energy, he channels the maximum possible amount.

Lay on Hands (Su): Yonthan can heal wounds (her own or those of others) by touch. Each day he can use this ability 18 times. With one use of this ability, Yonthan can heal one living target 20 hit points or deal 20 hit points of damage to an undead creature. With two uses of this ability, Yonthan can remove disease or neutralize poison, as the spell. With three uses of this ability, Yonthan can break enchantment, as the spell. With four uses of this ability, Yonthan can heal, as the spell. The caster level of these abilities, when applicable, is 20th, and the Save DC is Charisma based.

Maneuvers:
Known: adamantine bones, ancient mountain hammer, castigating strike, elder mountain hammer, flanking maneuver, greater divine surge, irresistable mountain strike, mountain tombstone strike, radiant charge, rallying strike, strike of righteous vitality, swarming assault, war master's charge, white raven hammer
Readied: ancient mountain hammer, castigating strike, greater divine surge, mountain tombstone strike, strike of righteous vitality, war master's charge, white raven hammer
Stances: 4 (bolstering voice, iron guard's glare, tactics of the wolf, aura of triumph)

Spell-Like Abilities: At-will - daylight, detect evil; 3/day - holy aura (DC 26), protection from evil; 1/day - aid, bless, cure serious wounds, dispel evil (DC 23), hallow, holy smite (DC 22), holy word (DC 25), mass charm monster (DC 26), neutralize poison, remove disease, resurrection, summon monster IX

Spells:
Spells per day: 6/6/5/5 (Caster level 10th DC 18 + spell level)
Spells Prepared: 1st - create water, cure light wounds, divine favor (x2), lesser restoration, protection from chaos; 2nd - bull's strength, eagle's splendor, owl's wisdom, resist energy, shield other, zone of truth; 3rd - cure moderate wounds, discern lies, dispel magic, magic circle against chaos, prayer; 4th - cure serious wounds, death ward, dispel chaos, restoration(x2)

Possessions: Fiend's Terror is a +7 heavy mace of evil outsider dread that ignores the damage reduction of evil creatures. When used to smite evil, the wielder adds double their Charisma modifier to the attack roll. His shield is a mithral +6 bashing shield of fire resistance that grants a +5 bonus to his saving throws and spell resistance against evil effects. His armor is mithral +8 full plate that grants him DR 10/silver, has no armor check penalty, and a maximum dex bonus of +6. His wing armor adds a +6 deflection bonus to AC, +6 resistance bonus to saving throws, and increases his flight maneuverability to perfect. His ring of corporeal purity provides resist 20 against unholy damage, immunity to poison, and allows Yonthan to heal vile damage as though it were normal damage.
Last edited by KingCrazyGenius on Wed Mar 04, 2009 2:12 pm, edited 3 times in total.
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Re: Alternate World Stuff by KingCrazyGenius

Postby WarDragon » Sat Feb 28, 2009 7:45 pm

I like it. Half-celestial, gestalt paladin//crusader, it looks like. He from any particular source, or an original creation?
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Sun Mar 01, 2009 8:46 am

Half-celestial aasimar gestalt paladin/crusader/knight! He has 25 HD, but only 20 levels worth of class abilities in those three classes. In normal D&D, he'd be multiclassed in all three classes, though in 4e he'd probably just be a deva paladin. And he's original, yeah.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Thu Mar 05, 2009 12:51 pm

Thuhnrendelikisk
Image
Spellhoarding Great Blue Wyrm
Gargantuan Dragon (Earth)
Hit Dice:
40d12 + 360 (680 hp)
Initiative: +10
Speed: 40 ft., burrow 20 ft., fly 200 ft. (clumsy)
Armor Class: 46 (+38 natural, +2 dex, -4 size), touch 8, flat-footed 44
Base Attack/Grapple: +40/+66
Attack: Bite +50 melee (4d6 + 14)
Full Attack: Bite +50 melee (4d6 + 14) and 2 claws +48 melee (2d8 + 7) and 2 wings +48 melee (2d6 + 7) and tail +48 melee (2d8 + 21)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon, crush, frightful presence, rend, spellcatching, spell-like abilities, spells, tail sweep
Special Qualities: Blindsense 120 ft., damage reduction 20/epic, darkvision 360 ft., immune to electricity, sleep and paralysis, see invisibility 240 ft., spellhoard, spell resistance 31
Saves: Fort +31, Ref +24, Will +29
Abilities: Str 38, Dex 14, Con 29, Int 30, Wis 16, Cha 24
Skills: Appraise +53, Diplomacy +51, Knowledge (arcana) +63, Knowledge (architecture) +53, Knowledge (dungeoneering) +53, Knowledge (geography) +53, Knowledge (history) +53, Knowledge (local) +53, Knowledge (nature) +53, Knowledge (nobility) +53, Knowledge (planes) +53, Knowledge (religion) +53, Perception +46, Sense Motive +46, Stealth +45, Spellcraft +58
Feats: Battlecaster Offense, Combat Casting, Craft Magic Item, Draconic Knowledge, Embed Spell Focus, Eschew Materials, Hover, Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Practiced Spellcaster, Recover Breath (x2), Shape Breath, Spell Penetration, Spellcasting Prodigy
Epic Feats: Craft Epic Item, Epic Skill Focus (knowledge [arcana]), Epic Spellcasting, Epic Will, Ignore Material Components, Superior Initiative
Climate/Terrain: Oasis Arcana
Organization: Solitary
Challenge Rating: 26
Treasure: Possessions
Alignment: Lawful Evil

Breath Weapon (Ex): 120 ft. line, 24d8 lightning, Reflex DC 39 half

Crush (Ex): 20 ft. x 20 ft., Medium or smaller opponents take 4d6 + 21 bludgeoning damage. Reflex DC 39 or be pinned.

Frightful Presence (Ex): 360 ft. radius, 39 HD or less (10 HD or less panicked), 12d6 rounds, Will DC 37 negates

Spellcatching (Ex): Thuhnrendelikisk readies to counter-spell, but with any spell of higher level with the same school or which has a descriptor in common. If successful, she expends gems worth 100 gp per spell level (or consumes the appropriate amount of runes from her Spellhoard). If all steps are followed, the spell is counted and is added to the Thuhnrendelikisk’s Spellhoard.

Spell-like Abilities: 3/day – create/destroy water (DC 36), ventriloquism (DC 17); 1/day – hallucinatory terrain (DC 21), mirage arcana (DC 22), veil (DC 23). Caster level 23rd

Spells: Thuhnrendelikisk casts spells as a wizard, using her own scales as a spellbook. 33/day, she can use one of these scales as a scroll, though this destroys the inscription of the spell. Also, Thuhnrendelikisk can consume an inscribed spell to supply 100 gp of components per spell level to a spell.
Spells per day: 4/7/7/6/6/6/6/4/3/2 (Caster level 27th, DC 21 + spell level)

Tail Sweep (Ex): 2d6 + 21; 30 ft. half circle, Reflex DC 39 half damage

Sound Imitation (Ex): DC 37
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Fri Mar 27, 2009 1:55 pm

Brutal Clyde
Medium Humanoid (Human)
Hit Dice:
20d10 + 163 (313 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 28 (+3 Dex, +1 dodge, +14 armor), touch 14, flat-footed 24; CMD 45
Base Attack/Combat: +20/+26
Attack: Gauntlet +37 melee (2d6 + 19)
Full Attack: Improved Vital Strike +37/+37/+32 (6d6 +19 19-20/x3)
Space/Reach: 20 ft./15 ft.
Special Attacks: Weapon mastery
Special Qualities: Armor mastery, damage reduction 5/-, resistance to acid, cold, electricity, fire, and sonic 10
Saves: Fort +24, Ref +14, Will +15 (+5 vs. fear)
Abilities: Str 22, Dex 17, Con 24, Int 15, Wis 18, Cha 13
Skills: Acrobatics +13, Climb +29, Intimidate +24, Ride +16, Survival +27, Swim +29
Feats: Ambidexterity, Defensive Combat Training, Diehard, Dodge, Double Slice, Endurance, Greater Two Weapon Fighting, Greater Weapon Focus (close), Greater Weapon Specialization (close), Improved Critical (close), Improved Grapple, Improved Initiative, Improved Two Weapon Fighting, Improved Unarmed Strike, Improved Vital Strike, Power Attack, Superior Unarmed Strike, Two Weapon Fighting, Toughness, Vital Strike, Weapon Focus (close), Weapon Specialization (close)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 20
Treasure: Possessions
Alignment: True Neutral

Armor Mastery (Ex): When wearing armor, Clyde gains an additional +4 armor bonus to AC, decreases the armor check penalty by -4, and increases the maximum Dexterity bonus allowed by +4. Additionally, he gains damage reduction 5/- when wearing armor or using a shield.

Weapon Mastery (Ex): Clyde has a +4 bonus on attack and damage rolls with close weapons, a +3 bonus with monk weapons, a +2 bonus with thrown weapons, and a +1 bonus with flails. Clyde automatically confirms critical hits made with close weapons, and increases the damage multiplier by 1, to x3.

Possessions: Clyde's wears +5 adamantine gauntlets that let him use his unarmed strike damage. He wears a +5 cloak of resistance, and a +5 mithral breastplate of energy resistance.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Sun Apr 05, 2009 4:56 pm

Showing how superior the unarmed fighter is to the monk when it comes to damage?
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Tue Apr 07, 2009 7:22 am

No, that was entirely incidental. Really he's just a fighter who was once part of a monk monastary, but he was expelled pretty quickly because he was disobedient and only liked fighting. Ten years later he returned and kicked every monk's ass in that entire place. Now he travels the world, kicking the asses of monks. And other people who fight unarmed.

But yeah, it is superior. By 20th level, monks have 2d10+str damage, while fighters with SUS get 2d6+str+4. 2d6+4 gives the same averages as rolling 2d14.
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Re: Alternate World Stuff by KingCrazyGenius

Postby MythMage » Tue Apr 07, 2009 2:51 pm

KingCrazyGenius wrote:By 20th level, monks have 2d10+str damage, while fighters with SUS get 2d6+str+4. 2d6+4 gives the same averages as rolling 2d14.

Actually, 2d6+4 has an average of 2*3.5 + 4 = 11, while 2d10 has an average of 2*5.5 = 11. They are equivalent. (2d14 has an average of 2*7.5 = 15.)
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Re: Alternate World Stuff by KingCrazyGenius

Postby bluegodjanus » Tue Apr 07, 2009 3:04 pm

KingCrazyGenius wrote:But yeah, it is superior. By 20th level, monks have 2d10+str damage, while fighters with SUS get 2d6+str+4. 2d6+4 gives the same averages as rolling 2d14.


Mythmage's point aside, monks get wacky powers to make up for it. Fighters just hit things.
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Re: Alternate World Stuff by KingCrazyGenius

Postby WarDragon » Tue Apr 07, 2009 5:13 pm

bluegodjanus wrote:
KingCrazyGenius wrote:But yeah, it is superior. By 20th level, monks have 2d10+str damage, while fighters with SUS get 2d6+str+4. 2d6+4 gives the same averages as rolling 2d14.


Mythmage's point aside, monks get wacky powers to make up for it. Fighters just hit things.

And yet, Fighters are considered halfway worthwhile for melee, while Monks suck out loud. :P
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