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7 years ago  ::  Jul 31, 2006 - 9:09AM #281
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by RevIron

This gentleman is the Guildmaster of my thieve's guild - his full background, along with the rest of the city I'm using is in Guildhouse Games' A Thieve's Tale

Windwalker, male half-elf Brd6/Rog5; CR 11; Medium (6 ft., 0 in. tall); AL CN; type: Humanoid
HD 6d6+6 + 5d6+5
hp 44
Init +9 (+9 Dex)
Spd 30 ft.
AC 19 (+9 Dex)
Attack Unarmed Strike +16/+11 1d3+4, Rapier +3 +19/+14 1d6+7
Fort +4
Ref +18
Will +6
Str 18, Dex 28, Con 12, Int 12, Wis 10, Cha 13
Languages Spoken: Common, Elf.
Skills and feats: Concentration +15, Disguise +15, Gather Information +6, Heal +7, Listen +14, Move Silently +23, Perform (Poetry) +17, Search +17, Spot +14, Tumble +23
Improved Unarmed Stirke, Weapon Finese, Leadership, Investigator

Possessions: Gloves of Dexterity +4, Rapier +3[/quote]
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7 years ago  ::  Jul 31, 2006 - 9:14AM #282
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by Sharnwarrior

Waltin Tarmikos [the Corrupted General] (LE Half-Elf Fght 9)
Abilities: Str 16 Dex 13 Con 15 Int 12 Wis 10 Cha 12
HP: 75
Init: +1
Speed: 20 ft.
AC: 26 ( Full Plate +8, Heavy Wooden Shield +2, Dex +1, +5 Dodge)
Attacks: +2 Unholy Masterwork Greatsword + 17/ +12, +3 Composite Longbow + 10/+5.
Damage:+2 Unholy Masterwork Greatsword 2d6+5 or 4d6+5 against Good, Composite Longbow 1d8+3.
Saves: Fort + 8, Ref +4, Will +3.
-----------------------
Feats/Special Abilities: Weapon Focus ( +2 Unholy Masterwork Greatsword),
Weapon Specialization (+2 Unholy Masterwork Greatsword),
Greater Weapon Focus ( +2 Unholy Masterwork Greatsword), Power Attack, Cleave, Great Cleave, Dodge, Mobility, Toughness.
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7 years ago  ::  Jul 31, 2006 - 9:23AM #283
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by RevIron

Here are three more characters I used, recent victims of the Juggling Troupe [found elsewhere on this thread], they're currently away on a diplomatic mission to the elves to the north, but when they get back - they'll want there ring back, it's the only thing the Troupe took, apart from a few swigs of brandy - and it's the used brandy glass that will give them away. They've come straight from their adventure and as a result are short on spells. Pree is the sister of Ralph and Half happens to be with them as an embassy of his church. Half has taken informal Vow of Poverty which is why they don't have any gear but the Wizard is only short the feat slot and intending to take it at 12th level. Half is a rather atypical dwarf who has been raised by his church rather than his people as his homeland has agreed to give one dwarf every 20 years over to there care, he was raised by one of the dwarves of the previous generation. Pree had a rather unpromising start to her adventuring career when she was kidnapped by kobolds and held prisoner, leading to her choosing to make sure she knew how to survive if it ever happened again (a backstory reason for her skill choices), Ralph rescured her as soon as he found out, now in to her 7th decade by a few weeks, Pree is a capable Mage and she and Ralph have formed a formidable adventuring party for those scenarios that didn't need other characters, then again they've team up with Half and the BBEG (see below) of my campaign to form an even better party. Even the sibling pairing is found awe-inspiring by most.

Half, male dwarf Clr(Kord)12; CR 12; Medium (3 ft., 9 in. tall); AL NG; type: Humanoid
HD 12d8
hp 96
Init +0
Spd 20 ft.
AC 10, 14 vs Giants (+4 vs Giants racial)
Attack Unarmed Strike +11/+6 1d3+2
Fort +8
Ref +8
Will +11
Str 14, Dex 10, Con 10, Int 8, Wis 16, Cha 18
Languages Spoken: Common, Dwarf.
Skills and feats: Heal +18
Improved Unarmed Strike, Brew Potion, Craft Wand, Scribe Scroll
Spells memorized: Hallow, Inflict Moderate Wounds, Shield of Faith x3

Possessions: Clerical Vestments

Pree, female human Wiz11; CR 11; Medium (4 ft., 2 in. tall); AL NG; type: Humanoid
HD 11d4
hp 44
Init +0
Spd 30 ft.
AC 10
Attack +6 Unarmed Strike 1d3+1
Fort +3
Ref +3
Will +7
Str 12, Dex 10, Con 10, Int 19, Wis 10, Cha 10
Languages Spoken: Common, Abysal, Elf, Sylvan, Kobold, Draconic.
Skills and feats: Climb +8, Concentration +14, Escape Artist +7, Heal +7, Knowledge (Arcana) +11, Search +11
Improved Unarmed Strike, Brew Potion, Craft Arms and Armor, Craft Wand, Craft Wonderous Item, Still Spell, Scribe Scroll, Sacred Vow

Possessions: Peasents Outfit, Spell Component Pouch

Pree's memorised spells: 2x Magic Missle, Tasha's Hideous Laughter, Knock, Ray of Exhaustion, Stilled Ray of Exhaustion

Ralph, male human Ftr9/Rgr3; CR 12;Medium (6 ft., 11 in. tall); AL NG; type: Humanoid
HD 9d10-36 + 3d8-12
hp 60
Init -3 (-3 Dex)
Spd 20 ft.
AC 15 (+8 Full Plate, -3 Dex)
Attack +15/+10/+5 Unarmed Strike 1d3+3
Fort +5
Ref +3
Will +7
Str 16, Dex 4, Con 2, Int 10, Wis 12, Cha 14
Languages Spoken: Common.
Skills and feats: Appraise +1, Intimidate +17, Ride +12, Survival +16
Power Attack, Cleave, Great Cleave, Improved Two Weapon Fighting, Improved Shield Bash, Improved Initiative, Improved Unarmed Strike, Combat Reflexes, Direhard, Iron Will, Endurance, Track, Leadership

Possessions: Full Plate

This is the fourth member of the party:

Lesro, male halfling Rog16; CR 16; Small (2 ft., 6 in. tall); AL NG; type: Humanoid
HD 16d6+16
hp 56
Init +8 (+4 Dex, +4 Improved Initiative)
Spd 20 ft.
AC 10 (+9 Vow of Poverty AC Bonus, +2 Vow of Poverty Natural Armor, +2 Vow of Poverty Deflection)
Attack +14/+9/+4 Unarmed Strike 1d2+2
Fort +8
Ref +16
Will +9
Str 8, Dex 18, Con 12, Int 6, Wis 14, Cha 14
Languages Spoken: Common, Halfling.
Skills and feats: Tumble +23, Balance +23, Forgery +23, Hide +27
Sacred Vow, Vow of Poverty, Improved Unarmed Strike, Gift of Faith*, Subduing Strike*, Holy Subdual*, Nimbus of Light*, Holy Radiance*, Vow of Abstinance*, Vow of Chastity*, Combat Reflexes, Dodge, Mobility

*=Bonus Feat from Vow of Poverty - taken at 3rd Level

Possessions: Peasent's Outfit
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7 years ago  ::  Jul 31, 2006 - 9:39AM #284
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by Vaalingrade Ashland

Wrangler
Wranglers serve as personal, often non-lethal bodyguards for powerful people who do not wish to draw too much attention to themselves if they must end up engaging their enemies in public. By tripping or disarming foes, the wrangler puts their allies in a clear advantage in combat.

Sample Wrangler

Lyra Wardsmith CR 3
Female Human Ranger 3
LN Medium humanoid
Initiative: +2; Senses: Spot +7, Listen +7
Languages: Common, sylvan
____________________________________
AC 16, (10 +4 mithral shirt, +2 Dex) touch 12, flat-footed 14
HP 16 (3 HD)
Fort +2, Ref +5, Will +2
___________________________________
Speed: 30 ft.
Melee: Whip (masterwork) +6 (+4 TWF/+4 Trip/+2 disarm) (1d3/x2 reach 15ft), Sickle (masterwork) +6 (+4 TWF/+4 Trip) (1d6/19-20 x2)
Ranged: Longbow +5 (1d8/x3 range 100ft)
Base Attack/Grapple: +3/+5
Class Features: Favored Enemy (human +2), Track, Wild Empathy (+3), Two-Weapon Fighting, Endurance
________________________________
Abilities Str 15 (+2), Dex 14 (+2), Con 8 (-1), Int 13 (+1), Wis 12 (+1), Cha 10 (+0)
Feats Exotic Weapon Proficiency: Whip, Combat Expertise, Improved Trip,
Skills Spot +7, Listen +7, Hide +8, Move Silent +8, Hide +8, Tumble +8, Handle Animal +6, Use Rope +8
Possessions
combat gear: Masterwork whip, sickle, longbow, mithral shirt, 20 arrows
other items: bull’s strength potion (2), cure light wounds potion (4), tanglefoot bag (2), travel’s outfit, 15gp, 5sp, 3cp.

Combat
If Lyra has time to prepare, she starts by quaffing one of her potions of bull’s strength, to improve her attack rolls and checks for trip and disarm. Otherwise, she will throw a tanglefoot bag and begin attempting to trip her enemies.


Alternative Wranglers
Other options for wranglers include giving them two whips with which to trip twice in a round with a reach of 15ft or taking Improved Disarm instead of Improved Trip.

Bards make excellent wranglers because they start with whip proficiency and their illusion and enchantment spells increase their ability to control combat.

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7 years ago  ::  Jul 31, 2006 - 9:43AM #285
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by Zherog

This is an orc chief that was used in my game. He ended up killing a PC, actually - my wife's character. He was built using the array mentioned earlier in this thread: 18, 16, 14, 12, 12, 10. As I recall, he was a bit over the wealth numbers for a 6th level NPC; this was OK for me - there were encounters in the same adventure that gave no treasure; and I figured as a chieftan, he'd have a bit more.


***

Nagrod, Orc Chieftan CR 6
Male orc barbarian 6
CE Medium humanoid (orc)
Init +1
Senses Darkvision 60', Listen +3, Spot -1
Languages Common, Orc
----------------------------------------------------
AC 16, touch 11, flat footed 15; Uncanny dodge, Improved uncanny dodge
HP 71 (6 HD)
Fort +9, Ref +3, Will +1
Weakness light sensitivity
----------------------------------------------------
Speed 40 ft (8 squares)
Melee +1 longsword +16/+11 (1d8+13, 19-20/x2)
Base Atk +6; Grp +14
Atk Options Rage 2/day, Intimidating Rage, Power Attack
Combat Gear potion of cure critical wounds
----------------------------------------------------
Abilities Str 27, Dex 12, Con 18, Int 8, Wis 8, Cha 10
Feats Intimidating Rage, Power Attack, Weapon Focus (longsword)
Skills Climb +13, Intimidate +9, Listen +3, Survival +8
Possessions Combat gear, +1 longsword, +1 mithril chain shirt, guantlets of ogre power
----------------------------------------------------
While raging, alter Nagrod's stats as follows:
AC 14, touch 9, flat footed 13
HP 83
Will +3
Melee +1 longsword +18/+13 (1d8+16, 19-20/x2)
Grp +16
Abilities Str 31, Con 22
Skills Climb +15

Books used: Core + Complete Warrior for Intimidating Rage feat
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7 years ago  ::  Jul 31, 2006 - 9:50AM #286
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by Zherog

Here's part of Nagrod's band of not-so-merry men...

***

Orc Archer CR 1
Male or female Orc warrior 2
CE Medium humanoid (orc)
Init +3
Senses Darkvision 60', Listen -1, Spot -1
Languages Common, Orc
----------------------------------------------------
AC 16, touch 13, flat footed 13
HP 16 (2 HD)
Fort +6, Ref +3, Will -2
Weakness light sensitivity
----------------------------------------------------
Speed 30 ft (6 squares)
Melee shortsword +6 (1d6+4, 19-20/x2) or
Ranged shortbow +6 (1d6, 20/x3)
Base Atk +2; Grp +6
Combat Gear 4 potion of cure light wounds
----------------------------------------------------
Abilities Str 18, Dex 16, Con 16, Int 8, Wis 6, Cha 4
Feats Weapon Focus (shortbow)
Skills Listen -1, Spot -1
Possessions Combat gear, shortbow, 20 arrows, shortsword, masterwork studded leather armor, 27 cp


Orc Muscle CR 1/2
Male or female orc warrior 1
CE Medium humanoid (orc)
Init +1
Senses Darkvision 60', Listen -2, Spot -2
Languages Common, Orc
----------------------------------------------------
AC 17, touch 16, flat footed 11
HP 11 (1 HD)
Fort +5, Ref +1, Will -2
Weakness light sensitivity
----------------------------------------------------
Speed 30 ft (6 squares)
Melee battleaxe +7 (1d8+6, 20/x3) or
spear +7 (1d8+9, 20/x3) or
Ranged spear +2 (1d8+6, 20/x3)
Base Atk +1; Grp +7
Atk options Power Attack
Combat Gear potion of cure light wounds
----------------------------------------------------
Abilities Str 22, Dex 12, Con 16, Int 6, Wis 6, Cha 6
Feats Power Attack
Skills Climb +1, Ride -2
Possessions Combat gear, battleaxe, 2 spears, scale mail, heavy wooden shield, 3 sp


books used: core
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7 years ago  ::  Jul 31, 2006 - 10:06AM #287
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by RevIron

A typical native of the city where my campaign is set (also suitable as a generic pickpocket) and an average darts player - since my PCs happened to meet in a tavern where Windwalker (see earlier post) was playing darts...

Books used: PHB

Average Tulinite, male human Rog1; CR 1; Medium (5 ft., 2 in. tall); AL CN; type: Humanoid
HD 1d6
hp 7
Init +4 (Improved Initiative)
Spd 30 ft.
AC 16 (+4 Dex, +2 Leather)
Attack Dagger +1
Fort +3
Ref +6
Will +2
Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 16
Languages Spoken: Common.
Skills and feats: Sleight of Hand +8, Spot +6, Listen +6, Appraise +6, Bluff +7, Disguise +7, Diplomacy +7, Escape Artist +8, Gather Information +7
Improved Initative, Great Fortitude
Possesions: Dagger, Leather Armor

Average Dart Player, male human Ftr2; CR 2; Medium (5 ft., 2 in. tall); AL N; type: Humanoid
HD 2d10
hp 24
Init +0
Spd 30 ft.
AC 16 (+1 Dex, +5 Chain)
Attack Dart
Fort +7
Ref +1
Will +0
Str 16, Dex 12, Con 18, Int 8, Wis 10, Cha 9
Languages Spoken: Common.
Skills and feats: Jump +6
Weapon Focus (Dart), Weapon Focus (Dagger), Alertness
Possesions: 20 Darts, Chainmail
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7 years ago  ::  Jul 31, 2006 - 10:16AM #288
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by Zherog

I just put together and posted this little sweatheart (:D) in this thread as a potential solution to a 1st level PC with a high(ish) AC.

***

Myrna Springbottom CR 1
Female halfling rogue 1
N Small humanoid (halfling)
Init +5
Senses Listen +7, Spot +5
Languages Common, Goblin, Halfling
----------------------------------------------------
AC 18 (+1 size, +5 Dex, +2 armor), touch 16, flat footed 13
HP 6 (1 HD)
Fort +1, Ref +8, Will +2; +2 vs fear
----------------------------------------------------
Speed 20 ft (4 squares)
Melee dagger +0 (1d3-1, 19-20/x2) or
Ranged dagger +7 (1d3-1, 19-20/x2)
Base Atk +0; Grp -5
Atk Options Point Blank Shot, 1d6 sneak attack
Combat Gear alchemist's fire
----------------------------------------------------
Abilities Str 8, Dex 20, Con 10, Int 12, Wis 12, Cha 8
SQ trapfinding
Feats Point Blank Shot
Skills Balance +9, Bluff +3, Climb +1, Gather Information +3, Hide +13, Jump +5, Listen +7, Move Silently +11, Spot +5, Tumble +9
Possessions Combat gear, 6 daggers, leather armor, backpack, 3 gp, 23 sp

Appearance: Myrna is of average build for a female halfling; she has short brown hair and green eyes. She rarely smiles; when she speaks, she's often gruff and to the point.

Tactics: Myrna knows her strengths. She much prefers to attack with her daggers from range. Myrna is quite crafty, and will use terrain to her advantage, attacking and then hiding - only to attack from a different angle a moment later. Myrna is quite adept at moving around and takes advantage of this to find ways of escaping that she hopes others can't possibly follow. Myrna likes to use alchemist's fire or acid to soften up a target before expertly chucking her daggers for the killing blow.

books used: Core

note: Myrna's equipment is only worth 47 gp, 23 sp. Feel free to give her a bit more as suites your campaign. Some minor gems or extra equipment would make excellent additions. Additional alchemist's fire or flasks of acid make her all that much more deadly.
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7 years ago  ::  Jul 31, 2006 - 10:41AM #289
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by adamenfuego

Vainglorious, Bar 1, Bloodscaled Fury 5, Very Old Fang Dragon Gargantuan (15x30) HP: 350 (440 when raging), Init: +0, Speed: 60ft, Fly 120,
AC: 40  (-4 size, +26 natural), +4 shield, +4 mage armor
Full Attack:   Base Attack/Grapple: +27/+49
+29 Bite (4d8+21 + 2d4 con DC 26),
+24 2x Claw (4d6+15 19-20), +19 RapidClaw (4d6+15 19-20),
+24 2x Wings (2d8+15),
+24 Tail Slap (4d6+26), *power attack -10
RAGING: +4 to attack/dmg
Abilities: Str 32, Dex 10, Con 21, Int 16, Wis 21, Cha 16
Saves: Fort +20, Ref +15, Will +20
Skills:270 points Listen +30, Search +30, Spot +30, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge, Sense Motive, Use Magic Device, Jump +27

Feats: Cleave, Blind-Fight, Improved Intitiative, Power Attack, Snatch, Improved Sunder, Dire Charge (if you charge during the 1st round of combat, you may make a full attack), Rapid Strike (claw), Shockwave (full-round action, your tail smashes against a solid object creating a shockwave for 100feet.  Bull Rush +22 or knocked prone), Improved Critical (Claw), Improved Overrun (AOO, opponent can not avoid, +26 or knocked down)

Special Attacks: Crush (standard action, Reflex DC 26 or 4d6+15 and pinned, takes 4d6+15 dmg every other round. Save for ½ dmg.  Pinned = can’t move), Ability Drain (su), Frightful Presence (DC 33 or shaken for 6d6 rounds), Trip (if hits with claw or tail –trip as a free action)

Snatch (can start a grapple if it hits with a claw or bite.  Grapple +49, squeezes each round for automatic bite or claw dmg, drop the creature as a free action or use a standard action to fling it aside.  Travels 1d6x10 feet and takes 1d6 dmg per 10 feet.)

Class Features: Rage for 7 rounds (+6 str, +6 con, +3 Will, -2 AC), Fearsome Presence, Draconic Fury (+2 to str and con, +1 to Will when raging), Scales of Blood (when raging, small quantities of blood ooze out of its scales. +6 SR, +5 DR), Rend (If you hit the same opponent with 2 claw attacks, you deal 8d6+15)
 
Special Immunities: Damage Reduction 20/greater magic, immune to sleep and paralysis, Impale (if hit with a melee attack, 4 dmg), SR 27

Spell Like Abilities: Detect magic, read magic, 2/day, shield, telekinesis, 1/day dispel magic, spell turning

Caster Level: 9th level sorcerer 6/6/6/4, DC: 13+spell level
1st – Mage Armor, True Strike, Grease, Protection from Good, Magic Missile, Ray of Enfeeblement, 2nd – Resist Energy, Blur, Mirror Image, Alter Self, Bulls Strength, Blindness/Deafness, 3rd –Hold Person, Displacement, Haste, Sleet Storm, Lightning Bolt, Gaseous Form, 4th – Stoneskin, Dimension Door, Bestow Curse, Greater Invisibility

Tactics:
Round 1: Spell Turning
Round 2: Stoneskin,
Round 3: Shockwave (full-round action, your tail smashes against a solid object creating a shockwave for 100feet.  Bull Rush +22 or knocked prone), Frightful Presence
Round 4: Jump and Crush -- (standard action, Reflex DC 26 or 4d6+15 and pinned, takes 4d6+15 dmg every other round. Save for ½ dmg.  Pinned = can’t move)
Round 5: Rage (+8 str, +8 con, +6SR, +3 will, -2 AC) Full Attack + rend if hit with 2 claws + snatch (grapple +49)

Flavor Text:
“ A chunk of phlem gets stuck in your throat as your head slowly pans upward to take in the vision of A dragon of massive size blocking the tunnel in front of you seething with fury.  Rows of deadly spikes and spines cover its grayish body.  Arcane energies twist about its form.  It’s wings are stunted and rock hard – more like weapons, then used for mobility.   Small quantities of blood ooze between its scales and it’s claws are about half as long as you are tall.”
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7 years ago  ::  Jul 31, 2006 - 10:46AM #290
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by adamenfuego

Chaucer, Male Shadowvar Lich, Dread Necromancer 20, Epic Dread Necromancer 10 Init: +0, Senses:
AC 37 (+4 dex, +10 armor, +4 natural, +5 Deflection, +4 shield ) touch 14, FF 18
HP 30d12, 240hp
Fast Healing 2, Negative Energy Resistance (+4 on saves to resist , DR 8/, Undead Traits)
Life Ward(reversed of Death Ward), Unholy Aura (DC 25 or take 1d6 str)
spell resistance 28,
Fort +8, Ref +10, Will +17
Spd: 30ft or 90ft Flying
Melee: +19/+14/+9  Gripsoul, Magical Longsword (1d8+9 18-20x2) on critical - imprison 
Ranged: +14 Ranged Touch Attack or Ray
BAB: +10/+13
Atk Options:
Enervating Touch 1d8+5 and 2 negative levels Fort 35 (heals undead, max is 30 levels)
Scabrous Touch 3xday: 1d8+5 and desease (like contagion DC 35)
Negative Energy Burst 4/day: 30d4 dmg to living creatures 5 feet burst.  Will 35 for half.  Undead are healed
Str 16, Dex 18, Con -, Int 30, Wis 18, Cha 30

Feats: Craft Wonderous Item, Quicken Spell, Epic Spellcasting, Automatic Quicken (can cast 1-3 spells as quickened spells without using higher slots), Spell Focus (necromancy), Improved Spell Focus (necromancy), Epic Spell Focus (Necromancy), Improved Spell Capacity (10th), Spell Penatration, Greater Spell Penetration, Corrupt Spell, Surge of Malevolence ( gains +10 on any save),  Debilitiating Spell (4x day can deal 4 points of wisdom damage to opponent) Multispell (can cast 2 quickened spells a round)

Shade Traits:
Control light, invisibility, Shadesight, Shadow image, Shadow stride, Shadow travel.

Undead Mastery: can control up to 300HD of undead, all gain +4 strength and dexterity and 2 hp/hit die


Spells: 6/6/6/6/6/6/6/6/5/3, DC 20+spell level, DC 23+ spell level (necromancy)
Current: 5/5/4/4/4/3/3/2/2/2
1st level: Bane, Bestow Wound (touch, Fort negates, target takes 30 dmg you gain 30 hp), Cause Fear, Chill Touch, Detect Magic, Detect Undead, Doom, Hide from Undead, inflict light wounds, Ray of Enfeeblement, summon undead I, Undetectable Allignment

2nd level: Blindness/deafness, command undead, darkness, death knell, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon undead II

3rd level: crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion (close,30 min, ray, Fort 26 or exhausted, if saves then only fatigued),, speak with dead, summon undead III, vampiric touch

4th level: Animate Dead , Bestow Curse, contagion, Dispel Magic, enervation, Evard’s black tentacles, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV

5th level: blight, cloudkill, Fire in the blood, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood, Slay living, summon undead V, undeath to death, unhallow, waves of fatigue

6th level: Acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, planar binding, Waves of exhaustion (60ft cone, no save, targets are exhausted), Greater Dispel Magic (+20)

7th level: Control undead, Destruction, Finger of Death, Greater Harm (as harm but deals 20d12 dmg), mass inflict serious wounds, song of discord, vile death, Chain of Sorrow (Close, The target takes 2d10 Cha damage.  If he makes his save the spell ends, if fails, then the next time he touches someone, that person takes 2d10 unless a save is made.  Will for half, DC 30.  Caster takes 2d4 cha dmg), Greater Arcane Sight

8th level: Create greater undead, Horrid Wilting, Mass inflict critical wounds, Symbol of Death

9th level: Energy Drain, Imprison soul, Mass Harm, Plague of Undead, Wail of the Banshee

10th level: Quickened Greater Dispel Magic x3,

Epic Level:
Crown of Vermin: active and already used, lasts 5 rounds.  300 insects surround you in a 10ft radius.  Victims who make a successful DC 30 reflex save only take 10d10 damage. 

Ruin: spellcraft DC 27, You deal 20d6 damage to a single target.  Takes a full round action, SR applies, Fortitude for 1/2 .

Possessions:
+5 Ring of Protection, Staff of Rapid Barrage (either of the powers activate as a free action, Magic Missile, intensified, quickened 1 charge, 5 missiles dealing 10 points of damage each, Fireball (heightened to 6th, enhanced, quickened 1 charge 20d6, DC 19) 10 charges, Bracers of Armor +10, Ring of Ineffable Evil (perminant unholy aura effect), Pearl of Power (8th), Mantle of the Overlord (25% immunity to critical hits, +4 natural armor, quickened lesser ironguard 1/day, feather fall 2/day, repulsion 1/day, lightning bolt 1/day, Acererak’s Robe (heroes of horror133, death ward,3x day it can cast Finger of Death with a touch and anyone slain rises as a zombie)  Gripsoul ( this terrible weapon is enruned with green glowing sigils and is set with a jet black pearl on the crossguard.  It is a +6 keen longsword but instead of dealing additional damage on a critical hit, it imprisons the victim in a gem set in the pommel of the sword (DC 25)

Ioun Stones: Scarlet Sphere, Pale Blue Rhomboid, Pearly White Spindle, and Deep Red Sphere

Tactics: 
Prep: Crown of Vermin, Spectral Hand, Speak with Undead, Greater Arcane Sight
Round 1: Plague of Undead (4 Bane Wraiths, pg 139 heroes of horror), Quickened Blindness (+16 spectral hand, Fort 22) + one other Quickened Spell
Round 2: Finger of Death (Krom, DC 30), Quickened Blindness or Vampiric Touch (5d6),
Round 3: Chain of Sorrow, Quickened Bestow Wound or Inflict Serious Wounds (3d8+15) on himself or ally
Round 4:  Mass Harm (20d12, 20ft radius burst, Will for 1/2 )
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