Post by Tim on Nov 23, 2009 23:49:55 GMT
If you've made any custum monsters or anything- either through template application, class levels or some other means, why not post them here for others to see? I'll get the ball rolling-
These are the stats for the guys some of you may remember from that game I once ran, who had 40ft of reach and still managed to be horribly underpowered. For what it's worth they had three levels of Human Paragon and four of Fighter. And while they were far from paragons of humanity it still kind of worked game-mechanic-wise, even if the CR was too low.
Medium Humanoid
Hit Dice: 3d8, 4d10 + 7 (42)
Initiative: +3
Speed: 20ft
AC: 18, Flat footed 17, touch 10
Base Attack/ Grapple: +10/ +13
Attack: spiked chain+ 9 (2d4+4 piercing)
Full Attack: spiked chain+ 9/+3 (2d4+4 piercing)
Space/reach: 5ft/40ft
Special Attacks: Trip +9, make strength check with +5 (+3str, +2 for weapon), tripped people are prone (-4 AC against melee attacks, +4AC against ranged attacks, -4 to hit) Standing is a move action.
Special Qualities: gets a possible 4 attacks of opportunity per round, 40ft reach
Saves: Fort+5 Ref+2 Will+4
Abilities: Str16, Dex16, Con13, Int10, Wis12, Cha8
Skills: Climb: 9 Intimidate: 11 Listen: 6 Spot: 6 Jump: 7 Craft: 4
Feats: Aberration blood (sticky fingers), Inhuman Reach, Willing Deformity, Deformity [Tall], Combat Reflexes, Weapon proficiency (spiked chain), Extended Reach, Weapon Focus [Spiked Chain]
Equipment: spiked chain, full plate
Treasure: Standard
Alignment: NE
And the stats for the Corrupted Golden Dragon Wyrmling- probably not much use to anyone, but here it is anyway-
Medium Aberration (fire)
Hit Dice: 8d12+32 (84)
Initiative: -1
Speed: 60ft, fly 200ft (poor) Swim 60ft
AC: 20 (+11 natural, -1 dex) flat footed 20 touch 9
Attack: bite +13 (2d6+5+4 vile)
Full Attack: bite +13 (2d6+5+4 vile) 2 claws + 8 (1d8+2+4 vile), 2 wings + 8 (1d6+2+4 vile)
Space/Reach: 5ft/ 5ft (5ft with bite)
Special Attacks: Weakening Gas (1point of Str damage) or Fire (2d10) Cone Breath Weapons DC 16 30ft
Special Qualities: Immunity to paralysis, sleep, fire and acid, Alternative Form, Vulnerability to cold (+50% damage), Water Breathing, blindsense 60ft, damage reduction 5/ +2, fast healing 4
Saves: Fort: 10 Ref: 5 Will: 7
Abilities: str:21 dex:8 con:19 int:14 wis:13 cha:12
Skills:
Feats: Alertness, Blind Fight, Cleave
Treasure: Triple Standard
Alignment: LE
And if I ever run another game I'm going to ensure that people don't complain about the lack of minions again by having them fight through an army of these guys...
...Level 2 Corrupted Commoners!
Medium Aberration
Hit Dice: 2d4 + 6 (11hp)
Initiative: -1
Speed: 30ft
AC: 10 + 1 Padded Armor + 4 Natural -1 Dex (14)
Base Attack/ Grapple: 1/ 4
Attack: Unarmed Strike +4 (1d4+3 +1 Vile) or Sling +0 (1d4+3)
Full Attack: Unarmed Strike +4 (1d4+3 Lethal +1 Vile) or Sling +0 (1d4+3)
Space/ Reach: 5ft / 5ft (sling range 50ft)
Special Attacks:
Special Qualities: Darkvision: 60ft. Fast Healing 1
Saves: Fort: +3 Ref: -1 Will: -2
Abilities: Str:17, Dex:9, Con:16, Int:10, Wis:7, Cha:6
Skills: Craft: 5 Profession: 5 Use Rope: 5
Feats: Light Armor Proficiency, Improved Unarmed Strike
Equipment: Padded Armor, Sling
Alignment: CE
These are the stats for the guys some of you may remember from that game I once ran, who had 40ft of reach and still managed to be horribly underpowered. For what it's worth they had three levels of Human Paragon and four of Fighter. And while they were far from paragons of humanity it still kind of worked game-mechanic-wise, even if the CR was too low.
Medium Humanoid
Hit Dice: 3d8, 4d10 + 7 (42)
Initiative: +3
Speed: 20ft
AC: 18, Flat footed 17, touch 10
Base Attack/ Grapple: +10/ +13
Attack: spiked chain+ 9 (2d4+4 piercing)
Full Attack: spiked chain+ 9/+3 (2d4+4 piercing)
Space/reach: 5ft/40ft
Special Attacks: Trip +9, make strength check with +5 (+3str, +2 for weapon), tripped people are prone (-4 AC against melee attacks, +4AC against ranged attacks, -4 to hit) Standing is a move action.
Special Qualities: gets a possible 4 attacks of opportunity per round, 40ft reach
Saves: Fort+5 Ref+2 Will+4
Abilities: Str16, Dex16, Con13, Int10, Wis12, Cha8
Skills: Climb: 9 Intimidate: 11 Listen: 6 Spot: 6 Jump: 7 Craft: 4
Feats: Aberration blood (sticky fingers), Inhuman Reach, Willing Deformity, Deformity [Tall], Combat Reflexes, Weapon proficiency (spiked chain), Extended Reach, Weapon Focus [Spiked Chain]
Equipment: spiked chain, full plate
Treasure: Standard
Alignment: NE
And the stats for the Corrupted Golden Dragon Wyrmling- probably not much use to anyone, but here it is anyway-
Medium Aberration (fire)
Hit Dice: 8d12+32 (84)
Initiative: -1
Speed: 60ft, fly 200ft (poor) Swim 60ft
AC: 20 (+11 natural, -1 dex) flat footed 20 touch 9
Attack: bite +13 (2d6+5+4 vile)
Full Attack: bite +13 (2d6+5+4 vile) 2 claws + 8 (1d8+2+4 vile), 2 wings + 8 (1d6+2+4 vile)
Space/Reach: 5ft/ 5ft (5ft with bite)
Special Attacks: Weakening Gas (1point of Str damage) or Fire (2d10) Cone Breath Weapons DC 16 30ft
Special Qualities: Immunity to paralysis, sleep, fire and acid, Alternative Form, Vulnerability to cold (+50% damage), Water Breathing, blindsense 60ft, damage reduction 5/ +2, fast healing 4
Saves: Fort: 10 Ref: 5 Will: 7
Abilities: str:21 dex:8 con:19 int:14 wis:13 cha:12
Skills:
Feats: Alertness, Blind Fight, Cleave
Treasure: Triple Standard
Alignment: LE
And if I ever run another game I'm going to ensure that people don't complain about the lack of minions again by having them fight through an army of these guys...
...Level 2 Corrupted Commoners!
Medium Aberration
Hit Dice: 2d4 + 6 (11hp)
Initiative: -1
Speed: 30ft
AC: 10 + 1 Padded Armor + 4 Natural -1 Dex (14)
Base Attack/ Grapple: 1/ 4
Attack: Unarmed Strike +4 (1d4+3 +1 Vile) or Sling +0 (1d4+3)
Full Attack: Unarmed Strike +4 (1d4+3 Lethal +1 Vile) or Sling +0 (1d4+3)
Space/ Reach: 5ft / 5ft (sling range 50ft)
Special Attacks:
Special Qualities: Darkvision: 60ft. Fast Healing 1
Saves: Fort: +3 Ref: -1 Will: -2
Abilities: Str:17, Dex:9, Con:16, Int:10, Wis:7, Cha:6
Skills: Craft: 5 Profession: 5 Use Rope: 5
Feats: Light Armor Proficiency, Improved Unarmed Strike
Equipment: Padded Armor, Sling
Alignment: CE