| Size/Type: | Huge Giant (Ettin, Shapechanger) |
|---|---|
| Hit Dice: | 6d8+48 plus 10d8+70 plus 9d12+54 (312 hp) |
| Initiative: | +8 |
| Speed: | 40 ft. (8 squares), 20 ft. climb, 20 ft. swim |
| Armor Class: | 29 (-2 size, -2 rage, +4 Dex, +13 natural, +6 hide), touch 10, flat-footed 25 |
| Base Attack/Grapple: | +20/+46 |
| Attack: | bite +37 melee (1d8+27 plus 1d6 acid plus poison plus curse of lycanthropy), +5 Berserking Furious Morningstar of Acidic Burst and Impact +42 melee (3d6+23 plus 1d8 plus 1d6 acid/19-20 plus 1d6 acid), or javelin +24 ranged (2d6+18) |
| Full Attack: | 2 bites +37 melee (1d8+27 plus 1d6 acid plus poison plus curse of lycanthropy), and 2 Morningstars +37/+32/+27/+22 melee (3d6+23 plus 1d8 plus 1d6 acid/19-20 plus 1d6 acid); or 2 javelins +24 ranged (2d6+18) |
| Space/Reach: | 15 ft./15 ft. (10 ft. bite) |
| Special Attacks: | curse of lycanthropy (Fort DC 17/Neg), poison (Fort DC 18 1d6 Con/1d6 Con), Rage 3/day, |
| Special Qualities: | Alternate Form, Damage Reduction 1/-, Damage Reduction 10/silver, Fast Movement, Immunity to acid, Illiteracy, Improved Uncanny Dodge, Low-light vision, scent, Superior Two-weapon fighting, Trap Sense +3, Viper Empathy |
| Saves: | Fort +28, Ref +15, Will +14 |
| Abilities: | Str 46, Dex 18, Con 30, Int 6, Wis 12, Cha 11 |
| Feats: | Ability Focus (curse of lycanthropy), Ability Focus (poison), Alertness, Cleave, Improved Initiative, Improved Natural Attack (bite), Improved Toughness, Iron Will, Power Attack, Run, Weapon Focus (bite), Weapon Focus (Morningstar) |
| Organization: | Solitary |
| Challenge Ratting: | 19 |
| Treasure: | Standard plus 2 +5 Berserking Furious Morningstars of Acidic Burst and Impact, +3 Wild Hide of Retaliation |
Tuesday, November 10, 2009
Ettin Horrid Wereviper (Brb. 9)
Ettin Horrid Wereviper Hybrid Viper Form (Raging)
Wednesday, November 4, 2009
Epic Maneuver Seeds
Seed: Throw
Setting Sun
Martial Lore DC: 14Action: Standard (see text)
Range: touch
Target: Creature touched (see text)
Duration: Instantaneous
Saving Throw: Reflex Half (see text)
As a part of a maneuver you must make at least a 10-ft. move before making your touch attack. This movement provokes attacks of opportunity. If you make a successful touch attack against the target, you next make a trip attempt with a +4 bonus, using the greater of your Str or Dex modifier, which does not provoke an attack of opportunity. You cannot be tripped as a result of a failed trip attempt from this maneuver. The target is thrown up to 10-ft., plus an additional 5-ft. for each 5 points by which you win the opposed check. The target must land in an unoccupied space at the end of this movement, though the target may be thrown through occupied squares. The target's movement does not provoke attacks of opportunity, and the target takes 1d6 damage per five feet thrown, and falls prone at the end of the movement. If the target cannot be placed in an empty square at the end of the movement, then the target is placed in the space closest to the end of the movement, and still takes full damage for the entire movement. A secondary target can be designated, for each primary thrown target, by adding +6 to the Martial Lore DC, for each primary target thrown into a secondary target. The secondary target takes the same damage as the primary target, with a Reflex Save (DC 20 + Str. mod.) for half damage. The primary target will fall prone in any adjacent space to the secondary target. Multiple primary targets can be designated by a maneuver, by changing the action to a full-round action, and by adding +2 to the Martial Lore DC, for each additional primary target. You must make at least 10-ft. movement between each primary target, and all movements still provoke attacks of opportunity. When designating multiple primary targets, you may move a total of 2 x base speed, as a part of the maneuver. In order to negate the first 10-ft. move requirement, and subsequent 10-ft. move requirements when designating multiple primary targets, you may add +4 to the Martial Lore DC for each negated 10-ft. movement. Lastly, a primary target may be thrown in a line, instead of into a secondary target, by adding +10 to the Martial Lore DC, for each primary target thrown in this way. The primary target, and each creature in the line area will take 1d6 damage for each 10-ft. of the thrown range, no save. The primary target must still end movement in an empty space at the end of the line, or the closest unoccupied space from the end of the line, where it will fall prone.
Super-Nova Throw
Setting Sun
Martial Lore DC: 142Action: full-round action
Range: touch
Target: each creature touched
Duration: Instantaneous
Saving Throw: none
To Develop: 1,176,000 gp; 24 days; 47,040 exp; Seed: throw (DC 14); Mitigating Factor: backlash 8d6 (-8 DC)
When you initiate this maneuver, you may make a melee touch attack against each adjacent enemy. You may next make a separate trip attempt against each enemy whom you made a successful touch attack against. These trip attempts do not provoke attacks of opportunity, you gain a +4 bonus to each of these trip attempts, you may not be tripped on a failed attempt, and you may use either your Dex or Str modifier on these trip attempts, whichever is higher. For each successful trip attempt, you throw the target 10-ft. plus an additional 5-ft. for each 5 points by which you win the trip attempt. Each tripped target is thrown in a line to the end of its respective movement, and each target and each creature in the area of each line, takes 1d6 damage for each 10-ft. of thrown movement of each respective target. Each tripped target falls prone at the end of its line, or is placed prone in the nearest empty space to the end of its respective line. The movement of each target, as a result of this maneuver, does not provoke attacks of opportunity. You take 8d6 damage, which cannot be prevented in any way, as a result of initiating this maneuver. If you fall to -10 hp or lower, as a result of this backlash damage, you will automatically lose one level if resurrected, no matter what means is used for resurrection.
Tuesday, November 3, 2009
Goliath Monstrous Character Class
Weapon and Armor Proficiency: Goliaths are proficient with all simple weapons, but are not proficient with any armor.
Skills: Goliaths gain 4 x (2+ Intelligence modifier) skills at first level, and 2+Intelligence modifier skills at each level beyond first. The Goliath's class skills are Climb, Jump, and Sense Motive.
Hit Die: As a Monstrous Humanoid, Goliaths gain 1d8 hit points per character level.
Skills: Goliaths gain 4 x (2+ Intelligence modifier) skills at first level, and 2+Intelligence modifier skills at each level beyond first. The Goliath's class skills are Climb, Jump, and Sense Motive.
Hit Die: As a Monstrous Humanoid, Goliaths gain 1d8 hit points per character level.
| Level | Base Attack Bonus | Fort | Ref | Will | Special Qualities |
| 1 | 1 | 2 | 0 | 2 | -2 Dex, +2 racial bonus to Sense Motive, Acclimated |
| 2 | 2 | 3 | 0 | 3 | +2 Con, Mountain Movement |
| 3 | 3 | 3 | 1 | 3 | +4 Str, Powerful Build |
Wednesday, October 21, 2009
Extra Rulings for Epic Gestalt
Class Ability and Caster Level advancement
You may take aesthetic feats, which are feats that allow advancement of certain class features, while leveling in a different class. However, when you take a feat like this, the bonus it grants to class features by itself will not exceed your character level. Similarly, BASE caster level, manifestor level, and initiator level, will not exceed your total character level, through advancement in prestige classes, such as dual caster level advancement prestige classes. However in the case of specialization in base and prestige classes, or with feats and item enhancement bonuses that increase CL of certain spells by school, caster level advancement beyond character level is allowed, as per what is granted by these specific instances. The same restrictions applied to caster level are applied to manifestor level and initiator level when applicable.
As a modification of the printed rules on initiator level from Tome of Battle, half of non-initiator levels will only contribute to the total initiator level, on one side of the gestalt level advancement (in most cases, those non-initiator levels on the same side of the gestalt advancement as the initiator class) Initiator levels from separate initiator classes still stack for determining base initiator level in both classes. In order to off-set the lack of half non-initiator level contribution on the other gestalt advancement side, a new feat will be created, and will read as follows:
Practiced Initiator
Through study and practice of martial lore, you have gained insightful knowledge of its secrets, which exceeds that of your peers.
Prerequisite: 4 ranks in Martial Lore
Benefit: Your effective initiator level receives a +4 bonus, for the purposes of determining initiator level based affects, eligibility for feats and prestige classes, and for the purpose of determining which maneuvers and stances you are eligible to learn and retrain, as you advance in initiator classes.
Special: This bonus to initiator level can increase your effective initiator level up to, but not beyond your total character level or hit die.
You may take aesthetic feats, which are feats that allow advancement of certain class features, while leveling in a different class. However, when you take a feat like this, the bonus it grants to class features by itself will not exceed your character level. Similarly, BASE caster level, manifestor level, and initiator level, will not exceed your total character level, through advancement in prestige classes, such as dual caster level advancement prestige classes. However in the case of specialization in base and prestige classes, or with feats and item enhancement bonuses that increase CL of certain spells by school, caster level advancement beyond character level is allowed, as per what is granted by these specific instances. The same restrictions applied to caster level are applied to manifestor level and initiator level when applicable.
As a modification of the printed rules on initiator level from Tome of Battle, half of non-initiator levels will only contribute to the total initiator level, on one side of the gestalt level advancement (in most cases, those non-initiator levels on the same side of the gestalt advancement as the initiator class) Initiator levels from separate initiator classes still stack for determining base initiator level in both classes. In order to off-set the lack of half non-initiator level contribution on the other gestalt advancement side, a new feat will be created, and will read as follows:
Practiced Initiator
Through study and practice of martial lore, you have gained insightful knowledge of its secrets, which exceeds that of your peers.
Prerequisite: 4 ranks in Martial Lore
Benefit: Your effective initiator level receives a +4 bonus, for the purposes of determining initiator level based affects, eligibility for feats and prestige classes, and for the purpose of determining which maneuvers and stances you are eligible to learn and retrain, as you advance in initiator classes.
Special: This bonus to initiator level can increase your effective initiator level up to, but not beyond your total character level or hit die.
Epic Gestalt Character Creation Rules
Character Creation: 50 pt Buy
Step 1: All Stats Start At 8
Step 2: Buy Stats
9 - 1 pt
10 - 2 pts
11 - 3 pts
12 - 4 pts
13 - 5 pts
14 - 6 pts
15 - 8 pts
16 - 10 pts
17 - 13 pts
18 - 16 pts
Step 3: Choosing Races / Templates
Player's may choose a total maximum of Level Adjustment + 2 of any ONE race and any ONE template
subject to the DMs discretion. You cannot gain more HD from doing this above your
character level. You also must meet all other prerequisites for the race and template combination you desire.
The total level adjustment will not count towards your gestalt levels as long as it does not exceed a
Level Adjustment of +2. This also applies to templates taken after level 1.
Step 4: Apply Racial / Template Modifiers to Stats after you are finished choosing them.
Step 5: Alignment must be non-evil.
Step 6: Choose You 2 classes for each character level.
a. Choose 2 classes that are not the same class.
b. Valid class combinations
Note: A Racial Paragon Prestige Class or A Bloodline Prestige Class from Unearthed Arcana counts as a base class.
Base Class + Base Class
Base Class + Prestige Class
Step 7: Hit Die will be the better of the two classes chosen.
Step 8: Base Attack Bonus will be calculated as follows
a. Figure out the BAB Progression for each class you have taken
Good Progression: +1 BAB Per Class Level
Average Progression: +.75 Per Class Level
Poor Progresson: .5 Per Class Level
b. Add up the total sum of the BAB Progression of all your classes combined and divide by 2.
Step 9: Saving Throw Bonus
a. Figure out how much the saving throw changed at each class level.
b. Add up the total sum of saving throw changes and divide by 2.
Step 10: Skills
a. Choose the better progression of the 2 classes for each level.
b. Once a skill is a class skill it is from that point on considered a class skill.
c. You only gain the class skills of the skill point progression class.
Step 1: All Stats Start At 8
Step 2: Buy Stats
9 - 1 pt
10 - 2 pts
11 - 3 pts
12 - 4 pts
13 - 5 pts
14 - 6 pts
15 - 8 pts
16 - 10 pts
17 - 13 pts
18 - 16 pts
Step 3: Choosing Races / Templates
Player's may choose a total maximum of Level Adjustment + 2 of any ONE race and any ONE template
subject to the DMs discretion. You cannot gain more HD from doing this above your
character level. You also must meet all other prerequisites for the race and template combination you desire.
The total level adjustment will not count towards your gestalt levels as long as it does not exceed a
Level Adjustment of +2. This also applies to templates taken after level 1.
Step 4: Apply Racial / Template Modifiers to Stats after you are finished choosing them.
Step 5: Alignment must be non-evil.
Step 6: Choose You 2 classes for each character level.
a. Choose 2 classes that are not the same class.
b. Valid class combinations
Note: A Racial Paragon Prestige Class or A Bloodline Prestige Class from Unearthed Arcana counts as a base class.
Base Class + Base Class
Base Class + Prestige Class
Step 7: Hit Die will be the better of the two classes chosen.
Step 8: Base Attack Bonus will be calculated as follows
a. Figure out the BAB Progression for each class you have taken
Good Progression: +1 BAB Per Class Level
Average Progression: +.75 Per Class Level
Poor Progresson: .5 Per Class Level
b. Add up the total sum of the BAB Progression of all your classes combined and divide by 2.
Step 9: Saving Throw Bonus
a. Figure out how much the saving throw changed at each class level.
b. Add up the total sum of saving throw changes and divide by 2.
Step 10: Skills
a. Choose the better progression of the 2 classes for each level.
b. Once a skill is a class skill it is from that point on considered a class skill.
c. You only gain the class skills of the skill point progression class.
Sunday, October 11, 2009
Character Flaws
I have never been introduced to the variant of Character Flaws in a Dungeons and Dragons 3.5 campaign, until just recently. At first I wasn't very sure about the balance of this variant. But upon closer examination, I have found it to be quite interesting, and pretty well balanced. A description and list of Character Flaws can be found at d20srd.org. Below are some additional, home-brew character flaws that I have come up with.
Under Estimated
Friends and foes alike, just can't seem to grasp the full spectrum of your achievements or prowess.
Affect: You take a -4 penalty on Diplomacy and Intimidation checks. Furthermore, the DC and AC for your Aid Another actions increases from 10 to 12.
Fear of Heights
Even the slightest elevation makes you deathly afraid.
Affect: You take a -4 penalty to Climb checks, and to Balance checks, when balancing on a platform at least 10ft above the ground. Additionally, you automatically fall when failing a Climb check, or a balance check on a platform at least 10ft above the ground.
Special: Without this flaw, you normally only fall when failing Climb or Balance checks by 5 or more. If you have immunity to fear, or achieve immunity to fear through a feat, magical item, spell/spell-like ability, ability, or class feature, you lose access to this flaw, and lose the benefit of the feat gained by this flaw.
Slow Learner
You have always had to work harder than others, to pick up on things.
Affect: Subtract 4 from the number of skill points you gain at first level, and 1 from the number of skill points you gain at each level thereafter. This flaw can reduce the number of skill points you gain to 0 (but not below). Additionally, gaining ranks in cross-class skills costs you 4 skill points per rank, instead of 2 skill points per rank.
Special: You must have an Intelligence score of 4 or higher to take this flaw.
Gullible
You are easily duped by trickery and deceit.
Affect: You take a -4 penalty on Diplomacy and Sense Motive checks. Additionally, you suffer a -3 penalty to saving throws against mind-influencing Illusion spells and spell-like abilities.
Impulsive
What you lack in discipline and self-control, you make up for with boldness.
Affect: You take a -4 penalty to Concentration checks, and a -3 penalty to saving throws against Enchantment (compulsion) spells and spell-like abilities. Furthermore, if you fail to go first in the initiative order during the first round of an encounter, you suffer a -1 penalty to AC until the beginning of your next turn.
Under Estimated
Friends and foes alike, just can't seem to grasp the full spectrum of your achievements or prowess.
Affect: You take a -4 penalty on Diplomacy and Intimidation checks. Furthermore, the DC and AC for your Aid Another actions increases from 10 to 12.
Fear of Heights
Even the slightest elevation makes you deathly afraid.
Affect: You take a -4 penalty to Climb checks, and to Balance checks, when balancing on a platform at least 10ft above the ground. Additionally, you automatically fall when failing a Climb check, or a balance check on a platform at least 10ft above the ground.
Special: Without this flaw, you normally only fall when failing Climb or Balance checks by 5 or more. If you have immunity to fear, or achieve immunity to fear through a feat, magical item, spell/spell-like ability, ability, or class feature, you lose access to this flaw, and lose the benefit of the feat gained by this flaw.
Slow Learner
You have always had to work harder than others, to pick up on things.
Affect: Subtract 4 from the number of skill points you gain at first level, and 1 from the number of skill points you gain at each level thereafter. This flaw can reduce the number of skill points you gain to 0 (but not below). Additionally, gaining ranks in cross-class skills costs you 4 skill points per rank, instead of 2 skill points per rank.
Special: You must have an Intelligence score of 4 or higher to take this flaw.
Gullible
You are easily duped by trickery and deceit.
Affect: You take a -4 penalty on Diplomacy and Sense Motive checks. Additionally, you suffer a -3 penalty to saving throws against mind-influencing Illusion spells and spell-like abilities.
Impulsive
What you lack in discipline and self-control, you make up for with boldness.
Affect: You take a -4 penalty to Concentration checks, and a -3 penalty to saving throws against Enchantment (compulsion) spells and spell-like abilities. Furthermore, if you fail to go first in the initiative order during the first round of an encounter, you suffer a -1 penalty to AC until the beginning of your next turn.
Saturday, October 10, 2009
Welcome Lads and Lasses
Welcome to the virtual watering hole, for avid role-players and adventurers. Take a seat and catch wind of past and future campaigns, conducted by our online play groups. Here you will catch up on the gossip of daring feats, and lurking dangers, in hideously designed lairs.
If you are not quite ready to set out on the not so beaten path, then take a seat and have a sample of our home-brew; house-rules, prestige classes, feats, spells and magic items.
Thank you for your patronage, and be sure to remember The Golden Goblin Tavern, next time you have a thirst for adventuring.
If you are not quite ready to set out on the not so beaten path, then take a seat and have a sample of our home-brew; house-rules, prestige classes, feats, spells and magic items.
Thank you for your patronage, and be sure to remember The Golden Goblin Tavern, next time you have a thirst for adventuring.
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