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AfterCrescent

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Re: Risada's Bestiary
« Reply #60 on: May 18, 2009, 06:09:04 PM »
Where's the Assassin devil from? What's the CR difference between the two?
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Risada

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Re: Risada's Bestiary
« Reply #61 on: May 20, 2009, 12:03:02 AM »
Where's the Assassin devil from? What's the CR difference between the two?

Assassin Devil is from FCII... its CR is 12, I guess, while Bone Devil is CR 9...

The truth is, I suggested them because they were the first names to appear in my head... I actually don't know a good monster to fit the theme of Condemner's pawn... ingame he spawns skeletons infinitely, if it would help at anything...

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Re: Risada's Bestiary
« Reply #62 on: May 20, 2009, 12:59:32 AM »
Anything about the skeletons that's interesting or useful? He could just spam Summon Undead #...
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Risada

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Re: Risada's Bestiary
« Reply #63 on: May 20, 2009, 01:00:31 AM »
Anything about the skeletons that's interesting or useful? He could just spam Summon Undead #...

Feeble infinity beatsticks is a nice definition to it (but there's a max of 6 skellies out at any time)...

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Re: Risada's Bestiary
« Reply #64 on: May 20, 2009, 01:12:18 AM »
Give him Swift action Summon Undead 5 as an SLA.
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Re: Risada's Bestiary
« Reply #65 on: May 21, 2009, 12:09:21 AM »
Added Call of the Damned ability to Zeromus.

Next Esper is coming soon...

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Re: Risada's Bestiary
« Reply #66 on: May 27, 2009, 01:17:58 PM »


Chaos, the Walker of the Wheel
Large Outsider (Air)
HD 19d8+190 (342 HP)
Speed fly 100 ft (20 squares) (perfect)
Init: +14
AC 37; touch 19; flat-footed 27
(-1 size, +10 Dex, +18 Natural)
BAB +19; Grp +35
Attack +5 large collision corrosive transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 acid) or +5 large collision flaming transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 fire) or +5 large collision frost transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 cold) or +5 large collision shocking transmuting longsword +37 melee (2d6+22, 17-20/x2, +1d6 eletricity)
Full-Attack +5 large collision shocking transmuting longsword +35/+30/+25/+20 melee (2d6+22, 17-20/x2, +1d6 eletricity) plus +5 large collision corrosive transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 acid) plus +5 large collision flaming transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 fire) plus +5 large collision frost transmuting longsword +35 melee (2d6+22, 17-20/x2, +1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks empowering surge, hurricane of insanity, wind blast
Special Qualities air bond, blades of wind, DR 15/-, darkvision 60 ft., earth bond, elemental mastery, enrage, essence of wind, fire bond, spell resistance 31, spellcasting affinity, water bond
Saves Fort +23 Ref +21 Will +22
Abilities Str 35, Dex 30, Con 31, Int 25, Wis 28, Cha 32
Skills Autohypnosis +31, Bluff +33, Concentration +32, Intimidate +33, Knowledge (arcana) +29, Knowledge (nature) +29, Knowledge (the planes) +29, Listen +31, Sense Motive +31, Spellcraft +29, Spot +31, Survival +31, Tumble +32, Use Magic Device +33, Use Psionic Device +33
Feats Ability Focus (hurricane of insanity), Flyby Attack, Great Fortitude, Improved Critical (longsword), Improved Initiative, Iron Will, Multiweapon Fighting (B), Oversized Two-Weapon FightingCAdv (B), Weapon Focus (longsword)
Challenge Rating 19?
Treasure none
Alignment NE

Tutelary deity of the sacred crystals fashioned by the gods at the time of the Great Making. Created in opposition to Mitron the Chasiter, scion of light. Upon entering the world of Man, he was enveloped in the turmoil rampant there. Lost, he died and was reborn countless times, a walker of life's wheel, eventually to rage against the gods that had so failed him. By sitting in meditation upon the Unrh Pedestal does he clear heart and mind until all that has order and reason and thought is made as nothing

Chaos is a 15 feet tall creature with a humanoid torso sitting on an adorned golden platform, with horns sprouting from his shoulder and head. Around him four swords are floating, as well as a second pair of arms.  

Chaos represents the Zodiac sign of Taurus.

Combat

Chaos starts by using his empowering surge ability, then engage his enemies in melee with one of the chaosjets moving to flank his target, while all of the chaosjets unleash their spell-like abilities on the opposition. Whenever there are two or more enemies attacking him, Chaos use his wind blast ability to blow them away and follows with one of his chaosjets' spell-like abilities, and then proceeding with melee attacks.
When Chaos's hit points are reduced to half his max hit points or less, he uses his hurricane of insanity ability to deal a good amount of damage as well as crippling them, then proceed with his initial tactic.

Air Bond (Ex): while the Air Chaosjet is conscious, Chaos is immune to eletricity damage.

Blades of Wind (Ex): Chaos's attacks deal an additional 2d6 points of sonic damage.

Earth Bond (Ex): while the Earth Chaosjet is conscious, Chaos is immune to acid damage.

Elemental Mastery (Ex): Chaos is immune to all spell-like abilities from any chaosjet. Additionally, Chaos is capable of using any of the conscious chaosjets' spell-like abilities as a swift action, using his own Charisma to set the ability's DC and his hit dice to set the ability's caster level.

Empowering Surge (Ex): as an immediate action once per day, Chaos can use this ability to be affected by the following spells (all of them CL 19th): bull's strength, haste, nerveskitterSpC, scintillating scalesSpC, superior resistanceSpC and true seeing.

Enrage (Ex): Chaos can make an extra move, standard or swift action every round. Additionally, Chaos gains a +4 morale bonus to damage rolls on his attacks. This ability becomes active when Chaos's hit points are at half or below his max hit points.

Essence of Wind (Ex): Chaos is immune to all spells and effects with the air or sonic descriptors. Additionally, if Chaos would be damaged by such effect, he heals a number of hit points equal to half the damage he would take. Finally, all melee and ranged attacks targeted on Chaos have 50% miss chance. Creatures under the effect of the true seeing still have 20% miss chance on such attacks.

Fire Bond (Ex): while the Fire Chaosjet is conscious, Chaos is immune to fire damage.

Hurricane of Insanity(Su): once per day as a standard action, Chaos summons to the battlefield a mystic hurricane that crushes the mind and slashes the body of the victims, dealing 100 points of damage and 2d6 points of Wisdom damage to every creature within 60 ft. from Chaos, and leaving them confused for 1 minute. A successful Fortitude saving throw (DC 32) halves both damages, and negates the confused condition. Even creatures normally immune to mind-affecting abilites are affected by this ability normally.

Spellcasting Affinity (Ex): Chaos can use spells and spell-like abilities without provoking attacks of opportunity.

Water Bond (Ex): while the Water Chaosjet is conscious, Chaos is immune to cold damage.

Wind Blast (Su): as a standard action, Chaos releases a blast of whirling winds, damaging all creatures within 60 ft from him for 20d8 points of sonic damage, and any creature that fails a Reflex saving throw (DC 30) is thrown 20 ft back and fall prone. A successful Reflex save also halves the damage and distance thrown, as well as negating the prone condition.


Chaosjets
[spoiler]
Air Chaosjet
Large Elemental (Air)
HD 12d8+48  (102 HP)
Speed fly 100 ft. (perfect) (20 squares)
Init: 12
AC 27; touch 17; flat-footed 19
(-1 size, +8 Dex, +10 Natural)
BAB +9; Grp +15
Attack slam +17 melee (2d6+2, 20/x2)
Full-Attack slam +17 melee (2d6+2, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft., elemental brotherhood, elemental traits, spellcasting affinity
Saves Fort +8 Ref +16 Will +4
Abilities Str 14, Dex 27, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cyclonic blast), Ability Focus (orb of sound), Flyby Attack, Improved Initiative, Weapon Finesse  
Challenge Rating 8
Treasure None
Alignment N

The air chaosjet is a 15 ft tall mass of swirling clouds and wind bound together in a semi spherical form.

Elemental Brotherhood (Ex): the air chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.

Spellcasting Affinity (Ex): the air chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: cyclonic blastSpC (DC 22), orb of soundSpC (DC 21). Caster level 12th. Saves are Charisma based.


Earth Chaosjet
Large Elemental (Earth)
HD 12d8+48  (102 HP)
Speed 30 ft. (6 squares)
Init: 2
AC 29; touch 11; flat-footed 27
(-1 size, +2 Dex, +18 Natural)
BAB +9; Grp +21
Attack slam +17 melee (2d8+8, 20/x2)
Full-Attack slam +17 melee (2d8+8, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60ft., earth glide, elemental traits, spellcasting affinity
Saves Fort +12 Ref +6 Will +4
Abilities Str 27, Dex 14, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cometfall), Ability Focus (orb of acid), Empower Spell-like Ability, Improved Bull Rush, Power Attack
Challenge Rating 8
Treasure None
Alignment N

The earth chaosjet is a 16 ft tall mass of rock and dust that rolls on the battlefield in a semi spherical form.

Earth Glide (Ex): the earth chaosjet can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing the burrowing earth chaosjet flings the chaosjet back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Elemental Brotherhood (Ex): the earth chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.

Spellcasting Affinity (Ex): the earth chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: cometfallSpC (DC 23), orb of acidSpC (DC 21). Caster level 12th. Saves are Charisma based.


Fire Chaosjet
Large Elemental (Fire)
HD 12d8+48  (102 HP)
Speed 50 ft. (10 squares)
Init: 12
AC 27; touch 17; flat-footed 19
(-1 size, +8 Dex, +10 Natural)
BAB +9; Grp +15
Attack slam +17 melee (2d6+2, 20/x2)
Full-Attack slam +17 melee (2d6+2, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60 ft., elemental brotherhood, elemental traits, spellcasting affinity
Saves Fort +8 Ref +16 Will +4
Abilities Str 14, Dex 27, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (flamestrike), Ability Focus (orb of fire), Empower Spell-like Ability, Improved Initiative, Weapon Finesse Improved Initiative, Weapon Finesse  
Challenge Rating 8
Treasure None
Alignment N

The fire chaosjet is a 15 ft tall mass of swirling flames and ashes united in a semi spherical form.

Elemental Brotherhood (Ex): the fire chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.

Spellcasting Affinity (Ex): the fire chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: flamestrikeSpC (DC 22), orb of fireSpC (DC 21). Caster level 12th. Saves are Charisma based.


Water Chaosjet
Large Elemental (Water)
HD 12d8+48  (102 HP)
Speed 30 ft. (6 squares), swim 60 ft.
Init: 2
AC 29; touch 11; flat-footed 27
(-1 size, +2 Dex, +18 Natural)
BAB +9; Grp +21
Attack slam +17 melee (2d8+8, 20/x2)
Full-Attack slam +17 melee (2d8+8, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks spell-like abilities
Special Qualities DR 5/-, darkvision 60ft., elemental traits, spellcasting affinity
Saves Fort +12 Ref +6 Will +4
Abilities Str 27, Dex 14, Con 18, Int 6, Wis 11, Cha 21
Skills Listen +8, Spot +7
Feats Ability Focus (cone of cold), Ability Focus (orb of cold), Empower Spell-like Ability, Improved Bull Rush, Power Attack
Challenge Rating 8
Treasure None
Alignment N

The water chaosjet is a 16 ft tall mass of water and ice bound together in a semi spherical form.

Elemental Brotherhood (Ex): the water chaosjet is immune to all spell-like and supernatural abilities from Chaos, or from any other chaosjet.

Spellcasting Affinity (Ex): the water chaosjet can use its spells and spell-like abilities without provoking attacks of opportunity.

Spell-like abilities: at will: cone of cold (DC 22), orb of coldSpC (DC 21). Caster level 12th. Saves are Charisma based.[/spoiler]

EDIT: nerfed hurricane of insanity...
----------------------------------------------------------
Finally done (I guess). Opinions?

Risada

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Re: Risada's Bestiary
« Reply #67 on: May 27, 2009, 04:31:30 PM »
Fixed some mistakes on Zeromus, and added a missing feat...

bhu

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Re: Risada's Bestiary
« Reply #68 on: June 01, 2009, 01:38:34 PM »
I'm glad you're thinking up the CR for these and not me.  These would be tough critters to do.

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Re: Risada's Bestiary
« Reply #69 on: June 01, 2009, 01:44:42 PM »
I'm glad you're thinking up the CR for these and not me.  These would be tough critters to do.

Maybe because I'm not that experienced with monsters... but some of them look weaker than the CR I initially proposed for it, while others are obviously stronger...

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Re: Risada's Bestiary
« Reply #70 on: June 27, 2009, 12:45:33 AM »
... it seems the closer I get to finish them, the harder it is to make the remaining critters...  :banghead

Anyway, the next Esper has an aura that changes its effects through the battle (it uses some of the other Espers' auras), but I don't know how to do it.... and personally, I don't think it would be doable...

So, I ask: do I try to make the swapping aura, or create a new one?

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Re: Risada's Bestiary
« Reply #71 on: June 27, 2009, 05:04:56 AM »
Does it switch at random?

Are all the auras it copies done?

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Re: Risada's Bestiary
« Reply #72 on: June 27, 2009, 05:13:18 AM »
Does it switch at random?

It switches based on the remaining HP, then changes at a fixed number of rounds.

Are all the auras it copies done?

Basically, yes. The auras are Cuchulainn's, Zeromus's and Chaos's auras (but there are more, but I think only these 3 would be doable... the others are things like can't use items, peple with metallic equipment are slowed, burn enemy's MP/spell slots...)


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Re: Risada's Bestiary
« Reply #73 on: June 27, 2009, 12:04:45 PM »
Why not save it till you have the others done then.

That way you can tell if the effects will mesh well.

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Re: Risada's Bestiary
« Reply #74 on: June 27, 2009, 04:03:09 PM »
Why not save it till you have the others done then.

That way you can tell if the effects will mesh well.

The problem is the remaining auras doesn't belong to any Esper (aside from the no-item one - This is Exodus's, but I didn't made it)...

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Re: Risada's Bestiary
« Reply #75 on: June 30, 2009, 09:05:03 PM »
While thinking up the next creep, I had a thought of nerfing these guys' DR, so it can be bypassed by a material and something else. What are some hard combinations to be bypassed?

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Re: Risada's Bestiary
« Reply #76 on: July 08, 2009, 11:10:37 PM »
Final boss theme starts playing...



Ultima, the High Seraph
Large Outsider
HD 22d8+242 (418 HP)
Speed fly 100 ft. (perfect) (20 squares)
Init: 14
AC 41; touch 41; flat-footed 31
(-1 size, +10 Dex, +22 sacred)
BAB +22; Grp +38
Attack slam +39 melee (3d8+17, 20/x2)
Full-Attack 2 slams +39 melee (3d8+17, 20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks empowering surge, eschaton, redemption, spell-like abilities
Special Qualities DR 16/-, darkvision 60 ft., divine action, essence of the seraph,  fast healing 16, last stand, resistance to acid, cold, eletricity, fire, force and sonic 30, spell resistance 33, spellcasting affinity
Saves Fort +24 Ref +23 Will +23
Abilities Str 35, Dex 31, Con 33, Int 26, Wis 30, Cha 37
Skills Balance +33, Bluff +38, concentration +34, Diplomacy +40, Intimidate +40, Knowledge (arcana) +31, Knowledge (nature) +31, Knowledge (psionics) +31, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +33, Psicraft +31, Sense Motive +33, Spellcraft +31, Spot +33, Tumble +33
Feats Ability Focus (eschaton), Eyes in the back of your HeadCW, Flyby Attack, Great Fortitude, Improved Critical (ray), Improved Initiative, Iron Will, Lightning Reflexes, Protection Devotion (B)
Challenge Rating 23?
Treasure None
Alignment CN

"Masterpiece among the scions created by the gods, and the mastermind of the plot to rise against them. Prior to her betrayal, she was tasked with guiding souls to heaven and aiding in their reincarnation. Called the High Seraph for her angelic wings of glimmering gold, yet it was on wings of deepest black that the tainted angel Ultima rose against the gods. Since her fall, her heart is without light, and impossible to know."

Ultima is 15 feet tall, with the torso of a beautiful blue-skinned woman wearing an adorned white dress and a golden crown attached to a big machine. Her current appearance is the same before the rebellion against her masters.

Ultima represents the Zodiac sign of Virgo.

Combat

Ultima starts combat by using her empowering surge ability, then follows with eschaton. If at least 2 creatures are under the effect of eschaton, Ultima tends to use mass heal on these creatures to damage them, and heal herself when needed (Ultima only heals herself once during the fight). At the end of her first round, Ultima activates her essence of the seraph's life burn ability. Ultima switches these effects once every 2 rounds in the following order: life burn, mana burn, null spell field, null weapon field, then starts over.

Ultima is fond of using her quickened split lucent lance after attempting to stun one creature with her redemption, or after the empowered radiant assault. She also dispels the magic effects on her foes frequently (around every 4 rounds); even if they don't have any magical effects, Ultima may nullify their items as well. Ultima also uses her prismatic deluge to throw various effects on her enemies as well, but only if at least 2 creatures will be affected.

When Ultima is at half her max hit points or less, she uses her Protection Devotion feat and tends to use Eschaton and her greater dispel magic more often (every other round), and keep her other tactics until the end of the encounter.


Divine Action (Ex): Ultima has an additional move, standard or swift action every round, at her choice.

Empowering Surge (Ex): as an immediate action once per day, Ultima can use this ability to be affected by the following spells (all of them CL 22th): greater mighty wallopRotD, haste, nerveskitterSpC, superior resistanceSpC and true seeing.

Eschaton (Su): Twice per day as a standard action, Ultima unleashes a powerful blast of light that envelops all creatures within 60 ft from Ultima, dealing 120 points of damage and all affected creatures take damage from positive energy effects (such as the heal or the cure spells) instead of recovering hit points for 2 rounds. A Will save (DC 36) halves the damage and negates the secondary effect. Ultima must wait 1d6 rounds before using this ability again.

Essence of the Seraph (Ex): Ultima is shrouded in a mantle of light that dispels all darkness and illusion effects of 8th level or lower within 60 ft from her and counts as full daylight. Additionally, Ultima's natural attacks have a +5 enhancement bonus on attack and damage rolls, and are considered to have the shadow striking property (ToM). Finally, Ultima can activate any of the effects below as a free action at the end of her round (if an effect is already active, it is replaced by the new one):

Life burn: all creatures within 60 ft. from Ultima takes 10 points of damage every round. Additionally, all creatures hitting Ultima with melee attacks takes 3 points of damage per attack. Creatures using reach weapons are unaffected;

Mana burn: all creatures within 60 ft. from Ultima must spend an additional spell slot instead of 1 to cast a spell from any level (the additional slot must be from the same level or higher). Alternatively, all creatures within 60 ft from Ultima must pay twice the power point cost to manifest one power;

Null Spell field: all spells and psionic powers cast within 60 ft. from Ultima automatically fail (the spell slot is expended normally). Psi-like abilities and spell-like abilities are affected by this ability as well (as if it was used for the day);

Null Weapon field: Ultima gains a 50% miss chance against all kinds of attacks (unlike the other effects, this one only affects Ultima);

Last Stand (Ex): Ultima gains a +5 morale bonus on all attack and damage rolls and her DR increases to 20 whenever she is at half her max hit points or lower.

Redemption (Su): as a standard action, Ultima fires a beam of light at one creature within 120 ft as a ranged touch attack. This attack deals 15d6 points of damage and the creature struck is stunned for 1d4+1 rounds. If the affected creature succeeds on a Fortitude save (DC 34) it is dazed for 1 round instead.

Spell-like abilities: at will: empowered radiant assault (DC 30), mass heal, prismatic deluge (DC 32), quickened dimension door, quickened greater dispel magic, quickened split lucent lance. Caster level 22th. Saves are Charisma based.

Spellcasting Affinity (Ex): Ultima can use spells and spell-like abilities without provoking attacks of opportunity.

EDIT: nerfed Eschaton and life burn abilities
Edit2: "fixed" Eschaton's damage...
EDIT3: Limited Eschaton to 2/day, added a recharge to it, and added one small SLA...
--------------------------------------------------------

I seek opinions on her, as well as the DR issue. For the sake of the melee guys, should I put these guys' DR like x/alignment and material (ie DR 16/Lawful and cold iron)?

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Re: Risada's Bestiary
« Reply #77 on: July 09, 2009, 05:44:57 AM »
Why do you want to have DR/Alignment & material instead of just DR/-?
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Re: Risada's Bestiary
« Reply #78 on: July 09, 2009, 06:04:18 AM »
Why do you want to have DR/Alignment & material instead of just DR/-?

I had a feeling the melee players would have a hard time beating the DR...

I thought this since the players I plan on using them aren't very fond of Optimization (yes, they are "roleplayers", not "rollplayers")...

Maybe I can just change the DR against these certain players  ;)

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Re: Risada's Bestiary
« Reply #79 on: July 09, 2009, 06:07:02 AM »
It makes even less sense, imo, for one to have DR /cold iron and chaotic or /adamantium and good. I'd stick with the flat DR/- in general. Obviously customize monsters for your group. ;).
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Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie