Author Topic: NPC graveyard  (Read 2336 times)

0 Members and 1 Guest are viewing this topic.

PhaedrusXY

  • Moderator
  • Organ Grinder
  • *
  • Posts: 8022
  • Advanced Spambot
NPC graveyard
« on: January 19, 2010, 12:37:00 PM »
I'm going to post the stat blocks for NPCs you guys defeat in combat, in case you're curious how they did some of the things they did.

Encounter 1: The Feast of All Souls


Three 3rd level goblin fighters
(using my homebrew fighter class)
[spoiler]Fighter 3
Feats:
Fast as Lightning- Immediate action attack at full BAB
Expert Parry- Immediate action parry 1 attack
Combat Alacrity-extra attack on a standard action attack
Wolfpack Tactics (Combat feat): At this level, they gained: If any ally is flanking an adjacent enemy, you are too. And can take an AoO on an enemy that's damaged by an ally once per round
Mounted Combat (Tome)

Stats: Str 13 (19 buffed), Dex 14 (12 buffed), Con 14, Int 10, Wis 12, Cha 6
HD 3d10+6 (21 hps)
AC 17 (15 buffed)
Attack: +6 (1d8+1), +10 flanking (from barghest's feat), +7 javelin (1d6+1)
  buffed: +11 (1d10+9+2d6fire), +15 flanking, +8 javelin (1d6+7+2d6fire)

Saves: F5, R3(2),W2

goblins have MW chain shirts and glaives. Have MW javelins readied before fight. Also MW saddles (+2 ride).
Ride +12 (11). [/spoiler]

Two 3rd level goblin bards
[spoiler]Dragonborn Goblin Bard 3
Stats (buffed): 12(18) Str, 12(10) Dex, 15 Con, 10 Int, 8 Wis, 11 Cha
HD: 3d6+6 (16)
AC: 16 (10+4 armor) (14 buffed)
Attacks: +4 longspear (1d6+1) [buffed +10 (1d8+9+2d6fire)]
Saves: F3, R4(3), W2
Feats: Dragonfire Inspiration, Song of the Heart
Skills: Knowledge (History, Dungeoneering, Arcana, Planes, Nature) +5, Know  (Religion) +4, Perform +7 (5r+2circ)
Skill Trick: Collector of Stories
Bardic Knowledge: +5
Equipment: chain shirt, MW longspear, sling, MW instrument, wand of CLW (27 charges)

Spells:
0th: Dancing Lights, Detect Magic, Message, Prestidigitation, Ghost Sound, Mending
1st: Inspirational Boost, Silent Image, Alarm

This bard's Inspire Courage adds +2d6 fire damage to everyone's attacks (This never got used, as this guy wound up running Countersong instead, to negate the harpy's song and cloaker abilities. It failed the perform check against the cloakers, and wound up being nauseated.)

Goblin Savage Bard 3
Stats: 12(18) Str, 12(10) Dex, 15 Con, 10 Int, 8 Wis, 11 Cha
HD: 3d6+6 (16)
AC: 16 (10+4 armor) (14 buffed)
Attacks: +4 longspear (1d6+1) [buffed +10 (1d8+9+2d6fire)]
Saves: F3, R2(1), W2
Feats: Obtain Familiar, Song of the Heart
Skills: Knowledge (Local, Dungeoneering, Nature) +5, Hide +11(6), Listen +8 (6) Perform +7 (5r+2circ), Survival +5
Skill Trick: Collector of Stories
Bardic Knowledge: +5
Equipment: Badge of Valor, chain shirt, MW longspear, sling, MW instrument, wand of CLW (23 charges), scroll of Silent Image
Spells:
0th: Dancing Lights, Detect Magic, Message, Prestidigitation, Ghost Sound, Mending
1st: Inspirational Boost, Silent Image, Alarm

This bard's Inspire Courage dds +3 to hit and damage to everyone's attacks

Familiar: a bat http://www.d20srd.org/srd/monsters/bat.htm[/spoiler]

5 Worgs: as in SRD before buffs
[spoiler]After buffed w/Enlarge, Bull's Str, and IC
Str 23, Dex 13, large size
HP 30
AC 11
Attack: Bite +11 (1d8+12+2d6fire), trip +14 (vs. 10+str+BAB+size)[/spoiler]

1 greater barghest with two crusader levels

[spoiler]Unbuffed
Size: Large
HD 9d8+2d10+55+11 (51+55+11=117)
AC: 30 (10+9nat+4dex+8armor-1size)
Saves: F16, R11, W14
Stats: Str 20, Dex 19, Con 22, Int 18, Wis 18, Cha 18
BAB/Grapple: 11/20
Attacks: Large guisarme +19/+14/+14 (2d6+11)
                       +16/+9/+9 (2d6+11) w/Stone Power
                       +20/15/15 (2d6+11) w/Stone Power and flanking
         Large Bow +18/+13/+13 (2d6+9)
          and bite +12 (1d8+2)
                    +7 (1d8+2) w/Stone Power
                    +11 (1d8+2) w/Stone Power and flanking

Planned Tactics (this didn't happen...): The barghest and his minions use Mass Invis. to ambush enemies. They buff silently while waiting or stalking with Mass Enlarge, Bull's Strength, Rage, and Blink on the Barghest.

Suprize round: Barghest takes the highest initiative of one minion via WPT, and activates Leading the Charge, granting them all +6 damage. They charge, and set up flanking, all gaining a +4 to hit. The worgs attack first, hoping to trip and make it easier for everyone. The goblins use Combat Alacrity to get 2 attacks each, but save their immediate actions.

Round 1: Barghest activates Thicket of Blades. Everyone attacks.

Buffed with Mass Enlarge and Bull's Str
Size: Huge
HD 9d8+2d10+55+11 (51+55+11=117)
AC: 28 (10+9nat+3dex+8armor-2size), Touch 11, FF 25
Saves: F16, R10, W14
Stats: Str 26, Dex 17, Con 22, Int 18, Wis 18, Cha 18
BAB/Grapple: 11/27
Attacks: Huge guisarme +24/+19/+19 (3d6+19+2d6fire)
                       +19/+14/+14 (3d6+19+2d6fire) w/Stone Power
                       +23/18/18 (3d6+18+2d6fire) w/Stone Power and flanking
         Huge Bow +20/+15/+15 (3d6+12+2d6fire)
          and bite +14 (2d6+6+2d6fire)
                    +9 (2d6+6+2d6fire) w/Stone Power

Defenses: DR 5/-, 10 THP/round (w/-5 attack penalty), Thicket of Blades

Offenses: Flanks anyone allies flank, gains +4 from flanking and so do allies, one AoO against an enemy hit by an ally once per round

Items: Large magic guisarme (+1/3 enh, so +4), Gloves of Dex (+1/3, so +4), Belt of Con (+4), Large composite magic bow (+4 enh, made for 20 str, 2d8+8 dmg, 140' range inc.) with least weapon crystal of returning, magic chain shirt

Crusader Maneuvers (IL6):
    * 1st level (5, all readied thanks to 3 rounds of not using any): Defensive Rebuke (DS3 1 prereq, swift, boost, enemies attacking allies provoke), Vanguard Strike (DS1, no prereq, std, if attack hits allies gain +4 to attack target till next turn), Revitalizing Strike (DS3, 1 prereq, std, heal 3d6+7 to one ally w/in 10 ft), Stone Vise (SD2 no prereq, std +1d6 dmg, Fort (DC 12+Str) or movement is 0 for 1 round), Bonecrusher (SD3 no prereq, std, +4d6 damage and target suffers +10 to confirm crits afterward), Leading the Charge (WR1, no prereqs, swift, stance, allies that charge gain +IL to damage)
    * 2nd level: Thicket of Blades (DS3 1 prereq, swift, stance, all movement provokes)

Cha to Will saves

Feats: 1, 3, 6, 9, 1 bonus from taint (thanks Kuro! :D)

Wolfpack Tactics [Combat]
Benefits: This combat feat scales with your base attack bonus.

   * BAB+0: If an ally is flanking an opponent you are in melee with, you are considered to be flanking that opponent also, and get all the normal benefits of flanking.
    * BAB+1: Once per round you make make an Attack of Opportunity on an opponent damaged by one of your allies.
    * BAB+6: If one of your allies is flanking an opponent, you are considered to be flanking that opponent also, even if you are using a ranged attack.
    * BAB +11: You may change your initiative order to act on the same initiative count as one of your allies. This free action must be taken after initiative checks are rolled, but before regular rounds begin. It lasts for the entire combat, or until you ready or delay your action, just as if you had initially rolled this initiative roll.
    * BAB +16: You may step in front of an attack directed at one of your allies that is within your reach as an immediate action. You take the damage from the attack instead of them, or if it is a non-damaging attack you are affected instead of them. Any resistances or immunities you have against the attack apply normally. This can work against rays, but not against area attacks.

Expert Tactician (Tome): (+4 flanking for you and allies, feint as immediate,
make difficult terrain as move, count as being 5' from position for flanking)

Stone Power (take up to -5 attack, gain 2x temp. hit points for 1 round. Can use w/normal attacks or Stone Dragon strikes)

Extra Granted Maneuver


Great Fortitude [Combat]
You are so tough. Your belly is like a prism.

Benefits: This is a combat feat that scales with your Base Attack Bonus.

    * +0: You gain a +3 bonus to your Fortitude Saves.
    * +1: You die at -20 instead of -10.
    * +6: You gain 1 hit point per level.
    * +11: You gain DR of 5/-.

Skills (copy/paste from MM, except Concentration): Bluff +16, Climb +17, Concentration +20, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16 Survival +16 (+18 following tracks), Tumble +16[/spoiler]
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

  • Moderator
  • Organ Grinder
  • *
  • Posts: 8022
  • Advanced Spambot
Re: NPC graveyard
« Reply #1 on: March 03, 2010, 01:09:04 PM »
Encounter 2: Electric Boogaloo

Volodni Stormlord

[spoiler]Combat stats
[spoiler]HD: 10d8+50 (95 hit points)
BAB/Grapple: +7/6
Saves: F16, R17(3+3dex+4enh+7defl), W17
AC: 32 (10+7defl+8armor+4nat+3dex), Touch 20, FF 29
Move 30 (fly 120, perfect)
Init: +6

Wis 22 (14+2race+2level+4enh)
Con 21 (15+2race+4enh)
Dex 17 (13+4enh)
Int 10 (12-2race)
Str 8
Cha 8 (10-2 race)

Senses: Low light vision, +25 Listen (take 10 as free action, not affected by distractions, anyone he can hear is considered seen for targeting with ranged attacks), Blindsense 60', immune to weather; Omen of Peril at will, Divination 6/day
Communication: Message, Sending, Whispering Wind, and Ghost Sound at will

Attacks: (ranged touch +13)
Angry Hands (Short range touch, 10d4 lightning + entangle 1 rnd)
Chain Lightning (800 ft, 10d6, no save, full damage to all targets... ignores resistance, half to immune; double range if only as Lightning Bolt)

"Interference/CC":
Gust of Wind (windstorm strength) or Wind Wall as immediate action (and up to long range)
Storm Hound (20' radius windstorm, 100' movement, medium range, blowing inward or outward, free action to direct, FRA to dismiss/call)
Sleet Storm (as spell)
Dust Storm (1d6/lvl slashing dmg, cone, Solid Fog for 1 rnd, Ref DC 21 halves)
Loud Noises (medium long range 20' area stun, +2d6 dmg, Fort DC 21 halves/negates)
Telekinesis (swift action to use/maintain)
Control Weather
Rain Storm (100 mile radius rain)

Other: Fast Healing 1 and HiPS (from armor)[/spoiler]

Feats:
[spoiler]Danger Sense
#  +0: You get a +3 bonus on Initiative checks.
# +1: For the purpose of Search, Spot, and Listen, you are always considered to be "actively searching". You also get Uncanny Dodge.
# +6: You may take 10 on Listen, Spot, and Search checks.

Flyby Attack

Alertness [Skill]
Your ears are so sharp you probably wouldn't miss your eyes. (This is a Skill feat that scales with your ranks in Listen.)
Benefits: You gain a +3 bonus to Listen checks.
4: You can make a Listen check once a round as a free action. You don't take penalties for distractions on your Listen checks.
9: You gain blindsense to 60 feet. You don't take penalties for ambient noise, such as loud winds. Divide any distance penalties you take on Listen checks by two.

Zen Archery

#  +0: You may use your Wisdom Modifier in place of your Dexterity Modifier on ranged attack rolls.
# +1: Any opponent you can hear is considered an opponent you can see for purposes of targeting them with ranged attacks.
# +6: If you cast a Touch Spell, you can deliver it with a ranged weapon (though you must hit with a normal attack to deliver the spell). [/spoiler]

Skills:
Concentration +18(13r+5con), Know(Nature) +13, Survival +19, Listen +22(6cc+6wis+10comp), Hide +17(0r+10comp+4race+3dex), Spot +6(6wis)

Items: Con (belt), Wis (headband), Dex (gloves) boosters (+4); Listen booster (earings, +10); Cloak of "Elvenkind" (+10 hide), Darkleaf Armor, Amulet of Natural Armor (+4), Vest of Resistance (+4)

Immunities and Resistances:
« Last Edit: March 03, 2010, 01:17:20 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

  • Moderator
  • Organ Grinder
  • *
  • Posts: 8022
  • Advanced Spambot
Re: NPC graveyard
« Reply #2 on: September 28, 2010, 09:38:47 PM »
Encounter 4: Advanced Phrenic Aboleth1d20+21=34, 1d20+21=36
Initiative: 1d20+1=15
Bluff vs. Marlowe's Sense Motive was 16 (failed by 13)
"Caster level" check to beat Marlowe's nondetection effect with his Mindsight: 1d20+8=23 succeeded.
Knowledge check on Marlowe: 1d20+30=44 (vs. DC 11 (Common, adjacent, -4CR. He beat it by far more than 15+, so he knows details about Marlowe personally...)

Knowledge vs. Xuuvosic: 1d20+30=39 vs DC 31 (Very rare, adjacent, -4CR). He knows what Xuuvosic is, but not about him individually.

He would probably know everyone else individually... [/spoiler]


The scaly, fish-like humanoids were skum right out of the MM1 (which IIRC used to be formed by aboleths, but I don't see that in their SRD write-up).
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

  • Moderator
  • Organ Grinder
  • *
  • Posts: 8022
  • Advanced Spambot
Re: NPC graveyard
« Reply #3 on: September 28, 2010, 09:44:08 PM »
Encounter 3 was never statted up fully, as I didn't intend for you guys to actually fight all those guys... at least not to the death, anyway. :D Here are my notes on them, though:

13th level druid with tendriculous companion
[spoiler]Feats: Extend, Persist, DMM: Persist, sculpt spell, quicken spell, 1+more if human w/flaws

Zen Archery
#  +0: You may use your Wisdom Modifier in place of your Dexterity Modifier on ranged attack rolls.
# +1: Any opponent you can hear is considered an opponent you can see for purposes of targeting them with ranged attacks.
# +6: If you cast a Touch Spell, you can deliver it with a ranged weapon (though you must hit with a normal attack to deliver the spell).

Skills: Spot +26 (16+10), Listen +26, Conc 16+, Spellcraft 16+, Know (Nature) 16+

Items: Con (belt), Wis (headband), Dex (gloves) boosters (+4); Listen booster (earings, +10); Cloak of "Elvenkind" (+13 hide), Darkleaf Armor, Amulet of Natural Armor (+4), Vest of Resistance (+4)

http://www.d20srd.org/srd/monsters/tendriculos.htm

Spells per day:
8     8     6     6     5     4     2

1sts: Entangle,
2nd: Sculpted Faerie Fire
5ths: 2xBaleful Polymorph (Fort DC 25), Tree Stride, Control Winds, Owl's Insight
Hurricane: http://www.d20srd.org/srd/weather.htm#hurricane

6ths: Bite of the Werebear (Persistent on companion)
7th:

WS 4/day (Tiny, Plant, Large)
Venom Immunity (he'll be covered in paralytic poison)
Saves (base 8/4/8)
BAB 9

Wis 30 (15+3level+5enh+7insight)(+10)

CL: 13+1tattoo spell[/spoiler]
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

  • Moderator
  • Organ Grinder
  • *
  • Posts: 8022
  • Advanced Spambot
Re: NPC graveyard
« Reply #4 on: July 10, 2011, 04:04:03 PM »
Vrock Gatekeeper

[spoiler]This was just a standard vrock with modified feats, skills, and Wish-grade gear. I expected it to last longer via hit-and-run tactics... But due to the delay in the game, it's probably for the best that we get on past this encounter.

http://www.d20srd.org/srd/monsters/demon.htm#vrock1d20+34=42, 1d20+34=40

Hide/MS: 1d20+21=27, 1d20+25=37

Distance... 100 feet for Marlowe, 160 for RJ. So neither the vrock nor marlowe notice each other at 100 feet, but at 70 the vrock will see Marlowe if he keeps walking.

And... he did. :D

The vrock is perched 50 feet off the ground on a building, so it will see Marlowe when he is about 30 or 40 feet from the base of that building.


As Ris-Janna scans the area looking for Marlowe's assailant, she catches a glimpse of a large, demonic bird perched high upon the last part of the wall that's left standing next to Marlowe.

Vrock's Initiative: 1d20+13=22

RJ teleports next to it, but her hide check is so high it still can't see her (it rolled poorly on spot, despite it's high modifier). It does hear her, though, and so knows someone is right next to it that it can't see. This is enough to spook it into teleporting away. I think I'll have it hit her with a Glitterdust from its wand after porting. It's either that, or stab Marlowe again. :D Hell... with the belt of battle... and schism... it could do both...

Decided to have it assault RJ instead of Marlowe. :D

Got DC 30 "mental" hide: 1d20+22=30[/spoiler][/spoiler]
« Last Edit: July 10, 2011, 04:09:02 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

  • Moderator
  • Organ Grinder
  • *
  • Posts: 8022
  • Advanced Spambot
Re: NPC graveyard
« Reply #5 on: August 14, 2011, 02:50:42 AM »
The Giant Beetle

[spoiler]Umber Hulk/Cleric 1
 
I'd actually statted this guy out as a minion of the aboleth, but you guys never actually fought him. So... You might remember that the psurlon told you that there was a creature moving around inside the ground? This was technically him, but since you never fought him, I recycled his stats into a "demonic beetle".

Large Aberration
Hit Dice: 9d8+50 (98hp)
Initiative: +9
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (2d4+6)
Full Attack: 2 claws +13 melee (2d4+8) and bite +11 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Confusing gaze
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +9, Ref +3, Will +7
Abilities: Str 26, Dex 13, Con 22, Int 11, Wis 11, Cha 16
Skills: Climb +12, Jump +5, Listen +11
Feats: see below
Challenge Rating: 9

Equipment: Bracers of Strength, Charm of Charisma, Belt of Battle+Con, Eager-warning shuriken, reliquary holy symbol? (never fleshed this out... as it didn't matter...)

Travel Devotion (move as swift action for 1 min), from trading in domain
Earth Devotion (see text), from trading in domain

Feats: Product of Infernal Dalliance (Demodand), Pinchers (Improved Grab), Combat School (tooth and claw, Fort save DC 22 save or be dazed when hit, +2 hit/dmg), Whirlwind (can move and take an attack against everyone within reach during the move. Use same attack roll. Also, +3 balance.)

Immunities/Resistances: Freedom of Movement, Poison, immune to two energy types (Fire and Sonic), cold resist 5

Confusing Gaze (Su): Confusion as the spell, 30 feet, caster level 8th, Will DC 17 negates. The save DC is Charisma-based.


Tactics:
with Improved Grab, Whirlwind, and Combat School, he could jump out of the ground, hit a bunch of people and maybe stun them all, and grab one or two and take them back in the ground with him. Even if restricted to only a single move action, he could do this, due to how Tome Whirlwind Attack works.

With Travel Devotion, he could pop out of the ground, use his Confusion gaze, and duck back in (but I never got to use this...).[/spoiler]
« Last Edit: August 14, 2011, 02:52:45 AM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]