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NPC and Big Baddie Stats

Started by Laggy, September 26, 2006, 08:35:59 PM

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Laggy

For my own personal reference. Baddies to be added as they are nuked for fun.

Laggy


Ershin (Medium Construct)
"Ershin will assist you!"
Hit Dice: 7d10+27 (70 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 21 (-1 Dex, +8 armor, +4 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+11
Attack: Propelling fist +12 ranged (2d6+8)
Full Attack: Propelling fist +12 ranged (2d6+8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Risky shot
Special Qualities: Construct traits, damage reduction 5/adamantine and bludgeoning, darkvision 60 ft., low-light vision, fast healing 1
Saves: Fort +3, Ref +2, Will +9
Abilities: Str 22, Dex 9, Con Ø, Int 15, Wis 18, Cha 17
Skills: Climb +17, Concentration +11, Intimidate +14, Jump +17
Feats: Weapon Focus (propelling fist), Weapon Specialization (propelling fist), Iron Will, Point Blank Shot, Improved Toughness
Equipment: Masterwork full plate, propelling fist, red cape

Risky Shot (Ex): Ershin can make a standard attack at a -4 to the attack roll. If the attack successfully hits, it deals an additional +2d6 points of damage. This damage multiplies on a critical hit, unlike most additional damage.

Propelling Fist: Operates identically as a light crossbow with identical range increments, but is considered a natural weapon for Ershin and has effectively limitless ammunition. Deals 2d6 base damage and adds Strength modifier to damage as a limitless composite weapon. Does not provoke attacks of opportunity when fired in melee range.

Red Cape: This errant red cape that Ershin sports provides a +1 divine bonus to all saving throws.

Construct Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. Constructs do not eat, sleep, or breathe.

Laggy


Nina (Medium Humanoid, Wyndian)
Hit Dice: 6d8-6 (24 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Dex, +1 deflection), touch 14, flat-footed 11
Base Attack/Grapple: +4/+3
Attack: Wyndian staff +7 ranged (1d6+4 force)
Full Attack: Wyndian staff +7 ranged (1d6+4 force)
Space/Reach: 5 ft./5 ft.
Special Attacks: Positive projection
Special Qualities: Wyndian traits, favored soul spells
Saves: Fort +1, Ref +5, Will +9
Abilities: Str 8, Dex 17, Con 9, Int 12, Wis 19, Cha 18
Skills: Concentration +8, Diplomacy +14, Jump +8, Knowledge (nobility) +10, Listen +8, Spellcraft +10, Spot +8
Feats: Dodge, Mobility, Improved Initiative, Combat Casting
Equipment: Wyndian staff, amulet of protection +1 (ring of protection variant)

Positive Projection (Su): Nina can make any spell she casts that utilizes positive energy with a range of touch to ranged touch, with a range of short (25 ft. + 5 ft/2 levels).

Wyndian Staff: These staves are able to hone in one's latent magical talent to project bolts of energy that deal force damage. Commonly used by adventuring magicians, although Nina is loathe to use it and usually keeps it stored away. It is considered a ranged weapon with a range increment of 30 ft., and deals 1d6 base damage, plus the wielder's Wisdom modifier.

Wyndian Traits: Always considered to have a running start for the purposes of making Jump checks. Vertical distance is treated as horizontal distance when calculating distance traversed. Continual feather fall effect, considered a natural ability. Low-light vision.

Favored Soul Spells (Sp): Nina casts as a 6th level favored soul for purposes of overcoming spell resistance and spell DC. Her spell list generally covers rejuvenative and healing spells, plus some rudimentary control of wind for the purposes of self-defense. Base DC: 14 + spell level.

Laggy

Skullfish (Huge Undead, Aquatic)
Hit Dice: 10d12+9 (79 hp)
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+15
Attack: Bite +7 melee (2d4+2 plus 1d4 acid)
Full Attack: Bite +7 melee (2d4+2 plus 1d4 acid)
Space/Reach: 15 ft./10 ft.
Special Attacks: Screech
Special Qualities: Hex environ
Saves: Fort +3, Ref +5, Will +6
Abilities: Str 15, Dex 15, Con Ø, Int 1, Wis 14, Cha 10
Skills: Listen +15, Spot +15, Swim +15
Feats: Power Attack, Toughness (3)

Screech (Ex): An earsplitting screech of the skullfish's undead torment stuns all of those who hear it and fail a successful Fortitude save (DC 14). The stun effect lasts for 1 round. The screech is sound-based and has a radius of 100 ft.

Hex Environ (Su): A skullfish does not swim in actual water, per say, as it did in life. Instead, it treats the hex identically, able to swim through its deadly mists as though it were the surface of a lake. It thus treats the hex as water with all of the corresponding benefits, always having a swim speed and thus can move in it without making Swim checks.

Undead Traits: Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Uses its Charisma modifier for Concentration checks. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Undead do not breathe, eat, or sleep.