Dungeons and Dragons General

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    Dio
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    Dungeons and Dragons General

    Post  Dio on Fri Aug 20, 2010 4:16 am

    Yo, figured I might aswell start a thread here since I couldn't find anyone actively online at the moment to actually pester about this sort of shit.

    Currently pottering between my 3.5 book collection clocking up the stats for a Lawful Evil Monk, the catch is aside from the player's handbook and DM guide i'm using Lords of Madness & Fiend Folio suppliments.
    Basically i'm trying to clock up a character who makes use of those freaky skin grafts they hide away in these books aswell as the abbarent feats - in other words i'm making a Martial Arts Tentacle Monster.

    The weirdest thing is it is actually forming up into a pretty damn dangerous build, and i'm just building this using a human as the base template (Extra Feats and Skills? Delicious!). Example between one graft and two feats your monk can have two extra natural attacks. One of which allows a automatic grapple attempt and provides 2d6 damage for each turn you sustain a grapple from the attack. Additionally allot of the feats and grafts either a. imrpove your characters speed or b. increase it's natural attack range as if it were a larger creature than it is.

    In other words between the monk's natural speed, the increased speed from the grafts/feats and the effective size increase it's quite possible to make a character who can slap the shit out of the enemy wizard with his bare hands from the other side of the room. Oh and if the enemy fighters thing of flanking? Don't worry - just graft some eyes into the back of your neck.

    Not sure which level I should try and optimise the build for as of yet, but theres plenty of cheap grafts which give you armor plated skin which stack both with things like a monk's armor bonus and amulets of natural armor for lower level antics.
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    Re: Dungeons and Dragons General

    Post  Dio on Fri Aug 27, 2010 10:26 am

    Nyarlathotep
    Human (Medium Humanoid)
    Monk level 6
    Hit die: 6d8+12
    Init: 3
    Speed: 50 / Fly: 25[Average, 3 Rounds] / Climb 15ft

    AC: 18 (Dex +3, Monk +3, +2 Natural)
    AC flat footed :15
    AC Touch: 16 /*I think?*/

    Base Attack/Grapple: 4/16
    Attack: +8 Unarmed strike 1d8+4 Crit(20-20)X2
    Full attack: +8 Unarmed strike 1d8+4
    . +3 Tentacle 1d4+2 Crit(20-20)X2
    or Flurry of blows +7/7 1d8+4
    Space/Reach: 5/10

    Special Attacks:
    Flurry of blows Extra attack(s) at modifyer of -1
    Flurry of Blows Extra Blow Extra blows = 1
    Ki strike (magic) Fists are magic weapons
    Special Qualities:
    Evasion Reflex save no damage instead of 1/2
    Fast movement Land Movement raised by 20
    Purity of body Immune to Natural Diseases
    Slow fall Can Fall upto (in feet) 30
    Still mind +2 vrs enchantment
    Cold Resist [5]

    Saves: Fort +7, Ref +8, Will +7
    Abilities: Str 19, Dex 16, Con 14, Int 14, Wis 15, Chr 12
    Skills: Balance 9,Climb 9,Jump 9,Hide 9,Move Silently 9,Sense Motive 9,Spot 9

    Languages: Common, Undercommon, Beholder
    Feats: Deflect Arrows, Improved Grapple, Improved Trip, Improved Unarmed Strike,
    Abbarent Blood [Flexible Limbs: +2 to Grapple], Inhuman Reach, Deepspawn, Starspawn
    Alignment: Lawful Evil

    Items/Grafts
    Gold: 1,000gp
    Climbing Legs [4,000gp] : Gain Climb Speed of 15ft
    Chitin Plating [4,000gp] : +1 Natural AC (Stacks with Magical Bonuses)
    Hauling Back [2,000gp] : Can walk as a Quadruped, x1.5 Carry Capacity. (525 lb.)
    Amulet of Natural Armor [2,000gp] : +1 Natural AC (Stacks with Chitin Plating)

    Suggested Tactics/Devlopment
    The build is a bit odd, though if I called it any type of party member i'ld say it was a striker. It can grapple from a distance and it can even climb or walls, roofs and fly short distances with a 1 round cooldown inbetween. Additionally it's grapple score is obscenely high for a human based character. Developments onto the character are suggested to be Feats[Willing Deformity + Willing Deformity: Tall] in order to increase it's reach to 15ft at a cost of -1 AC and a -2 to hide, or you can go for some more abarrent feats to up the AC or HP of the character. You should try and save up for the grafts 'Grasping Mandibles' (2d6 Bite and damage during grapples) and 'Grappling Tentacles' (+4 Effective Strength when using the limb, and additional +4 to grappling), though the grappling tentacles would impose a hefty -6 charisma when talking to non-evil beings (Not that they'll like you anyway).
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    Re: Dungeons and Dragons General

    Post  Dio on Sat Aug 28, 2010 11:15 am

    In order to flesh out the Order that the Monk is from i've written up some npcs.

    Abbarent Human Guard
    Human (Medium Humanoid)
    Warrior level 6 (skill points 27) Heavy foot soldier
    Hit die: 6d8+8(35hp)
    Init: 2
    Speed: 30 / Climb: 15

    AC: 18 (Dex +2, Chain Shirt +4, Natural +2)
    AC flat footed :16
    AC Touch: 12

    Base Attack/Grapple: 6(-1 Inhuman Reach)/10
    Attack: +9 Glaive 1d10+4 Crit(20-20)X3
    Full attack: +9/4 Glaive 1d10+4
    . +9 Horn 1d8+2 Crit(20-20)X2

    Space/Reach: 5/10[Glaive 15-20ft]

    Special Attacks:
    Special Qualities:
    Saves: Fort +5, Ref +4, Will +1
    Abilities: Str 18, Dex 14, Con 11, Int 10, Wis 9, Chr 7
    Skills: Climb 14, Jump 9,
    Languages: Common

    Feats: Armour prof heavy, Armour prof light, Armour prof medium, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Aberration Blood[Sticky Fingers: Climb+3], Bestial Hide [+2 AC], Durable Form[+8 HP], Inhuman Reach, Improved Bull Rush (From Horn)
    Alignment: Lawful Evil
    CR: 3

    Items/Grafts
    Goring Horn[5,000gp]: Improved Bull Rush & 1d8 Horn Attack.
    Climbing Legs[4,000gp]: Climb Speed of 15ft

    Abbarent Human Warlock
    Human (Medium Humanoid)

    Hit die: 6d6+6(27hp)
    Init: 2
    Speed: 30ft / Climb: 15ft / Fly 15ft(Average, 2 Rounds)

    AC: 15 (Studded Leather Armor 3)
    AC flat footed : 13
    AC Touch: 12

    Base Attack/Grapple: 4/2
    Attack: +2 Sickle, Crit(20-20)x2
    Full attack: +2 Sickle, Crit(20-20)x2

    Space/Reach: 5/5

    Special Attacks: Eldritch Blast 3d6, Beshadowing Blast [Blinding DC20 Fortitude], Summon Swarm, Leaps and Bounds, See the Unseen, Arcane Mark 1/day, Comprehend Languages 1/day, Message 1/day
    Special Qualities: Damage Reduction 1/Cold Iron, Darkvision 15ft
    Saves:
    Abilities: Str 6, Dex 14, Con 12, Int 11, Wis 8, Chr 18
    Skills: Concentration 9, Knowledge [Arcana 5] [Religeon 4], Spellcraft 9, (Spot 5)
    Languages: Common

    Feats: Invocations [3 least/1 lesser], Detect Magic(CL:6), Decieve Item, Communicator, Light Armor Proficiency, Simple Weapon Proficiency, Abbaration Blood[Bulging Eyes +2 Spot], Inhuman Vision[+3 Spot, Darkvision 15ft], Starspawn
    Alignment: Lawful Evil
    CR: 6

    Items/Grafts
    Climbing Legs[4,000gp]: Climb Speed of 15ft
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    Re: Dungeons and Dragons General

    Post  Dio on Sat Dec 11, 2010 9:05 am

    Just out of intrest, how many people would be intrested in playing a dnd campain if I were to run it?
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    Re: Dungeons and Dragons General

    Post  KingK on Sat Dec 11, 2010 9:08 am

    Im up for it, as you already know.


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    Re: Dungeons and Dragons General

    Post  LisbonCabs on Sat Dec 11, 2010 9:11 am

    Yoh. I'm up foh this shizzle.
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    Dio
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    Re: Dungeons and Dragons General

    Post  Dio on Sat Dec 11, 2010 9:19 am

    To elaborate on my rough idea I have at the moment;

    It'll be based around the various religeons of DND, each party member is going to be a representative from each faith; seeking to provide wisdom to the people of the land the glorious ruling Monarch told the churches who've built churches in his capital city to send out a pilgrimage to the towns of his kingdom. Each of the churches has elected a member to promote their faith and to denounce the flaws in each of the other religeons.

    What faiths are exactly involved will likely be related to what sort of class each player is, and naturally the alignment that character has; likewise this is not an intrinsically good campain so expect elements of grimdark and 'nobody is perfect'.

    Bonus points if you choose to play a divine class, though warriors and wizards are more than welcome alternatives; it'ld also help me out if you can figure out the character motives and how they relate to their church.

    High charisma is not manditory.
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    Re: Dungeons and Dragons General

    Post  Syaoran on Sat Dec 11, 2010 10:36 am

    Im in of course :3
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    Re: Dungeons and Dragons General

    Post  Dastardly on Sat Dec 11, 2010 2:05 pm

    Sure man. Sounds like FUN


    Last edited by Dastardly on Sat Dec 11, 2010 2:06 pm; edited 1 time in total (Reason for editing : wow I asked for the premise before I actually read the premise POST)
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    Outie
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    Re: Dungeons and Dragons General

    Post  Outie on Sat Dec 11, 2010 6:34 pm

    Hmm...unsure, can I be a bigget and go all spanish inquisition?
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    Dio
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    Re: Dungeons and Dragons General

    Post  Dio on Sat Dec 11, 2010 11:04 pm

    Outierin wrote:Hmm...unsure, can I be a bigget and go all spanish inquisition?

    Quite potentially.
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    Re: Dungeons and Dragons General

    Post  Outie on Sun Dec 12, 2010 5:38 am

    yeah sure okay

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