Alternate World Stuff by KingCrazyGenius

The houserules and entities of Kain Darkwind

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Re: Alternate World Stuff by KingCrazyGenius

Postby Jaerc » Tue Apr 07, 2009 5:40 pm

/channels

Does that seem right to you?
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed Apr 08, 2009 6:34 am

MythMage wrote:
KingCrazyGenius wrote:By 20th level, monks have 2d10+str damage, while fighters with SUS get 2d6+str+4. 2d6+4 gives the same averages as rolling 2d14.

Actually, 2d6+4 has an average of 2*3.5 + 4 = 11, while 2d10 has an average of 2*5.5 = 11. They are equivalent. (2d14 has an average of 2*7.5 = 15.)

Huh, how did I mess that up? Oh well, fighters also have a boatload of other feats to tip the scales in their favor. Also, while they may be doing the same damage, fighters are hitting a lot more often, since they have full BAB and a +4 to attack rolls on top of that.
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Re: Alternate World Stuff by KingCrazyGenius

Postby veekie » Thu Apr 09, 2009 8:38 am

WarDragon wrote:
bluegodjanus wrote:
KingCrazyGenius wrote:But yeah, it is superior. By 20th level, monks have 2d10+str damage, while fighters with SUS get 2d6+str+4. 2d6+4 gives the same averages as rolling 2d14.


Mythmage's point aside, monks get wacky powers to make up for it. Fighters just hit things.

And yet, Fighters are considered halfway worthwhile for melee, while Monks suck out loud. :P

Cuz Fighters can hit things reliably, and hard, with the right weapon, Monks wacky powers related to combat requires a dent to their already unimpressive ability to hit things, and the base damage die advantage just ain't cuttin it. Fighters hit for at least that much, many times more often. Crappy feats or no.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Sat Nov 07, 2009 9:46 am

Destrachan
This reptilian-looking beast has three-clawed fingers, elaborate ears, a tubular mouth, and no eyes
DESTRACHAN CR 7
XP 4,800
NE Large aberration
Init +5; Senses blindsight 100 ft. Perception +25
_____________________________________________________
DEFENSE
_____________________________________________________
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
hp 82 (8d8+48)
Fort +7, Ref +5, Will +10; +4 vs. sonic attacks
Immune gaze attacks, illusions, visual effects; Weakness blind
_____________________________________________________
OFFENSE
_____________________________________________________
Speed 30 ft.
Melee 2 claws 1d6+5
Space 10 ft., Reach 5 ft.
Special Attacks Destructive harmonics
_____________________________________________________
STATISTICS
_____________________________________________________
Str 21, Dex 13, Con 20, Int 12, Wis 19, Cha 12
Base Atk +6; CMB +11; CMD 22
Feats Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills Intimidate +12, Knowledge (any one) +12, Perception +25, Stealth +12, Survival +15
Languages Alko, Common, Undercommon
_____________________________________________________
ECOLOGY
_____________________________________________________
Environment any underground
Organization solitary or pack (3-5)
Treasure none
_____________________________________________________
SPECIAL ABILITIES
_____________________________________________________
Destructive Harmonics (Su) A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets. All save DCs are Constitution-based.

Flesh
Disrupting tissue and rending bone, this attack deals 4d8 points of damage to all within the area (Reflex DC 19 half).

Nerves
A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d8 points of nonlethal damage to all within the area (Reflex DC 19 half).

Material
When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 19 Fortitude save or shatter. Objects (or portions of objects) that have up to 40 hit points are potentially affected by this attack.
Last edited by KingCrazyGenius on Sat Nov 07, 2009 9:52 am, edited 1 time in total.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Sat Nov 07, 2009 9:50 am

The destrachan, which many of you know is a personal favorite of mine, was pretty mostly a direct translation from the SRD. Beyond the pathfinder changes, such as increasing the skill points and giving another feat, the biggest alterations were changing Destructive Harmonics to being Con-based, as well as boosting Str and Con by 2 and 4 points and increasing the damage dice for Destructive Harmonics. This was to bring the creature more in line with Pathfinder expectations. I also dropped the CR to 7, as keeping it an 8 would require even more changes.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed May 12, 2010 10:17 am

Powerful Build (Ex): The creature is treated as one size category larger for the purposes of determining their Combat Maneuver Bonus, Combat Maneuver Defense, and whether special abilities that are dependant on size can affect them (such as swallow whole), can use weapons designed for creatures one size category larger without penalty, and have a carrying capacity twice that of a normal creature of their size.

Half-Giant, Low
This human's hulking form leaves no question about its strength, though its gaze suggests it lacks an intellect to match

LOW HALF-GIANT (CR 1)
XP 400
N Medium Humanoid (Giant)
Init -1; Senses low-light vision; Perception +4
Languages Giant, Common
_____________________________________________________________

AC 15, touch 9, flat-footed 15; CMD 14
(+4 armor, -1 Dex, +2 natural)
hp 13 (2d8 + 4)
Fort +5, Ref -1, Will +0
_____________________________________________________________

Speed 30 ft.
Melee greatclub +3 (1d10 + 4) or 2 slams +3 (1d4 + 3)
Space 5 ft.; Reach 5 ft.
Base Atk +1; CMB +5
Attack Options power attack (-1/+2)
_____________________________________________________________

SQ powerful build
Abilities Str 17, Dex 8, Con 14, Int 9, Wis 11, Cha 8
Feats Power Attack
Skills Intimidate +3, Perception +4
Treasure Standard (great club, hide armor, other treasure)

An adult male stands about 8 feet tall and weighs approximately 350 pounds. Females are slightly shorter and lighter, but otherwise similar to males. Low half-giants can live to be 150 years old.

Depending on the giant parent, low half-giants have different features.

Firbolg: +2 Intelligence, +2 Charisma. Aside from size differences, half-firbolgs are largely indistinguishable from their other parent's race

Fomorian: Damage Reduction 5/cold iron. Half-fomorians tend to be ugly and mishapen, with one eye larger than the other.

Hill Giant: No changes. The half hill giant is the default for low half-giants. Half hill giants tend to have tanned skin and large arms for their bodies.

Ogre: -2 Strength, -2 Constitution. Half-ogres tend to have an ugly, swollen look.

Troll: The half-troll have two claw attacks in place of slam attacks, -2 Strength +2 Dexterity, and Fast Healing 1. Half-trolls tend to have greenish skin and pointed noses.

Verbeeg: -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. Aside from size differences, half-verbeeg are largely indistinguishable from from their other parent's race.


Half-Giant, Regular
This giant seems unusually ordinary looking, with normal hair and plain skin.

REGULAR HALF-GIANT (CR 3)
XP 800
N Large Humanoid (Giant)
Init +0; Senses low-light vision; Perception +7
Languages Giant, Common
_____________________________________________________________

AC 19, touch 9, flat-footed 19; CMD 19
(+4 armor, +6 natural, -1 size)
hp 30 (4d8 + 12)
Fort +9, Ref +1, Will +2;
_____________________________________________________________

Speed 40 ft.
Melee greataxe +7 (3d6 + 7) or 2 slams (1d6 + 5)
Space 10 ft.; Reach 10 ft.
Base Atk +3; CMB +9
Attack Options Cleave, Power Attack (-1/+2)
_____________________________________________________________

Abilities Str 21, Dex 10, Con 16, Int 11, Wis 12, Cha 10
Feats Martial Weapon Proficiency (greataxe), Power Attack
Skills Climb +7, Intimidate +6, Perception +7; -3 Armor Check Penalty
Possessions standard (greataxe, hide armor, other treasure)

An adult male stands about 11 feet tall and weighs approximately 700 pounds, with females being slightly shorter and lighter. Fire and frost half-giants can live up to 200 years, while stone half-giants can live up to 400 years.

Depending on the giant parent, regular half-giants have different features.

Fire Giant: The half-giant has resist 10 fire. Half fire giants tend to have dark skin and red hair.

Frost Giant: The half-giant has resist 10 cold. Half frost giants tend to have pale skin and white hair.

Stone Giant: The half-giant has a +2 bonus to Dexterity and an additional +2 bonus to natural armor. Half stone giants tend to have dark skin and black hair, or are entirely bald.


Half-Giant, High
This giant looks in every way like an enormous and majestic human.

HIGH HALF-GIANT (CR 6)
XP 2,400
N Large Humanoid (Giant)
Init +1; Senses low-light vision; Perception +13
Languages Giant, Common, Draconic
_____________________________________________________________

AC 22, touch 10, flat-footed 21; CMD 26
(+4 armor, +1 Dex, +8 natural, -1 size)
hp 68 (8d8 + 32)
Fort +10, Ref +3, Will +4;
_____________________________________________________________

Speed 40 ft.
Melee greatsword +9 (4d6 + 10/19-20) or 2 slams +9 (1d6 + 7)
Space 10 ft.; Reach 10 ft.
Base Atk +6; CMB +15
Attack Options Cleave, Power Attack (-2/+4)
_____________________________________________________________

SQ powerful build
Abilities Str 25, Dex 12, Con 18, Int 13, Wis 14, Cha 12
Feats Awesome Blow, Cleave, Martial Weapon Proficiency (greatsword), Power Attack
Skills Climb +15, Intimidate +12, Perception +13; -3 Armor Check Penalty
Possessions standard (greatsword, hide armor, other treasure)

Male high half-giants are generally 16 feet tall and weigh 3,000 pounds, with females slightly shorter and lighter.

Depending on the giant parent, high half-giants have different features.

Cloud Giant: The half-giant can levitate at will as a spell-like ability, carrying herself and up to 2,000 pounds, and have the Scent special ability. Half cloud giants tend to have fair skin and bluish hair.

Storm Giant: The half-giant has resist 10 electricity and a swim speed of 30 ft, as well as the water breathing special quality. Half storm giants tend to have bronzed skin with a slight blue tint and dark hair.

Other Parent

Each half-giant is just that; half-giant, half something else. Each half-giant has the subtype of their other parent, as well as one of the following racial abilities from the list below.

Dwarf: Darkvision , Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity

Elf: Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity

Goblinoid: Darkvision, Sneaky

Orc: Darkvision, Ferocity, Weapon Familiarity

Human: Skilled, Bonus Feat
Last edited by KingCrazyGenius on Thu May 13, 2010 11:05 am, edited 5 times in total.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed May 12, 2010 11:14 am

These half-giants were statted in response to a conversation I had with Kain concerning what he would probably make half-giant mechanics look like, so most of the credit belongs to him. They maybe need a bonus feat to reflect their human heritage a bit better.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Wed May 12, 2010 12:33 pm

These are very much what I had in mind from our conversation. A few discrepancies.

I think the CR on each one is a little bit high. I'd suggest 1, 3 and 4-5 as they stand at the moment. Compare them to a gnoll, ogre and troll.
I had intended the high half giant to be 8HD, not 6. Such an increase might shift the CR back up to 6.
I think the half cloud giant needs scent as well. Fi fie fo fum.
I think the half storm giant needs water breathing as well.
I think the half stone giant needs +2 natural armor as well.

Finally, I don't think the parent needs to be human. I think any of the core PC humanoids, and most of the goblinoids can parent a half-giant without any problems. Mechanics would not change, only the look. If one had to spice up their half giant, I would say give them one racial feature of their parent, and their parent's subtype. Doesn't have to be the same feature. Some half human giants might have +2 to an ability score of choice, some might have a bonus feat. Some half dwarven giants might have stonecunning, others might have a +4 dodge bonus vs giants. Etc.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed May 12, 2010 1:20 pm

Alright, I changed their CRs to your suggestions, though the High Half-Giant stayed the same as I upped its Hit Dice. I also added rules for half-ogres and half-trolls, matched the giant parent traits to your suggestions, and made a list of non-giant parent traits.

For half giants with a Small parent; -4 Strength across the board. Additionally, low would lose powerful build, regular would become Medium with powerful build, and high would be Large, and I'd give them a pick of a racial trait from the other parent as normal.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Wed May 12, 2010 1:31 pm

Goblins all have darkvision, so I'd add that in as well.

I'd shift trolls over to low half giant, and if you do so, ettins as well.

Ogres I'd leave alone. They already have an ogrekin race in PF, I can look it up if you are interested. I'd leave them at that.


The only other common giants missing are the firbolg, formorians, and verbeeg. I'd suggest low for verbeeg and formorians, and standard for firbolg.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Dialexis » Wed May 12, 2010 1:39 pm

Last I checked, firbolg are smaller and generally less powerful than fomorians are. I'd put the former with low and the latter with regular. All in all, good stuff.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed May 12, 2010 1:55 pm

I am interested in seeing the ogrekin race. I'll have to look up firbolgs, fomorians, and verbeegs to see if they have any special traits to note.
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Re: Alternate World Stuff by KingCrazyGenius

Postby MythMage » Wed May 12, 2010 1:59 pm

Assuming you're going on 3e, the fomorian is big, mean, and ostensibly CR 11, the same as a cloud giant, so I'd agree with Dialexis. Even going by true CR rather than the inflated MM2 number, I think they're still just in the storm giant's league. I'd also err at least that high if you were going off of mythology.

As for firbolg, they're CR 12 in MM2, so if that's how you're deciding middle versus low, then it deserves the better of the two. If you're going based on physical size, the firbolg is a smaller giant, but no more so than the troll. Mythology might justify them in the low category, but not D&D.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed May 12, 2010 2:05 pm

Actually Low is anything Hill Giant or smaller, Regular is all other Large Giants, and High are Huge Giants.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Wed May 12, 2010 2:08 pm

The reasons I'd put formorians in the low category is because they are ugly warped brutes. If they were put into High, it would require a bit of a change, and frankly, I don't think they'd have very strong or smart kids.

The reason I'd put firbolgs in the standard category is because they are not.

You can see my stats for verbeeg and firbolg in AW standard creatures. While I've not done stats for the formorian, they would be a Huge Fey (giant) with 15 HD, stats pretty much the way they are, and probably DR 10/cold iron rather than 5/-. Estimated CR is 9-10.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed May 12, 2010 2:13 pm

Well that won't work at all. If fomorians are fey, then they would be covered by the half-fey template. And their children would have butterfly wings. All of them.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Wed May 12, 2010 2:36 pm

I would personally suggest the following.

Half-fomorian (Low) - DR 5/cold iron

Half-fomorian (High) - DR 5/cold iron, no mental bonuses, -2 Cha.


I know that one of those seems like more work to me, but I wouldn't care either way.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Thu May 13, 2010 8:48 am

I suspect that the verbeeg was named after someone said "very big" over and over again and started messing up the pronounciation.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Thu May 13, 2010 11:09 am

Added firbolgs, verbeeg, and fomorians, and then put ogres back in just for fun. A game that can have orogs and ogrillons can have ogrekin and half-ogres. They are all low half-giants, since the firbolg is no stronger than the hill giant, and fomorians are degenerate losers.

Also going to get around to adding in some giants from the other Monster Manuals.
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Re: Alternate World Stuff by KingCrazyGenius

Postby necromental » Mon Jul 05, 2010 6:19 am

Jaerom Darkwind wrote:I think you both need a taste of my Feat Compendium. I guarantee you'll never run out of feats again.



Sorry for thread-stealing, but is this available for public use?
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Sat Apr 21, 2012 11:21 am

Baron Molikroth

Nine feet tall, with hell-red skin, bat wings, white eyes, horns jutting from his forehead, and straight, black hair, the man before you is the very image of diabolic nobility.

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To those who even know of his existence, Molikroth was simply a disguise of Mephistopheles, the Lord of Cania. Which of course was the point entirely.

When Mephistopheles initially concocted his scheme to falsify his own overthrow, he realized that simply transforming himself with magic or casting an illusion would be insufficient. While he was fully confident in his ability to fool his own minions, it was possible that his peers and rivals would detect the ruse, and even use their knowledge of it to further weaken Mephistopheles' tenuous regency; Beelzebub and his Order of the Fly in particular would be difficult to fool. Nor could he simply let one of his Dukes in on the scheme, for to do so would risk giving Asmodeus the opportunity to officially replace Mephistopheles and strip him of his power as Lord of the Nine.

Instead, Mephistopheles produced Molikroth as an aspect of himself, pouring in him his cunning, ambition, and rage, but with none of the cold stoicism that so defined Mephistopheles. The result was a being very much the opposite of the Lord of Loss; a fiery and bombastic devil with a flair for the dramatic; charming and personable, but with an explosive temper. Mephistopheles found his aspect distasteful and loathesome, but the significant departure was necessary to divert suspicion. To further prevent any premature discovery of the plot, Mephistopheles was forced to give Molikroth a measure of free will, though not to the point where the aspect could disobey any of his master's commands.

Just as he was ordered, Molikroth faded into the meaningless mass of common devils, disguising himself as a pit fiend for the next century while using his superior power and mind to overcome his rivals; presenting a plausible excuse to be promoted by Mephistopheles to the rank of Duke. From there, Molikroth quickly became a favorite among the pit fiends and minor aristocracy of Cania. His grandoise plots and willingness to share the glory of their success with his inferiors appealed to their vanity, quickly winning their loyalty. In time, even other Dukes, both within and without Cania, tied their fortunes to that of Molikroth. In turn, Molikroth told them of his most ambitious plot yet; a popular uprising against ancient Mephistopheles, wherein the fiery baron would claim the cold regent's throne for his own, with splendid rewards for those who participated of course.

Molikroth succeeded in winning the support of the other devils where so many before him had failed, for he was completely sincere. Molikroth had every intention of seeing this plot to fruition and giving his fellow rebels a proper reward. What they could never think to consider, however, is that Molikroth knew the plot would fail. Just as Mephistopheles and Molikroth had planned, Molikroth launched his attack during what would otherwise had been a routine gathering of the Lord and his Dukes in Cania's capital. Just as they had planned, Mephistopheles and those loyal to him would put up a fight, but would quickly be overwhelmed by Molikroth's superior numbers and sheer destructive power. As anticiapted, Mephistopheles fled, with his loyalists quickly behind him, and Molikroth claimed the regent's throne as his own.

Molikroth made a show of remaking Cania in his own image, melting away the cores of several prominent glaciers and having cities of warmth and light built within. Even Mephistar itself was dramatically reshaped, reminding familiar devils more of Dis and Phlegathos than of the brutal chill so characteristic of Cania. It wouldn't last. Just as intended, while celebrating his victory and announcing his impending visit to Malsheem to be officially granted the title of Lord of Cania, Molikroth suddenly smiled, vanished, and Mephistophles took his place. The rest is history.

To all who witnessed it, the obvious conclusion was that Molikroth was none other than Mephistopheles himself, and those bold enough to seek further information through divination confirmed this belief; Molikroth shares in Mephistopheles' essence, and only the most potent magic can reveal the distinction between the two. To this day, few suspect anything differently, and fewer still know the truth: that Molikroth still lives. To his endless frustration, Mephistopheles found that when the time came, he was unable to simply will his aspect into non-existence as he could to a more faithful reproduction of himself. Nor was he able to destroy him, for though Mephistopheles nearly succeeded in doing so, Molikroth was able to flee Hell entirely before the finishing blow. Though Mephistopheles has since tracked his wayward aspect to the Reality of Fire, he is unable to attack him, bound to Hell as he is.

Molikroth, for his part, remains busy. Though he is no longer compelled to obey Mephistopheles, his last encounter with his erstwhile master confirmed that he is still unable intentionally harm him. He is therefore forced to plot against Mephistopheles in less direct fashions. He has collected a smattering of followers among the rebellious devils, disenfranchised efreeti, and evil fire elementals of the plane. His greatest servant is Testeron, an old red dragon, though the hoards of treasure needed to keep the dragon satisfied are becoming bothersome for Molikroth to maintain. He has made overtures of alliance with some of the stronger powers of the Reality of Fire to little effect, but has thus far avoided contacting Eblis, being quite reasonably afraid of the fallen angel. Molikroth has received numerous missives from Levistus, but remembers his fellow aspect all too clearly to take his offers of partnership seriously.

MOLIKROTH CR 32
XP ???

LE Large outsider (cosmic, devil, evil, lawful)
Init +11; Senses see in darkness; Perception +51
Aura flames of hell (10 ft., 5d6 fire)
_____________________________________________________
DEFENSE
_____________________________________________________
AC 63, touch 43, flat-footed 42 (+11 Dex, +13 deflection, +10 insight, +20 natural, -1 size)
hp 760 (38d10+380); regeneration 20 (epic good-aligned silver weapons or good spells)
Fort +31, Ref +22, Will +31
DR 30/epic, good, silver; Immune cold, fire, poison; Resist acid 20; SR 44
_____________________________________________________
OFFENSE
_____________________________________________________
Speed 50 ft., fly 150 ft. (good)
Melee flaring ambition +54/+49/+44/+39 (2d6 + 22 plus 1d6 cold plus 1d6 fire) /19-20/x3 and 1d6 + 2d10 cold plus 1d6 + 2d10 fire) or +48 melee touch
Ranged +48 ranged touch
Space 10 ft., Reach 10 ft. (20 ft. with ranseur)
Spell-Like Abilities (CL 30th)
Always active - detect chaos, detect good, detect magic, see invisibility, unholy aura (DC 33); at will – animate dead, baleful polymorph (DC 28), bestow greater curse (DC 33), blasphemy (DC 32), create greater undead, deeper darkness, delayed blast iceball (DC 30), desecrate, dominate monster (DC 32), flame strike (DC 28), geas/quest (DC 29), greater dispel magic, greater invisibility, greater scrying (DC 30), greater teleport, hellfire storm, locate creature, locate object, magic circle against good, mass hold monster (DC 32), persistent image (DC 28), polymorph, power word stun, restoration, resurrection, suggestion (DC 26), symbol of death (DC 31), symbol of pain (DC 30), symbol of stunning (DC 30), true seeing, unhallow, unholy blight (DC 29), wall of fire; 3/day – investiture of the pit fiend (DC 32), meteor swarm (DC 32), summon (1 max hit point pit fiend 100%), wish (DC 32).

Wizard Spells Prepared (CL 35th (37th evocation); concentration +50 [+62 evocation])
12th-2 + 4 evocation
11th-3 + 4 evocation
10th-3 + 4 evocation
9th—6 + 4 evocation
8th—6 + 4 evocation
7th—7 + 4 evocation
6th—7 + 4 evocation
5th—7 + 4 evocation
4th—7 + 4 evocation
3rd—8 + 4 evocation
2nd—8 + 4 evocation
1st—8 + 4 evocation
0 (at will)—4 + 4 evocation
Prohibited Schools enchantment, illusion
_____________________________________________________
STATISTICS
_____________________________________________________
Str 33, Dex 33, Con 31, Int 40, Wis 30, Cha 36
Base Atk +38; CMB +50; CMD 71
Feats Dark Speech, Empower Spell, Enlarge Spell, Eschew Materials, Greater Spell Penetration, Heighten Spell, Improved Counterspell, Improved Spell Focus (evocation), Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (spellcraft), Spell Focus (evocation), Spell Penetration, Twin Spell, Violate Spell, Widen Spell
Epic Feats Automatic Quicken Spell (x3), Epic Spell Focus (evocation), Epic Spell Penetration, Ignore Material Components, Improved Metamagic (x3), Improved Spell Capacity (x3), Intensify Spell
Skills Acrobatics +32, Athletics +32, Appraise +37, Bluff +54, Craft (alchemy) +37, Diplomacy +54, Fly +37, Intimidate +54, Knowledge (arcana) +56, Knowledge (history) +37, Knowledge (nobility) +37, Knowledge (religion) +37, Knowledge (the planes) +56, Knowledge (4 others) +37, Linguistics +56, Perception +51, Sense Motive +51, Stealth +52, Spellcraft +62
Languages All; telepathy
_____________________________________________________
ECOLOGY
_____________________________________________________
Environment The Reality of Fire
Organization solitary (unique)
Treasure triple
_____________________________________________________
SPECIAL ABILITIES
_____________________________________________________
Flames of Hell (Su) Molikroth's touch attacks and any natural weapon he may use also deal his aura's damage.

Infernal Evoker Molikroth can prepare an additional four evocation spells per spell level. His evocation spells deal an additional 18 points of damage. At will, as an attack action, he can unleash a force missile, as per magic missle, dealing 1d4+18 force damage. Each additional force missile used in the same round suffers a cumulative -5 penalty to damage, to a maximum of four force missiles. Any creature that fails its save against one of Molikroth's evocation spells takes damage again 1 round later equal to half the damage it took when he cast the spell.

Molikroth can also alter a spell or spell-like ability with the fire descriptor so that it deals hellfire damage, allowing it to ignore all resistance and immunity to fire damage. Doing so grants the spell the lawful and evil descriptors, and deals lethal damage to Molikroth equal to 3 x the spell level. This damage can only be healed via rest.

Flaring Ambition is a +6 keen ranseur of cold and fiery bursting. It heightens his hellfire storm spell like ability, causing it to be automatically maximized.
Last edited by KingCrazyGenius on Sun Apr 22, 2012 10:50 pm, edited 2 times in total.
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Re: Alternate World Stuff by KingCrazyGenius

Postby Kain Darkwind » Sun Apr 22, 2012 7:10 pm

This is fantastic, and nearly identical to what I would have done with Molikroth.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Wed May 09, 2012 12:34 pm

Despite Alternate World sensibilities, Aabix is still statted with the extraplanar subtype due to the fact that he is more likely to be encountered in the battlefields of the Blood War than in the Abyss itself.

AABIX
This enormous marilith is brutally male, with countless scars etched across his skin, flaring red hair, and eyes that burn with unrestrained force.

Known by most as the Devil-Killer, Aabix has a lust for battle and destruction that gives even most demons pause. Time and time again, he throws himself into the fray against seemingly insurmountable odds, only to emerge ragged, yet victorious, from the shattered corpses of his foes.

Aabix is said to have risen from the soul of a warrior of peerless skill and ferocity, who grew so consumed by his love of carnage that he left the mortal world entirely to fight in the realms beyond. Battling the undying armies of Acheron and the bold heroes of Ysgard kept him sated for a time, but it was in the Blood War that the warrior found his true home. Fighting alongside the demonic hordes against devil armies and daemon mercenaries, the warrior felt the closest thing to joy his dark heart could know.

For all his might, however, he was still a mortal among immortal spirits, and the time came when he finally met his match against a bold pit fiend who had pushed through into the Abyss itself. Where demons fled to find weaker foes, the warrior stood and fought, but he was ill-equipped for fighting a devil of such power, and what wounds he could inflict quickly healed before his eyes. When the pit fiend grew bored with the one-sided bout, he plucked out his heart and crushed it under his foot as the warrior fell to his knees and breathed his last.

Were he slain in any other realm, this might have been the end of his tale, but in the Abyss things are not so predictable. The warrior's ferocious spirit called to the Abyss, and the Abyss responded. Mere seconds after his inevitable defeat, the spirit of the warrior rose from the chaotic soil where what remained of his heart had bled. Before the pit fiend's eyes the spirit was infused with abyssal essence, growing and reshaping until he took on a form more suitable for one of his bloodthirsty nature. What was once a mortal warrior had become a marilith.

The pit fiend was taken aback, but ultimately not concerned, confident that not even a marilith could defeat him. Under most circumstances he would have been right, but this one had won the favor of the Abyss, and the dark blessing quickly manifested in the grievous and unhealing wounds he began leaving on the pit fiend's hide with the weapons he salvaged from his own corpse. A far more even fight this time around, it was the marilith who prevailed this time, sending the pit fiend's screaming essence back to the Pit. From there it was a simple matter to kill the remaining devils. When the cringing demons came out from hiding to join in the slaughter, however, Aabix attacked them as well, unwilling to let them share in what he alone had earned. When the dust finally settled, Aabix had already left, eager for more fighting.

As the decades turned into centuries, Aabix's power and fame grew, attracting the attention of the greater powers of the Abyss. Most notable among them is Graz'zt, who saw in Aabix a perfect minion; powerful enough to enact his master's will, yet also too stupid to know he was even being controlled. It was Graz'zt who named Aabix, winning a measure of control over the demon, and many of his simpler plots involve manipulating Aabix into simply being where the Dark Prince wants him to be; what happens afterwards is obvious. Several other demon lords and princes have also tried their hand at using the Devil-Killer to enact their schemes, to varying levels of success, though it is notable that neither Demogorgon nor Orcus have ever bothered to do so. Aabix for his part is largely unaware of how demonic royalty sees him, and likely would not care if he did, so singular is his focus on the art of killing.

To assume Aabix is a mindless brute would be a hazard, however, as many unfortunate fiends have discovered. Though he rarely bothers to make use of it, Aabix has a strong grasp of manipulation, drawn from centuries of fighting and observing devils (it should be noted that his observation of them rarely lasts more than a few moments). Many would-be assassins have learned of Aabix's ability and willingness to use stealth and subtlety the hard way, which has gone a long way towards keeping himself consistently underestimated. Nevertheless, Aabix vastly prefers the direct approach, and revels in seeing naked terror in the eyes of his foes before he cuts them to pieces. He prefers fighting multiple foes, crushing one in his coils while shredding the other melee combatants, while occasionally using his spell-like abilities to pester ranged attackers before moving in to finish them off.

Aabix CR 28
XP ???
CE Large outsider (chaotic, cosmic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., true seeing; Perception +46
Aura unholy aura (DC 26)
_____________________________________________________
DEFENSE
_____________________________________________________
AC 46, touch 19, flat-footed 39 (+6 armor, +4 deflection, +6 Dex, +1 dodge, +18 natural, +3 shield, –2 size)
hp 832 (32d10+512); fast healing 5
Fort +37, Ref +28, Will +19
DR 20/cold iron, epic, and good; Immune electricity and poison; Resist acid 20, cold 20, fire 30; SR 39
_____________________________________________________
OFFENSE
_____________________________________________________
Speed 50 ft.
Melee 6 +6 bastard swords +52/+47/+42/+37 (2d6+22/17–20), tail slap +43 (3d6+9 plus grab) or 6 slams +46 (2d6+16), tail slap +43 (3d6+9 plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks constrict (tail slap, 3d6+21 plus crushing coils), devil killer, infuse weapon, multiweapon mastery, multiweapon rend (1d10+21), power attack (-9/+18)
Spell-Like Abilities (CL 32nd)
Constant—true seeing, unholy aura (DC 26)
At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 25), rage, spiritual weapon, telekinesis (DC 23)
5/day—blade barrier (DC 24), fly
1/day—summon (level 10, 1d4 mariliths 100%)
_____________________________________________________
STATISTICS
_____________________________________________________
Str 38, Dex 22, Con 40, Int 18, Wis 16, Cha 27
Base Atk +32; CMB +48 (+52 grapple); CMD 65 (can't be tripped)
Feats Bleeding Critical, Blind-Fight, Combat Reflexes, Critical Focus, Dodge, Greater Sunder, Improved Critical, Improved Sunder, Intimidating Prowess, Iron Will, Multiweapon Defense*, Multiweapon Rend**, Power Attack, Toughness, Weapon Focus, Weapon Specialization: *Aabix gains a +3 shield bonus from this feat due to fighting with six weapons, which doubles when fighting defensively or using the total defense action **As Two-Weapon Rend, but Aabix deals this damage every time he hits the same opponent twice in one turn.
Skills Acrobatics +41, Bluff +43, Climb +49, Diplomacy +25, Fly +25, Intimidate +57, Knowledge (planes) +39, Perception +46, Sense Motive +38, Spellcraft +39, Stealth +41, Swim +49, Use Magic Device +43; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic, Infernal; telepathy 100 ft.
_____________________________________________________
ECOLOGY
_____________________________________________________
Environment any (Lower Planes)
Organization solitary (unique) or with 2d4 mariliths
Treasure triple (3 mithril bastard swords, 3 adamantine bastard swords, +6 bracers of armor)
_____________________________________________________
SPECIAL ABILITIES
_____________________________________________________
Cosmic Entity Aabix has a +1 bonus to rank checks against devils.

Crushing Coils (Ex) A creature that takes damage from a Aabix's constrict attack must succeed on a DC 40 Fortitude save or lose consciousness for 2d6 rounds. The save DC is Strength-based.

Devil-Killer (Ex) Aabix ignores the "good" quality in a devil's regeneration and damage reduction.

Infuse Weapon (Su) Any weapon Aabix wields gains a +6 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).

Multiweapon Mastery (Ex) Aabix never takes penalties to his attack roll when fighting with multiple weapons, and applies any weapon-specific feats he possesses to all weapons he is proficient in (all simple and martial weapons, exotic melee weapons, and natural weapons). This ability also allows him to take feats he would not normally qualify for.
Last edited by KingCrazyGenius on Thu May 10, 2012 6:22 am, edited 1 time in total.
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Re: Alternate World Stuff by KingCrazyGenius

Postby WarDragon » Wed May 09, 2012 10:00 pm

KingCrazyGenius wrote:Init +6; Senses darkvision 60 ft., true seeing; Perception +#
Kingcrazygenius wrote:Life is a journey. Sometimes you're driving, sometimes your hiking, and sometimes you're being dragged by a horse through a cactus patch.
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Re: Alternate World Stuff by KingCrazyGenius

Postby KingCrazyGenius » Thu May 10, 2012 6:21 am

I'm sure you can figure out his perception bonus if you look hard enough.
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