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New Orleans Roleplaying Connection >> General Board >> Frosty the Snow Golem http://nolarpg.com/cgi-bin/NolaRPG/YaBB.pl?num=1197899891 Message started by Bayou Halfling on Dec 17th, 2007 at 1:58pm |
Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 17th, 2007 at 5:09pm
Mountain Reindeer
Large Magical Beast HD: 4d10+12 (34 hp) Initiative: +2 Speed: 60 ft. (12 squares), Fly 80 ft. (perfect) AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+12 Attack: Hoof +7 melee (1d6+4) Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2) Face/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: Evasion, flight, low-light vision, scent, stampede Saves: Fort +7, Refl +6, Will +4 Abilities: Str 18, Dex 15, Con 16, Int 6, Wis 13, Cha 13 Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8 Feats: Flyby Attack, Endurance, Run Environment: Cold mountains Organization: Domesticated, pair, ayrie (9-12) or herd (13+) CR: 3 Treasure: None Alignment: Usually chaotic good Advancement: 5-8 HD (Large) Level Adjustment: +2 (cohort) Mountain reindeer, sometimes called "flying reindeer" by polar elves, are highly prized as aerial beasts of burden. A typical mountain reindeer is brown or white, stands 6 feet high at the shoulder and weighs 1,500 pounds. They typically live on arctic mountains and feed in the nearby tundra, and can also be found nesting on icebergs and herding on ice sheets. Mountain reindeer cannot speak, but they can understand Common. Mountain reindeer feed on grasses in summer and lichen in winter. COMBAT A mountain reindeer typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its hard hooves and powerful bite to strike at its target's head. A solitary mountain reindeer is typically searching for food or patrolling in the vicinity of its territory, and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fight to the death to defend their young. Reindeer are the only deer in which both genders have antlers, and mountain reindeer are no different. Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a mountain reindeer takes no damage. Flight (Su): Mountain reindeer can cease or resume flight as a free action. Because this ability is supernatural, it becomes ineffective in an anti-magic field for as long as the field persists. Stampede (Ex): A frightened herd of mountain reindeer flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller in their path, dealing 1d12 points of damage for each 10 mountain reindeer in the herd (Reflex DC 18 half, strength-based DC). Skills: Mountain reindeer have +4 racial bonus to Spot checks. TRAINING A MOUNTAIN REINDEER Although mildly intelligent, a mountain reindeer requires training before it can be used as a beast of burden or a mount. To be trained, a mountain reindeer must have a friendly attitude toward the trainer (an optional Diplomacy check can be employed). Training a friendly mountain reindeer requires six weeks of work and a DC 25 Handle Animal check. Professional trainers charge 1,000 gp to train a mountain reindeer. Mountain reindeer do not lay eggs, as they give live birth. Young are worth 4,000 gp on the open market. Carrying Capacity: A light load for a mountain reindeer is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A mountain reindeer can drag 4,500 pounds. |
Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 17th, 2007 at 6:43pm
Polar Elf
Small Humaoid (Elf, Cold) HD: 1d8 (4 hp) Initiative: +1 Speed: 30 ft. (6 squares) AC: 11 (+1 Dex), touch 11, flat-footed 10 Base Attack/Grapple: +1/+2 Attack: Longsword +2 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) Full Attack: Longsword +2 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) Face/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Elven traits, polar elf traits, immunity to snow blindness, low-light vision (x2) Saves: Fort +2, Refl +1, Will -1 Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8 Skills: Hide +1, Listen +2, Search +3, Spot +3 Feats: Weapon Focus (light crossbow) Environment: Any cold Organization: Squad (2-4), company (11-29) or band (30+) CR: 1/2 Treasure: Standard Alignment: Usually neutral good Advancement: By character class (typically Ranger) Level Adjustment: +0 Also known as "snow elves" or "Arctic elves", polar elves are a lawful good arctic offshoot (it is rumored an evil race of Antarctic elves exists at the opposite end of the planet, but this is not confirmed). Their hair color is typically pure white, but any shade is possible, even black. Polar elves are smaller and thinner than their temperate counterparts, and their eyes are often as white as their hair (sometimes light blue) and have been seen to glow white in dark surroundings. Polar elves stand about 4 feet tall and usually weigh between 50 and 60 pounds. Polar elves are craftmasters, working with wood, metal and ice. Polar elf items are prized by other races, and many polar elven communities have become prosperous by trading crafted goods with other peoples. Because of their remote location, polar elves often use mountain reindeer to haul their goods to temperate lands in large sleighs and carts. Polar elves often live in igloo communities with magically heated interiors. COMBAT Elves are cautious warriors and take time to analyze their opponents, and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover, and retreat before they are found, repeating this maneuver until all their enemies are dead. In melee, polar elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their spellcasters often use sleep spells during combat because they have no affect on elves. Polar Elf Traits (Ex): +2 Constitution -2 Intelligence low-light vision (x2) immunity to snow blindness |
Title: Re: Frosty the Snow Golem Post by The DM on Dec 17th, 2007 at 8:01pm
It is funny how most of these things would die in New Orleans weather.
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Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 17th, 2007 at 9:33pm wrote on Dec 17th, 2007 at 8:01pm:
Pretty much! |
Title: Re: Frosty the Snow Golem Post by Kinthar on Dec 17th, 2007 at 10:08pm
You got the stats on the gaming nerd?
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Title: Re: Frosty the Snow Golem Post by The DM on Dec 18th, 2007 at 12:55am
-2 Strength
-2 Constutution +1Intellgence -1 Wisdom -3 Charisma Roles a d4 for hit points. |
Title: Re: Frosty the Snow Golem Post by Karloff on Dec 18th, 2007 at 2:33am
Heh,
I think the stats for a gaming nerd are close but I have a few educated changes. -1 Str (because you have to carry the books around, not to mention your mug of drink) -2 Con (Prone to disease when they actually leave their dwelling) +2 Int (because they have to use gaming skills in the real world) +0 Wis (They are wise enough to know when to play, just not wise enough to know when to stop) -1 Dex (From the years of sitting and not moving except to dodge the pillow thrown at you) -3 Cha (-3 to everyone else, but a +4 to other gamers, since we speak the same language) I was thinking more of a d2 when rolling for hps. heh just my fun. |
Title: Re: Frosty the Snow Golem Post by The DM on Dec 18th, 2007 at 3:20am
haha Yeah, gamers willful social estrangment, and passive aggressive hatred of all other social groups makes me have to knock down their Wisdom a bit.
Hhaha And the +2 is just excessive. hahah Best leave it a plus +1 until you come fully acquainted with the 20 something gamer movement. |
Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 18th, 2007 at 4:22pm
ROFL!
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Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 19th, 2007 at 11:16pm
Okay, this is my take on a Santa Claus-esque D&D character. What I've tried to do with these Christmas-related monsters/characters is to make them more serious. In other words, perhaps these beings were the source of the Santa Clause and related mythologies. Anyway, Santa Clause was a lot more complicated that I intended - its taken me two days to write this:
The Sorcerer Saint Medium Humanoid (Half-elf, Shapechanger), 20th level sorcerer Hit Dice: 20d4+60 plus 8d8+32 (208 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: (+10/+5)/+13 Attack: Greataxe +13 melee (1d12+3/x3) or throwing axe +13 ranged (1d6+3) Full Attack: Greataxe +13 melee (1d12+3/x3) or throwing axe +13 ranged (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Alternate form, bear empathy, damage reduction 5/silver, elven traits, low-light vision, polar elven traits, scent, spell use, summon familiar Saves: Fort +6, Ref +6, Will +12 Abilities: Str 17, Dex 17, Con 16, Int 18, Wis 21, Cha 23 Skills: Bluff 23, Concentration 16, Control Shape 23, Diplomacy 4, Gather Information 2, Intimidate 2, Knowledge (arcana) 23, Listen 24, Search 21, Spellcraft 25, Spot 24, Swim 24 Feats: Brew Potion, Endurance, Improved Familiar, Eschew Materials, Iron Will, Leadership, Run, Craft Magic Arms & Armor, Craft Wondrous Item, Craft Construct, Maximize Spell Environment: Arctic region Organization: Unique Challenge Rating: 20 Treasure: Standard Alignment: Lawful good Werebear, Polar Bear Form Large Humanoid (Half-elf, Shapechanger) Initiative: +1 Speed: 40 ft. (8 squares), swim 30 ft. Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/Grapple: +6/+18 Attack: Claw +13 melee (1d8+8) Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, curse of lycanthropy Saves: Fort +10, Ref +7, Will +3 Abilities: Str 27, Dex 13, Con 19, Int 18, Wis 21, Cha 23 Alignment: Lawful good Werebear, Hybdrid Form Large Humanoid (Half-elf, Shapechanger) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/Grapple: +6/+18 Attack: Greataxe +13 melee (1d12+3/x3) or claw +13 melee (1d8+8) Full Attack: Claw +13 melee (1d8+8) and bite +8 melee (2d6+4), or 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4) Space/Reach: 10 ft./10 ft. Special Attacks: Curse of lycanthropy Saves: Fort +10, Ref +7, Will +3 Abilities: Str 17, Dex 17, Con 16, Int 18, Wis 21, Cha 23 Alignment: Lawful good The Sorcerer Saint is a powerful spellcaster that lives in a castle made of ice, hidden in the mysterious fog of an arctic mountain range. The frigid castle is said to be guarded by armored polar bears, giant white owls, and a contingent of polar elves. The Sorcerer Saint is a the self-appointed protector of an elvish metropolis resting between the crags of a cloud-piercing mountaintop. The exact location of this fabled city is unknown, but it is said it glows brightly at night, lighting up the arctic sky with a rainbow of colors that rivals the aurora borealis. Magic Items: +5 merciful greataxe, slippers of spider climbing, robe of useful items, clear spindle ioun stone, lantern of revealing, gloves of storing, crystal ball with detect thoughts, bracelet of friends, boots of the winterlands, bag of holding type IV, monk's belt, amulet of proof against detection and location, staff of life, wand of plane shift, rod of enemy detection, ring of zone of truth. Helm of Golem Awakening: The Sorcerer Saint uses a helm of golem awakening on one of his snow golems, "Frozzt", in order to give it a rudimentary intelligence. This headware bestows temporary 4d4 Intelligence and 4d4 Wisdom points to any golem that wears it. If the helm is removed, the effect discontinues until it is restored. Memory is retained between removals. Moderate transmutation; CL 9th; Craft Wondrous Item, awaken; Price 90,000 gp. Weight 3 lbs. COMBAT The Sorcerer Saint uses his spells for avoidance or subdual of opponents when possible. However, if force should be necessary, he first reverts to his polar bear hybrid form and attacks with his +5 merciful greataxe, or to his full polar bear form and attacks with claws and bite. Failing this, he uses his cold-based spells, such as polar ray, cone of cold, ice storm, and similar spells. Alternate Form (Su): A polar werebear can assume the form of a polar bear or a polar bear-humanoid hybrid. Bear Empathy (Ex): Communicate with bears and dire bears of any kind, and +4 racial bonus on Charisma-based checks against bears and dire bears. Curse of Lycanthropy (Su): Any humanoid or giant hit by a polar werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Cohort: "Rudo", mountain reindeer, HD 8d10+24 (68 hp), AC 14, AL NG, Int 8, CR 4. Possessions: gem of brightness (sewn into bridle), horseshoes of speed. Familiar: "Argus", wolverine, HD 20 (104 hp), AC 24 (+2 Dex, +2 natural, +10 familiar bonus), SA rage, CR 2. Master gains +3 to Swim checks; Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; spell resistance 25; scry on familiar. KNOWN SPELLS Cantrips: Read Magic, Dancing Lights, Detect Poison, Flare, Ray of Frost, Mending, Message, Open/Close, Prestidigitation 1st: Hold Portal, Comprehend Languages, Mount, Disguise Self, Ventriloquism 2nd: Continual Flame, Locate Object, Rope Trick, Knock, Whispering Wind 3rd: Shrink Item, Sleet Storm, Clairaudience/Clairvoyance, Deep Slumber 4th: Ice Storm, Greater Invisibility, Locate Creature, Mass Reduce Person 5th: Major Creation, Cone of Cold, Fabricate, Overland Flight 6th: Greater Dispel Magic, Legend Lore, True Seeing 7th: Limited Wish, Greater Scrying, Greater Teleport 8th: Polymorph Any Object, Polar Ray, Mass Charm Monster 9th: Mass Hold Monster, Time Stop, Wish If you find any statistical errors or contradictions, let me know. ~Randy Richards |
Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 21st, 2007 at 3:57pm
Just when you thought it was over....
Heat Miser Large Outsider (Extraplanar, Fire) HD: 10d8+20 (65 hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 40 ft. (perfect) AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 Base Attack/Grapple: +10/+20 Attack: Slam +15 melee (1d8+6 plus 1d6 fire) Full Attack: 2 slams +15 melee (1d8+6 plus 1d6 fire) Face/Reach: 10 ft./10 ft. Special Attacks: Change size, heat, spell-like abilities Special Qualities: Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold Saves: Fort +9, Refl +10, Will +9 Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15 Skills: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15 Feats: Combat Casting, Combat Relfexes, Dodge, Improved Initiative, Quicken Spell-Like Ability (scorching ray) Environment: Elemental Plane of Fire Organization: Unique CR: 8 Treasure: Standard coins and items, double goods Alignment: Lawful evil Heat Miser is a 12 ft. tall giant, vaguely demonic, ogre-like being, known as a genie - a being made of basalt, bronze and congealed flames, weighing in at 2,000 pounds. He is known for his cruel nature, and ability to beguile and mislead. Heat Miser is a blustery, quick-tempered hothead who is ultimately harmless. Heat Miser is the only known efreet stationed on the Material Plane, as guardian to the gate to the City of Brass, the portal of which is located deep inside the largest volcano on the planet. He lives there with a band of fire mephit minions. Fire Mephits (4d8+10): CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5; Spd 30 ft.; AC 16 (+1 size, +1 Dex, +4 natural); Atk Claw +4 melee (1d3 and 1d4 fire); AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15. Skills: Bluff +8, Escape +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings). Feats: Dodge Improved Initiative. Special Attacks: Breath weapon, spell-like abilities, summon mephit. Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold. COMBAT Heat Miser loves to befuddle and confuse his foes in combat, using invisibility and gaseous form to taunt them. Actual combat typically begins by casting a wall of fire and repeatedly blasting opponents with a scorching ray. Heat Miser is not too proud to flee if it means he will live to fight another day. If trapped, he bargains, offering treasure or favors in return for his life or freedom. Change Size (Sp): Twice per day, Heat Miser can magically change a creature's size. This works just like an enlarge person or reduce person spell, except the ability can work on himself too. A DC 13 Fortitude save negates the effect. The save is Charisma based, and is the equivalent of a 2nd level spell. Heat (Ex): Heat Miser's red hot body deals 1d6 points of damage whenever it hits in melee, or in each round it maintains a hold when grappling. Spell-like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only). 3/day—invisibility, wall of fire (DC 16). 1/day—grant up to three wishes (to non-genies only), gaseous form, permanent image (DC 18), polymorph (self only). Caster level 12th. The save DCs are Charisma based. |
Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 21st, 2007 at 7:52pm
Snow Miser
Large Giant (Cold), 12th Level Cleric HD: 14d8+70 plus 12d8+60 (225 hp) Initiative: -1 Speed: 40 ft. (8 squares) AC: 21 (-1 size, -1 Dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21 Base Attack/Grapple: +21/+23 Attack: +3 frost greataxe +39 melee (3d6+13/x3) or 2 slams +39 melee (1d4+13) Full Attack: +3 frost greataxe +39 melee (3d6+13/x3) or 2 slams +39 melee (1d4+9) or rock +20 ranged (2d6+9) Face/Reach: 10 ft./10 ft. Special Attacks: Rock throwing Special Qualities: Immunity to cold, low-light vision, rock catching, divine spell use, vulnerability to fire Saves: Fort +25, Refl +13, Will +13 Abilities: Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 18 Skills: Climb +13, Craft +6, Intimidate +6, Jump +17, Spot +12 Feats: Cleave, Great Cleave, Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw Environment: Cold Mountains Organization: Unique CR: 9 Treasure: Standard Alignment: Neutral Advancement: As Cleric Snow Miser is a 15 ft. tall frost giant, with light blue hair and matching eyes, weighing in at 2,800 pounds. He dresses either in pelts or chain armor, and is typically adorned with lavish jewelry and feathers. Snow Miser is a gregarious, jocular sort, given to bouts of heroic storytelling. Snow Miser lives in the frigid lands of glaciers and deep snow, at a location known only to the god of weather. There, in a primordial ice cavern, Snow Miser guards an ancient artifact that controls northern weather. He is attended by a host of ice mephits to do his bidding. Ice Mephits (4d8+10): CR 3; Small outsider (air, cold, extraplanar); HD 3d8; hp 13; Init +7; Spd 30 ft., fly (perfect); AC 18 (+1 size, +3 Dex, +4 natural); Atk Claw +4 melee (1d3 plus 1d4 cold); AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15. Skills: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings). Feats: Dodge Improved Initiative. Special Attacks: Breath weapon, spell-like abilities, summon mephit. Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to cold, vulnerability to fire. COMBAT Snow Miser starts combat at a distance, using his spells until the opponent closes, then wades in with his enormous battleaxe. Rock Throwing (Ex): The range increment is 120 feet for Snow Miser's thrown rocks. Turn or Rebuke Undead (Su): Cold Miser has the ability to affect undead creatures by channeling the power of his faith through his holy symbol. TYPICAL MEMORIZED SPELLS Domain: Water Cantrips: Read magic, cure minor wounds, detect magic, light, mending, detect poison 1st: Obscuring mist, sanctuary, remove fear, inflict light wounds, detect chaos/evil/good/law, bless water 2nd: Fog cloud, sound burst, silence, enthrall, cure moderate wounds 3rd: Water breathing, wind wall, summon monster III, meld into ice (like meld into stone, except into ice), ice shape (like stone shape, except shapes ice) 4th: Control water, tongues, sending, discern lies 5th: Ice storm, true seeing, greater command, plane shift 6th: Cone of cold, word of recall, blade barrier |
Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 21st, 2007 at 9:24pm
Snow Angel
Medium Outsider (Angel, Cold, Extraplanar, Good) HD: 12d8+48 (102 hp) Initiative: +8 Speed: 50 ft. (10 squares), fly 100 ft.(good) AC: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25 Base Attack/Grapple: +12/+18 Attack: +3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) Full Attack: +3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) Face/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, stun Special Qualities: Angel traits, cold, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid/cold/petrification, protective aura, resistance to electricity 10/fire 10, snowfall, spell resistance 30, tongues, uncanny dodge Saves: Fort +14 (+18 against poison), Refl +12, Will +12 Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 Skills: Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings) Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack Environment: Any good aligned plane Organization: Solitary, pair or host (3+) CR: 14 Treasure: No coins, double goods, standard items Alignment: Chaotic good Advancement: 13-18 HD (Medium); 19-36 HD (Large) Snow angels are an offshoot of celestials, and hail from the cold regions of the Outer Plane of Arborea. Snow angels positively drip with goodness—every fiber of their bodies and souls is suffused with it. Snow angels appear as beautiful, extremely tall, humanlike creatures with long, featherly wings, skin with the appearance of newfallen snow, and an inner power that makes it hard to look directly at the creature. Snow angels watch over lesser beings of good alignment, and help when they can. When snow angels enter the Prime Material plane, they must use snow as a portal, thus they typically leave a telltale imprint in the snow. COMBAT Snow angels are not afraid to enter melee combat. It takes fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption. A snow angel's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reductions. Cold (Ex): A snow angel's icy cold body deals 1d6 points of damage whenever it hits in melee, or in each round it maintains a hold when grappling. Snowfall (Su): Wherever a snow angel travels on the Prime Material plane, snow falls from the sky (not indoors) Spell-like Abilities: At will—aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility, sleet storm; 1/day—blade barrier, cone of cold, heal, ice storm, wall of ice (all DC 21). Caster level 12th. The save DCs are Charisma based. Stun (Su): If a snow angel strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is strength-based. Uncanny Dodge (Ex): A snow angel retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue. |
Title: Re: Frosty the Snow Golem Post by Bayou Halfling on Dec 22nd, 2007 at 1:56pm
Winter Warlock
Medium Humanoid (Half-Orc), Wizard 17/Archmage 3 HD: 20d4 (54 hp) Initiative: +0 Speed: 30 ft. (6 squares) AC: 10, touch 10, flat-footed 10 Base Attack/Grapple: +1/+8 Attack: Intelligent +2 quarterstaff "Frostbite" +12 melee (1d8) or +5 dagger +8 ranged (1d4) Full Attack: Intelligent +2 quarterstaff "Frostbite" +12 melee (1d8) or +5 dagger +8 ranged (1d4) Face/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft. Saves: Fort +6, Refl +6, Will +13 Abilities: Str 19, Dex 10, Con 11, Int 20, Wis 10, Cha 13 Skills: Concentration +20, Decipher Script +17, Knowledge (arcana) +20, Knowledge (nature) +15, Knowledge (planes) +20, Spellcraft +20 Feats: Skill Focus (spellcraft), Spell Focus (Illusion), Spell Focus (Enchantment), Brew Potion, Craft Wand, Craft Wondrous Item, Maximize Spell, Quicken Spell, Silent Spell, Still Spell Environment: Polar north Organization: Unique CR: 20 Alignment: Neutral Evil Advancement: By wizard class The Winter Warlock is a reclusive wizard that lives in the Mountain of the Whispering Winds. His home is a fortress made of thick, packed ice, and few dare venture near it. Locals fear to traverse the mountain he lives on, or the haunted forest that touches it, so there are few who even know where the Winter Warlock is located. COMBAT The Winter Warlock uses trickery and misdirection to bring fear to those that would trespass on his mountain. He is loathe to engage in direct combat, preferring to use his monsters to do his fighting for him. Should he be forced to fight, he uses magic and spells to weaken his opponents before beginning melee with his intelligent +2 quarterstaff "Frostbite". Intelligent +2 Quarterstaff "Frostbite", contains 1 charge each: chill metal, chill touch, ice storm, sleet storm, wall of ice; 2 charges: cone of cold. AL N, Int 16, Wis 10, Cha 16; Speech, 60 ft. darkvision and hearing; Ego score 15. Lesser powers: Minor image 1/day, major image 1/day, 10 ranks in Bluff (total modifier +13). Strong evocation; CL 17th; Craft Magic Arms and Armor, miracle; Price 161,560 gp; Cost 80,780 gp + 5,718 XP. Arcane Reach (Su): The Winter Warclock can use spells with a range of "touch" on a target up to 30 ft. away, with a ranged touch attack instead. Mastery of Counterspelling (Su): When the Winter Warlock counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning (for example, an area spell), then it is merely counterspelled. Mastery of Elements (Su): The Winter Warlock can alter an arcane spell when cast so that it utilizes a different element from the one that it normally uses. For example, he could cast a fireball that deals sonic damage instead of fire damage. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. Casting time is unaffected. TYPICAL MEMORIZED SPELLS Cantrips: Arcane mark, detect magic, ghost sound, read magic 1st: Chill touch, color spray, enlarge person, identify 2nd: Web, whispering wind, knock, spider climb 3rd: Deep slumber, gaseous form, major image 4th: Greater invisibility, hallucinatory, ice storm, mass reduce person 5th: Cloudkill, dream, overland flight, baleful polymorph 6th: Disintegrate, greater dispel magic, programmed image, acid fog 7th: Greater teleport, greater scrying 8th: Antipathy, iron body, greater prying eyes 9th: Dominate monster, imprisonment, mass hold monster, weird |
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