The Fair Folk - The Project

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Post by NeoTiamat »

The Elegist Level 11 Controller (Leader)
Medium Fey Humanoid XP 600


Initiative +8 Senses Perception +11
Danse Macabre aura 10; Allies in the aura can shift up to 3 squares at the start of their turn.
HP 102; Bloodied 51
AC 25; Fortitude 21, Reflex 23, Will 25
Immune Slowed, Immobilized
Speed 6

[BR] Death's Song (standard; at-will) * Psychic, Fear
+15 vs Will; 1d8+5 Psychic damage and the target is pushed 2 squares.

[M] Your Bed, a Grave (standard; recharge 6)
+15 vs Fortitude; 3d8+5 damage and the target is restrained until the beginning of the Elegist's next turn.

Death's Jig (move; at-will)
The Elegist shifts 4 squares.

Alignment Lawful Evil
Skills Intimidate +16
Str 11 (+5) Dex 16 (+8) Wis 13 (+6)
Con 14 (+7) Int 18 (+9) Cha 22 (+11)
Equipment An ebony violin

-------------------------------------------------------------------------------------

Tactics: The Elegist is always surrounded by a mass of the dancing dead. Skeletal Tomb Guardians (Level 10 Brute), Vampire Spawn Bloodhunters (Level 10 Minion), and Battle Wights (Level 9 Soldier) are his most common followers, with the odd Flameskull (Level 8 Artillery) and Trap Haunt (Level 8 Lurker). With his Danse Macabre aura turning his followers into impromptu Skirmishers and Death's Song breaking up enemy formations, the Elegist's foes are isolated and overwhelmed, one by one.

Himself, the Elegist is cautious in battle. He stays away from the front ranks, with a few minions or a Brute or Soldier close at hand. Should he be pressed, he unleashes "Your Bed, a Grave", pushing the foe into the earth before dancing away and leaving his followers to destroy the hapless foe.
Last edited by NeoTiamat on Sat Jan 17, 2009 11:20 pm, edited 1 time in total.
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Post by NeoTiamat »

Wrote up Appearance Briefs for Red Jack and the Amadan. Just leaves Hob and Lucas, I believe.
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Post by NeoTiamat »

Did some basic work on the manuscript:

1. Finally got around to writing in Irving the Meek's suggestion on the Midnight Market in. So the paragraphs around Jeremy's darklordship have been altered moderately.

2. Added a brief section called The "Fair Folk": after Faerie Names, covering what the Faerie are called, euphamisms and local names and what-not.

3. This is the bigger one, which is that after some consultation with Kage, I've decided to remove the fact of Red Jack's Beast Form in favor of keeping him as a eye-growing old man all the time. A few reasons for this:
  • -First and foremost, it was hard to stat up a version of him that somehow incorporated both forms in a relevant fashion. Both would be Level 7 Solo Lurkers, and thus functionally very similar. Adding a Polymorph ability was proving difficult and just felt tacked-on. This is what got me thinking that it might not be necessary.

    -Secondly, art-wise, this simplifies the situation since Kage's many-eyed portrait is now what Jack looks all the time (which is, I should note, plenty creepy).

    -Thirdly, it's a bit redundant. King Hob is also a Faerie that transforms, but for Hob, the transformation is quite relevant to the main plot. You can't get rid of it without a heavy re-write. Whereas with Jack, it's just a little quirk that can be taken out reasonably easily.
Basically, it ended up as a bit of a "Good in theory, isn't working out so hot in practice". I gave Jack some steel talons to make up for it, so Jackie is happy enough. :twisted:

Should have his stats up sometime later today.
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Post by Kaitou Kage »

Current Art Status

Red Jack: 90%
Onryo-bi: 50%

G Thing, for reference, I am definitely going to be creating the art for my other two creations, the Kappa and the Tengu, so don't worry about them.

I'll keep everyone informed.
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Post by Sorti »

I hope I didn't do any mistakes. Are the mental stats too low?

Brum of the Mound 
Huge Giant (Earth, Shapeshifter)

Hit Dice: 16d8+128 (200 hp)
Initiative: +0
Speed: 50 ft. (10 squares), burrow 20 ft. (4 squares)
Armor Class: 20 (-2 size, +11 natural, +1 padded), touch 8, flat-footed 20
Base Attack/Grapple: +12/+34
Attack: Adamantine greataxe +25 melee (4d6+21/x3) or slam (1d6+14)
Full Attack: Adamantine greataxe +25/+20/+15 melee (4d6+21/x3) or 2 slams +24 (1d6+14)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Son of stone, fair folk, change shape, SR 26, damage reduction 10/adamantine, resistance to fire 15 and lightning 15, immune to pietrification, darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +18, Ref +5, Will +8
Abilities: Str 39, Dex 11, Con 26, Int 10, Wis 16, Cha 10
Skills: Climb +14, Concentration +27, Hide -8, Jump +14, Listen +12, Move Silently +0, Spot +13, Swim +14
Feats: Awesome Blow, Cleave, Empower Spell-like Ability (call lightning storm), Great Cleave, Power Attack, Weapon Focus (greataxe)
Challenge Rating: 15
Alignment: True neutral
Possessions: Gargantuan masterwork adamantine greataxe, Huge padded armor

Combat

Son of stone (Ex): Brum does not leave tracks on natural terrain unless he wants to and is never slowed or hindered by rough terrain, natural or otherwise. Also, he uses Constitution instead of Charisma as relevant ability for his spell-like abilities.
Fair Folk (Ex): Brum is considered a Fey by effects that affect Fey.
Change Shape (Su): Brum can assume any humanoid form, assume the form of a Medium-sized horned owl, or revert to its own form, as a standard action. In humanoid form, Brum loses its slam attack. Brum remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but Brum reverts to its natural form when killed. A true seeing spell reveals its natural form.
Spell-Like Abilities: At will – call lightning (DC 21), move earth, soften earth and stone, stone tell, wall of stone; 3/day – call lightning storm (DC 23), control winds, repel metal or stone, spike stones (DC 22); 1/day – earthquake. Caster level 16th. The save DCs are Constitution-based.
Tremorsense (Ex): Brum is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. This ability works in a 60 ft. range.
Last edited by Sorti on Mon Jan 19, 2009 6:14 am, edited 1 time in total.
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Post by NeoTiamat »

Note to self: If ever vacationing in Port-a-Lucine and I see a rampaging Ogre.... spend the rest of your vacation in Chateaufaux.

On the whole, looking good. The SLAs are very well chosen, and his invulnverable nature is nicely emphasized.

Biggest criticism would be that he's a bit over-CRed. His physical aspects (HP, attack, damage) are comparable to a CR 13 Storm Giant (he actually has lower AC and Will/Reflex saves). So I'd drop his CR to 14 or 15 or so, and possibly cut out a couple of the highest SLAs (Earthquake, and maybe reduce the number of uses of Call Lightning Storm).

Otherwise, that looks very nice (and I'm going to incorporate Son of Stone and the Polymorph into the 4E version).

Say, Sorti, do you have AIM or something similar (or even GMail Messenger)? Might be a good idea for us to get together and settle on some CRs and Levels for the different monsters.
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Post by Sorti »

yeah he being over CR'd is exactly something I noticed this morning :) lowering to 15 (has many more immunities than a storm giant). I think we can leave the SLAs, a 15th-level party is supposed to survive an earthquake.

As for the 4e version I think the 4e idea is to keep the creatures as simple/streamlined as possible, so fluff abilities like son of stone get dropped and change shape becomes "the DM can give him other abilities like assuming the shape of an owl"...

I sent you an e-mail with my chat contacts.

BYW, are we dropping RJ's beast form? :cry: the problem with too similar stats is a problem with 4e, where all level x solo lurker are basically the same, but I don't think we should drop nice things for the mechanical failings of 4e...
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Post by Sorti »

Cecil the Master Cat v3 
Tiny Fey

Hit Dice: 12d6+36 (78 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +6/-6
Attack: Claw +13 melee (1d2 -4)
Full Attack: 2 claws +13 melee (1d2 -4) and bite +8 melee (1d3 -6)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Hunted by Ma'at, spell-like abilities
Special Qualities: Remembered by Seshat, hated by Bes, carried by Khonsu, forgotten by Osiris, low-light vision
Saves: Fort +6, Ref +14, Will +15
Abilities: Str 3, Dex 20, Con 16, Int 28, Wis 26, Cha 24
Skills: Balance +28, Bluff +22, Climb +24, Diplomacy +24, Hide +32[+36], Intimidate +22, Jump +19, Listen +23, Move Silently +24, Sense Motive +25, Spellcraft +24, Spot +23, Swim +20, Tumble +20, Use Magic Device +22.
Feats: Improved Initiative, Lightning Reflexes, Negotiator, Quicken Spell-Like Ability (confusion), Weapon Finesse
Challenge Rating: 12
Alignment: Chaotic neutral

Combat
Hunted by Ma'at (Su): Cecil's presence causes bad luck to all of his enemies. All creatures within a 90 ft. radius of Cecil suffer a -2 penality to their attack rolls, saving throws, skill checks and ability checks. Also, Cecil can decide as a free action to have a creature reroll an attack roll, saving throw, skill check or ability check and keep the lower result of the two; this last ability can be used only once per round on each one of his enemies.
Spell-Like Abilities: At will – confusion (DC 21), freedom of movement, magic vestment, greater magic fang, greater magic weapon, nondetection, suggestion (DC 20), ; 3/day – alabaster to flesh (as stone to flesh but affects alabaster)(DC 23), break enchantment, flesh to alabaster (as flesh to stone but becomes alabaster)(DC 23), greater dispel magic, greater glyph of warding (DC 23), mass suggestion (DC 23), song of discord (DC 22), summon nature's ally IV (felines only); 1/day – statue (becomes alabaster instead of stone), veil (DC 23). Caster level 16th. The save DCs are Charisma-based.
Remembered by Seshat (Ex): Cecil has a +30 modifier on all Knowledge checks, and can make Knowledge checks untrained.
Hated by Bes (Su): Cecil is always considered under the effect of a freedom of movement spell; this effect cannot be dispelled or suppressed. Cecil is immune to any effect that would be removed by a freedom spell. Cecil can open any lock, door, cage or gate as if they were weightless and unlocked.
Carried by Khonsu (Su): As a move-equivalent action, Cecil can travel between shadows as if by means of a teleport spell. The limitation is that the magical transport must begin and end in an area with at least some shadow.
Forgotten by Osiris (Ex): If Cecil gets killed, he is reincarnated as a newborn kitten somewhere in the Demiplane. After 1d4 weeks, the kitten assumes all the memories, powers and appearance of Cecil.
Skills: Cecil has a +4 racial bonus on Climb, Hide and Move Silently checks and a +8 racial bonus on Balance and Jump checks. He uses his Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Tactics:
before combat: Cecil is never found without statue and nondetection cast on himself and greater magic fang on all of his natural attacks (not included on the statistics above). If he expects to fight he will surely gather many able allies and cover then with freedom of movement, magic vestment, greater magic fang, greater magic weapon and nondetection as needed. If he has time to prepare the battlefield he sets some greater glyphs of warding, usually against non-felines. Just before combat he can summon some dire lion and use greater magic fang on them as needed. After everything is set he uses veil to create an illusion of another room and conceal himself and his allies, usually making everybody invisible and crafting illusions to have his opponents waste resources on false targets or fear false dangerous terrain while hiding the true dangers.
during combat: Cecil remains within 90 ft. of the combat area so his opponents are hindered by his Hunted by Ma'at ability; he moves every round and hides often, being very difficult to target. He debuffs his opponents with greater dispel magic as needed and spends the rest of the time casting quickened confusion, mass suggestion, summon nature's ally and song of discord, but prefers having his allies do the dirty job. If they get killed he's perfectly likely to leave instead of ending the fight alone.
Last edited by Sorti on Wed Jan 21, 2009 4:03 pm, edited 2 times in total.
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Post by Sorti »

The Elegist  v1.1
Medium Fey

Hit Dice: 10d6+70 (105 hp)
Initiative: +7 (+3 Dex, +4 Improved initiative)
Speed: 30 ft. (6 squares)
Armor Class: 20 (+3 Dex, +7 deflection), touch 20, flat-footed 17
Base Attack/Grapple: +5/+5
Attack: Artist's touch +8 melee touch (1d6 Wisdom damage)
Full Attack: Artist's touch +8 melee touch (1d6 Wisdom damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: De morte transire, sonata defunctorum, bardic music, requiescat in pacem
Special Qualities: SR 21, Damage reduction 15/rowanwood, rowanwood vulnerability, per sepulcra regionum, unearthly grace, low-light vision
Saves: Fort +12, Ref +17, Will +15
Abilities: Str 11, Dex 16, Con 14, Int 18, Wis 13, Cha 24
Skills: Concentration +15, Diplomacy +20, Escape Artist +16, Knowledge (fey lore) +17, Knowledge (nobility) +17, Listen +14, Perform (string instruments) +23, Sense Motive +14, Spot +14, Tumble +16
Feats: Skill focus (perform), Improved initiative, Weapon finesse
Challenge Rating: 11
Alignment: Chaotic evil
Possessions: Ebony violin

Combat
De Morte Transire (Sp): By playing his violin as a standard action, the Elegist can cast animate dead or create undead as the spells cast by an 11th-level sorcerer on up to five corpses within 60 ft. (even underground). The corpses remain animated until the next sunrise. The Elegist can use this ability only if he possesses his violin.
Sonata Defunctorum (Su): By playing his violin as a standard action, the Elegist can bolster his undead servants. All undead allies within 60 ft. and able to hear the Elegist gain 13 temporary hit points, +4 turn resistance, and a +2 competence bonus to attack rolls. The effect of the Sonata lasts until the Elegist plays, plus 3 rounds. The Elegist can use this ability only if he possesses his violin.
Bardic Music (Sp): the Elegist can use the fascinate, suggestion and mass suggestion bardic music abilities. He can use this bardic music abilities no more than 10 times per day.
Requiescat In Pacem (Su): By playing his violin as a standard action, the Elegist can cause a creature within 30 ft. to be swallowed by the ground. The target can attempt a DC 22 Reflex save; if he succeeds, he suffers 2d6 crushing damage but escapes burying. If he fails he suffers 4d6 crushing damage and is half-buried in the ground; he is considered entangled and cannot move away from his spot. The target can try to break free with a DC 27 Escape Artist check or a DC 22 Strength check If the Elegist uses this ability on an half-buried creature, the target suffers 2d6 crushing damage, is completely buried in the ground (no save allowed) and has to hold his breath or begin suffocating. The Elegist can use this ability only if he possesses his violin.
Rowanwood vulnerability (Ex): The touch of rowanwood is painful to the Elegist. Touching the Elegist with a piece of rowanwood (requiring a successful touch attack) inflicts him 1d6 damage. A weapon made of rowanwood not only bypasses damage reduction but also inflicts +2d6 bonus damage to him. If a rowanwood stake is plunged into his throat he is instantly killed and dissolves in oily smoke (this does not permanently destroy him; see Per sepulcra regionum)
Per Sepulcra Regionum (Ex): When the Elegist is killed, he and his violin dissolve into oily black smoke, but the creature is not permanently destroied; he will appear again, in another graveyard, in a full moon night. The only way to permanently destroy the Elegist is to steal its beloved ebony violin and smash it to kindling with a rowan staff, and then burn it upon holy ground. The ashes must be mixed with holy water, and then buried beneath a church
Unearthly Grace (Su): The Elegist adds his Charisma modifier as a bonus on all his saving throws, and as a deflection bonus to his Armor Class. He also gets bonus hit points from Charisma instead of Constitution. (The statistics block already reflects these bonuses).
Last edited by Sorti on Wed Jan 21, 2009 9:21 am, edited 2 times in total.
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Post by Kaitou Kage »

Current Art Status

Red Jack: 90%
Onryo-bi: 50%
Teacher: 0%
Kappa: 0%

Linnorm: Sketched
King Hob: Sketched

Stats Progress

Brum (4e): Done
Brum (3e): Done

Elegist (4e): Done
Elegist (3e): Done

Cecil (4e): 0%
Cecil (3e): Done

Teacher (4e): Pending Review
Teacher (3e): 0%

I'll update these charts as things get more done :)
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Post by NeoTiamat »

Sorti wrote:BYW, are we dropping RJ's beast form? :cry: the problem with too similar stats is a problem with 4e, where all level x solo lurker are basically the same, but I don't think we should drop nice things for the mechanical failings of 4e...
Well... let me consider it. Now that I've actually made Jackie, he looks like he could use a bit extra to make him interesting (and I'm trying to resist sticking an aura on every single Faerie). (I'll post him in a bit and we can take comments).

------------------------------------------------------------------------------------

Let's see... the Elegist looks quite good, though I'd bump up his HD or his Constitution, possibly both. His hitpoints are a probably too low for a CR 11 boss-monster, even if he is basically a bard.

As far as Cecil goes, the abilities are excellent, but I'd probably try and re-work him as a CR 12 kitty or so. He's designed as a campaign-lasting foe, and while he does have the reincarnation ability, it's not something he'd want to rely upon.

In both cases though, I love the abilities. They are just so much fun, and very appropriate (and nicely named). :twisted:

-------------------------------------------------------------------------------------

Also, I've talked to Kage about this, but this is all tentative till we get your input, Sorti. Basically, I figured it'd be a good idea to get everyone on more or less the same page as far as monster CRs/Levels went, since the three of us seem to be statting them up.

My personal reasoning is that we want a range of CRs/Levels, and we want to weight it towards the bottom of the scale (CRs of less than 12, Heroic) since Ravenloft tends to be a low-level setting. Rule of thumb is also that 3E monsters will have a slightly lower CR than their 4E counterparts, since one is a 1-20 and one is a 1-30 system at base.

So, here's what Kage and I have set for the levels and CRs, in ascending order.

Lucas Silver
3rd Edition CR: 4
4th Edition Level: 4

The King of Flowing Blood
3rd Edition CR: 5
4th Edition Level: 6

Red Jack
3rd Edition CR: 7
4th Edition Level: 7

The Elegist
3rd Edition CR: 11
4th Edition Level: 11

The Onryo-bi
3rd Edition CR: 11
4th Edition Level: 13

Cecil, the Master Cat
3rd Edition CR: 6 (?).... 12
4th Edition Level: 15

The Teacher of Great Lessons
3rd Edition CR: 13
4th Edition Level: 16

The False Knight
3rd Edition CR: 14
4th Edition Level: 17

Brum
3rd Edition CR: 15
4th Edition Level: 18

The Linnorm of Ashmore Park
3rd Edition CR: 18
4th Edition Level: 23

------------------------------------------------

King Hob
3rd Edition CR: 8
4th Edition Level: 9

The Amadan-na-Scathan
3rd Edition CR: 16
4th Edition Level: 19

The Minister of Fear
3rd Edition CR: 21
4th Edition Level: 25

These are pretty rough, but it's ballpark figures for us to work towards, methinks. Thoughts, Sorti?
Last edited by NeoTiamat on Tue Jan 20, 2009 11:38 am, edited 2 times in total.
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Post by NeoTiamat »

Red Jack Level 7 Solo Lurker
Medium Fey Humanoid XP 1,500


Initiative +8 Senses Perception +12; darkvision
HP 320; Bloodied 160
AC 23; Fortitude 19, Reflex 22, Will 24
Saving Throws +5
Speed 6
Action Points 2

[BM] Steel Talons (standard; at-will)
+12 vs. AC; 2d6+5 damage.

[M] Bloody Murder (standard; at-will)
Red Jack makes two steel talon attacks. If Red Jack hits a single target with both steel talons, the target is dazed until beginning of Jack's next turn.

[C] Living Nightmare (standard; encounter) * Fear, Psychic
Close burst 5; targets enemies; +8 vs. Will; the target is blinded until the end of Red Jack's next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).

[C] Bloodied Nightmares (free, when first bloodied; encounter) * Fear, Psychic
Jack's Living Nightmare recharges, and Jack uses it immediately.

Whispers Behind You (move; at-will) * Teleportation
Red Jack teleports 4 squares, to a square adjacent to an enemy.

Alignment Neutral Evil
Skills Stealth +9, Intimidate +14
Str 8 (+3) Dex 12 (+4) Wis 18 (+7)
Con 16 (+6) Int 18 (+7) Cha 23 (+9)
Equipment Funeral shroud

-----------------------------------------------------------------------------------

I'm not really satisfied with the fellow, as is. His basic strategy is simple. Hit the Nightmares to Blind/Debuff people, then rip them apart with the Steel Talons. Just feels a bit boring.

Anyone have suggestions on spicing him up? Or on how to include his old Polymorphing power in it?

[EDIT]: Added a teleport which has a nice, Slasher-movie-ish feeling to it. Perhaps add the Bear-form as a purely cosmetic power, then, and give up on differentiating the two? (Just sometimes he looks like an old geezer with too many eyes, and sometimes like a bear with too many mouths.)
Last edited by NeoTiamat on Sat Jan 24, 2009 11:10 pm, edited 4 times in total.
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Post by Kaitou Kage »

Teacher of Great Lessons -- Level 16 Solo Skirmisher
Medium Fey Humanoid XP 7,000


Initiative +17 Senses Perception +27; darkvision
HP 770; Bloodied 385
AC 32; Fortitude 27, Reflex 32, Will 31
Immune immobilize, slow, disarm
Speed 8

Action Points 2


[MB] Sword Strike (standard; at-will) * Weapon
+21 vs AC; 2d8 + 7 damage.

[M] Swift Draw Strike (standard; at-will) * Weapon
The Teacher makes two Sword Strike attacks and shifts 1 square after each attack.

[M] Crow's Blade Dance (standard; recharge 56) * Weapon
+21 vs AC; 4d10 + 7 damage
The Teacher shifts up to his speed and makes up to four separate attacks at any point during the movement. The Teacher may not attack the same target twice. All targets hit by the attacks are slowed until the end of the Teacher's next turn.

[C] Crow Flurry Strike (standard; recharge 6) * Weapon
Close burst 3; +19 vs Reflex; 3d10 + 6 damage and the Teacher may teleport up to a number of squares equal to his speed after making this attack. The targets are blinded until the end of the Teacher's next turn. Aftereffect: The target takes a -4 penalty to attack rolls (save ends).

Riposte Draw (minor; at-will) * Stance
When a melee attack misses the teacher while in this stance, the Teacher may shift 1 square and make a Sword Strike attack against the attacker as an immediate action.

Deflection Draw (minor; at-will) * Stance
The Teacher takes half damage from all melee and ranged attacks while in this posture.

Crow's Disguise (minor; at-will) * Polymorph
The Teacher can assume the form of any Small or Medium humanoid, male or female, but cannot assume the forms of unique individuals. The Teacher can assume the form of a Vistana.

Crow's Blood Flurry (free, when first bloodied; encounter)
The Teacher's Crow Flurry Strike recharges and he uses it immediately.

Alignment: Neutral
Skills: Acrobatics +23, Bluff +21, Insight +24, Stealth +23
Str 18 (+12) Dex 20 (+13) Wis 23 (+14)
Con 18 (+12) Int 24 (+15) Cha 19 (+12)

Equipment: Katana, kimono

Tactics: Though he attempts to avoid combat, the Teacher is a vicious fighter when pressed. He dances in and out of enemy ranks, slashing and cutting with remarkable precision and speed. It's said that his strikes come so quickly that nobody has ever actually seen his blade in combat.

Typically, he opens combat by using the Crow's Blade Dance to get into the middle of his enemy's group, then he spends an action point to use Crow Flurry Strike to teleport out of the thick of combat. He begins combat in Parry Posture, and switches to Riposte Posture as soon as the first enemy comes into range. He attempts to draw his enemies around and keep them clustered together so that he can make good use of Crow Flurry Strike each time it recharges. He generally ignores marks and will dance and shift his way toward ranged opponents to draw the melee closer to him. Once his Crow Flurry Strike recharges, he switches back to Parry Posture and teleports out in a flurry of bladework and feathers.
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NeoTiamat
Evil Genius
Evil Genius
Posts: 4119
Joined: Tue Sep 12, 2006 5:00 pm
Gender: Male
Location: Boston, Massachusetts, USA

Post by NeoTiamat »

Monster Name Level # Role
Size origin type (keyword) XP #

Initiative +# Senses Perception +#; special senses
Aura Name (Keyword) aura #; effect.
HP #; Bloodied #
AC #; Fortitude #, Reflex #, Will #
Saving Throws + #
Speed #
Action Points #
[Type] Power Name (action; recharge) ✦ Keyword(s)
Reach; range, area, or targets; attack bonus vs. target defense;
effect. Miss: effect (if any). Secondary attack or effect.
[Type] Power Name (action; recharge) ✦ Keyword(s)
Reach; range, area, or targets; attack bonus vs. target defense;
effect. Miss: effect (if any). Secondary attack or effect.
Alignment Languages
Skills skill name +#, skill name +#
Str score (+#) Dex score (+#) Wis score (+#)
Con score (+#) Int score (+#) Cha score (+#)
Equipment armor, shield, weapons, other gear
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
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Sorti
Evil Genius
Evil Genius
Posts: 255
Joined: Sat Nov 26, 2005 9:56 am
Location: Ethereal Border

Post by Sorti »

Thank you for the feedback! I'll rework them and edit my messages.
Coltiviamo per tutti un rancore
che ha l'odore del sangue rappreso
ciò che allora chiamammo dolore
è soltanto un discorso sospeso
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