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Topic Subject: Giant trilogy: NPC and Monster stats:
posted 09-30-05 02:04 PM EDT (US)   
The Rangers (Bearclaw’s wagon drivers)

”Tye”
Level 2 human ranger
Hp: 14
Speed: 30 (Run 120)
AC: 14
Equipment: Longsword, Dagger, Leather Armor
Base Attack/Grapple: +2/+3
Attack: Longsword +4 (1d8+1)
Full Attack: Longsword +2 (1d8+1), Dagger +2 (1d4) (or giant crossbow +4 (2d10))
Special Qualities: 1st Favored Enemy (giant), Wild Empathy +5
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 12, Dex 14, Con 12, Int 11, Wis 12, Cha 12
Skills: Spot +5, Listen +5, Search +4, Handle Animal +6, Ride +7, Knowledge (nature) +2, Survival +5, Heal +3
Feats: Two Weapon Fighting (from combat style), Track, Weapon Focus (Longsword), Weapon Focus (Dagger).

Tristan
Level 1 human ranger
Hp: 8
Speed: 30 (Run 120)
AC: 13
Equipment: Longsword, Leather Armor
Base Attack/Grapple: +1/+2
Attack: Longsword +3 (1d8+1)
Full Attack: Longsword +3 (1d8+1) (or giant crossbow +2 (2d10))
Special Qualities: 1st Favored Enemy (giant), Wild Empathy +4
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 13
Skills: Spot +5, Listen +5, Search +3, Handle Animal +6, Ride +5, Knowledge (nature) +2, Survival +2, Heal +2
Feats: Track, Weapon Focus (Longsword), Alertness

Ranger 3 (drives with Tye)
Level 1 human ranger
Hp: 7
Speed: 30 (Run 120)
AC: 13
Equipment: Longsword, Leather Armor
Base Attack/Grapple: +1/+1
Attack: Longsword +2 (1d8)
Full Attack: Longsword +2 (1d8)
Special Qualities: 1st Favored Enemy (giant), Wild Empathy +2
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 10, Dex 12, Con 11, Int 13, Wis 11, Cha 9
Skills: Spot +3, Listen +3, Search +4, Handle Animal +4, Ride +5, Knowledge (nature) +3, Survival +2, Heal +2
Feats: Track, Weapon Focus (Longsword), Run

Ranger 4 (drives with Tristan)
Level 1 human ranger
Hp: 9
Speed: 30 (Run 120)
AC: 12
Equipment: Longsword, Leather Armor
Base Attack/Grapple: +1/+2
Attack: Longsword +3 (1d8+1)
Full Attack: Longsword +3 (1d8+1)
Special Qualities: 1st Favored Enemy (giant), Wild Empathy +3
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 13, Dex 11, Con 14, Int 9, Wis 12, Cha 10
Skills: Spot +4, Listen +4, Search +2, Handle Animal +5, Ride +4, Knowledge (nature) +1, Survival +3, Heal +3
Feats: Track, Weapon Focus (Longsword), Great Fortitude


The Draft Horses (all)
Large animal
Hp 30 (4HD)
Ac 13
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 20, Dex 11, Con 16, Int 2, Wis 12, Cha 6


Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 10-13-2005 @ 05:38 PM).]

Replies:
posted 09-30-05 08:47 PM EDT (US)     1 / 5  
The enemy group

Level 6 Human Necromancer (Figure in black robe)
HP: 28
Speed: 30 (Run 120)
AC: 20
Equipment: Dagger, Wand
Base Attack/Grapple: +3/+2
Attack: +1 Magic Dagger +5 (1d4)
Full Attack: +1 Magic Dagger +5 (1d4)
Special Attacks: -
Special Qualities: -
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 8, Dex 13, Con 10, Cha 11
Relevant Skills: ?
Known Feats: Weapon Finesse


Hell hound 1 (7HD) Medium Outsider (Evil, Extraplanar, Fire, ?)
HP: 54
Speed: 40 (Run 200)
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Equipment: -
Base Attack/Grapple: +7/+9
Attack: Bite +9 melee (1d8+2 plus 1d6 fire)
Full Attack: Bite +9 melee (1d8+2 plus 1d6 fire)
Special Attacks: ?, fiery bite
Special Qualities: Darkvision 60 ft., immunity to fire, ?
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 14, Dex 12, Con 14, Cha 6
Relevant Skills: Spot +8, Listen +7, Jump 14
Known Feats: Run

Hell hound 2 (6HD) Medium Outsider (Evil, Extraplanar, Fire, Lawful)
HP: 32
Speed: 40 (Run 200)
AC: 17 (+2 Dex, +5 natural), touch 11, flat-footed 15
Equipment: -
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8+2 plus 1d6 fire)
Full Attack: Bite +8 melee (1d8+2 plus 1d6 fire)
Special Attacks: ?, fiery bite
Special Qualities: Darkvision 60 ft., immunity to fire, ?
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 14, Dex 15, Con 14, Cha 6
Relevant Skills: Spot +8, Listen +7, Jump 14
Known Feats: Run

Death Knight 1, skeleton (3HD) Medium Undead
HP: 22
Speed: 20 (Run 60) 50 on horse (Run 200)
AC: 20 (+6 Rusty half plate, +2 Heavy steel shield, +2 natural), touch 10, flat-footed 20
Equipment: Lance of death, Long sword of death, Rusty half plate, Heavy steel shield
Base Attack/Grapple: +1/+3
Attack: Lance of death +3 (1d8+2 +3 death damage**) or Longsword of death +3 (1d8+2 +3 death damage**)
Full Attack: Lance of death +3 (1d8+2 +3 death damage**) or Longsword of death +3 (1d8+2 +3 death damage**)
Special Attacks: A lance will do double damage on a charge and has a reach of 10 feet
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil

Heavy skeleton warhorse 1 (4HD) Large Undead
HP: 26
Speed: 50 (Run 200)
AC: 17 (–1 size, +2 Dex, +2 natural, +4 rusty chainmail barding), touch 11, flat-footed 15
Equipment: Rusty chainmail barding
Base Attack/Grapple: +2/+10
Attack: Hoof +5 melee (1d6+4)
Full Attack: 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil


Death Knight 2, skeleton (3HD) Medium Undead
HP: 22
Speed: 20 (Run 60) 50 on horse (Run 200)
AC: 20 (+6 Rusty half plate, +2 Heavy steel shield, +2 natural), touch 10, flat-footed 20
Equipment: Lance of death, Long sword of death, Rusty half plate, Heavy steel shield
Base Attack/Grapple: +1/+3
Attack: Lance of death +3 (1d8+2 +3 death damage**) or Longsword of death +3 (1d8+2 +3 death damage**)
Full Attack: Lance of death +3 (1d8+2 +3 death damage**) or Longsword of death +3 (1d8+2 +3 death damage**)
Special Attacks: A lance will do double damage on a charge and has a reach of 10 feet
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil

Heavy skeleton warhorse 1 (4HD) Large Undead
HP: 23
Speed: 50 (Run 200)
AC: 17 (–1 size, +2 Dex, +2 natural, +4 rusty chainmail barding), touch 11, flat-footed 15
Equipment: Rusty chainmail barding
Base Attack/Grapple: +2/+10
Attack: Hoof +5 melee (1d6+4)
Full Attack: 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil

Skeleton Archer 1 (2HD) Medium Undead
HP: 15
Speed: 30 (Run 120)
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Equipment: Masterwork composite bone bow (+1 Str), 40 Death Arrows
Base Attack/Grapple: +1/+2
Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Full Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 16, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil


Skeleton Archer 2 (2HD) Medium Undead
HP: 23
Speed: 30 (Run 120)
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Equipment: Masterwork composite bone bow (+1 Str), 40 Death Arrows
Base Attack/Grapple: +1/+2
Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Full Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 16, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil


Skeleton Archer 3 (2HD) Medium Undead
HP: 13
Speed: 30 (Run 120)
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Equipment: Masterwork composite bone bow (+1 Str), 40 Death Arrows
Base Attack/Grapple: +1/+2
Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Full Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 16, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil

** Death weapons is an invention of Zooris, they cause 3 death (negative energy) damage to any living being touching them, this will even work though armor, so if an attack with a death weapon miss it will apply its death damage if the attack is high enough to hit as a melee touch attack.
Anyone taking the death damage must make a DC 10 fortitude save or be paralyzed for one round and make a will DC 10 will save or be frightened for 2 rounds. Even if the will save succeed the person will be shaken for one round. The spell Death Ward negates both the damage and the effect.
Death weapons will also heal undead holding them with 1 HP per round. Holding 2 or more death weapons don’t increase the effect.
Death arrows lose their magic after having caused damage once.

Undead traits:
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Uses its Charisma modifier for Concentration checks.
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.


Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 11-04-2005 @ 09:05 AM).]

posted 10-06-05 10:58 PM EDT (US)     2 / 5  
Undead Black Dragon Hatchling (8HD) Zombie, Tiny Undead

HP 47
Speed: 60, fly 100, Swim 60
AC: 18 (-1 Dex, +2 size, +3 natural, +4 ?)
Equipment: ?
Base Attack/Grapple: +4/-3
Attack: Bite +7 (1d4+1)
Full Attack: Bite +7 (1d4+1) 2x Claw +2 (1d3)
Special Attacks: Breath Weapon, Line of acid, 30 feet (2d4 damage, DC 13 reflex save for half damage) one use every 5 turns
Special Qualities: Immunity to acid, Water Breathing, damage reduction 5/slashing, undead traits
Saves: Fort +2, Ref +1, Will +10
Abilities: Str 13, Dex 8, Con —, Cha 1
Relevant Skills: -
Known Feats: Toughness


Kris Lighthawk
Creator of Lighthawk's mod
posted 10-26-05 12:08 PM EDT (US)     3 / 5  
Fiendish Dire Bat (4HD) Magical beast, Extraplanar, summoned (6 rounds)

HP 35
Speed: 20, fly 40 (good)
AC: 20 ( -1 size, +6 dex, +5 natural) touch 15, flat-footed 14
Base Attack/Grapple: +3/10
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Special Attacks: Smite good (+4 damage, 1/day)
Special Qualities: Blindsight* 40 ft, Darkvision 60 ft, Damage reduction 5/magic, 5 Resistance to cold and fire, Spell resistance 9
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 6
Relevant Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Known Feats: Alertness, Stealthy

Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

*by the rules bats only have blindsense, but that makes no sense as bats’ echolocation is much better than that.


Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 10-30-2005 @ 12:56 PM).]

posted 11-08-05 07:56 AM EDT (US)     4 / 5  
CELESTIAL EAGLE Small magical beast, extraplanar

Hp: 6 (1 HD)
Speed:10 ft. (2 squares), fly 80 ft. (average)
Armor Class:14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple:+0/–4
Attack:Talons +3 melee (1d4)
Full Attack:2 talons +3 melee (1d4) and bite –2 melee (1d4)
Space/Reach:5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, Darkvision 60 feet, Spell resistance 6
Saves:Fort +3, Ref +4, Will +2
Abilities:Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills:Listen +2, Spot +14
Feats:Weapon Finesse
Alignment: Chaotic Good

These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.
A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.
Eagles dive at prey, raking with their powerful talons.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.


Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 11-08-2005 @ 08:02 AM).]

posted 08-09-14 07:11 PM EDT (US)     5 / 5  
*bump by request*

CG

ChowGuy - The LaChoy Dragon - Servant of the Tiger and disciple of the Wanderer
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