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D20 Creations
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Xtian
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Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
Post Posted: Mon Jan 12, 2009 4:51 am    Post subject: D20 Creations Reply with quote
In this thread I will post my D&D creations and renditions. I use no particular rules with my creations but I will try to be consistent. Any rendition I make is still owned by their owners and is not an attempt to challenge or steal their intellectual property.



INDEX
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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Xtian
Goderator

Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
Post Posted: Mon Jan 12, 2009 5:05 am    Post subject: Reply with quote
A small kobold whose scales is colored black with bluish tint is in front of you. He wears a black helm with dark-blue crest which contrasts his glowing bright red eyes staring straight at you. He wears a black breast plate that as far as you can tell, is made up of adamantine. He wields no weapon but you notice his metallic arms and thighs are very muscular. He cracks his fist and you hear a tremble. You thought it is another disposable lizard and you begin to think again.

Maog Adamantinongbaiauaq (CR 25)
Fighter 26 Legendary Dreadnaught 10
LN Small Dragon (reptilian)
Init +4; Senses low light vision, Darkvision 60ft.; Listen +0, Spot +0
Languages Common, Draconic

AC 52, touch 19, flat-footed 51, (+12 amor, +1 dex, +6 deflection, +1 feat,+21 natural armor, +1 size)
hp 952 (26d10 + 10d12 +720 +24), fast heal 3; DR 26/-
Immune fatigue or exhaustion, magic sleep or paralysis
Resist Cold 50, Fire 50, Lightning 50; SR 50 (HD+14)
Weakness Light Sensitivity
Fort +39, Ref +11, Will +11

Speed 30ft. (6 squares)
Melee +72/+67/+62/+57 melee unarmed 4d6+77 (18-20/x4 +3d6 +Fort save DC 54 or Death.)
Space ft. 5 ft.; Reach 5 ft.
Base Atk +28; Grp +56
Atk Options Power attack, improved sunder, improved bull rush, shock trooper, crushing strike, dire charge
Combat Gear Gauntlets of the Colossus, Helm of Defiance, Greaves of Baqqal, Armor of the Adamantine Dragon

Abilities Str 74, Dex 10, Con 48, Int 13, Wis 11, Cha 12
SQ Adamantine Body, Adamantine Toughness
Feats Cleave, Combat Reflexes, Crushing Strike, Dragonwrought, Great Cleave, Greater Weapon Focus (Unarmed), Greater Weapon Specialization (Unarmed), Improved Bullrush, Improved Critical (Unarmed), Improved Critical Multiplier (Unarmed), Improved Initiative, Improved Sunder, Improved Toughness, Improved Unarmed Strike, Melee Weapon Mastery, Power Attack, Shock Trooper, Versatile Unarmed Strike, Weapon Focus (Unarmed), Weapon Specialization (Unarmed), Weapon Supremacy (Unarmed)
Epic Feats Devastating Critical (Unarmed), Dire Charge, Fast Healing, Greater Critical (Unarmed), Greater Critical Multiplier (Unarmed),Overwhelming Critical (Unarmed)
Skills climb +55, craft(trapmaking) +3, intimidate +40, jump +80, profession (miner) +2, search +3, swim +44
Possessions combat gear, magic items, mundane items

Adamantine Body (Ex): Maog’s adamantine body gives him many benefits. Maog has damage reduction 20/- which stacks with similar damage reduction. He has 75% chance of negating a critical hit against him. His unarmed attacks ignore first 20 points of damage reduction and counts as adamantine for the purposes of damage reduction. His weight is increased sixteen fold. He gains resistance 50 against electricity, fire resist and cold. He does not need to breathe or drink. Furthermore his adamantine body is highly resistant against magic, he gains spell resistance 50.

Adamantine Toughness (Ex): Maog is a koboldic personification of adamantine’s toughness and resilience. Maog can make fortitude save instead of reflex save against an area effect spells or spell-like abilities. He can also make fortitude save instead of will save against spells or spell-like abilities.

Light Sensitivity (Ex): Maog is dazzled in bright sunlight or within the radius of a daylight spell.

Shifty (Ex): Once per round as a swift action, Maog can move for 5 feet.

Unstoppable (Ex): Twice per day Maog can concentrate his or her power, gaining a +20 bonus on his or her Strength check to break or burst a door or item once per day. As a special use of this ability, Maog can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, Maog can apply the +20 bonus to a single attack roll.

Unmovable (Ex): Twice per day Maog can concentrate his or her power, making him unmovable once per day. This power grants the character a +20 bonus on any one of the following:

A grapple check made to avoid being grabbed with the improved grab ability.

A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.

A Strength check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, Maog can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case.

Shrug off Punishment (Ex): Maog gains 24 bonus hit points.

Thick Skinned (Ex): Maog has damage reduction 6/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself.

Possessions
Gauntlets of the Colossus: This pair of adamantine gauntlets gives great strength to those who wears it. It grants its wearer +12 to strength and constitution. It grants its wearer’s unarmed attacks +7 enhancement bonus to attack and damage. Lastly, its wearer adds twice his strength modifier to damage. CL 30th.

Greaves of Baqqal: This pair of black adamantine greaves is said to be made by Baqqal for Maog for his weakness against flying opponents and at the same time boost his strength. The pair of greaves grants its wearer +30 enhancement bonus to jump check and is not limited by its wearer’s height. It can grant it’s wearer flight as the overland flight spell twice per day. The wearer can stomp his foot twice per day to duplicate the effects of earthquake spell. CL 30th.

Helm of Defiance: Maog wears a black helm with dark-blue crest. When he wears this helm his eyes glow. This helm is called Helm of Defiance and it grants its wearer +6 deflection bonus to armor. It makes its wearer’s eyes glow and grants the benefits of greater arcane sight and blindsight 60ft. The wearer also gains the benefit of Mind Blank spell. CL 30th.

Armor of the Adamantine Dragon: This ornate jet-black breast plate is rumored to be made of bones of a great wyrm adamantine dragon. While the existence of adamantine dragon is questioned, there is no doubt that the armor gives protection and toughness than an ordinary adamantine full plate mail. Aside from protection the Armor of the Adamantine Dragon also boasts that it keeps its wearer alive. It is a +7 adamantine breast plate that grants its wearer the benefits of endurance and die hard feats. Once per day when a damage would make its wearer hit points to less than 0, it automatically heals the wearer half of his hit points. If the wearer has spell resistance, any spell that fails to penetrate the spell resistance heals the wearer 2d8+15 hit points. CL 30th.
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
View user's profileSend private messageVisit poster's websiteYahoo Messenger


Last edited by Xtian on Mon Jan 12, 2009 6:30 am; edited 2 times in total
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Xtian
Goderator

Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
Post Posted: Mon Jan 12, 2009 5:09 am    Post subject: Reply with quote
My first metal kobold to be statted. I'll be statting more soon.

My kobolds gain the following:


Shifty (Ex): Once per round as a swift action, this kobold can move for 5 feet.

Thank you 4ed. Smile
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
View user's profileSend private messageVisit poster's websiteYahoo Messenger
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Xtian
Goderator

Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
Post Posted: Mon Jan 12, 2009 9:01 am    Post subject: Reply with quote
EPIC MASTER TRANSMOGRIFIST

From Complete Arcana

Hit Die: d4.

Skill Points at Each Level: 2 + Int modifier.

Favored Shape (Su): The epic master transmogrifist continues to gain additional favored shapes at 11th level and every odd level after that.

Battle Mastery (Ex): The epic master transmogrifist competence bonus to attack rolls becomes +1 and is gained at level 13 and every four levels after.

Spells: The epic cold iron warrior's caster level is equal to his class level, as normal. The cold iron warrior's number of spells per day does not increase after 10th level.

Bonus Feats: The epic master transmogrifist gains a bonus feat (selected from the list of epic master tranfsmogrifist feats) every three levels higher than 10th.
Epic Master Transmogrifist Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.

Code:

Level     Special                                             Spellcasting

11th     Favored Shape,                               +1 level of previous class
12th     Battle Mastery +7,                           +1 level of previous class
13th     Bonus Feat                                   +1 level of previous class
14th                                                  +1 level of previous class
15th                                                  +1 level of previous class
16th     Bonus Feat                                   +1 level of previous class
17th     Battle Mastery +8                            +1 level of previous class
18th                                                  +1 level of previous class
19th     Bonus Feat                                   +1 level of previous class
20th                                                  +1 level of previous class


____________________
I intentionally broke the rules of making class epic progression for the reasons of balance. I decreased the battle mastery progression to +1 (from +2) and increased its frequency from every 3 levels to every 4 levels. I gave it full caster progression, however.

I wonder who I am going to post next Question
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
View user's profileSend private messageVisit poster's websiteYahoo Messenger
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Xtian
Goderator

Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
Post Posted: Sun Jan 25, 2009 7:21 am    Post subject: Reply with quote
A tall shaggy creature with long pair of horns is standing in front of you. At first you thought of minotaur but something is not in order. His ringed snout too short for a minotaur and the body is too lean. Your and the shaggy figure's eyes meet and you see a human's eye. He is carrying a huge metallic ball on his right hand and you notice that his hands are more comparable to a human than a minotaur.


Aye Caramba (CR 11)
Barbarian 5, Fighter 8, Hulking Hurler 3
CN Large Humanoid (Human)
Init +1; Senses darkvision 60ft. scent; Listen +3, Spot +3
Aura none; Languages common

AC 16, touch 10, flat-footed 15 (+4 armor, +1 dex, +2 natural, -1 size)
hp 157 (11d10 + 5d12 + 48 + 16),
Immune none
Resist +4 bonus to escape maze spell; SR none
Weakness none
Fort +16, Ref +5 (+6 against traps), Will +5

Speed 50 ft. (10 squares)
Melee gore +21 (1d8+6 /x2)
Ranged gargantuan +5 sizing returning shotput +26 (6d6+16 /19-20/x3)
Space10 ft.; Reach10 ft.
Base Atk +16; Grp +26
Atk Options really throw anything, area attack, overburdened heave, ranged sunder
Special Actions catch weapon, rage

Abilities Str 22, Dex 13, Con 16, Int 13, Wis 12, Cha 10
SQ scent, +4 bonus to escape maze, always know which direction is north
Feats brutal throw, exotic weapon proficiency (shotput), extra rage, greater weapon focus (shotput), far shot, improved toughness, natural heavyweight, point blank shot, power attack, precise shot, ranged sunder, track (B), weapon focus (shotput), weapon specialization (shotput)
Skills Climb +7, Listen +8, Spot +3, Survival +20
Possessions +5 sizing returning shotput, chain shirt

Area Attack (Ex): Caramba can make an attack roll against a square the target creature occupies (AC 10) and that creature must make a reflex save (DC 10 + Caramba’s attack bonus) or take the full damage. Can only be used with a huge or larger weapon.

Catch Weapon (Ex): Caramba has the benefit of catch arrow feat and can hurl them back at the attacker.

Improved Uncanny Dodge (Ex): Caramba cannot be flanked.

Overburdened heave (Ex): Caramba can throw a weapon up to two sizes category larger than his size category or an item that weighs as much as his medium load.

Rage (Ex): As a free action Caramba can enter rage. He gains +4 bonus to strength and constitution and +2 morale bonus to will saves but suffers -2 penalty to armor class. He cannot do anything that requires concentration. Caramba can enter rage 5 times per day.

Really Throw Anything (Ex): Caramba has the benefits of throw anything feat and he can throw anything he can lift as light load. In addition, he only takes -2 penalty instead of normal -4 if the item is an improvised weapon.

Trap Sense (Ex): Caramba has +1 dodge bonus to AC against attacks made by traps and +1 bonus to reflex saves to save against traps.

Uncanny Dodge (Ex): Caramba retains his dexterity bonus to AC when caught flat-footed or attacked by invisible creatures.
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
View user's profileSend private messageVisit poster's websiteYahoo Messenger


Last edited by Xtian on Mon Feb 02, 2009 5:29 am; edited 2 times in total
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Xtian
Goderator

Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
Post Posted: Mon Jan 26, 2009 8:10 am    Post subject: Reply with quote
To hell with description when you have a picture



By Pitz-Ikko

La Bamba (CR 10)
Fighter 12 Barbarian 2 Exotic Weapon Master 1
CN Large Humanoid (human)
Init +3; Senses darkvision 60 ft., scent; Listen +14, Spot +15
Aura none; Languages common

AC 14, touch 12, flat-footed 11 ( +3 dex, +2 natural, -1 size)
hp 129 (13d10+2d12+45),
Resist +4 bonus to escape maze spell; SR none
Fort +16, Ref +7, Will +4

Speed 50 ft. (10 squares)
Melee +5 spiked of speed +28 (2d6+21/ 20/x2)
Melee +5 spiked of speed +28/+28/+23/+18/+13 (2d6+21/ 20/x2), and gore +23 (1d8+4 /20/x2)
Space 10 ft.; Reach 10 ft. (20 ft. with spiked chains)
Base Atk +15; Grp +27
Atk Options spring attack, whirlwind attack, improved trip, improved disarm, knockdown
Special Actions Rage, robilar’s gambit, large and in charge

Abilities Str 26, Dex 16, Con 16, Int 13, Wis 10, Cha 8
SQ scent, +4 bonus to escape maze, always know which direction is north
Feats Close Quarter Defense, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (spiked chain), Improved Disarm, Improved Trip, Knockdown, Large and in Charge, Mobility, Robilar’s Gambit, Spring Attack, Track (B), Weapon Focus (spiked chain), Whirlwind attack
Skills Craft (weaponsmithing) +18, Listen +14, Spot +15, Survival +18,
Possessions +5 spiked chain of speed,

Rage (Ex): As a free action La Bamba can enter rage. He gains +4 bonus to strength and constitution and +2 morale bonus to will saves but suffers -2 penalty to armor class. He cannot do anything that requires concentration. Caramba can enter rage 1 times per day.

Uncanny Blow (Ex): La Bamba adds twice his strength modifier to damage instead of normal 1 1/2 when wielding a spiked chain.

Uncanny Dodge (Ex): La Bamba retains his dexterity bonus to AC when caught flat-footed or attacked by invisible creatures.

_______________________
PItz, if I can only buy you a frapp for this pic. Very Happy
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
View user's profileSend private messageVisit poster's websiteYahoo Messenger


Last edited by Xtian on Mon Feb 02, 2009 5:29 am; edited 1 time in total
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Xtian
Goderator

Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
Post Posted: Mon Jan 26, 2009 8:21 am    Post subject: Reply with quote
Next in line with my Half-minotaur series is Greg Gore. Unlike the two half-mins above, Greg Gore reached epic by DM declaration - he wanted to finished the campaign and do the final fight.

To everyone who knows Greg Gore, he is like a toned-down St. Dickie. He is powerful but not broken though he almost wiped out the entire party during the brainsucker tourney.

edit---

Oh I forgot the short-lived Cowabunga. He'll be in before Greg Gore
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
View user's profileSend private messageVisit poster's websiteYahoo Messenger
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Xtian
Goderator

Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
Post Posted: Mon Feb 02, 2009 8:40 am    Post subject: Reply with quote
Cowabunga (CR 5)
Fighter 6 Barbarian 1
CN Large Humanoid (human)
Init +3; Senses darkvision 60 ft., scent; Listen +2, Spot +2
Aura none; Languages common

AC 17, touch 11, flat-footed 15 (+2 dex, +4 armor, +2 natural, -1 size)
hp 60 (6d10+1d12+21),
Resist +4 bonus to escape maze spell; SR none
Fort +10, Ref +4, Will +2

Speed 50 ft. (10 squares)
Melee +3 spiked of speed +16 (2d6+12/ 20/x2)
Melee +3 spiked of speed +16/+11/ (2d6+12/ 20/x2); plus gore +8 (1d8+3/ 20/x2)
Space 10 ft.; Reach 10 ft. (20 ft. with spiked chains)
Base Atk +7; Grp +17
Atk Options spring attack,
Special Actions Rage,

Abilities Str 22, Dex 14, Con 16, Int 13, Wis 11, Cha 7
SQ scent, +4 bonus to escape maze, always know which direction is north
Feats Combat Reflexes, Deft Opportunist, Dodge, Exotic Weapon Proficiency (Spiked Chain), Mage Slayer, Mobility, Occult Opportunist, Spring Attack, Track (B)
Skills Knowledge (Arcana) +6, Listen +2, Spellcraft +8, Spot +2, Survival +2
Possessions +3 spiked chain, chain shirt

Rage (Ex): As a free action Cowa Bunga can enter rage. He gains +4 bonus to strength and constitution and +2 morale bonus to will saves but suffers -2 penalty to armor class. He cannot do anything that requires concentration. Caramba can enter rage 1 times per day.
_________________
solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
View user's profileSend private messageVisit poster's websiteYahoo Messenger
Back to top
   
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