Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: [very long] Parere su png epico

Salve a tutti ragazzi, questa è la prima stesura di un personaggio di
livello epico (24 HD, ECL 32) che sarà il nemico dei nostri eroi per quella
che spero sarà una lungs e divertente campagna. Considerando che mancano
ancora le abilità, che l'equipaggiamento e gli spells sono quelli basilari e
che l'ho fatto in fretta e furia, ditemi che ne pensate e, sopratutto, se ho
fatto qualche errore regolistico.
Grazie mille, ciao ciao.
--
-Matteo-
SPOILER per i miei giocatori!!! Ale, Tone e Nasty, doveste capitare su
questo ng non guardate!!!! (vi rovinereste la sorpresa.... ^_^)
S
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Leot alias Drahas
Male human Vampire
Wizard 13, Blood Magus 10, Fighter 1
Alignment       Lawful Evil
Abilities
STR    20 (+5)                        INT     38 (+14)
HD 24d12+24(192 hp)
                                   INITIATIVE +7
DEX    24 (+7)                        WIS    16 (+3)
AC 41             = 8 armor + 7 Dex + 6
natural + 6 shield + 4
CON   ---                                CHA   19 (+4)
deflection + 10
Touch 21
APP     13 (+1)
Flat Footed 28
BAB +12 / +7
Saving Throws
Fortitude +21                          Reflex +22
Will +26
Attacks
Longsword      +21 / +16        critical 17-20 / x2        damage 1d8 + 1d6
(cold) + 9 + energy drain(2)
+4, keen, necrotic focus, icy burst                            [+1d10 (cold)
on critical hit]
Slam                +17                 critical 20 / x2              damage
1d6 + 5 + energy drain(2)
(+12 if secondary)                              [NB energy drain is usable
once per round]
Dagger s          +19 / +14        critical 19-20 / x2        damage 1d4 + 7
(bonus within 30 ft if thrown)
+2, returning  +21 / +16 if thrown                             range
increment 10 ft
Feats
  a.. Scribe Scrolls (B)
  b.. Combat Casting
  c.. Shielded Casting
  d.. Great Fortitude
  e.. Energy Substitution
  f.. Energy Admixture
  g.. Violate Spell
  h.. Endure Sunlight
  i.. Empower Spell
  j.. Quicken Spell
  k.. Sudden Maximize Spell
  l.. Improved Toughness
  m.. Improved Spell Capacity [epic]
  n.. Epic Spellcasting [epic]
Special Qualities & Attacks
Vampiric Qualities
  a.. Alternate form: transform into bat, wolf, dire bat or dire wolf as
standard action. Cannot use dominate or energy drain, but assumes the
natural attacks of the creature. New form lasts until dismissed or till next
dawn. Similar to polymorph, 12th caster level, but Drahas does not heal when
morphing. [Sup]
  b.. Children of the Night: summon 1d6+1 rat swarms, 1d4+1 bat swarms or
3d6 wolves 1 per day, they arrive in 2d6 rounds and remain for 1 hour. The
animals blindly obey Drahas [Sup]
  c.. Create Spawn (see monster manual page 252) [Sup]
  d.. Damage Reduction 10 / magic & silver [Sup]
  e.. Dominate, 12th caster level as standard action (eye contact needed, DC
26 to resist) [Su]
  f.. Energy drain once per round, 2 negative levels (DC 26 to remove).
Drahas receives 5 temporary hit points for every negative level bestowed.
[Sup]
  g.. Fast Healing 5 (see monster manual page 253) [Ex]
  h.. Gaseous form at will as standard action [Sup]
  i.. Resistance 10 to cold and electricity [Ex]
  j.. Spider climb always active [Ex]
  k.. Suck blood: Drahas must win a grapple check to deal 1d4 points of
Constitution damage, he gains 5 temporary hit points per damage dealt
  l.. Turn Resistance +4 [Ex]
  m.. Undead traits
  n.. Vampire vulnerabilities
Blood Magus Prestige Class Abilites
  a.. Blood component (see pages 26 to 28 of Complete Arcane for references)
[Su]
  b.. Durable casting [Ex]
  c.. Stanch (not applicable) [Ex]
  d.. Scarification [Ex]
  e.. Death knell once per day (3rd caster level) [Sp]
  f.. Blood draught [Ex]
  g.. Homunculus [Su]
  h.. Bloodseeking spells [Su]
  i.. Thicker than water (gains Damage Reduction 1 / bludgeoning) [Su]
  j.. Awaken Blood: 10d10 hit points damage to blooded creature on succesful
touch attack once per day, may retry if misses [Su]
  k.. Infusion (not applicable) [Ex]
  l.. Bloodwalk [Su]
Equipment
  a.. Bracers of CA +8
  b.. +5 small mithril spiked shield, greater acid resistance (30)
  c.. +4 longsword, keen, icy burst, necrotic focus
  d.. +2 dagger, returning (2x)
  e.. Portable hole
  f.. Ring of protection +4
  g.. Runic Guardian (see entry below)
  h.. Belt of spell resistance 21
  i.. Vest of resistance +8
  j.. Headband of Intellect +6
  k.. Gloves of Dexterity +4
  l.. Pale blue Ioun stone (+2 Strength)
  m.. Potion of Inflict Serious Wounds (10th caster level)
  n.. Amulet of fire & sonic immunity
Skills
Skill Points       Fighter             2 + Int bonus / level
                        Wizard             2 + Int bonus / level
                        Blood Magus   2 + Int bonus / level
                        Human                        +1 skill point / level
Spells & Magic
Caster Level    Wizard             13 + 9 from Blood Magus prestige class =
22
Wizard Spells Known
  1.. alarm, backbiter (CA), bestow wound (BoVD), charm person, chill touch,
disguise self, feather fall, fist of stone (CA), identify, magic missile,
ray of enfeeblement, true strike, useen servant
  2.. blindness/deafness, cat's grace, darkness, fog cloud, fox's cunning,
invisibility, Melf's acid arrow, mirror image, phantasmal assailants (CA),
schorching ray, shatter, shriveling (BoVD), spectral hand, touch of idiocy,
web, wither limb(LM)
  3.. deep slumber, devil's eye (BoVD), dispel magic, displacement, dread
word (BoVD), drown (BoVD), explosive runes, fireball, fly, haste, lightning
bolt, major image, nondetection, phantom steed, rage, ray of exhaustion,
repair serious damage (CA), resonating bolt (CA), slow, tongues
  4.. burning blood (CA), charm monster, confusion, contagion, detect
scrying, dimensional anchor, dimension door, Evard's black tentacles, grim
revenge (BoVD), ice storm, invisibility (greater), mirror sending (BoVD),
phantasmal killer, polymorph, psychic poison (BoVD), rainbow pattern,
scrying, shout, stoneskin, summon undead IV (LM), unluck (CA), wall of
deadly chains (BoVD)
  5.. arc of lightning (CA), baleful polymorph, break enchantment,
cloudkill, cone of cold, duelward (CA), feeblemind, hold monster, magic jar,
mirage arcana, passwall, prismatic ray, sending, spirit wall (CA), stop
heart (BoVD), summon undead V (LM), telekinesis, teleport (self only!), wall
of force, wall of stone
  6.. acid fog, antimagic field, Bigby's forceful hand, brilliant blade
(CA), cat's grace (mass), chain lightning, contingency, disintegrate, eagle'
s splendor (mass), fox's cunning (mass), globe of invulnerability, mislead,
symbol of fear, Tenser's transformation, true seeing, wall of iron
  7.. arcane sight, avasculate (LM), awaken undead (LM), Drawmij's istant
summoning, energy ebb (LM), energy immunity (CA), finger of death,
forcecage, Otiluke's dispelling screeng (CA), prismatic spray, reverse
gravity, scrying (greater), spell turning, sword of darkness (CA), teleport
(greater), waves of exhaustion
  8.. avascular mass (LM), Bigby's clenched fist, blackfire (CA), charm
monster (mass), clone, dimensional lock, discern location, ghost form (LM),
horrid wilting, incendiary cloud, iron body, maze, mind blank, polymorph any
object, power word stun, shout (greater), steal life (BoVD), symbol of
death, trap the soul
  9.. absorption (CA), foresight, mindrape (BoVD), Mordenkainen's
disjunction, prismatic sphere, power word kill, shapechange, superior
invisibility, time stop, wail of the banshee
[Epic] acid rain, energy drake creation (lesser), ridicolous high spell
resistance
Spells x Day
Wizard             4 / 8 / 8 / 7 / 7 / 7 / 7 / 6 / 6 / 6 / 3 / 2 / 2 / 2 / 2
/ 2 [Epic]
                                   (spell slots of 10th, 11th, 12th, 13th
and 14th level)
Typical Prepared Wizard Spells
Save DC = 24 + spell level
0.      arcane mark, ghost sound, mage hand, no light (BoVD)
1.      bestow wound x2, charm person, chill touch, disguise self, fist of
stone, ray of enfeeblement x2
2.      cat's grace, violated magic missile, Melf's acid arrow, shatter,
shriveling x2, web, wither limb
3.      deep slumber, dispel magic, displacement, drown, fireball, cold
fireball, haste
4.      violated fireball, invisibility (greater), phantasmal killer, shout,
summon undead IV, unluck, dimension door
5.      baleful polymorph, cloudkill, empowered lightning bolt, stop heart
x2, teleport (self only!), summon undead V
6.      cold chain lightning, disintegrate x2, empowered violated acid
fireball, Tenser's transformation, wall of iron, true seeing
7.      finger of death, quickened fireball x2, forcecage, cold lightning
bolt, scrying (greater)
8.      charm monster (mass), violated quickened electricity fireball, ghost
form, horrid wilting, iron body, maze
9.      absorption, quickened arc of lightning, cold&acid cone of cold,
superior invisibility, wail of the banshee, shapechange
10.  quickened disintegrate, violated empowered cold&fire fireball,
empowered horrid wilting
11.  violated fire&electricity chain lightning, quickened teleport (greater)
12.  .
13.  .
14.  .
[Epic] acid rain, ridiculous high spell resistance
[Contigent] teleport to coffin chamber if reduced to 0 hp
[Permanent] arcane sight, detect poison, detect secret doors, read magic,
see invisibility, tongues
Epic Spells Description
  a.. Acid Rain
Evocation (acid)
Spellcraft DC: 49
Components: V, S
Casting Time: 1 minute
Range: 0 ft
Area: a circle of 6 miles radius
Duration: 20 hours
Saving Throws: Reflex negates (see text)
Spell Resistance: yes
To Develop
Seeds: Energy (acid) (19), energy (weather) (19)
Factors: change water drops to acid (ad hoc +12), dismissible by caster
(+2), increase range by 300% (+12)
Mitigating factors: burn 1500 XP (-15)
A rain of acid drops starts to fall in the spell area, lasting for 20 hours
and dealing 1 point of acid damage to everything unsheltere, ignoring
hardness of objects made of mundane materials (eg not made of adamantium,
mithril, cold iron, etc.). Creatures can avoid damage each round by
succeding in a Reflex save (DC 33). The acid rain remains in effect even if
the caster leaves the spell area.
  a.. Ridiculous High Spell Resistance
Transmutation (ritual)
Spellcraft DC: 47
Components: V, S
Casting Time: 1 minute
Range: personal
Area: caster
Duration: 20 hours
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
To Develop:
Seeds: Fortify (17)
Factors: +30 Spell Resistance (+120)
Mitigating factors: 8 casters contributing 6th level spell slot (-88),
personal range (-2)
Caster of the ritual spell gains Spell Resistance 55 for the entire duration
of the spell. As with natural SR, this can be willingly suppressed for 1
round for purpose of receveing benign spells or magical effects.
·        Energy Drake Creation (lesser)
Conjuration (ritual)
Spellcraft DC: 16
Components : V, S, F
Casting Time: 1 day
Range: 0 ft
Duration: permanent
Saving Throw: none
Spell Resistance: no
To Develop:
Seeds: Animate (25), Conjure (21), Fortify (17)
Factors: 12 HD (+16), +10 bonus to caster level for dispelling attempts
(+20), +2 hp/HD (+48), +13 Intelligence (+52), +4 natural attacks (+8), +5
natural armor class (+10), add DR 15/magic (+30), add +4 SR (+16), breath
weapon (+28), dismissible by caster (+2), energy abilities (+17), permanent
duration (*5 total cost, apply this factor last)
Mitigating factors: 10 minutes casting time (-20), +1 day casting time (-2),
22 casters providing 6th level spell slot (-242), 17d6 backlash damage
(-17), extremely rare material component (-25)
After a day of successful ritual casting an energy drake, a mighty construct
made of pure brilliant energy, emerges from the Generator used to power the
casting. Although intelligent, this mighty beast is fully under the control
of tha caster who made it, obeying orders even at risk of his own existence.
Since it is a fully magical construct, an energy drake cannot enter an
antimagic field or a similar area in which magic is negated or suppressed.
Dispelling such a mighty manifestation of high magic is difficult: every
dispel attempt has a DC equal to 31 + the spell caster level. Note that
energy drake spell resistance has to be overcome prior to the dispel check.
Creatures & Cohorts
·        Energy Drake
Large Construct
Hit Dice: 12d10+30 (114  hp)
Initiative: +5
Speed: 40 ft, fly 120 ft (average)
AC: 24(-1 size, +5 Dex, +10 natural)
Base Attack/Grapple: +9 / +13
Attack: bite +12 melee (2d8+4)
Full Attack: bite +12 (2d8+4) melee and 4 claws +10 melee (2d6+2)
Face/Reach: 5ft / 5 ft
Special Attacks: breath weapon, brilliant aura, brilliant energy
Special Qualities: blindsight 120 ft, DR 15/magic, construct traits, energy
form, immunity to blindness, SR 29
Saves: Fort +4, Ref +9, will +7
Abilities: Str 18, Dex 20, Con -, Int 13, Wis 16, Cha 23
Skills: balance +10, listen +8, intimidate +11, move silently +15, search
+6, spot +8, tumble +15
Feats: Adroit Flyby Attack, Combat Reflexes, Flyby Attack, Hover,
Multiattack
Enviroment: any land and underground
Alignment: same as controlling caster, always neutral after master's death
Advancement: by character class
·        Runic Guardian
See Monster Manual II pages 182, 183 for reference
Spells inscribed (condition):
                        head: mage armor (whenever entering combat)
                        arms: see invisibility (when struck by invisible
foe), blur (whenever entering combat
with three or more foes)
                        legs: dispel magic (when commanded to do so), haste
(if master is wounded)
                        torso: cone of cold
            Caster level 16th , DC 15 + spell level

Come temevo il copia-incolla da word č venuto una schifezza. Sorry, se
riuscite a leggere senza farvi venire il mal di testa rispondetemi.
Ciao ciao, grazie.
--
-Matteo-