Saturday, March 28, 2009

Why, that's a Pelicgizard!

I only got one comment on last week's "Weekly What the Heck", but I really liked it so I'm going to run with it. The result is the pelicgizard, a relative of the iguana that attacks with flaming spicy salsa-burps. DMs are encouraged to drink large quantities of their carbonated beverage of choice before introducing this monster. "Off in the distance you see a flash of light, perhaps a fire, and you hear *buuuuuurp*."

I'd like to thank Ripper for his ideas (and the name), which have been mashed together with a couple of my own to create:
Pelicgizard
A pelicgizard is an offshoot of the iguana family that eats lots of oily Mexican food. The oil is stored in its jaw-sac.

Level 7 Brute
Ravenous Pelicgizard
XP 300
Large natural beast
Initiative +4 Senses Perception +5
HP 97; Bloodied 48
AC 19; Fortitude 21, Reflex 17, Will 18
Speed 6
mBite (standard; at-will)
+10 vs. AC; 2d6 + 4 damage, plus the target is grabbed (until escape). The ravenous pelicgizard cannot make bite attacks while grabbing a creature, but it can use slosh and gnaw.
MSlosh and Gnaw (standard; at-will)
If a ravenous pelicgizard begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature: +10 vs. AC; 3d6 + 4 damage, and the target gains vulnerable 10 fire, and any attack that deals fire damage to the target also deals ongoing 5 fire damage (save ends both). Miss: Half damage, and the target gains vulnerable 5 fire (save ends).
Alignment Unaligned Languages -
Str 19 (+7) Dex 12 (+4) Wis 14 (+5)
Con 17 (+6) Int 2 (-1) Cha 8 (+2)

Ravenous Pelicgizard Tactics
A ravenous pelicgizard bites until it grabs a target, and then uses slosh and gnaw.

Level 10 Controller
Conflagrating Pelicgizard
XP 500
Large natural beast
Initiative +7 Senses Perception +8
HP 107; Bloodied 53
AC 24; Fortitude 23, Reflex 20, Will 21
Speed 6
mBite and Slosh (standard; at-will)
+15 vs. AC; 2d6 + 5 damage, and the target gains vulnerable 5 fire (save ends).
RSpit Oil (minor; at-will)
Ranged 8; +14 vs. Reflex; the target gains vulnerable 5 fire, and any attack that deals fire damage to the target also deals ongoing 5 fire damage (save ends both).
CSpicy Salsa Burp (standard; recharge 5 6)
Close blast 5; +13 vs. Reflex; 1d8 + 5 fire damage, and the target takes ongoing 5 fire damage (save ends).
CBloodied Burp (free when first bloodied; encounter)
The conflagrating pelicgizard’s spicy salsa burp recharges, and the conflagrating pelicgizard uses it immediately.
Alignment Unaligned Languages -
Str 21 (+10) Dex 14 (+7) Wis 16 (+8)
Con 19 (+9) Int 2 (+1) Cha 8 (+4)

Conflagrating Pelicgizard Tactics
A conflagrating pelicgizard prefers to stay back and use spicy salsa burp as much as possible, using spit oil while it recharges.

Pelicgizard Lore
A character knows the following information with a successful Nature check.
DC 20: A pelicgizard stores oil in its jaw-sac. This oil is extremely flammable, and creatures grabbed in the pelicgizard's jaws can become covered in it.
DC 25: When agitated, a conflagrating pelicgizard releases a really spicy salsa-burp, which ignites the oil in its jaw-sac and creates a fiery blast.

Encounter Groups
Fire-using creatures love to keep pelicgizards around to make their enemies more flammable.
Level 7 Encounter (XP 1,450)
* 2 ravenous pelicgizards (level 7 brute)
* 2 tiefling heretics (level 6 artillery)
* 1 cambion hellsword (level 8 brute)
Level 11 Encounter (XP 3,100)
* 2 conflagrating pelicgizards (level 10 controller)
* 3 fire archon emberguards (level 12 brute)
This should be a nasty creature to add to any encounter with fire creatures. It should spice things up nicely.

Weekly What the Heck

Welcome to the twenty-fourth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Why does it look so amused?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Wednesday, March 25, 2009

Race/Class Synergy in 4e: PHB2 Classes

In my revised Race/Class Synergy in 4e post I said I would post similar analysis when I got the Player's Handbook 2. I got it, so here it is. Note that I still haven't found the time to answer the critical question of just how much the secondary ability boost is worth compared to the primary ability boost for the PHB1 classes, much less the PHB2. So for this post I'll still be using the definitions put forth by Matthew at Incredible Vehicle:

What I call a top tier combination is where a race’s bonus attributes map directly to a class’ primary and secondary. ... A second tier combo is one where a race has one attribute that maps to a primary or secondary. ... When a race has no attributes, or only a tertiary attribute, it’s third tier.

I'm going to look first at the synergies between the PHB1 races and the PHB2 classes, just because I find the classes in the book more compelling than the races. I'll be using the suggested primary and secondary abilities for the builds in the book. I'll work up a similar table for the PHB2 races and all the classes next week. Again, I'll color every top tier match green and bottom tier red, leaving second tier white. I'm again leaving out the human column because it's boring.



DragonbornDwarfEladrinElfHalf-ElfHalflingTiefling


Str, ChaCon, WisDex, IntDex, WisCon, ChaDex, ChaInt, Cha
AvengerWis, Int0111001

Wis, Dex0112010
BarbarianStr, Con1100100

Str,Cha2000111
BardCha,Int1010112

Cha, Con1100211
DruidWis, Con
0201100

Wis, Dex
0112010
InvokerWis, Int
0111001

Wis, Con
0201100
ShamanWis, Con0201100

Wis, Int0111001
SorcererCha, Dex
1011121

Cha, Str
2000111
WardenStr, Con
1100100

Str, Wis
1101000

Synergy "score"101571211
89

PHB1 "score"131010127
1010

Total "score"2325172418
1819

Wow, the dwarves get some love in the PHB2 classes. They go from zero top tier classes to tied for three with dragonborn and elves. I must admit, though, I find the actual choices kind of strange: invoker, shaman, and druid? For dwarves? Really? At least it's the blasty druid build and not the beasty one or dwarven mines might be suddenly overrun with guys turning into boars and bears...

The half-elves get their first top tier class in the valorous bard. Eladrin get the shaft with no top tier choices and fewer second tier choices than anyone else. The halflings pick up a second top tier choice with the wild magic sorcerer. I feel a 4e remake of my 3e halfling wizard/elemental savant Madgog Flameslinger coming on...

Monday, March 23, 2009

Make Yourself a Monster

There's a meme going around about making yourself into a monster in your preferred system. My posting name, Gregor LeBlaque, doesn't really lend itself to monsterness. However, Gregor was my first D&D 3e PC, so I could easily make him a usable 4e NPC "monster". I think Gregor made it to around level 8 or 9 in 3e, so I'll do an 8th level NPC.
Gregor LeBlaque
Gregor is a rogue who thinks himself far more charming than he really is. He speaks with an outrageous French accent and possesses a strange (for a human) attraction to dwarven women.

Level 8 Skirmisher
Gregor LeBlaque
XP 350
Medium natural humanoid
Initiative +11 Senses Perception +5
HP 85; Bloodied 42
AC 22; Fortitude 19, Reflex 21, Will 18
Speed 6
mRapier (standard; at-will) * Weapon
+13 vs. AC; 2d6 + 3 damage.
rCrossbow (standard; at-will) * Weapon
+13 vs. AC; 2d6 + 5 damage.
MDeft Strike (standard; at-will)
Gregor can move up to 2 squares before attacking; +13 vs. AC; 2d6 + 5 damage.
MSetup Strike (standard; encounter)
+13 vs. AC; 4d6 + 5 damage, and the target grants combat advantage to Gregor until the end of Gregor's next turn.
CCloud of Steel (standard; encounter)
Close blast 5; +13 vs. AC; 2d6 + 5 damage.
Combat Advantage
Gregor deals an extra 2d6 damage on melee and ranged attacks against any target he has combat advantage against.
Alignment Unaligned Languages Common
Skills Acrobatics +14, Athletics +12, Bluff +11, Dungeoneering +10, Stealth +14, Streetwise +11, Thievery +14
Str 17 (+7) Dex 20 (+9) Wis 13 (+5)
Con 13 (+5) Int 13 (+5) Cha 15 (+6)

Gregor's Tactics
Gregor prefers to keep moving on the battlefield, trying to gain combat advantage before striking.
Now as for my wife and illustrator, ChaoticBlackSheep, monsterness is a lot easier. In fact, in 3e we discussed combining three elements from Necromancer Games' Tome of Horrors: The stats for sheep, the dire template, and the beast of chaos template. I'm pretty sure the idea provided the seed for her username. The really funny part is the frightful presence granted by the beast of chaos template: "When the beast of chaos makes sound common to its animal type, creatures must succeed at a Will save or become shaken." Fear the dire sheep of chaos and its bleat of DOOM!
Chaotic Black Sheep
This dire sheep warped by the elemental chaos is a terrifying creature feared by all who hear its terrifying bleat of doom.

Level 10 Brute
Dire Sheep of Chaos
XP 500
Large elemental beast
Initiative +9 Senses Perception +10; darkvision
HP 131; Bloodied 65
AC 22; Fortitude 23, Reflex 22, Will 22
Speed 6
mBite (standard; at-will) * Weapon
+21 vs. AC; 2d6 + 7 damage.
CBleat of Doom (standard; encounter) * Fear
Close burst 6; +9 vs. Will; the target is stunned until the end of the dire sheep’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls until the end of the encounter.
Rage (in the presence of magical light)
The dire sheep of chaos gains a +2 bonus to attack rolls and deals an extra 5 damage per attack.
Alignment Chaotic Languages -
Skills Perception +10
Str 21 (+10) Dex 18 (+9) Wis 11 (+5)
Con 21 (+10) Int 1 (+0) Cha 18 (+9)

Chaotic Black Sheep's Tactics
The dire sheep of chaos wades mindlessly into battle, biting viciously. Once more then three enemies are in range or it becomes bloodied, it unleashes its bleat of doom.
It is left as an exercise for the reader to determine what other creatures would hang around either of these two.

Open Game Table Available Now

In case you've missed the news on one of the bajillion other RPG blogs that have 1000 times the readers I do, the Open Game Table blog anthology is now available from Lulu Marketplace and Amazon.com.

While the article I submitted wasn't accepted, Jennifer (ChaoticBlackSheep, who illustrates my blog here) was selected as one of the original four artists illustrating the book (I think by the time it was done they'd added two or three more illustrators).
Open Game Table aims to bridge the gap between the RPG blogging community and the broader table-top gaming fan base by showcasing the best talent in the RPG blogosphere. Within these pages are 47 blog posts from 32 top-quality RPG blogs, plus a Foreword written by RPG luminary Wolfgang Baur.

Packed with the best in RPG blogging and over 60 illustrations, this book is Pure Gold. The anthology chapters cover a wide variety of topics for fans of all table-top roleplaying games, including:
  1. Play Style;
  2. Game Play;
  3. Characters & Players;
  4. Monsters & NPCs;
  5. Encounters, Settings, and Locations;
  6. Adventure Design;
  7. Campaign Setting Design;
  8. Classes, Action, and Equipment;
  9. RPG History & Commentary; and
  10. The RPG Toolbox.
This anthology is the result of the hard work of nearly 100 volunteers, authors, editors, judges, artists, and designers. A true grass roots effort; it is a tour de force of the RPG blogging universe.
So sayeth the head editor.

Saturday, March 21, 2009

Why, that's a Frieghboranean!

The final comments are in from last week's "Weekly What the Heck". The result is the frieghboranean, an amphibious subterranean monster that exudes a trail of slime and has mastered using multiple weapons.

I'd like to thank Dawn Raven, Scott and Ripper (with special thanks to Dawn Raven for the seed of the name) for their ideas, all of which have been mashed together to create:
Frieghboranean
A frieghboranean is an amphibious subterranean monster. It exudes a trail of slime that can eat through flesh. These creatures have also mastered complex martial arts using multiple primitive weapons.

Level 16 Elite Skirmisher
Frieghboranean Tempest
XP 2,800
Medium aberrant humanoid (aquatic)
Initiative +17 Senses Perception +12
HP 314; Bloodied 157
AC 32; Fortitude 28, Reflex 32, Will 30
Speed 6, swim 10
mClub (standard; at-will) * Weapon
+21 vs. AC; 2d6 + 7 damage.
mSpear (standard; at-will) * Weapon
+21 vs. AC; 2d8 + 5 damage.
MThree-Weapon Strike (standard; at-will)
The frieghboranean tempest makes three melee basic attacks.
MSix-Weapon Rend (standard; encounter)
The frieghboranean tempest makes three club attacks and three spear attacks against the same target. If more than three attacks hit, the frieghboranean tempest deals an additional 2d10 damage.
MTentacle Grab (standard; at-will)
+21 vs. AC; 1d10 + 5 damage, plus the target is grabbed (until escape). The frieghboranean tempest can only make melee basic attacks while grabbing a creature.
RFling Slime (standard; at-will)
Ranged 5 (only out of water); +19 vs. Reflex; 1d10 + 7 acid damage, and the target takes ongoing 5 acid damage and takes a –2 penalty to AC (save ends both).
Slime Trail (move; at-will) * Zone
The frieghboranean moves up to 4 squares on land or 16 squares in a straight line underwater. All squares it moves through, including its starting square, become a zone that lasts until the end of the encounter. The zone is difficult terrain and any creature that enters or starts its turn in the zone takes 1d10 acid damage. Underwater the zone also blocks line of sight.
Alignment Unaligned Languages Deep Speech
Skills Athletics +18, Dungeoneering +15
Str 21 (+13) Dex 24 (+15) Wis 18 (+12)
Con 21 (+13) Int 14 (+10) Cha 21 (+13)

Frieghboranean Tempest Tactics
A frieghboranean tempest prefers to move around the battlefield, leaving a slime trail and seeking a worthy target for its six-weapon rend.

Level 16 Controller
Frieghboranean Slimemaster
XP 1,400
Medium aberrant humanoid (aquatic)
Initiative +15 Senses Perception +12
HP 157; Bloodied 78
AC 30; Fortitude 28, Reflex 30, Will 28
Speed 6, swim 10
mClub (standard; at-will) * Weapon
+21 vs. AC; 2d6 + 7 damage.
mSpear (standard; at-will) * Weapon
+21 vs. AC; 2d8 + 5 damage.
MTentacle Grab (standard; at-will)
+21 vs. AC; 1d10 + 5 damage, plus the target is grabbed (until escape). The frieghboranean slimemaster can only make melee basic attacks while grabbing a creature.
RFling Slime (standard; at-will)
Ranged 10 (only out of water); +20 vs. Reflex; 1d10 + 7 acid damage, and the target takes ongoing 5 acid damage and takes a –2 penalty to AC (save ends both).
ASlime Burst (standard; recharge 5 6)
Area burst 2 within 10 (only out of water); +18 vs. Reflex; 1d8 + 7 acid damage, and the target takes ongoing 5 acid damage and takes a –2 penalty to AC (save ends both).
Slime Trail (move; at-will) * Zone
The frieghboranean moves up to 4 squares on land or 16 squares in a straight line underwater. All squares it moves through, including its starting square, become a zone that lasts until the end of the encounter. The zone is difficult terrain and any creature that enters or starts its turn in the zone takes 1d8 acid damage. Underwater the zone also blocks line of sight.
Alignment Unaligned Languages Deep Speech
Skills Athletics +18, Dungeoneering +16
Str 21 (+13) Dex 24 (+15) Wis 19 (+12)
Con 21 (+13) Int 16 (+11) Cha 21 (+13)

Frieghboranean Slimemaster Tactics
A frieghboranean slimemaster prefers to stay back and use slime burst as much as possible, using fling slime while it recharges.

Frieghboranean Lore
A character knows the following information with a successful Dungeoneering check.
DC 20: Frieghboraneans are capable of squirting their slime as a squid does ink. Underwater, this allows a brief surge of rapid movement and leaves behind an inky, acidic cloud. On the surface, this is a ranged attack.

Encounter Groups
Frieghboraneans are sometimes found allied with aquatic humanoids.
Level 16 Encounter (XP 6,950)
* 1 frieghboranean tempest (level 16 elite skirmisher)
* 1 frieghboranean slimemaster (level 16 controller)
* 1 kuo-toa monitor (level 16 skirmisher)
* 1 kuo-toa harpooner (level 14 soldier)
* 1 kuo-toa guard (level 16 minion)
I'm pleased with the slime trail power. I think it's very different from anything in the Monster Manual.

Weekly What the Heck

Welcome to the twenty-third installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? What does it carry around in that thing on its chin?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Tuesday, March 17, 2009

Battle Journal of Kain Gaa'zaith - The River Town

Since my last entry the cadre has had two more opportunities to enter battle. These were markedly different kinds of encounters than those for which the battle plan was developed, though some elements of the plan were still of use.

Tactical Analysis - Kobolds and Gnomes in the River Town

Differences
As we approached the riverside town which is unnamed on our map, we spotted a group of gnomes and kobolds standing in a large ruined building arguing. Another group was at the river's edge harassing a ferry with slung stones. The arguing group spotted us and they all attacked. Tactically, the balance of foes between melee and ranged combatants was inverted compared to the groups the battle plan was designed for. Instead of multiple melee fighters supported by a small number of spellcasters and/or archers, we faced a single shortsword-wielding kobold, two guard lizards, three kobold slingers, a kobold priest, three gnome crossbowmen, and a gnome spellcaster.

Outcome
The multiple ranged attackers were able to target different cadre members almost at will. At one point Hobb was dazed and unable to easily focus his attacks for maximum effect while Calibraxis was glued to the ground out of reach of any enemies, thus rendering a third of the cadre almost completely ineffective. The warlock and wizard, as our ranged attackers, took up some of the slack by focusing their most devastating attacks on the enemy spellcasters. Marun and I focused on taking down the dangerous guard lizards as quickly as possible. Once the lizards were killed we focused as a group on each of the other attackers, working from the most dangerous (the gnome spellcaster) to the least (the gnome crossbowmen).

Analysis
The cadre is definitely weaker at long range than in melee. More thought will be required to find a solution (or to even determine whether it is truly a problem, as the group acquitted itself admirably).

Tactical Analysis - Wolf Hunt

The villagers on the ferry were grateful that we dispatched the kobold raiders, and expressed the same surprise we had that the gnomes were working with them. They also provided another opportunity to test the cadre as it turned out that in addition to kobold raiders they were having problems with a small pack of marauding wolves.

Engagement
We tracked the wolves back to a cave den in a hillside. Adincari crept ahead to scout and climbed part way up the hill to peer into one of the cave entrances. The next thing we heard was a chorus of howling and snarling as four wolves emerged and tried to climb up to him.

Outcome
Adincari's position on the hillside was fortuitous, giving him the option of targeting any of the wolves through most of the battle. The rest of the cadre formed a solid line around the cave mouth, even leaving small holes where the wizard could reach through and blast multiple targets. Other than a worrisome moment where two wolves surrounded Marun and tripped her to the ground, the pack posed little threat to the cadre.

Addendum
The villagers also mentioned that Weaversburg, our destination, is reportedly overrun with zombies. The walking dead will require a whole new battle plan if we are to deal with them. I may need to consult the writings of the great gith avenger Bru'us Kam'bl.

Saturday, March 14, 2009

Why, that's a Piscean!

The final comments are in from last week's "Weekly What the Heck". The result is the piscean, a creature of water native to the Elemental Chaos. It represents the variations and adaptations of the denizens of the sea. Of course, fishermen don't realize this and just think it's monstrous.

I'd like to thank benpop and Ripper (with special thanks to benpop for the name) for their ideas, all of which have been mashed together to create:
Piscean
A piscean is an elemental beast embodying the variety and changeability of the sea. Always hungry, pisceans hunt for food endlessly and attack anything they can swallow.

Level 12 Skirmisher
Piscean Tempest
XP 700
Large elemental beast (aquatic)
Initiative +12 Senses Perception +10
HP 126; Bloodied 63
AC 26; Fortitude 26, Reflex 24, Will 24
Speed 4, swim 12
mBite (standard; at-will)
+17 vs. AC; 2d8 + 5 damage.
MSnatching Bite (standard; at-will)
Reach 2; +17 vs. AC; 2d6 + 5 damage, plus the target is grabbed (until escape). The piscean tempest cannot make bite attacks while grabbing a creature, but it can use gnashing teeth.
MGnashing Teeth (standard; at-will)
If a piscean tempest begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature: +17 vs. AC; 3d8 + 5 damage. Miss: Half damage.
MSwallow (standard; at-will)
The piscean tempest attempts to swallow a bloodied Small or smaller creature it is grabbing; +15 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage on subsequent rounds at the start of the piscean’s turn. Schools of piranha that live in the gullet also attack the target every round (+13 vs. AC; 1d8 + 5 damage). The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the piscean tempest dies, any creature trapped in the gullet can escape as a move action, ending that action in a square formerly occupied by the piscean.
CRadiant Burst (minor; at-will)
Close burst 2; +11 vs. Will; the target takes a -2 penalty to attack rolls until the end of the piscean tempest’s next turn.
Skirmish +1d8
If, on its turn, the piscean tempest ends its move at least 3 squares away from its starting point, it deals an extra 1d8 damage with its melee attacks until the start of its next turn.
Alignment Unaligned Languages -
Str 20 (+11) Dex 19 (+10) Wis 19 (+10)
Con 22 (+12) Int 3 (+2) Cha 12 (+7)

Piscean Tempest Tactics
A piscean tempest prefers to move around the battlefield, using its skirmish ability to deal extra damage while it tries to find a Small target to grab and swallow.

Level 14 Controller
Piscean Evolutionary
XP 1,000
Huge elemental beast (aquatic)
Initiative +12 Senses Perception +12
HP 143; Bloodied 71
AC 28; Fortitude 27, Reflex 26, Will 26
Speed 4, swim 12
mBite (standard; at-will)
+19 vs. AC; 2d8 + 5 damage.
MSnatching Bite (standard; at-will)
Reach 3; +19 vs. AC; 2d6 + 5 damage, plus the target is grabbed (until escape). The piscean evolutionary cannot make bite attacks while grabbing a creature, but it can use gnashing teeth.
MGnashing Teeth (standard; at-will)
If a piscean evolutionary begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature: +19 vs. AC; 3d8 + 5 damage. Miss: Half damage.
MSwallow (standard; at-will)
The piscean evolutionary attempts to swallow a bloodied Medium or smaller creature it is grabbing; +18 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage on subsequent rounds at the start of the piscean’s turn. Schools of piranha that live in the gullet also attack the target every round (+15 vs. AC; 1d8 + 5 damage). The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the piscean evolutionary dies, any creature trapped in the gullet can escape as a move action, ending that action in a square formerly occupied by the piscean.
CRadiant Burst (standard; at-will)
Close burst 3; +16 vs. Will; 1d10 + 5 damage, and the target slides 1 square and takes a -2 penalty to attack rolls until the end of the piscean evolutionary’s next turn.
Change Shape (minor; at-will)
A piscean evolutionary can alter its physical form to appear as any large-gargantuan aquatic creature (see Change Shape, page 280). It loses its radiant burst attack in any other form.
Alignment Unaligned Languages -
Str 15 (+6) Dex 17 (+7) Wis 20 (+9)
Con 17 (+7) Int 15 (+6) Cha 20 (+9)

Piscean Evolutionary Tactics
A piscean evolutionary often begins a fight disguised as an aboleth, a huge chuul, or some other aquatic creature more powerful than itself. Once a battle is joined it drops the disguise and uses its radiant burst to scatter enemies. It tries to single one out as a target to be grabbed and swallowed.

Piscean Lore
A character knows the following information with a successful Arcana check.
DC 20: Pisceans are aquatic creatures that are always hungry. They swallow prey whole, and those swallowed are quickly torn to shreds by schools of vicious fish that live in the monster's gullet.

Encounter Groups
Pisceans are sometimes found enslaved by aquatic humanoids.
Level 13 Encounter (XP 4,100)
* 2 piscean tempests (level 12 skirmisher)
* 1 piscean evolutionary (level 14 controller)
* 1 kuo-toa marauder (level 12 skirmisher)
* 1 kuo-toa harpooner (level 14 soldier)
I'm not sure what the hiccup was with blogger that this morning's WWtH post didn't show up at 10 AM as scheduled and I had to manually post it at 4 PM. It's up now, in case anyone thought I forgot or quit or something.

Weekly What the Heck

Welcome to the twenty-second installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? What is it so upset about?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Saturday, March 7, 2009

Why, that's a Saber-Tooth Lycotaur!

The final comments are in from last week's "Weekly What the Heck". The result is the saber-tooth lycotaur, a creature of very confused heritage.

I'd like to thank benpop, greywulf and Ripper (with special thanks to benpop for the name) for their ideas, all of which have been mashed together to create:
Saber-Tooth Lycotaur
A creature of very confused heritage, the saber-tooth lycotaur is the result of a minotaur being bitten by a lycanthropic saber-toothed tiger. Or vice versa. No one is really sure. They're very mischievous, and like to wear designer loincloths, fling invisible logs at their adversaries, paint their hooves bright pink, and generally confuse their foes.

Level 2 Controller
Saber-Tooth Lycotaur
XP 125
Medium natural humanoid
Initiative +3 Senses Perception +4
HP 38; Bloodied 19; see also ferocity
AC 16; Fortitude 14, Reflex 14, Will 15
Speed 6
mGore (standard; at-will)
+7 vs. AC; 1d10 + 1 damage.
MConfusing Lick (standard; at-will)
Immobilized target only; +6 vs. Fortitude; the target charges its nearest ally and makes a melee basic attack against it.
RFling Invisible Log (standard; at-will)
Ranged 5; +6 vs. Reflex; 1d6 + 3 damage and the target grants combat advantage until the end of the saber-tooth lycotaur’s next turn.
CFlash the Bling (minor; at-will)
Close burst 2; +4 vs. Will; the target is immobilized until the end of the saber-tooth lycotaur’s next turn.
Ferocity (when reduced to 0 hit points)
The saber-tooth lycotaur makes a melee basic attack.
Alignment Unaligned Languages Common
Skills Dungeoneering +9, Intimidate +9
Str 12 (+2) Dex 14 (+3) Wis 17 (+4)
Con 14 (+3) Int 12 (+2) Cha 17 (+4)

Saber-Tooth Lycotaur Tactics
A saber-tooth lycotaur prefers to engage foes at long range with fling invisible log for as long as possible. Once in melee it uses flash the bling first every round and tries to use confusing lick on any immobilized foes.

Level 8 Skirmisher
Were Saber-Tooth Lycotaur
XP 350
Medium natural humanoid
Initiative +9 Senses Perception +9
HP 89; Bloodied 44
Regeneration 5 (if the were saber-tooth lycotaur takes damage from a silver weapon, its regeneration doesn’t function on its next turn)
AC 22; Fortitude 20, Reflex 20, Will 22
Speed 6
mGore (standard; at-will)
+13 vs. AC; 2d8 + 2 damage.
MConfusing Lick (standard; at-will)
Immobilized target only; +11 vs. Fortitude; the target charges its nearest ally and makes a melee basic attack against it.
RFling Invisible Log (standard; at-will)
Ranged 5; +11 vs. Reflex; 1d8 + 5 damage and the target grants combat advantage until the end of the were saber-tooth lycotaur’s next turn.
CFlash the Bling (minor; at-will)
Close burst 2; +9 vs. Will; the target is immobilized until the end of the were saber-tooth lycotaur’s next turn.
Change Shape (minor; at-will)
A were saber-tooth lycotaur can alter its physical form to appear as a saber-tooth tiger or a unique minotaur (see Change Shape, page 280). It loses its flash the bling attack in saber-tooth tiger form.
Ferocity (when reduced to 0 hit points)
The were saber-tooth lycotaur makes a melee basic attack.
Combat Advantage
The were saber-tooth lycotaur deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Alignment Unaligned Languages Common
Skills Dungeoneering +14, Intimidate +14
Str 15 (+6) Dex 17 (+7) Wis 20 (+9)
Con 17 (+7) Int 15 (+6) Cha 20 (+9)

Were Saber-Tooth Lycotaur Tactics
A were saber-tooth lycotaur uses the same tactics as a saber-tooth lycotaur.

Saber-Tooth Lycotaur Lore
A character knows the following information with a successful Nature check.
DC 20: Saber-Tooth Lycotaurs are outlandish creatures that stun their foes with sheer outrageousness. They can turn enemies into their allies with a single lick.

Encounter Groups
Saber-tooth lycotaurs are sometimes found allied with other lycanthropes or minotaurs.
Level 3 Encounter (XP 750)
* 3 saber-tooth lycotaurs (level 2 controller)
* 2 wererats (level 3 skirmisher)
* 2 dire rats (level 1 brute)
Level 8 Encounter (XP 1,750)
* 2 were saber-tooth lycotaurs (level 8 skirmisher)
* 3 werewolves (level 8 brute)
I'm afraid I just couldn't bring myself to paste the words "bright, pink colored stiletto heels" into a monster writeup. I hope someone finds this guy useful. The base version fills an empty niche in the Monster Manual - the 2nd level controller.

Weekly What the Heck

Welcome to the twenty-first installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Does one of the tails belong to the little head?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Hair Nymph


Hi everyone,
I know I don't usually post here, but I had to share this wonderful hair nymph who was there to greet me when I took a shower today. Note: I didn't create this - she was just there staring at me from behind her cascade of hair.
- Jennifer