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Oasys Makes A Monster I: Asrisuru

 
Oasys Makes A Monster I: Asrisuru

Asrisuru

Human Lich 23rd-level Barbarian 6/ Frenzied Berserker 10/ 7 Sorceror
Size/Type: Medium/Undead Humanoid(Human)
Hit Dice: 23d12 (276 HPs)
Initiative: +7
Speed: 40ft. (8 squares)
Armor Class: 26 (15 base +3 Dex, +5 natural, X deflection, +8 armor), touch XX, flat-footed -
Base Attack/Grapple: +19/+24
Attack: ranged touch attack +24 or melee touch attack +26 or +2 tortured steel greatsword of wounding and shocking burst + 28 melee 3d6+16
Full Attack:
Space/Reach: 5ft./5ft.
Special Attacks: fear aura, paralyzing touch, spells
Special Qualities: +4 turn resistance, DR 15/bludgeoning and magic, immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Saves: Fort +14[+18] , Ref +10[+14], Will +12[+16]
Abilities: Str 21(+5), Dex 16(+3), Con -, Int 15(+2), Wis 14(+2), Cha 21(+5)[+7]
Skills: Perception +35, Persuasion +30, Athletics +30, Spellcraft +27, Knowledge (Arcana) +27, Use Magic Device +30, Search +15, Sense Motive +10, Stealth +11
Feats: Weapon Focus Path(melee touch attacks), Power Attack, Intimidating Rage, Destructive Rage, Weapon Focus, Weapon Specialization(heavy blades), Combat Reflexes, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Practiced Spellcaster
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Languages

Combat

Strategy

Extraordinary Ability(Ex)

Fast Movement(Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Spell Sense(Ex)
+2 dodge bonus to your AC against spells and spelllike abilities.

Improved Uncanny Dodge(Ex)
Retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.

Greater Frenzy(Ex)
  • 5/day
  • +14 to Strength
  • +1 attack on a full-round action
  • -4 AC and 2 non-lethal damage/round
  • +2 dodge bonus to Armor Class and on Reflex saves.
  • Last 3+Cha modifier rounds
  • DC 20 Free Action Will Save to End
  • DC 10+Damage to avoid entering rage.
  • No Cha, Dex or Int Skills, the Concentration Skills, spell casting, magic item use-pretty much can only attack. No Combat Expertise

Diehard
Irrelevant in Undeath

Whirling Defense
Replaces the redundant Supreme Cleave
Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.

Deathless Frenzy(Ex)
Irrelevant in Undeath

Interference
Replaces the redundant Improved Power Attack
When not flat-footed, gains a +1 dodge bonus to Armor Class for every two opponents within 5 feet that are threatening (maximum bonus of +4 if you completely surrounded).

Inspire Frenzy(Su)
3/day, can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. Frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker’s Charisma modifier, regardless of whether they remain within 10 feet of her.

Supreme Power Attack
+2 bonus on melee damage rolls for every –1 penalty taken on melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack.

Draconic Ray (Su)
Replaces Sorcerer's Familiar
White Dragon Draconic Heritage lets the sorceror fire a ray of cold energy as a spell-like ability with a successful ranged touch attack, dealing 1d4+7 cold damage, and a DC 18 Reflex Save against a Rime of Ice that last one round causing the victim to drop whatever its holding and fall prone.
The range is 40 ft. and the caster level for the secondary effect is 3rd.

Fear Aura(Su)
Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch(Su)
Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).

Typical [Sorcerer] Spells Known (133 Spell Points; save DC 17 + spell level)
0th-Resistance, Touch of Fatigue, Detect Magic, Read Magic, Ghost Sound, Message, Acid Splash 1st-Ray of Enfeeblement, Shield, True Strike, Expeditious Retreat, Chill Touch 2nd-Command Undead, Web, Fog Cloud; 3rd-Ray of Exhaustion, Vampiric Touch

Possessions
+2 tortured steel longsword of wounding and shocking burst
+3 mithral tortured steel fearsome armor
charismatic cloak of resistance +4
boots of Striding and Springing
belt of giant strength, +4
gloves of dexterity, +4

Skills
+8 racial bonus on Stealth, Perception, Search, and Sense Motive checks.

*The Base AC of 10 is now modified by the halved and permanent, scaling-by-level and class, Defense Bonus.
**Skills have been combined to create newer, streamlined replacements.
House Rules


Asrisuru the Prophet [DARK TIDE]

Human Lich 23rd-level Fighter 4/Barbarian 2/ Frenzied Berserker 10/ 7 Sorceror
Size/Type: Medium/Undead Humanoid(Human)
Hit Dice: 23d12+72 (357 HPs)
Initiative: +11
Speed: 50ft. (10 squares)
Armor Class: 58 (15 base +3 Dex, +8 natural, +32 armor), touch 18, flat-footed -
Base Attack/Grapple: +19/+24
Attack: plus 1d6 Cold Damage
Full Attack:
Space/Reach: 5ft./5ft.
Special Attacks: fear aura, paralyzing touch, spells, energy drain
Special Qualities: +10 turn resistance, destructive retribution, positive energy resistance 10, dark advancement, DR 15/bludgeoning and magic, immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Saves: Fort +18 , Ref +14, Will +20
Abilities: Str 33(+11), Dex 16(+3), Con -, Int 15(+2), Wis 14(+2), Cha 32(+11)
Skills: Perception +35, Persuasion +30, Athletics +34, Spellcraft +27, Knowledge (Arcana) +27, Use Magic Device +30, Search +15, Sense Motive +10, Stealth +11
Feats: Weapon Focus Path(melee touch attacks), Armor Focus Path(medium) Exotic Weapon Proficiency (fullblade) Power Attack, Intimidating Rage, Destructive Rage, Weapon Focus, Weapon Specialization(fullblade), Combat Reflexes, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind AttackB, Practiced SpellcasterB, Dark Tide Bonus Feats, Necromantic Presence, Necromantic Might, Bounding Assault, Rapid Blitz, Terrifying Rage, Great Will, Create Wondrous ItemB, Void SpeechB
Organization: 2-4 vampires and 5-8 vampire spawn
Alignment: Chaotic Evil
Advancement: Dark

Description

Languages

Combat

Strategy

Extraordinary Ability(Ex)

Fast Movement(Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Improved Uncanny Dodge(Ex)
Retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Greater Frenzy(Ex)
  • 5/day
  • +14 to Strength
  • +1 attack on a full-round action
  • -4 AC and 2 non-lethal damage/round
  • +2 dodge bonus to Armor Class and on Reflex saves.
  • Last 3+Cha modifier rounds
  • DC 20 Free Action Will Save to End
  • DC 10+Damage to avoid entering rage.
  • No Cha, Dex or Int Skills, the Concentration Skills, spell casting, magic item use-pretty much can only attack. No Combat Expertise

Diehard
Irrelevant in Undeath

Whirling Defense
Replaces the redundant Supreme Cleave
Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.

Deathless Frenzy(Ex)
Irrelevant in Undeath

Interference
Replaces the redundant Improved Power Attack
When not flat-footed, gains a +1 dodge bonus to Armor Class for every two opponents within 5 feet that are threatening (maximum bonus of +4 if you completely surrounded).

Inspire Frenzy(Su)
3/day, can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. Frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker’s Charisma modifier, regardless of whether they remain within 10 feet of her.

Supreme Power Attack
Asrisuru the Prophet deals +100% the normal damage from his use of the Power Attack feat. In other words, when using
the Power Attack feat, Asrisuru the Prophet wielding a two-handed weapon gains a +4 bonus on damage rolls (instead of a +2 bonus) for each –1 penalty she applies to her attack rolls.

Draconic Ray (Su)
Replaces Sorcerer's Familiar
White Dragon Draconic Heritage lets the sorceror fire a ray of cold energy as a spell-like ability with a successful ranged touch attack, dealing 1d4+7 cold damage, and a DC 18 Reflex Save against a Rime of Ice that last one round causing the victim to drop whatever its holding and fall prone.
The range is 40 ft. and the caster level for the secondary effect is 3rd.

Fear Aura(Su)
Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch(Su)
Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
  • Cannot move, helpless, Strength and Dexterity 0.
  • Squares can be moved through, but counts as 2.
  • Can't move, speak, or be moved. Only mental actions.
  • No new saves each Round.
  • +2 to the DC for all saving throws against the special attack
  • +4 to DC
  • Any creature touching a creature that you have paralyzed is immediately affected as if you had delivered a paralyzing attack upon it (using the same save DC to resist, if allowed).
  • If a creature successfully saves against your contagious paralysis attack, it can’t be affected by your attack for 24 hours.

Energy Drain (Su)
  • All undead-type creatures have Energy Drain, as a vampire.
  • Undead-type creatures who already have the Energy Drain Supernatural Ability can use blackfire as a Charisma-based Supernatural Ability in place of an Energy Drain attack.
  • On a critical hit, drains twice listed amount.
  • On a successful hit, the creature gains 5HPs/negative level, and twice that on a critical hit.
  • +2 to the DC for all saving throws against the special attack
    • -1 to Skill Checks and Ability Checks.
    • -1 to Attack Rolls and Saving Throws.
    • -1 effective level.
    • Loses access to highest available spell.
  • Last 24 Hours, and are removed with a Fortitude Save.
  • If drained past level 1, can rise as a Wight.

Weapon Focus Path
  • Weapon Focus, Greater Weapon Focus, Epic Weapon Focus
    • (+1, +1, +2)x4 = +16 To Hit
  • Weapon Specialization, Greater Weapon Specialization, Epic Weapon Specialization
    • (+2, +2, +4)x4 = +32 Damage

Armor Focus Path
  • Armor Focus, Greater Armor Focus, Epic Armor Focus
    • (-1, -1, -2)x3 = -12 to Armor Class Penalty
    • (+1, +1, +2)x3 = +12 to Maximum Dexterity Bonux
  • Armor Specialization, Greater Armor Specialization, Epic Armor Specialization
    • (+2, +2, +4)x3 = +24 Armor Class Bonus

Whirlwind Attack
When Asrisuru the Prophet uses the full attack action, Asrisuru the Prophet can give up Asrisuru the Prophet's regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Necromantic Might and Presence
Whenever undead Asrisuru the Prophet controls are within 60 feet of Asrisuru the Prophet, they are physically inspired by Asrisuru the Prophet's necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws. Whenever undead Asrisuru the Prophet controls are within 60 feet of Asrisuru the Prophet, they gain a +4 bonus to their turn resistance.

Mobility
Asrisuru the Prophet gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when Asrisuru the Prophet moves out of or within a threatened area.

Spring Attack, Bounding Assault and Rapid Blitz
When using the Spring Attack feat, Asrisuru the Prophet can designate two foes rather than one. Asrisuru the Prophet's movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, Asrisuru the Prophet can make a second attack with a -5 penalty. Asrisuru the Prophet can use both attacks against one of the opponents targeted with this feat, or split Asrisuru the Prophet's attacks between them.
Asrisuru the Prophet can designate a third target for Asrisuru the Prophet's Spring Attack feat. In addition to the second attack Asrisuru the Prophet gaina from Asrisuru the Prophet's Bounding Assault feat, Asrisuru the Prophet can make a third attack with a -10 penalty.

Wolfpack
  • Distract Foe: Asrisuru the Prophet begins this maneuver when Asrisuru the Prophet and at least one ally flank a foe. On the first round, Asrisuru the Prophet and his allies gain normal flanking bonuses (+2 on attack rolls). Starting in the second round that Asrisuru the Prophet and at least one ally flank a foe, Asrisuru the Prophet can make a ferocious attack that forces the foe to concentrate on Asrisuru the Prophet and largely ignore Asrisuru the Prophet's allies. Asrisuru the Prophet makes a melee attack as a full-round action. If Asrisuru the Prophet hits, Asrisuru the Prophet make a special Persuasion check as a free action; the damage Asrisuru the Prophet's attack dealt applies as a bonus on Asrisuru the Prophet's check. The foe Asrisuru the Prophet attacks opposes Asrisuru the Prophet's attack with a special Sense Motive check, adding their base attack bonus to the check. If Asrisuru the Prophet wins the opposed check, Asrisuru the Prophet's foe turns their attention to Asrisuru the Prophet, and each of Asrisuru the Prophet's allies who are in position to give Asrisuru the Prophet a flanking bonus can make an attack of opportunity against that foe.
  • Drive Back: To use this maneuver, Asrisuru the Prophet and at least one ally must threaten the same foe, and at least one of those allies must use the aid another action to assist Asrisuru the Prophet's attack roll. Asrisuru the Prophet makes a melee attack as a full-round action. If Asrisuru the Prophet hits, Asrisuru the Prophet makes a free bull rush attempt without moving into the defender's space or provoking attacks of opportunity. Resolve the bull rush normally, except that Asrisuru the Prophet add the damage Asrisuru the Prophet attack dealt as a bonus on the Strength check you make to resolve the bull rush. Asrisuru the Prophet can't push an opponent back more than 5 feet with this maneuver.
  • Gang Dodge:This maneuver allows Asrisuru the Prophet to use the aid another action to assist all allies who threaten the same foe Asrisuru the Prophet targets with the action. Asrisuru the Prophet uses a standard action as normal to aid an ally's defense (see the Aid Another special attack, page 154 of the Player's Handbook). If Asrisuru the Prophet succeeds, all Asrisuru the Prophet's allies who threaten Asrisuru the Prophet's foe gain a +2 bonus to AC against that foe's attacks until the beginning of your next turn, provided that Asrisuru the Prophet continues to threaten that foe for that time.

Epic Will
Asrisuru the Prophet gains a +4 bonus on all Will saving throws.

Terrifying Rage
Asrisuru the Prophet is raging, any enemy that views him must make a Will save opposed by his Persuasion check or become panicked (if it has HD less than his character level) or shaken (if it has HD equal to or up to twice his character level) for 4d6 rounds. An enemy with Hit Dice greater than twice his character level is not affected by this feat.

Dark Tide Destructive Retribution
  • 24d6 negative energy damage in a 10-foot spread (Reflex DC 17 half). This damage comes from negative energy, and it therefore heals undead creatures.

Dark Tide Destructive Retribution
  • Circle of Death, a circle of death snuffs out the life force of living creatures, killing them instantly.
  • Cloudkill, this spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.
  • Cone of Cold, cone of cold creates an area of extreme cold, originating at Asrisuru's hand and extending outward in a cone.
  • Confusion, this spell causes the targets to become confused, making them unable to independently determine what they will do.
  • Contagion, the subject contracts a disease.
  • Creeping Doom, when Asrisuru utters the spell of creeping doom, Asrisuru calls forth a mass of centipede swarms.
  • Greater Dispel Magic, a dispelled spell ends as if its duration had expired.
  • Greater Invisibility, become invisible, vanishing from sight, even from darkvision.
  • Haste, move and act more quickly than normal. This extra speed has several effects.
  • See Invisibility, Asrisuru can see any objects or beings that are invisible within his range of vision, as well as any that are ethereal, as if they were normally visible.
  • Unholy Blight, Asrisuru calls up unholy power to smite his enemies. The power takes the form of a cold, cloying miasma of greasy darkness.

Dark Chant
  • +1 turn resistance/2HD/2 undead

Dark Inspiration
  • Asrisuru can make use of Dark Chant.
  • Asrisuru uses the Dark Tide's Will Save against Halt Undead, and is immune to the Command Undead and Control Undead spells, and similar effects, like the Rebuke Undead Class Feature.

Necrotic Reserve
  • On days when Asrisuru has created a reserve, Asrisuru is weakened but not destroyed when Asrisuru is dealt enough damage to reduce his hit points to 0 or lower.
  • A weakened Asrisuru acting on the strength of his necrotic reserve may take a single move action or standard action each round (but not both, nor can Asrisuru take full-round actions). Asrisuru moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the DM 2 deems strenuous, including some free actions such as casting a quickened spell) immediately expends the necrotic reserve.
  • A weakened Asrisuru acting on the strength of his necrotic reserve is also destroyed if Asrisuru is dealt additional damage after the attack that first weakened him.
  • The energy taken by negative levels MUST go somewhere; the first recipient is whatever undead made the attack or used the weapon. If no such creature is within the immediate area, then the nearest undead is the recipient. If no such creature is in the immediate area, then the nearest dead body receives it and is immediately animated. If such conditions are still not met, a randomly determined Greater Undead is spawned within 1d4+1 rounds.
  • Asrisuru 'save' the negative levels he bestows.
  • When Asrisuru has bestowed a number of negative levels equal to his Hit Dice, Asrisuru undergoes an advancement
  • Asrisuru immediately performs a destructive retribution as an attack, and gains another hit dice, and regains all hishit points

[FIELDSET="Dark Persistence"]
  • When Asrisuru has a Necrotic Reserve or with at least one Negative Level 'saved' for Dark Advancement receive benefits:
    1. Asrisuru is the subject of a Necromancy-based Renewal Pact effect.
    2. This Renewal Pact works as described, accept Asrisuru receives a Harm spell.
    3. Asrisuru must increase his Necrotic Reserve before Asrisuru can use his Renewal Pact again.
    4. Asrisuru also gain the benefits of a Stalwart Pact Effect; immediately gains 5 temporary hit points per caster level, damage reduction of 5/magic, and a +4 luck bonus on saving throws when reduced to half or less of his hit points. This can only be used once per during the Dark Tide.
    5. Once per encounter, Asrisuru can become the target of a Zealot Pact effect; when a turning attempt is made against Asrisuru. Asrisuru's subsequent melee attacks against whatever creature tried to turn Asrisuru gain a +4 bonus, deal double damage, and automatically confirm critical hits for the spell's duration, and this effect lasts for one round per hit dice.

Typical [Sorcerer] Spells Known (133 Spell Points; save DC 17 + spell level)
0th-Resistance, Touch of Fatigue, Detect Magic, Read Magic, Ghost Sound, Message, Acid Splash 1st-Ray of Enfeeblement, Shield, True Strike, Expeditious Retreat, Chill Touch 2nd-Command Undead, Web, Fog Cloud; 3rd-Ray of Exhaustion, Vampiric Touch

Possessions
+2 tortured steel longsword of wounding and shocking burst
+3 mithral tortured steel fearsome twilight armor
charismatic cloak of resistance +4
boots of Striding and Springing
belt of giant strength, +4
gloves of dexterity, +4

Skills
+8 racial bonus on Stealth, Perception, Search, and Sense Motive checks.

*The Base AC of 10 is now modified by the halved and permanent, scaling-by-level and class, Defense Bonus.
**Skills have been combined to create newer, streamlined replacements.
House Rules

Vampire, 5th-Level Human Fighter
Size/Type: Medium/Undead (Augmented Humanoid)
Hit Dice: 5d12+18 (78 hps)
Initiative: +11
Speed: 40 ft. (8 squares)
Armor Class: 29 (13 base, +3 Dex, +9 natural, +4 masterwork chain shirt), touch 16, flat-footed 26
Base Attack/Grapple: +5/+18
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft. (10 ft. with spiked chain)
Special Attacks: Blood drain, children of the night, create spawn, dominate, energy drain
Special Qualities: Alternate form, damage reduction 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits, vampire weaknesses
Saves: Fort +4, Ref +9, Will +8
Abilities: Str 36, Dex 22, Con —, Int 13, Wis 20, Cha 18
Skills: Acrobatics, Athletics, Persuasion, Stealth
Feats: Weapon Focus Path(Spiked Chain), Armor Focus Path(medium), Weapon Focus, Weapon Specialization(quarterstaff), Combat ReflexesB, DodgeB, Improved InitiativeB, AlertnessB, Exotic Weapon Proficiency (spiked chain),Mobility, Spring Attack, Two-Weapon Fighting, Lightning Reflexes, Combat Expertise, Iron Will, Vexing Flanker
Organization: 1 lich, 2-3 vampires and 5-8 vampire spawn

Size/Type: Medium Undead
Hit Dice: 4d12+15 (63 HPs)
Initiative: +10
Speed: 40 ft. (8 squares)
Armor Class: 20 (Base 12, +2 Dex, +6 natural), touch 14, flat-footed 18
Base Attack/Grapple: +2
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, children of the night, superior energy drain, blackfire
Special Qualities: +8 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 26, Dex 14, Con —, Int 13, Wis 13, Cha 16
Skills: 20+12 Acrobatics, Stealth,
Feats: AlertnessB, Improved InitiativeB, Lightning ReflexesB, Combat Reflexes, Vexing Flanker
Organization: 1 lich, 2-4 vampires and 5-7 vampire spawn





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