by Set » Tue Mar 18, 2008 7:21 pm
Specific stuff I've tweaked, for those who have any use for stat-blocks;
Freeport Trilogy
p 14
Marine Press Gang
Male Human Fighter 1: CR 1; Medium Humanoid; HD 1d10+4 (10 hp), Init +1 (+1 Dex), Spd 30 ft., AC 12 (+1 Dex, +1 Dodge), touch 12, flatfooted 10, Base Atk +1, Grapple +2, Atk Sap +2 melee (1d6+1 nonlethal) or Belaying Pin (club) +2 melee (1d6+1), AL NE, SV Fort +2, Ref +1, Will -1, Str 12, Dex 12, Con 12, Int 10, Wis 9, Cha 8, Acrobatic, Dodge, Toughness, Acrobatics 2 (+5, inc +2 for Acrobatic), Climb 2 (+3), Craft (boats) 2 (+2), Jump 1 (+4, inc +2 for Acrobatic), Profession (sailor) 4 (+3), Swim 1 (+1)
Reason for tweakage; I don't like NPC classes. Eight 1st level Fighters might seem a bit rough for three 1st level PCs, but the Fighters have no armor and crap for weapons. They got wtfpwned bad.
p 22
Yellow Shields
[4] Male Human Fighter 1: CR 1; Medium Humanoid; HD 1d10+1 (9 hp), Init +1 (+1 Dex), Spd 30 ft., AC 16 (+1 Dex, +3 studded leather, +2 heavy wooden shield), touch 11, flatfooted 13, Base Atk +1, Grapple +2, Atk Short sword +3 melee (1d6+1 S) or Lt Crossbow +2 ranged (1d8 P), AL CN, SV Fort +3, Ref +1, Will -1, Str 12, Dex 12, Con 12, Int 10, Wis 9, Cha 8, Weapon Focus (short sword), Point Blank Shot, Precise Shot, Acrobatics 2 (+3), Climb 2 (+3), Jump 2 (+3), Profession (soldier) 4 (+3), Ride 1 (+2), Swim 1 (+1)
Belko, Sorcerer of the Yellow Shields
Male Human Sorcerer 1: CR 1; Medium Humanoid; HD 1d4+4 (7 hp), Init +2 (+2 Dex), Spd 30 ft., AC 16 (+2 Dex, +4 mage armor), touch 16, flatfooted 14, Base Atk +0, Grapple +0, Atk Quarterstaff +0 melee (1d6 B) or Dagger +2 ranged (1d4 P), AL N, SV Fort +1, Ref +2, Will +2, Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 14, Combat Casting, Toughness, Bluff 2 (+4), Concentration 4 (+5), Craft (scrimshaw) 2 (+2), Knowledge (arcane) 2 (+2), Spellcraft 2 (+2)
Spells Known (cast 5/4); 0 – daze, detect magic, mage hand, ray of frost, 1 – burning hands, mage armor
Familiar – Flying Lizard (Tiny)
[consider using Battle Sorcerer, Warmage or Warlock? Use elite array?]
Belko, Battle Sorcerer of the Yellow Shields
Male Human Battle Sorcerer 1: CR 1; Medium Humanoid; HD 1d8+3 (9 hp), Init +2 (+2 Dex), Spd 30 ft., AC 16 (+2 Dex, +4 chain shirt), touch 11, flatfooted 14, Base Atk +0, Grapple +0, Atk Quarterstaff +0 melee (1d6 B) or Dagger +2 ranged (1d4 P), AL N, SV Fort +1, Ref +2, Will +2, Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 14, Combat Casting, Toughness, Intimidate 2 (+4), Concentration 4 (+5), Craft (scrimshaw) 2 (+2), Knowledge (arcane) 2 (+2), Spellcraft 2 (+2)
Spells Known (cast 4/3); 0 – daze, detect magic, ray of frost, 1 – burning hands
Belko, Warmage of the Yellow Shields
Male Human Warmage 1: CR 1; Medium Humanoid; HD 1d6+4 (8 hp), Init +2 (+2 Dex), Spd 30 ft., AC 17 (+2 Dex, +4 chain shirt, +1 light wooden shield), touch 15, flatfooted 14, Base Atk +0, Grapple -1, Atk Spiked Gauntlet +0 melee (1d4 P), spiked light shield +0 melee (1d4 P) or Dagger +2 ranged (1d4 P), AL N, SV Fort +1, Ref +2, Will +1, Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 12, Combat Casting, Toughness, Warmage Edge (+Int mod damage to spells cast), Concentration 4 (+5), Craft (scrimshaw) 2 (+3), Knowledge (arcane) 4 (+5), Knowledge (history) 0 (-), Spellcraft 4 (+5)
Spells Known (cast 5/4); 0 – acid splash, disrupt undead, light, ray of frost, 1 – accuracy, burning hands, chill touch, fist of stone, hail of stone, magic missile, lesser orb of acid, lesser orb of cold, lesser orb of fire, lesser orb of electricity, lesser orb of sound, shocking grasp, true strike
Belko, Warlock of the Yellow Shields
Male Human Warlock 1: CR 1; Medium Humanoid; HD 1d8+3 (9 hp), Init +2 (+2 Dex), Spd 30 ft., AC 16 (+2 Dex, +4 chain shirt), touch 11, flatfooted 14, Base Atk +0, Grapple +0, Atk Quarterstaff +0 melee (1d6 B) or Dagger +2 ranged (1d4 P), AL CN, SV Fort +1, Ref +2, Will +2, Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 14, Combat Casting, Toughness,
Bluff 4 (+6), Concentration 2 (+3), Craft 0 (-), Disguise 2 (+4), Intimidate 1 (+3), Jump 0 (+0), Knowledge (arcana) 1 (+1), Knowledge (religion) 1 (+1), Knowledge (the planes) 0 (-), Profession 0 (-), Sense Motive 0 (+0), Spellcraft 0 (-), Use Magic Device 1 (+3)
Invocations Known – Eldritch Blast (1d6), Baleful Utterance (DC 13)
Reason for tweakage; I wanted to mix it up a little. I ended up using the Battle Sorcerer variant. The Warlock looked like a joykiller with that Baleful Utterance... I passed on the Warmage because I didn't feel like having that many spells to choose from for that encounter. Gosh, Burning Hands at 1st level is such a toothless attack spell, but if he'd taken Sleep or Color Spray the high chance of TPK intimidated me...
Rittoro v1.0
Male Human Fighter 2: CR 2; Medium Humanoid; HD 2d10+4 (16 hp), Init +2 (+2 Dex), Spd 30 ft., AC 18 (+2 Dex, +4 chain shirt, +2 hvy wooden shield), touch 12, flatfooted 14, Base Atk +2, Grapple +4, Atk Battleaxe +5 melee (1d8+2 S) or Throwing Axe +4 ranged (1d6+2 S), AL CN, SV Fort +2, Ref +2, Will +2, Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 12, Power Attack, Cleave, Weapon Focus (battleaxe),
Acrobatics 2 (+4), Climb 2 (+4), Craft () 2 (+2), Jump 1 (+3), Profession (mercenary) 4 (+3), Swim 1 (+3)
Rittoro, Mercenary Leader of the Yellow Shields
Male Human Urban Ranger 2: CR 2; Medium Humanoid; HD 2d8+4 (14 hp), Init +2 (+2 Dex), Spd 30 ft., AC 16 (+2 Dex, +4 chain shirt), touch 12, flatfooted 14, Base Atk +2, Grapple +4, Atk Masterwork Throwing Axe +6 melee (1d6+2 S) or Throwing Axe +5 ranged (1d6+2 S) or 2 Masterwork Throwing Axes +4/+4 melee (1d6+2/1d6+1), AL CN, SV Fort +2, Ref +2, Will +2, Str 14, Dex 14, Con 14, Int 12, Wis 9, Cha 10, Combat Reflexes, Weapon Focus (throwing axe), Two-Weapon Fighting (B), Track (B), Favored Enemy (humans)
Acrobatics 2 (+4), Climb 2 (+4), Concentration 0 (+2), Craft (traps) 2 (+3), Handle Animal 2 (+2), Heal 2 (+1), Jump 2 (+4), Gather Information 5 (+5), Knowledge (local) 5 (+6), Notice 2 (+1), Profession (mercenary) 4 (+3), Ride 1 (+3), Search 4 (+5), Sense Motive 2 (+1), Stealth 4 (+6), Swim 1 (+3)
Languages: Human, Orcish
chain shirt (100 gp, 25 lbs), 2 throwing axes (16 gp, 4 lbs), 4 potions of cure light wounds (200 gp, 2 lbs), 2 masterwork throwing axes (616 gp, 4 lbs) 68 gp left
Urban Ranger (Unearthed Arcana p 55-56)
Reason for change; the Urban Ranger with twin throwing axes was way sexier and more distinctive than just some 2nd level Fighter. Plus it fit the concept of a mercenary band that hunted down prey in the city to fulfill their contracts.
The Yellow Shields encounter rocked. All three PCs hit zero hit points at one point or another (thankfully not all at the same time!). Very dramatic.
p 26-27
Degenerate Serpent Folk Berserkers
Male Serpent Person Barbarian 1: CR 1; Medium Humanoid (reptilian); HD 1d12+1 (8 hp), Init +0 (+0 Dex), Spd 40 ft., AC 14 (+1 NA, +3 studded leather), touch 10, flatfooted 14, Base Atk +1, Grapple +3, Atk Hvy Flail +3 melee (1d10+3 S) or Darts +1 ranged (1d4+2 P), AL CE, SV Fort +3, Ref +0, Will +0, Str 14, Dex 11, Con 13, Int 8, Wis 10, Cha 6, Power Attack, Climb 2 (+4), Craft 0 (-), Escape Artist 0 (+4, CC), Handle Animal 0 (-1), Intimidate 0 (-1), Jump 1 (+3), Notice 4 (+4), Profession 0 (-), Ride 0 (+0), Stealth 2 (+5, CC), Survival 3 (+3), Swim 0 (+10), Language (Valossan)
Hvy Flail (15 gp, 10 lbs), Studded Leather Armor (25 gp, 20 lbs)
Combat Stats while Raging (+4 Str, +4 Con, +2 Will saves, -2 AC)
HD 1d12+3 (10 hp), Init +0 (+0 Dex), Spd 40 ft., AC 12 (+1 NA, +3 studded leather, -2 Rage), touch 8, flatfooted 12, Base Atk +1, Grapple +5, Atk Hvy Flail +5 melee (1d10+5 B) or Darts +1 ranged (1d4+4 P), AL CE, SV Fort +5, Ref +0, Will +2, Str 18, Dex 11, Con 17, Int 8, Wis 10, Cha 6, Power Attack, Climb 2 (+6), Craft 0 (-), Escape Artist 0 (+4, CC), Handle Animal 0 (-1), Intimidate 0 (-1), Jump 1 (+5), Notice 4 (+4), Profession 0 (-), Ride 0 (+0), Stealth 2 (+5, CC), Survival 3 (+3), Swim 0 (+12), Language (Valossan)
LA +0 Degenerate Serpent Folk adjustments
+4 Escape Artist and Stealth, +8 Swim
+2 Str, -2 Int, -2 Cha, Poison Bite, +1 NA,
Nonelite array - 8, 9, 10, 11, 12, 13
Serpent folk prefer curved blades (kukri, scimitars, falchions) or flexible weapons (flails, whips, chains), but will use anything in a pinch.
Reason for change; I wanted them to be LA +0, and I liked the idea of making them Barbarians. The bit about Serpent Folk prefering flexible weapons or curved blades just felt 'right' to me. I like themes that the players can notice if they pay attention. (So far they haven't noticed this quirk, even after K'Ral attacked them at the end of Terror with a Scorpion Chain, from the Eberron Campaign Setting, basically a weaker version of the Spiked Chain that only does 1d6 damage.)
p 27
Minor tweak - noted that the ritual candles were yellow wax with green herbs mixed into the candle, making for sudden 'spikes' of sharp herbal scent at intermittent intervals while burning. In both of the later Freeport adventures, summoning candles are presented, and it is a plot point in the third point that they look like this. So basic black is right out.
p 27 and 29
8 armed and armored skeletons (created in Desecrated temple)
Human Warrior Skeleton: CR 1/2; Medium Undead; HD 1d12+2 (9 hp), Init +6 (+2 Dex, +4 Improved Initiative), Spd 30 ft., AC 19 (+2 Dex, +2 natural armor, +3 studded leather, +2 hvy wooden shield), touch 12, flatfooted 17, Base Atk +0, Grapple +1, Atk Morning Star +1 melee (1d8+1 B/P) or Javelin +2 ranged (1d6+1 P), AL N, SV Fort +0, Ref +1, Will +2, Str 12, Dex 14, Con -, Int -, Wis 10, Cha 1, Improved Initiative, DR 5/Bludgeoning, 60 ft. darkvision, cold immunity, undead traits
Reason for change; I wanted them to be less of a joke. But AC 19 for a 1st level party? BAD, BAD GM! They couldn't really hurt the party, but took for-freaking-ever to take down. Boring chopping-firewood levels of tedium. Very much a bad idea. I also used them in the final encounter, two flanking each Cleric, and each using Aid Another to add to their bosses ACs. The PCs figured out that they had to take down the Skeletons to even have a chance to hit the Clerics, but, since the Skeletons were also really hard to hit, that combat also dragged out longer than was fun.
p 29-30
Cultists
Male Human Cleric 1: CR 1; Medium Humanoid; HD 1d8+3 (8 hp), Init +0 (+0 Dex), Spd 20 ft., AC 16 (+4 scale mail, +2 hvy wooden shield), touch 10, flatfooted 16, Base Atk +0, Grapple +1, Atk Morning Star +1 melee (1d8+1 B/P) or Hvy Crossbow +0 ranged (1d10 P), AL CE, SV Fort +2, Ref +0, Will +3, Str 12, Dex 10, Con 10, Int 8, Wis 13, Cha 10, Improved Turning, Toughness, Concentration 2 (+2), Craft 0 (-), Diplomacy 2 (+2), Heal 2 (+3), Knowledge (arcane) 0 (-), Knowledge (history) 0 (-), Knowledge (religion) 0 (-), Knowledge (the planes) 0 (-), Profession 0 (-), Spellcraft 0 (+0), Language (Common), Language (Valossan)
Domains: Destruction, Death
Bolster/Rebuke/Command Undead as 2nd level Cleric
Morning Star (8 gp, 6 lbs), Scale Mail (50 gp, 30 lbs), Hvy Wooden Shield (7 gp, 10 lbs), Wooden Holy Symbol to the Unspeakable One (1 gp)
Spells (3/2+1); cure minor wounds, guidance, resistance
cause fear (D), bane or bless, cure light wounds
Tactics: when doors open, they cast resistance and then guidance on selves. If still able to cast spells, they then throw bane and bless (respectively) and then toss down their snake charms, before wading into melee with their smite attacks. Skeletons will attempt to ‘run interference for them’ (2 skeletal ‘shieldmaidens’ each) using Aid Another to give them +2 AC while casting, and attempting AoOs on anyone passing them to get at the Clerics.
Altar to the Unspeakable One radiates a continuous Desecrate effect until it is defiled (say, by having holy water poured over it). Undead in the room have a +2 profane bonus to attacks, damage rolls and saving throws, and turning attempts have a -6 profane penalty.
Milo
Male Serpent Folk Cleric 3/Sorcerer 1: CR 4; Medium Humanoid; HD 3d8+3 +1d4+1 (22 hp), Init +0 (+0 Dex), Spd 30 ft., AC 19 (+4 mithral chain shirt, +2 hvy wooden shield, +3 natural armor), touch 10, flatfooted 16, Base Atk +2, Grapple +3, Atk Morning Star +3 melee (1d8+1 B/P) or Hvy Crossbow +2 ranged (1d10 P), AL CE, SV Fort +4, Ref +1, Will +7, Str 12, Dex 10, Con 12, Int 10, Wis 14, Cha 12,
Improved Turning, Toughness,
Concentration 2 (+2), Craft 0 (-), Diplomacy 2 (+2), Heal 2 (+3), Knowledge (arcane) 0 (-), Knowledge (history) 0 (-), Knowledge (religion) 0 (-), Knowledge (the planes) 0 (-), Profession 0 (-), Spellcraft 0 (+0), Language (Common), Language (Valossan)
Domains: Destruction, Death
Bolster/Rebuke/Command Undead as 2nd level Cleric
Morning star (8 gp, 6 lbs), mithral chain shirt (1100 gp, 10 lbs, 10% ASF), hvy wooden shield (7 gp, 10 lbs), golden Holy Symbol to the Unspeakable One (250 gp)
Cleric Spells (4/3+1/2+1); cure minor wounds, detect magic, light x2
cause fear (D), command, cure light wounds x2
death knell (D), aid, spiritual weapon
Sorcerer Spells (5/4); acid splash, arcane mark, daze, prestidigitation
alarm, shield
+2 amulet of natural armor, Scrolls of ray of enfeeblement, grease and charm person, 3 potions of cure light wounds
Tactics – casts aid on self, then shield (10% ASF) when party enters doors, orders two Skeletal Warriors to stand ready and guard him (each uses an Aid Other roll to add to his armor class, and may take AoOs on anyone passing them to get to him). Begins by throwing down Snake Talisman, then casting Spiritual Weapon, follows up with command and cause fear if not engaged in melee yet. Once in melee, he uses Smite and channels any remaining 2nd level spells as Inflict Moderate Wounds, then follows up with morning star attacks.
Reasons for change; nothing really major, just playing around. Adding the Skeletons using Aid Another, and buffed up by the Desecrate altar, spiced up a predestined party win, but I should have made the skeletons easier to hit.
Egil was present as an NPC for some of these fights (not the docks or Yellow Shields ones, though), and since I knew Undead were going to be involved and most strenuously did not want the NPC trivializing those encounters, I made him an Archivist. He did succeed in a Knowledge check and use Dark Lore to allow the party a +1 to hit the undead, but that was perhaps not as much as they would have liked. :)
Egil, Acolyte of Boccob
Male Human Archivist 1: CR 1; Medium Humanoid; HD 1d6+2 (8 hp), Init +2 (+2 Dex), Spd 30 ft., AC 12 (+2 Dex), touch 12, flatfooted 10, Base Atk +0, Grapple +0, Atk +0 melee, +0 ranged, AL NG, SV Fort +0, Ref +0, Will +2, Str 10, Dex 14, Con 14, Int 16, Wis 14, Cha 10, Master of Knowledge*, Dodge, Scribe Scroll (B),
Concentration 0 (+2), Craft (calligraphy) 4 (+7), Decipher Script 3 (+6), Diplomacy 0 (+0), Gather Information 0 (+0), Heal 1 (+3), Knowledge (arcana) 4 (+8), Knowledge (dungeoneering) 2 (+6), Knowledge (geography) 1 (+5), Knowledge (history) 2 (+6), Knowledge (local) 1 (+5), Knowledge (nature) 2 (+6), Knowledge (religion) 4 (+8), Knowledge (the planes) 2 (+6), Profession (scribe) 2 (+4), Search 2 (+5), Spellcraft 2 (+5), Languages: Common, Draconic, Dwarven, Elven
Spells
0: (3) Detect Magic, Cure Minor Wounds, Read Magic
1st: (3) Bless, Cure Light Wounds x2
*Master of Knowledge (+1 to all Knowledge checks)
200 gp in gear; Chain Shirt (100 gp, 25 lbs), 4 Daggers (8 gp, 4 lbs)
Prayerbook (all cantrips, Cure Light Wounds, Bless, Summon Monster I, Protection from Evil, Comprehend Languages, Sanctuary)
Enc Lt (33 lbs), Med (34-66 lbs), Hvy (67-100 lbs)
For later;
Archivist of Nature (nature check, giants and fey)
Draconic Archivist (arcane check, dragons and constructs)
Knowledge Devotion? (Complete Champion)
Last edited by
Set on Wed Jun 25, 2008 7:30 pm, edited 1 time in total.