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AshaThoth
Here for a while
(1/24/03 1:51:18 pm)
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Hedrack the Doomdreamer - stats
I don't know how useful this will be to the rest of you, but for the purposes of my own campaign I decided to give Hedrack a level of doomdreamer and make some other minor tweaks to his feats, etc. Here he is, if you're interested:

Master Hedrack

Clr14/Doomdreamer1 Medium sized Human Male

HD: 15d8+28 (74 HP)
Init: +4
Speed: 20ft
AC: 24
Attacks: +13/+8 melee (1d8+1, mw heavy mace) or 3@+9 melee (6 pts from tentacle rod, grapple); +10 ranged (1d8/19-20 lt crossbow)
Face/Reach: 5x5/5
Special Atks: Rebuke undead 4/day, secret
Special Qualities: Insanity
Saves: Fort +11, Ref +4, Will +11;
Abilities: Str:13, Dex: 10, Con:15, Int: 15, Wis:21, Cha: 13
Alignment: CE

Skills: Concentration +20, Knowledge (religion) +18, Knowledge (arcana) + 18, Listen +7, Spellcraft +19, Spot +7
Feats: Combat Casting, Improved Initiative, Power Attack, Weapon focus (hvy mace), Scribe Scroll, Spell Focus (NECR), Reach Spell

CR: 15

Insanity(Ex): Insanity Score 9. Wis 30 for bonus spells and DC's, Wis 12 for all other Wis-based checks.
Secret: Deeper Madness (+2 Insanity)

Domains: Destruction (1/day smite, +4 atk/+15dmg); Madness (1/day add Insanity score to Wis roll)

Spells Prepared (6/9/9/7/7/6/6/4/3 -- DC 20 + spell level)
0: cure minor wounds, detect magic, guidance, light, read magic, resistance
1st: bless, command, cure light wounds, divine favor, doom, protection from good, random action, sanctuary, shield of faith
2nd: bull's strength, cure moderate wounds, death knell, endurance, hold person, inflict moderate wounds, shatter, silence, spiritual weapon
3rd: cure serious wounds, dispel magic, magic vestment, prayer, protection from elements, rage, summon monster III
4th: confusion, cure critical, divine power, freedom of movement, greater magic weapon, spell immunity, summon monster IV
5th: circle of doom, dispel good, flame strike, greater command, insect plague, slay living
6th: blade barrier, greater dispelling, harm, phantasmal killer, planar ally, word of recall
7th: blasphemy, destruction, disintegrate, greater scrying
8th: greater planar ally, Tharizdun’s maddening scream, unholy aura

Treasure: Ochre robes, lesser tentacle rod, periapt of wisdom +2, +1 full plate, amulet of natural armor +2, +1 large steel shield, divine scroll of heal, harm and spell resistance, divine scroll of true seeing, contact medallion, masterwork heavy mace, light crossbow, 10 bolts, 15 pp, 68 gp, holy symbol (obex)

Grumgarr
Here for a while
(1/26/03 6:26:03 am)
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Re: Hedrack the Doomdreamer - stats
Looks good -

His hp are a bit short (are you using variant hp rules IYC?)
At 14th-level he's 14d8+28 (hp 102) - as DD he should have 15d8+30 - that would put him at 108 hp (hp 76 IYC possibly?).

Plus his smite ability is based on Cleric levels only (so still +14 damage).

Other than that it looks good (though the 8th-level spells just make me go 'eeuuuuuuooooooo').

Grumgarr

Infiniti2000
Here to stay
(1/26/03 9:34:37 pm)
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ezSupporter
Re: Hedrack the Doomdreamer - stats
"At 14th-level he's 14d8+28 (hp 102) - as DD he should have 15d8+30 - ... 108 hp..."
I don't see how you get this. On average, it should be 15*4.5+30 = 97 (round down). Of course, I plan on giving Hedrack better than average, 6hp/level, so that's 120. ;) Although I'm not sure if I'll advance him any. Perhaps, if you just exchange a couple of cleric levels for DD?

deafdungeonmasterRIT
Here to stay
(1/26/03 11:20:33 pm)
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Hmm
Give him more stat on doomdreamers.. preferly add three more.. he is too good for just one level in doomdreamer..

Siobharek 
Still here? Wow.
(1/27/03 1:50:37 am)
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Re: Hmm
On the other hand...

Could there be a reason why he has not been "made" yet? Maybe the Doomdreamers (especially the Triad) are using it as a lure to keep him doing supervision jobs rather than losing himself in the Dreaming Stone or whatever the doomdreamers do.

Or maybe Hedrack is simply too worldly to want to dream the Dreams of Doom. I think they have been described as "mystics", and Hedrack has rather worldly tastes (in the original module - and in the novel for that matter - he has 2 thoroughly charmed slave girls pouting away in best Clyde Caldwell style).

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Grumgarr
Here for a while
(1/27/03 5:39:20 am)
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Re: Hmm
Quote:
"At 14th-level he's 14d8+28 (hp 102) - as DD he should have 15d8+30 - ... 108 hp..."
I don't see how you get this. On average, it should be 15*4.5+30 = 97 (round down).


Hedrack at 14th level (as written) has 102 hp.
Add another 4 from d8 and 2 from Con - bingo - 108 hp.

I 've used Hedrack purely as written - giving him another caster level (and 8th level spells) would simply have killed my group - as he was, he fought them three times and every time they were in real fear of their lives. One failed save is all it takes and his DCs are scary, even without the suggested Deeper Madness.

If your group aren't 12th or 13th level when they face him, he doesn't need a boost to be very scary (and almost impossible to kill).

Can I suggest up front that you decide how you intend to use the Heal and Harm spells? Harm is Hedrack's 'first-choice' domain spell at 6th level, and it can have a massive impact on a battle (as can Heal, if Hedrack is the only opponent).
Many feel that they need a damage cap or a save or both. I used a 10hp per caster level limit, but decided even this was too much - I've now gone for (1d8+1) per caster level and thrown in a Will (1/2) save for Harm as with other 'Inflict' spells. Of course, this version can kill outright, if the damage is high enough.

Grumgarr


deafdungeonmasterRIT
Here to stay
(1/27/03 10:44:15 am)
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Hmm
Maybe Hedrack isn't THAT worldy.. maybe the Triad feel too threaten by him to make him as one of the doomdreamer or perhaps too valuable to be as one.

Seriously, Hedrack is formidable opponent in his own right, and he can take on the First. Some said he can be tougher than the second or even the great Imix himself. It is always the best interest of Triad to rein in Hedrack but he is far too valuable to be dispose of. To dispose Hedrack will be like disposing Robert Lee in early period of American Civil War.

My only question is.. what is Hedrack's relation with the Traid?

AshaThoth
Here for a while
(1/27/03 11:04:25 am)
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oops
Quote:
Hedrack at 14th level (as written) has 102 hp.
Add another 4 from d8 and 2 from Con - bingo - 108 hp.


Yeah... I blew the hp calculation for reasons that elude me. Must have turned left when I should have turned right.

In my campaign, I had to increase the threat posed by Hedrack b/c my party a) are offensive monstrosities with a ridiculously min-maxed Mindbender in a support role and b) they took a rather unexpected approach to the CRM and the Fanes, which means that they haven't really encountered him yet,

Of course, now that they've delayed the cult's plans by kicking Lareth off of the Prime Material Plane (long story), Hedrack knows who they are... and he is very, very cranky. Esp. since this came on the heels of his ascension to the ranks of the Doomdreamers, a reward for successfully excavating the old Temple and opening the gate to the Fire Node.

In the words of Mister David Lo Pan, quoth Hedrack: "Now this really pisses me off."

Infiniti2000
Here to stay
(1/27/03 11:18:13 am)
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ezSupporter
Re: Hmm
"Hedrack at 14th level (as written) has 102 hp."
Gotcha. My mistake for not noticing the hp in the book.

"Some said he can be tougher than the second or even the great Imix himself."
Well, this is partly due to the PCs' levels when they reach those points in the campaign. When they first breach the OF, they might be only 9th or 10th level. A EL 14 will open a can of whoop-ass. By just going up to 11-12th level, the party gets access to 6th-level spells, a HUGE difference, especially things like anti-magic shell.

"My only question is.. what is Hedrack's relation[ship] with the Triad?"
About 15 years ago, the Triad found Hedrack's body and ressurected him. Over the next 15 years, Hedrack gained more power, eventually becoming 14th level as he is today (or more if you advance him).

What would motivate the Triad in getting Hedrack? First, they need a single person capable of running the entire ToAC without needing a lot of help from the Doomdreamers. Hedrack fits this bill nicely due to his extensive experience in the ToEE, and the fact that he already worships the same deity. Second, they need someone who is not a member of their inner circle. As an analogy, consider the Doomdreamers the owners of a restaurant, and Hedrack the manager. The manager has the authority to handle all the day-to-day activity except make critical business decisions like changing the menu or investing in high price stuff. In this respect, Hedrack cannot decide the overall plans of the ToAC. He cannot, for instance, direct the excavation of the Air Node, or pull resources from the Inner Fane. Sure, he's powerful, maybe enough to take on anyone in the IF, but that just makes him a better, more qualified leader of the OF and ToAC.

Yes, Hedrack wants to become a Doomdreamer. He probably is currently looking for his own replacement, likely in Varachan, but possibly in Naquent. With a suitable replacement, he hopes to persuade the First to allow him entrance into the circle of Doomdreamers and find a niche in the IF. This also leads to some interesting scenarios whereupon Hedrack might not want to risk Varachan or Naquent against a capable group of adventurers.

However, the Triad only want to keep their manager in place. Let him clamor all he wants, but if Hedrack gets promoted, the Triad faces two problems: (1) they need to find a suitable replacement, and let's face it, Naquent and Varachan just don't compare. Hedrack is far superior. (2) Hedrack is such a good candidate that he would be strong enough to challenge any one of the Triad for rulership. They are actually scared of him.

What happens in a company when the manager is scared of his employee, that the employee might take his job? Either the employee is "gotten rid of" or the manager makes the employee's life miserable. In this case, the Triad doesn't want to get rid of Hedrack because he's too valuable, not to mention that it would be a difficult undertaking. So, the Triad probably tries to make Hedrack's life difficult. They give him little information. They provide few, if any, resources to help him out in difficult tasks. They give him sometimes meaningless and difficult tasks. They impose strict and sometimes inane requirements. For obvious reasons, Hedrack can't leave, so he deals with these as best as he can. I wager he's really pissed off at the Triad.

deafdungeonmasterRIT
Here to stay
(1/27/03 1:39:48 pm)
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Hmm
Great explantation.. that is ALOT more than satisfied than what I am looking for!

I do want to understand Hedrack's relations with the Triad, and it makes sense that Hedrack is tougher than Triad themselves and Imix due to lower level of PC. Really, I think it is just easier to get INTO role playing Hedrack than the Triad themselves and Imix. There are not much information about Triad and even Imix. That is the problem. That is why forum often devoted to Hedrack, Lareth, Thrommel, Chat, and to lesser degree, Varachan and D'Gran simply because their characters are very well developed and easy to play.

Actually, I think Varachan can replace Hedrack but BARELY. What I really want to know about Varachan is what he is like when he was CE instead of NG. I do believes that he can somewhat complete with Hedrack. After all, he is ONLY two levels less than Hedrack! Just two levels less! I mean, he is Hedrack's personal favorite, and I wouldn't be too suprised if Hedrack's ambition to have a new Triad consisting of himself, Varachan, and Naquent. Of course, if I have choice for second Triad, I would prefer Hedrack, Tessimon, and D'Gran.

This brings up interesting questions now..

Well done, Infiniti!

Zenon
Here for a while
(1/28/03 5:28:56 am)
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Re: Hmm
I noticed this:

Quote:
periapt of wisdom +2, amulet of natural armor +2


According to the SRD:

Quote:
Only so many items of a certain kind can be worn and be effective at the same time. The limits include the following:

1 amulet, brooch, medallion, necklace, periapt, or scarab


So he could wear one or the other, or change the type of one of them.

Siobharek 
Still here? Wow.
(1/28/03 5:33:46 am)
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Re: Hmm
Might I direct your attention to the errata...? ;)

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

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