Gold Community Okay -- Your Turn
    > Return to the Temple of Elemental Evil
        > Vile Changes
New Topic    Add Reply

<< Prev Topic | Next Topic >>
Author Comment
errant42
Here for a while
(4/2/03 8:38 am)
Reply
Vile Changes
[Per Andorax's request, I have moved the following post to a new thread, one set up to deal specifically with material from the Book of Vile Darkness]

According to his description, Eeridik, the wererat sorcerer in charge of the Earth Bridge, dabbles in demonology. I found that aspect of his personality much more interesting than the wererat part... so, since I'll take any excuse to use the BoVD, I decided to write him up using the Demonologist PrC from that book. In order to give him as many levels as I could without boosting his CR, I decided to drop the wererat template. So, without further ado...

Eeridik
Eeridik was born to a rich merchant family, an only child whose mother died in childbirth. His father traveled on business much of the year, leaving him in the care of servants, with access to the family fortune. This gave him both the money and opportunity to indulge his increasingly jaded and sadistic appetites. His father’s money and influence kept from running into too much trouble with the law. As he grew, he found that his usual diversions were losing interest… torture, rape, even murder became trite and boring. Around this time, he also discovered his natural talent for magic… and began to delve into the dark arts. He diverted most of his time and money to the study of demonology, until his father found out. Unable to bear any more of his son’s depravity, the patriarch disowned and exiled the young man. Eeridik took to wandering in search of wealth, power, and forbidden lore.
Eeridik is irredeemably evil, devoid of any semblance of morality or ethics, and joined the cult to gain access to their libraries of information on demonology. He is darkly handsome, with curly black hair, a charming (if sinister) smile, and deep, grey-black eyes. He is also covered in disturbing, deliberate tattoos and scars, twisting runes in Abyssal spelling out the unspeakable. He wears deep red robes, fastened to the many piercings on his body with small, silver chains and various bits of pornographic jewelry.

Eeridik: Male human Sor7/ Demonologist 3 [BoVD]; CR 10; Medium humanoid; AL CE
Str 8 (-1), Dex 10, Con 12 (+1), Int 14 (+2), Wis 15 (+2), Cha 19 (+4)
HD 10d4 + 10; hp 42
Init +2; Spd 30 ft
AC 13 (touch 11, flat-footed 13)
Melee +1 dagger: +4 (1d4, 19-20)
Ranged +1 dagger: +5 (1d4, 19-20)
SQ Charm Demon (1/day, DC 15), Quasit Familiar, Summoning Mastery +2
SV Fort +5, Ref +6, Will +11

Skills: Alchemy +10, Concentration +10, Knowledge (Arcana) +15, Knowledge (The Planes) +15, Knowledge (Religion) +9, Scry +9, Spellcraft +9, Speak Languages: Abyssal, Celestial, Draconic, Elven, Ignan, Infernal, Orcish, Undercommon

Feats: Spell Penetration, Augment Summoning [T&B], Evil Brand [BoVD], Malign Spell Focus [BoVD], Sacrificial Mastery [BoVD]

Spells (Sor7; DC 15 + spell level [Evil +2]; 6/ 7/ 7/ 5)
0: arcane mark, detect magic, light, mage hand, ray of frost, read magic, resistance
1: comprehend languages, expeditious retreat, magic missile, summon monster I, black bag [BoVD]
2: mirror image, summon swarm, web
3: flame arrow, stinking cloud

(Demonologist 3; DC 15 + spell level [Evil +2]; 3/ 2/ 2)
1: bane, demonflesh [BoVD], doom, prot from evil, prot from good, spores of the vrock [BoVD], summon monster I, unnerving gaze [BoVD]
2: bestow curse, dance of ruin [BoVD], demoncall [BoVD], magic circle vs evil, magic circle vs good, protection from elements, stunning screech [BoVD], summon monster II
3: abyssal might [BoVD], call dretch horde [BoVD], demon wings [BoVD], distort summons [BoVD], dread word [BoVD], dimensional anchor, lesser planar binding, summon monster III

Possessions: bracers of armor +2, cloak of resistance +1, ring of protection +1, dagger +1

Siobharek 
Still here? Wow.
(4/3/03 1:06 am)
Reply
Re: Vile Changes
This is excellent! I'm moving this, and any other BoVD material you may create, to the BoB immediately.

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

errant42
Here for a while
(4/3/03 7:38 am)
Reply
Re: Vile Changes
Thanks! It's a great book, with lots of food for thought, and it seems to blend well with the campaign. I suppose the fact that Monte wrote it might have something to do with that...

I've been considering changing one of the many assassins (probably Smigmal Redhand) into a Mortal Hunter from BoVD, but I'm not quite that far along yet... I'll put it up when I get it done.

Cordo Crowfoot
Here to stay
(4/5/03 5:57 am)
Reply
Re: Vile Changes
Very cool! I'll use it! Any reason you didn't go with Sorcerer 6/Demonologist 4? That would give him access to 4th level Demonologist spells.

It would also give him the resistances.

If he took Summon Monster III as a sorcerer spell would the summoning mastery power apply to it? It doesn't seem to be limited to castings as a demonologist from reading the power. That would allow him to summon four CE monsters off the 5th level list per day... 4 Fiendish Girallons... Nasty!

"They were immediately and absolutely recognizable as adventurers. They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came... They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits" China Mieville, Perdido Street Station

Edited by: Cordo Crowfoot at: 4/5/03 6:05:26 am
errant42
Here for a while
(4/5/03 9:17 am)
Reply
Re: Vile Changes
You know, I could have sworn that I had some compelling reason to make him a Sor7 instead of Sor6, but I can't think of it now. Maybe so he could have one more 3rd level spell from the Sorcerer list, because the Demonologist list is a little limited... or maybe I just misread the prereqs. Hmm... I might have to rewrite him...

As far as I know, the Summoning Mastery applies to any Summon Monster spell he casts, no matter what class he uses to cast it, provided he summons a CE evil creature. So yes, if he took Summon Monster III in place of one of his 3rd level Sor spells, he could effectively cast Summon Monster V that many more times a day....

Boden Blagden
Here for a while
(4/5/03 2:34 pm)
Reply
Re: Vile Changes
I actually took what you had here and made Eeridik an Alcolyte of the Skin. I don't have BoVD, so the other works well for me. Cool concept though with the Demonologist.

Cordo Crowfoot
Here to stay
(4/6/03 3:19 am)
Reply
Re: Vile Changes
I looked at it again, and since he has to choose 6 conjurations as a pre-requisite for Demonologist, and gets an additional spell known at 1st, 2nd, and 3rd, you were probably attempting to increase his repetoire.

With this in mind, and as his original CHA is 16 so he wouldn't get a second 4th level demonologist spell anyway (I prefer not to boost stats in alternate versions) I'll probably stick with Sorcerer 7/Demonologist 3 as well.

But I think I will tweak his spell selection to:

Sor 7 spells known 7/4/2/1
0: arcane mark, detect magic, light, mage hand, acid splash (MoF, conj), ray of frost (conj), read magic
1: black bag (bovd, conj), mage armor (conj), shield, magic missile, summon monster I (conj)
2: invisibility, eagle's splendor, endurance
3: summon monster III (conj), haste

Invisibility - He can cast summon monsters while invisible
Eagle's Splendor - To increase the power of his CHA checks against summoned demons
Haste - Usable on himself (if still using 3.0 rules) or on a horde of summoned creatures (if using 3.5)

I'll probably switch out his Bracers of Armor +2 (since he now has mage armor) for a Wand of Dispel Magic. He needs to be able to strip Protection from Evil off any adversaries, as that would majorly hurt his strategy.

As a Demonologist 3 you can figure he would have his Quasit familiar and 3 Dretches under his servitude from Call Dretch Horde.

The key power of the presige class seems to be the lesser planar binding and planar binding at level 4. If the PCs hit and run without killing him, he would probably try to call in an ally this way.

Another interesting thing, he could try to charm the bebelith if it were accidentally summoned!

Edited by: Cordo Crowfoot at: 4/6/03 3:19:57 am
Kylearanon
Here for a while
(4/7/03 3:20 am)
Reply
Re: Vile Changes
How could he call in an ally that way ? The Binding-Spells work such that they just bind a planar being to our plane, or so I thought.
Or do they disappear after the binding until you call for them ? And do they even listen to you ?

Sorry .. don´t have the books with me :( !!!
But the new Eeridik is amazing ... definitely gonna use that .... or the Acolyte-idea which is very good as well !

Kyle

Cordo Crowfoot
Here to stay
(4/7/03 8:39 am)
Reply
lesser planar binding
Nope, you set up a trap and then can come to an agreement... It's all in the spell description. You know about the SRD right? You can look up spell descriptions online you know. No more apologizing for not having the books. ;)

www.opengamingfoundation.org/srd

errant42
Here for a while
(4/9/03 10:33 am)
Reply
Demonologist
Cordo: I like the changes to his spell-list, and that's a very good idea about the Dispel Magic Wand.

Here is the quasit familiar, modified by his master's demonologist levels (which I figure add 1 to CR). IMC, Eeridik is (unwittingly) a servant of Graz'zt, who sent the familiar to keep tabs on him and spy on the activities of the cult.

Grithnyal: Male quasit familiar; CR 4; Tiny outsider (Chaotic Evil); AL CE
Str 8 (-1), Dex 17 (+3), Con 10, Int 10, Wis 12 (+1), Cha 10
HD 3d8; hp 22
Init +3; Spd 20 ft, Fly 50 ft (perfect)
AC 20 (touch 15, flat-footed 17)
Melee claws: +8/ +8 (1d3-1 + poison); bite: +3 (1d4-1)
SA Spell-like abilities, poison (Fort DC 13, 1d4 Dex damage/ 2d4 Dex damge)
SQ DR 5/ silver, SR 5, poison immunity, Fire res 20, alternate form (black dog, viper), regen 2 (normal from acid, holy/blessed weapons), alertness, improved evasion, share spells, empathic link, touch
SV Fort +5, Ref +6, Will +12

Skills: Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6
Feats: Weapon Finesse (claw, bite)

Spell-like abilities (Sor6; DC 10 + spell level)
At will: detect good, detect magic, invisibility (self only)
1/day: cause fear in 30 ft radius
1/week: commune w/ Graz’zt to ask 6 questions (as Clr12)

Darius101
Looking around
(4/12/03 3:58 pm)
Reply
Re: Demonologist
The link you posted above is forbbiden. Can't get in.

nice work here guys I like it ...

ZansForCans 
Here for a while
(4/12/03 7:12 pm)
Reply
SRD
The URL needed a .html on the end it looks like:

www.opengamingfoundation.org/srd.html

Try one of these much better formated versions instead, though:

www.bombshellstudios.com/d20/d20srd/
home.earthlink.net/~teluial/OGF/

Or if you want it from the zebra's mouth (who *finally* added bundled d/l's of bunches of the whole thing):

www.wizards.com/D20/article.asp?x=srd


Group Editing & Authoring Support
flexible campaign management for the web
info :: demo

errant42
Here for a while
(4/24/03 1:03 pm)
Reply
More Vile Darkness...
As promised (a while ago), here is a Half-Fiend Mortal Hunter to take the place of one of the adventure's many assassins... in this case, Smigmal Redhand. She's a pretty nasty customer, and although she has fewer class levels and no death attack, I'd put my money on this version for taking out a PC or two. I used Monte's Ranger variant, even though it was less advantageous in this case.

Smigmal Redhand
Smigmal is a Mortal Hunter, an assassin of the lower planes who specializes in dispatching particularly noisome residents of the Material Plane. She was conceived in a coupling between a young nun in the service of Pelor and a lusty demon lord, Graz’zt. Graz’zt had paid the nun several nocturnal visits over the course of weeks, slowly eroding her resistance to his depraved advances. No one believed the nun’s tales of an alluring visitor, and finally she succumbed to his charms. The child she bore was an abomination, and the senior nuns at the convent sought to destroy it before word got out of their dreadful mistake. Graz’zt intervened, however, and took the child to the Abyss with him… there, she was raised to despise her human half, and took up the mantle of Mortal Hunter. She despised her father just as much, however, and broke from his company as soon as she was able to escape. She became a free agent, offering her considerable talents to the highest bidder—currently, the Doomdreamers. Like her father, she is dusky-skinned, demonically beautiful, and six-fingered. Her eyes glow with red-orange hatred, and bat-like wings sprout from her back. In combat, she prefers to plant her Fleshgrinding longsword in a spellcasting opponent and then engage the rest with her claws while it grinds away.

Smigmal Redhand: Female Half-fiend human Rgr5/ Mortal Hunter 7 [BoVD]; CR 14; Medium outsider; AL CE
Str 20 (+5), Dex 20 (+5), Con 16 (+3), Int 11, Wis 13 (+1), Cha 14 (+2)
HD 5d8 + 7d10 + 36; 112 hp
Init +5; Spd 30 ft, Flight 30 ft (average)
AC 23 (touch 16, flat-footed 18 )
Melee +2 longsword: fleshgrinder: +17/+12/+7 (1d8+7, 19-20) and claw: +16/+11 (1d8+2);
or claw: +16/+11/+6 (1d8+5) and claw: +16/+11 (1d8+2);
or 2 claws: +18/+13 (1d8+5/1d8+2) and 1 bite: +13 (1d6+2)

SA spell-like abilities (DC + spell level, 3/day: darkness, poison; 1/day: desecrate, unholy blight, contagion, blasphemy), Favored Enemies (+2 Human, +1 Elf), Mortal Hunting +3
SQ darkvision 60 ft, immune to poison, acid/cold/electricity/fire resistance 20, mortal skin (any non-dragon), smite mortals (1/day, +1 attack, +14 damage), spurn mortal magic (+1 saves), detect mortals,
SV Fort +12, Ref +11, Will +6

Skills: Bluff +12, Climb +10, Disguise +12, Hide +15, Knowledge (the planes) +5, Listen +13, Move Silently +15, Sense Motive +7, Spot +13, Wilderness Lore +16
Feats: (Track), Alertness, Mortalbane (unholy blight) [BoVD], Weapon Focus (claws), Iron Will, Favored Critical (mortals) [MotW], Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, (Boost Spell-Like Ability (unholy blight) [BoVD])

Spells (Rgr5; DC 11 + spell level; 1)
1: Entangle

(Mortal Hunter 7; DC 12 + spell level; 3/ 2/ 1)
1: cause fear, charm person, detect good, heartache [BoVD], protection from good, sleep, unnerving gaze [BoVD]
2: detect thoughts, evil eye [BoVD], hold person, magic circle against good, see invisibility, web, wither limb [BoVD]
3: flesh ripper [BoVD], mirror sending [BoVD], nondetection, scrying, suggestion, vile lance [BoVD], wrack [BoVD]

Possessions: +2 longsword: fleshgrinder [BoVD], ring of invisibility, +2 mithril shirt, ring of protection +1, potions: cat’s grace, heroism, nondetection, cure serious wounds

(favored enemy bonuses: )
Humans: +2 longsword: fleshgrinder: +20/+15/+10 (1d8+12, 17-20) and claw: +19/+14 (1d8+7, 19-20);
or claw: +19/+14/+9 (1d8+10, 19-20) and claw: +19/+14 (1d8+7, 19-20);
or 2 claws: +21/+16 (1d8+10/1d8+7, 19-20) and 1 bite: +16 (1d6+7, 19-20)

Elves: +2 longsword: fleshgrinder: +20/+15/+10 (1d8+11, 17-20) and claw: +19/+14 (1d8+6, 19-20);
or claw: +19/+14/+9 (1d8+9, 19-20) and claw: +19/+14 (1d8+6, 19-20);
or 2 claws: +21/+16 (1d8+9/1d8+6, 19-20) and 1 bite: +16 (1d6+6, 19-20)

Other Mortals: +2 longsword: fleshgrinder: +20/+15/+10 (1d8+10, 17-20) and claw: +19/+14 (1d8+5, 19-20);
or claw: +19/+14/+9 (1d8+8, 19-20) and claw: +19/+14 (1d8+6, 19-20);
or 2 claws: +21/+16 (1d8+8/1d8+6, 19-20) and 1 bite: +16 (1d6+6, 19-20)

Edited by: errant42 at: 4/24/03 1:06:31 pm
Andorax
Still here? Wow.
(4/24/03 1:33 pm)
Reply
Re: More Vile Darkness...
The only flaw I can see with this...and it's insignificant for new players...is that Smigmal Redhand, like Falrinth, is a returning character from the original Temple of Elemental Evil.

If you've never run it, or never intend to, then there's no reason not to use this version.

"Whadda ya mean, Orcs get levels too?!?"

<< Prev Topic | Next Topic >>

Add Reply

Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Click to receive email notification of replies Click to receive email notification of replies
Click to stop receiving email notification of replies Click to stop receiving email notification of replies
jump to:

- Okay -- Your Turn - Return to the Temple of Elemental Evil - Home -



Powered By ezboard® Ver. 7.246f
Copyright ©1999-2003 ezboard, Inc.