Seeking Legendary Monsters (3.5 DnD, lots custom rules)

Started by Zaer Darkwail, April 08, 2015, 05:54:06 AM

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Kunoichi

#475
Ah, that would be a bit more tricky.  Unseelie Nymph could perhaps work for the base creature, and after that, you would need to find the right combination of templates and class features...  Perhaps the Hive Queen would be a good opportunity to bring in the Insidious Corrupter class that you were admiring yesterday?

I need to go to bed now, so I'll have to see what else could fit the character tomorrow. ^^;

Edit: Hmm...  Mummified Creature and Swarm-Shifter, both from Libris Mortis, for your templates?  Obviously you'd be doing a bit of reflavoring, but having the ability to transform into a swarm of undead wasps would be pretty neat.  Plus, you might be able to fill in the left over spots with a couple of Evolved Undead levels...

avorae

Does anybody know where the Dire animal Template is located? I can't seem to find it anywhere.
Life is a hard game but the rewards are sweet if you know where to look.

TheGlyphstone

There isn't one, really. It's just an adjective that gets applied to certain big nasty animals, it's never been officially formalized as a template.

Zaer Darkwail

Aye, no template but rather indicate more ferocious animals in the wild. It gives lots different animals as examples.

avorae

Life is a hard game but the rewards are sweet if you know where to look.

CeruleanSerenity

Apologies for the long stretch of silence... I wasn't able to focus on finishing my character as much as I hoped, but I have been working when I can, and I think I'm kind of almost done with her now.

Her cohort is the biggest thing left, I think, and I was wondering... could I give her the Mystic Wanderer prestige class? That's the one I had in mind (her base class being Favored Soul), but it was never updated to 3.5.

EdwardShane

#481
...wait, monks get abilities listed under the swashbuckler class?  If that's the case, holy crap do I need to edit Daeva some.

schnookums

I'm still grinding away at this...I don't know how the rest of you got done so quickly, this has been...extremely overwhelming for me. But I persevere.

schnookums

#483
Khell, MKII
Khel'ikenth
CG Small Dragon
Chaos Monk 12 | Binder 1/Wizard1/Anima Mage 10| Half-Fae Faerie Dragon (8HD)
Init +14; Senses

Languages:

AC 71 (+12 Insight, +12 Luck, +17 Monk, +14 Dex, +1 Size, +5 Natural) ,66 touch ,57 flat-footed
   
HP: 324 (12d8+84+144)
Fort +25, Ref +32, Will +32
Speed: 90' Land, 300' Fly(Perfect), 90' Swim

Base Atk: +12

Melee: Bite +52 (1d6+26), Claw +52 (1d4+26),+52 Faerie Dragon Kung Fu (1d10+41)

Atk Options:Claw/Claw/Bite (+47/+47/+52) or Kung Fu (+52/+47/+42) +1d6+12 additional attacks at +52

Space 5 ft.; Reach 5 ft.


Combat Gear:

Spell-Like Abilities: Charm Person (At will) Hypnotism (1/Day), Faerie Fire or Glitterdust (1/day)
Detect Law (3/day), Sleep or Enthrall (1/day), Protection from Law (3/day), Tasha's Hideous Laughter or Suggestion (1/day), Confusion or Emotion (1/day), Dancing Lights (At Will), Ghost Sound (At Will), Detect Magic (At will), Charm Monster (3/day), Entangle (3/day), Glitterdust (3/day), Invisibility (3/day), Major Image (3/day), Obscuring Mist (3/day), Animate Objects (1/day), Mind Fog (1/day), Project Image (1/day), Summon Nature's Ally IV (1/day), Commune with Nature (1/month), Greater Dispel Magic (3/day), Haste (3/day), See Invisibility (3/day) 


Abilities: Str 22 (+6), Dex 38 (+14),Con 24 (+7), Int 40 (+15), Wis 38 (+14) , Cha 42 (+16) (+1 Cha/Int for 4th/8th/12th)

Special Attacks: Breath Weapon (20' Cone of Weedbong420 Breath, Daze for 1d6 rounds)
Special Qualities: Darkvision 60', Immunity to Sleep/Paralysis, Low Light Vision, Scent, Spell Resistance 31, Water Breathing, Fast Healing 20, DR 10/Epic, Fire Resistance 10, Cold Resistance 10, 

Class Abilities: Unarmed Strike, Wisdom Bonus to AC, +30' To moveement, +2 Bonus to AC, Slow Fall 60', Flailing Strike (1d6+12, -0), Improved Evasion,Still Mind, Eratic Advance, Ki Strike (Magic, Chaotic), Freedom of Thought, Displacing Stance (50%),Monk Weapon Mastery,Grace +2  Soul Binding (2 Vestiges, 6th level), Exploit Vestige, Vestigal Awareness, Vestige Metamagic (3/day), Vestige Casting (1/day)

Spells Prepared:

Cantrips (4):

1st Level (8):

2nd Level (8):

3rd Level (8):

4th Level (6):

5th Level (5):

6th Level (4):

Skills:
Bluff 15 Ranks
Gather Information 10 Ranks
Intimidate 10 Ranks
Concentration 15 Ranks
Diplomacy 15 Ranks
Escape Artist 10 Ranks
Hide 15 Ranks
Knowledge Arcana 15 Ranks
Knowlege Religion 15 Ranks
Knowledge History 15 Ranks
Knowledge The Planes 15 Ranks
Knowledge Nature 10 Ranks
Listen 15 Ranks
Move Silently 15 ranks
Sense Motive 10 Ranks
Spot 15 Ranks
Tumble 10 Ranks
Spellcraft 15 Ranks
Decipher Script 10 Ranks
Use Magic Device 7 Ranks (CC)
Swim 4 Ranks
Search 7 Ranks (CC)
Disguise 2 Ranks (CC)


Feats: Stunning Fist(B), Deflect Arrows(B), Improved Trip(B), Freezing the Lifeblood(B), Weapon Finesse(B), Scribe Scroll(B), Precocious Apprentice,Improved Binding,Ignore Special Requirement, Expel Vestige, Extend Spell, Persistent Spell,

Equipment

Getting there slowly. Still need to:Crunch Numbers, Pick Spells, Do gear, Pick 1 more feat for Paragon Creature.

Realized that if I pick up Precocious Apprentice I can complete the Anima Mage PRC by level 12. Wish I could get more metamagic feats for my vestige metamagic ability, but I figured persistent spell was a pretty good choice for applying for free. Also...Faerie Dragons get Perfect Flying maneuverability...who'd have thunk it?

So more questions...

Is the speed bonus from Paragon Creature an enhancement bonus? If it is it won't stack with monk speed, but if it's an unnamed bonus then it will.

How do I get new spells? My understanding is that there's a cheaper way then just buying scrolls with whatever spell you want to put in your spellbook.

And...umm...any suggestions on magic items? I'm going to be focused on the spellcasting side of things I imagine, the monk levels are...well...mostly 'cause I had to pick something.... ;)

EdwardShane

For movement, triple your base movement and THEN add the monk bonus movement.  That's really the main question I can answer...though I'm surprised you went with monk instead of rogue o.O I woulda figured that'd be a shoo-in for a faerie dragon, lol.

TheGlyphstone

Paragon Creature doesn't actually give a bonus to your speed, it applies a multiplier, so it's untyped. Monk speed boost would apply after the paragon triple though, because Paragon is applied to the base creature before class levels.

You can pay other spellcasters for the spells in their spellbook:

Spells Copied from Another’s Spellbook or a Scroll
Quote
A wizard can also add a spell to her book whenever she encounters one on a magic scroll or in another wizard’s spellbook.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level × 50 gp.

For magic items...I'll give the same general advice I have to others - focus on shoring up your defenses and immunities that you can't protect against with arcane magic/vestiges yet. Death effects, ability drain/damage, mind-affecting spells, etc.

avorae

Well aside from spending the last bit of her gold Lan-Lei should be finished and ready for approval.

Lan-Lei
CG Medium Fey [Shapechanger]
Chaos Monk 12 | Ninja 12 | Feytouched Anthromorphic Panda
Init: +15; Senses: Low-Light Vision, Darkvision 60', Scent
         Spot +32, Listen +43
Languages: Can speak, read, and write all languages[Does not include magical script]


AC 85, 73 Touch, 70 Flat-Footed
   (+5 Armor, +7 Natural, +15 Dex, +12 Insight, +12 Luck, +20 Wis, +4 Misc)
HP 408  (12d10 HD +288 ); Fast-Healing 22 DR 10/Epic
Immune Sleep, Charm, Stunning, Criticals, Mind-Affecting, Negative Energy, Harmful Vapors/Gases
Resist Fire/Acid/Cold 10; SR:55
Fort +35, Ref +40, Will +45; +2 saves vs Enchantment spells/spell-like effects, +2 vs. spells/spell-like effects


Speed 130'ft
Melee: Unarmed Strike +65(6d8+55+1d4) or Claw +52(1d6+35+1d4)
Full Attack: Unarmed Strike +65/+65/+60/+55 with an additional 1d6+12 attacks from Flailing Strike at +65(6d8+55+1d4) or Claw/Claw/Bite +53/+53/+48(1d6+35+1d4/1d8+35+1d4)
Space 5 ft.; Reach 10 ft.
Base Atk +12  Grp +26
Atk Options Boar Style, Boar ferocity, Boar shred, Sudden Strike[3D6] 
Combat Gear: See equipment section
Spell-Like Abilities
   At will--Empathy[CL 27]
   1/day--Charm Person[CL 27]
   3/day--Greater Dispel Magic[CL 15], Haste[CL 15], See Invisibility[CL 15]
   20/day--Detect Magic[CL 25], Arcane Sight[CL 25]
Jitsu (CL 19 , DC 30 + Spell Level)
   1st-- Endure Elements, Shield, Identify, Expeditious Retreat
   2nd-- Blur, Spider Climb, Invisibility, Knock
   3rd-- Blink, Magic Weapon[Greater], Nondetection


Abilities: Str 39[+14], Dex 40[+15], Con 35[+12], Int 28[+9], Wis 50[+20], Cha 25[+7]
Special Attacks: Soul Warp Strike, Improved Grab, Morphic Weapons, spell-like abilities, Flail Wildly + Greater Flailing, Improved Disarm, Erratic Advance, Sudden Strike[3D6], Ghost Touch, Poison Use, Steal Spell
Special Qualities: Low-Light Vision, Darkvision 60', Scent, Alternate forms[Female Elf, ???, ???], DR 10/Epic, Immunity to Sleep, Charm, Stunning, Criticals, Mind-Affecting, Negative Energy, and Harmful Vapors/Gases, Resistance to Fire/Acid/Cold 10, Spell Resistance 55, Improved Evasion, Still Mind, Slow Fall 60 ft, Ki Strike (Magic, Chaotic, and Adamantine [applies to the four chosen exotic weapons below]), Displacing Stance (50%), Freedom of Thought, Fast Healing 22, Monk Weapon Mastery (exotic weapon damage increased by one size), Skill Mastery, Absorb Spell
Trained Skills: Balance +40, Bluff +30, Climb +39, Concentration +35, Craft[Alchemy] +30, Dechiper Script +30, Disable Device +30, Gather Information +33, Hide +40, Intimidate +30[+2 to demoralize], Knowledge[Arcana] +30, Knowledge[Local] +30, Knowledge[Religion] +30, Listen +43, Move Silently +40, Open Lock +36, Perform: Sing[Melody] +30, Search +30, Sleight of Hand +38, Spellcraft +32[+2 to scrolls], Tumble +44, Use Magic Device +30 [+4 to scrolls]
    *Can Take 10 on all trained skills while under stressful/distracting situations, courtesy of Skill Mastery
Untrained Skills: Appraise +19[+2 to Alchemy], Diplomacy +19, Disquise +20[+2 to stay in character, +10 circumstance when using alter self], Escape Artist +25, Forgery +19, Heal +30, Jump +78, Ride +25, Sense Motive +30, Spot +32, Survival +30[+2 to track], Swim +32, Use Rope +25
Skill Tricks: Never Outnumbered, Clever Improviser, Back on Your Feet
Bonus Feats: Endurance, Run, Track, Unarmed Strike, Deflect Arrows, Improved Disarm, Weapon Finesse, Alertness, Polyglot
Chosen Feats: 1st: Boar style, 3rd: Boar Ferocity, 5th: Boar Shred, 7th: Ascetic Stalker, 9th: Improved Natural Attack (unarmed strike), 11th: Versatile Performer [Dance[Exotic, Ballet, Tango], Sexual Techniques, Acting[Drama, Comedy], Wind[Flute], Oratory[Epic, Storytelling], String[Harp, Lute], Sing[Ballad]

Equipment
Item of Legend(Belt)

Rings of Force Armor 30,000
Ring Of Negative Protection 36,000
Vestment of Resistance +5 25,000
Necklace of Adaptation 9,000

Heward's Handy Haversack, 2,000gp
Headband of Wisdom +6, 36,000gp
Bracers of Physical Might [+4 Str, +4 Dex, Strongarm Bracers], 38,000 
Torc of striking [Wraithstrike and Bloodwind at will] 14,000

Money: 10,000 GP

Racial/Template Abilities

Improved Grab: If Lan-Mei hits with a claw, she deals normal damage and attempts to start a grapple as a free action without provoking attacks of opportunity.

Scent: Lan-Mei can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Alternate forms: Lan-Mei can take three humanoid forms in addition to her own shape. These three forms may be that of any Medium or Small humanoid, but once a form is chosen, it permanently becomes one of her three alternate choices. This ability works like alter self, but Lan-Mei can remain in the chosen form indefinitely.

Morphic Immunities: Lan-Mei is adept at distributing her form’s vital organs around her body to keep them safe from harm. Lan-Mei is immune to stunning and critical hits.

Morphic Weapons: As a move action, Lan-Mei can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form (see Table 5–1 on page 296 of the Monster Manual). These morphic weapons need not be natural weapons that Lan-Mei already possesses. For example, Lan-Mei polymorphed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage. If Lan-Mei’s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. Lan-Mei can change morphic weapons as often as she likes, even if she is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn’t allow subsequent changes after the initial transformation.

Morphic Body: Lan-Mei can use her precise control over her form to make herself stronger and heartier. She gains +4 to Strength and +4 to Constituon.

Morphic Reach: Lan-Mei gains 5 more feet of reach than the creature she's emulating. Unlike most creatures, Lan-Mei doesn't appear to have a longer reach until she actually use it.

Morphic Healing: Lan-Mei gains fast healing 2, and if she spends a full-round action and succeeds on a Concentration check (DC equal to the total damage sustained), she heals 10 points of damage.

Chaos Monk 12 Abilities

Flailing Strike (Greater): As a chaos monk, Lan-Mei is capable of unleashing a torrent of attacks that range from amusingly useless to dreadfully powerful.  When making a full attack action, she may initiate a flailing strike, granting her an additional attack at her highest bonus as well as 1d6+12 further extra attacks.  This can only be made with unarmed strikes or with her chosen monk weapons.

AC Bonus: Lan-Mei is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, Lan-Mei adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when Lan-Mei is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Improved Evasion: Lan-Mei takes half damage from effects resulting from a failed reflex saving throw, and no damage on a successful one.

Still Mind: Lan-Mei gets a +2 bonus to saving throws on saving throws against enchantment based spells or effects.

Ki Strike: Lan-Mei's unarmed attacks and chosen monk weapons count as magical, chaotic, and adamantine for purposes of overcoming damage reduction. Her unarmed and natural attacks also count as epic.

Slow Fall: Lan-Mei may ignore the first 60 feet of falling damage she may incur.

Erratic Advance: As part of a charge, Lan-Mei may rush erratically and wildly at her opponent. In such an instance, the foe must succeed on a DC 35 will save or be dazed for one round. This ability is usable 20 times per day.

Displacing Stance: Lan-Mei can become so unpredictable and erratic in her movements that she can actually displace her true location for up to six rounds per day, giving all attacks directed at her a 50% miss chance.  These rounds need not be consecutive, and it requires a standard action to enter this stance.

Freedom of Thought: One time per day, if Lan-Mei fails a Will save against a mind affecting effect she may immediately reroll it. She must take the new result, even if it is worse.

Monk Weapon Mastery: Lan-Mei may add her Wisdom bonus to damage rolls with unarmed attacks, and to attacks made with Whips, Elven Light Blades, Three-Section-Staffs, and Bastard swords. In addition, the previously mentioned four weapons are treated as if they were two sizes larger when wielded by Lan-Mei, when combined with her Bracers of Physical Might. In addition, she gets a +13 insight bonus to attack rolls with attacks that this ability applies to.

Soul Warp Strike: Lan-Mei knows how to channel necromantic energy into her unarmed strikes. She must declare that she is using this ability before she make her attack roll (thus, a failed attack roll ruins
the attempt). In addition to dealing its normal damage, her unarmed strike renders any living creature nauseated for 1 round, or sickened for 1 round if it succeeds on a DC 36 Fortitude save. Lan-Mei can use this ability 25 times per day, and no more than once per round. Creatures immune to necromancy effects (such as constructs) are unaffected by this ability.

Acrobatic Charge: Lan-Mei can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Dodge Bonus: Lan-Mei is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +2 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action.

Ninja 12 Abilities

Ki Power: Lan-Mei can channel her ki to manifest special powers of stealth and mobility. Lan-Mei may use her ki powers 34 times per day. 

Ghost Step: Lan-Mei can spend one daily use of her ki power to become ethereal for 1 round. Using this ability is a swift action that does not provoke an attack of opportunity.

ki Dodge: Lan-Mei can spend a daily use of her ki power to cause attacks against her that might otherwise hit to miss. When she activates this ability, Lan-Mei's outline shifts and wavers, causing some attacks to miss. This distortion grants Lan-Mei concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action. See invisibility has no effect on the miss chance caused by the ki dodge ability, but true seeing negates it, The miss chance caused by this ability does not stack with that caused by concealment or spells like blink or displacement.

Ghost Strike: Lan-Mei can spend a daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. Lan-Mei can also use this ability to strike foes on the Material Plane normally while on the Ethereal Plane (for example, while using her ghost step ability). Activating the ghost strike ability is a swift action. It affects the next attack made by Lan-Mei, as long as that attack is made by the end of the next round.

Sudden Strike: If Lan-Mei can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This ability works like sneak attack, with the exception that ninjas using the sudden strike ability do not deal extra damage to opponents that they flank, but only to creatures that are denied their Dexterity bonus to Armor Class (whether the target has a Dexterity bonus to AC or not). Sudden attack's extra damage dice stack with those from sneak attack whenever both would apply to the same target.

Trapfinding: Lan-Mei can use the Search skill to locate traps with a Difficulty Class higher than 20. Lan-Mei can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If Lan-Mei beats a trap's DC by 10 or more with a Disable Device check she can study the trap, figure out how it works, and bypass it (with her party) without disarming it.

Poison Use: Lan-Mei no longer risks accidentally poisoning herself when applying poison to a weapon and she can apply poison to a weapon as a swift action.

Great Leap: Lan-Mei always make Jump checks as if she were running. This ability can only be used if Lan-Mei is wearing no armor and is unencumbered.

Speed Climb: Lan-Mei can scramble up or down walls and slopes with great speed. She may climb her full base speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.

Lan-Mei also needs only one free hand to use this ability. When climbing normally, Lan-Mei requires both hands free. This ability can be used only if Lan-Mei is wearing no armor and is unencumbered.

Steal Spell: Lan-Mei can siphon spell energy away from her target and use it herself. If she hits an opponent with a successful Sudden Strike she can choose to forgo dealing 1d6 points of Sudden Strike damage and instead steal a spell, or the potential to cast a specific known spell, from her target. If the target is willing, Lan-Mei can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-6th level spell from memory if she prepares spells ahead of time, or one 0-6th level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. Lan-Mei can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If Lan-Mei tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

After stealing a spell, Lan-Mei can cast the spell herself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. Lan-Mei can cast this spell even if she doesn't have the minimum ability score normally required to cast a spell of that level. Lan-Mei must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, Lan-Mei can use the stolen spell power to cast any spellthief spell that she knows of the same level or lower (effectively, this gives the Lan-Mei one free casting of a known spell). Lan-Mei must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

At any one time, Lan-Mei can possess a maximum of 25 stolen spell levels (treat 0-level spells as 1/2 level for this purpose).

Lan-Mei can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).

Detect Magic: Lan-Mei can use detect magic 20 times per day at CL 25.

Spellgrace: Lan-Mei gains a +2 competence bonus on her saves against spells.

Steal Spell Effect: Lan-Mei can siphon an active spell effect from another creature. If Lan-Mei hits an opponent with a Sudden Strike she can choose to forgo dealing 1d6 points of Sudden Strike damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.

Lan-Mei can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If Lan-Mei tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. Lan-Mei can't steal a spell effect if its caster level exceeds 45.

Upon stealing a spell effect, Lan-Mei gains the stolen effect (and the original creature loses that effect) for 12 minutes (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

Lan-Mei can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, Lan-Mei couldn't gain the effect of an animal growth spell (unless of the animal type) or the effect of a shield spell (since that spell's range is personal). If Lan-Mei tries to steal the effect of a spell not allowed to her, the effect is still suppressed on the original target of the spell for 12 minutes.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Steal Energy Resistance: Lan-Mei can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). If Lan-Mei hits an opponent with a successful Sudden Strike she can choose to forgo dealing 1d6 points of Sudden Strike damage and instead temporarily gain resistance 20 to an energy type to which her target is resistant (or immune). If the target is willing, Lan-Mei can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 20 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If her target has more than one type of resistance to energy, Lan-Mei can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If Lan-Mei chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance Lan-Mei gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

Lan-Mei can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, Lan-Mei might use this ability to gain resistance to fire and resistance to cold, but she could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

Steal Spell-Like Ability: Lan-Mei can use a Sudden Strike to temporarily steal a creature's spell-like ability. If Lan-Mei hits an opponent she can choose to forgo dealing 1d6 points of Sudden Strike damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, Lan-Mei can steal a spell-like ability with a touch as a standard action.

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to 4th. Lan-Mei can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or Lan-Mei can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), Lan-Mei can't steal it.

Lan-Mei can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. Lan-Mei must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until Lan-Mei uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Absorb Spell: If Lan-Mei makes a successful save against a spell that targets her, she can attempt to absorb the spell energy for later use. This ability affects only spells that have Lan-Mei as a target, not effect or area spells. Lan-Mei can't absorb a spell of a higher spell level than she could steal with her steal spell ability (see above).

To absorb a spell that targets her, Lan-Mei must succeed on a D20+25 level check against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of her own spells known) as if she had stolen the spell with her steal spell ability. Her normal limit of total spell levels stolen still applies.

Arcane Sight: Lan-Mei can use arcane sight as a swift action 20 times per day at CL 25.
Life is a hard game but the rewards are sweet if you know where to look.

Zaer Darkwail

Quote from: CeruleanSerenity on April 23, 2015, 09:53:06 PM
Her cohort is the biggest thing left, I think, and I was wondering... could I give her the Mystic Wanderer prestige class? That's the one I had in mind (her base class being Favored Soul), but it was never updated to 3.5.

I allow the Mystic Wanderer class, it's very nice class and so far as I can see it does not need edits (besides class skill list really).

Anycase, Lan-Lei is approved (although mention you have levels as warshaper after describing her race/template combo in sheet). Although she does still need a background and bit description of her personality and such.

schnookums

Let's just make the gear part easy.

200,000 gold exchanged for 20,000,000 Copper pieces so that my character can swim around in her money like Scrooge McDuck

Kunoichi

Or you could pick up some +6 stat boosters, a +5 resistance to saves item, a ring of freedom of movement and some of the other items listed here, instead.

Zaer Darkwail

Unless having craft feats, burning 100,000gp for single custom item is rather easy. It all depends what you want do with it (as your caster so perhaps circler or collar which boosts any stuff related to casting things).

Zaer Darkwail

Anycase, those who got approved check in here, the OOC first page has all links for charsheet, main IC thread and the several sandbox solo threads of each legendary monster/being.

PaleEnchantress

Quote from: schnookums on April 24, 2015, 09:06:54 PM
Let's just make the gear part easy.

200,000 gold exchanged for 20,000,000 Copper pieces so that my character can swim around in her money like Scrooge McDuck

I would imagine a faery dragon doing that. If you need help spending money im sure another player would gladly assist you.
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PhantomPistoleer

Dumb question:  You pick a race that's a 4 ECL, and then you add a template that's a 5LA. 

What do you do with the remaining 3 levels?  o_O
Always seeking 5E games.
O/O

EdwardShane

I think it depends on how many HD the creature has.  To my understanding, HD + ECL + Templates can't exceed 12

Pockets

So I've been tinkering with replacing the 12 levels of Warmage with 12 levels of Warlock. Any suggestions for Invocations?
08/02 - New A/A Update

schnookums

Zaer, you mentioned using a Thought Crystal instead of a spell book, but I can't find Thought Crystals at all...where do I locate them?

Zaer Darkwail

The item in question is called Lore Gem, it's in pg114 in Magic Item Compendium, gives +2 to all knowledge checks and has storage space for 30 spells (functioning as spellbook) for 7,500gp. However, if you combine Lore Gem (7,500gp) + Boccob's Blessed Book (12,500gp) + Scrying Shard (1,350gp) = 20,350gp for a item which takes head slot, gives +2 to all knowledge checks, has unlimited storage for spells as spellbook (and it costs nothing to add them in) and also you can use the gem as focus for scrying spells (either mentally see where your scrying or display it to others what your seeing via scrying).

Very flavorful item :). Albeit final cost may be bigger as I did not include any modifiers as I got only like 10 minutes or so before needing go to classes.

TheGlyphstone

25,575 GP total after applying the additional ability multipliers.

Zaer Darkwail

Nice, not that expensive. You could add some even more expensive magic item in there and add it's properties in besides one already mentioned. Or dozen tiny ones like tome of wordly memory, lesser metamagic rods etc.