Wednesday, February 20, 2008

The Folding Circle: The Destroyer (CR 14)

Right now one of my writers turned it his write up for the NeoExodus criminal organization, The Folding Circle. The name Folding Circle is based off of the Marvel Comics Supervillain team of the same name. (I always liked that name). The basic template we were using when we created this group was The Fatal Five from DC Comics Legion of Superheroes. One of the first things we wanted to do is show the the members of the Folding Cirlce at five different CR (like 5, 10, 15, 20 & 25 for example)  so people didn't have to wait to play them only at high levels. Here is a ROUGH, ROUGH draft of The Destroyer. Think of him as the "brick" of the team. Enjoy!

The Destroyer (CR 14 version)
Barbarian 14
Size/Type: Large humanoid (Enuka)
Hit Dice (max): 14D12+112 (280)
Initiative: +6
Speed: 45 ft. (9 squares)
Armor Class: 26 (+14 natural, -1 size, +3 dex), 12 touch, 23 flat-footed
Base Attack/Grapple: +14/+27
Attack: Claw +22 melee (2d6+9+2d4 profane, 17-20 x2 and special)
Full Attack: 2 Claws +22 melee (2d6+9+2d4/2d6+9+2d4), 1 claw +17 melee (2d6+9+2d4), 1 claw +12 melee (2d6+9+2d4)
Space/Reach: 10 ft / 10 ft
Special Attacks: Greater Rage 4/day, pounce
Special Qualities: Low Light Vision, fast healing 7, improved uncanny dodge, Blood frenzy, Damage reduction 6/-, Trap sense +4, sudden mutation, indomitable will, immunities
Saves: Fort +23, Ref +12, Will +13
Abilities (54 point buy): Str 29 (+2 racial, +3 level, +6 item), Dex 16, Con 26 (+2 racial, +6 item), Int 8 (-4 racial), Wis 14, Cha 8 (-2 racial)
Skills (51): Climb +19, Handle Animal +9, Jump +19, Listen +13, Swim +19
Feats: Cleave, Combat reflexes, Improved Initiative, Iron Will, Power Attack
Environment: NA
Organization: Enforcer in the Folding Circle
Challenge Rating: 14
Equipment (150,000 gp): Amulet of health +6 (36,000), Belt of strength +6 (36,000), ring of freedom of movement (40,000), tattoo of resistance +6 (36,000), potion of cure serious wounds (750), potion of enlarge person (250), potion of haste (750)

Racial Abilities

  • Vicious Claws: 2 claws for 2d6 + strength modifier. The Destroyer’s claws strike as magical, chaotic and evil weapons. They are considered to be keen. They count as two handed weapons for use with power attack. They deal 2d4 profane damage on a successful strike, this becomes 10d4 on a critical hit.

  • Quills: Range increases to 60 feet. This requires a ranged attack, launched as a swift action. The quills deal 6d6 damage + 1.5*strength modifier, and may be used 8 times per encounter. If the quills strike an opponent, he suffers a -10 penalty to movement from excruciating pain; this can be remedied with a DC 22 heal check made as a full-round action.

Special Attacks

  • Greater Rage (Ex): +6 to strength and constitution, +3 bonus to will saves. -2 to armor class. Standard rage restrictions. Lasts 14 rounds.

  • -Pounce (Ex): The Destroyer may make a full attack on a charge.

Special Qualities

  • Blood Frenzy (Su): The frenzy bonus to damage increases to +3. This effect stacks with itself, and lasts for the remainder of the encounter. Additionally, when the destroyer lands a hit in melee combat, the struck opponent must make a DC 26 reflex save or be knocked prone. The save DC for this effect is strength-based.

  • Immunities (ex): The destroyer is immune to polymorph effects and ability damage.

  • Indomitable Will (ex): +4 saves versus enchantments when raging.

  • Sudden Mutation (ex): The Destroyer’s unstable blood allows him to adapt to incoming assault extremely rapidly. If struck with any type of energy damage, the Destroyer gains energy resistance 20 versus that energy type for the remainder of the encounter. His form visibly adapts to the stimulus, with glowing nodes lighting up on his spikes in colors specific to the energy type he absorbed.
And remember this is the CR 14 version of him; the mid powered version.  Wait to you see the tougher versions of him.  Talk to you later...