RPG Search

 
 
 
 
 

 
  #31 (permalink)  
Old 06-07-2009, 06:16 PM
Impure13's Avatar
Member
 
Join Date: Oct 2008
Location: MN
Posts: 24
Artifact- Book of Boccob

(must have at least one level in wizard)

The Book of Boccob is a special wizard's spellbook.The book grants +2 spellcraft bonuses and allows spells to be learned in half the time also adding the folowing spells to your spellbook once you have a high enough level to use one.
1-lv
*Boccob's Wave of Force: Force pushes creature/object 5ft per lv.
2-lv
*Boccob's Armor: Same as mage armor except +5 and negates spell effects.
3-lv
*Boccob's Spellbomb: Same as fireball except force pushes creatures in radius 10ft.
4-lv
* Boccob's Mud/Sand/ Water manipulation: Mud/sand/water moves around you protecting you. +3 bonus to AC. If the spell is used as an attack it is 1d4 damage per pound of material, mud has a strength of 35 and sand has a strength of 33. Can be used to trap creature. strength DC= 14 for sand/water and 16 for mud + 1 per pound. Material manipulated needs to stay within 110 ft or it stops being manipulated until manipulator comes within range again. Up to 2lb can be manipulated at one time per lv. Can be made permanent with permanency.
5-lv
* Boccob's Greater Mud/Sand/Water manipulation: Same effect as Mud/Sand/ Water manipulation except needs to stay within 200ft. Material can use 4 different styles.
Clone: Creates colorless exact duplicate that can use unarmed attack (2d6 damage)
Shell: Becomes an outer shell of you that increases AC bonus to +5 and when hit grapples and damages attacker (1d10 damage)
Tomb: Captures one creature in a tomb, creature suffocates within 13 rounds. Strength DC of 34 to break.
Buff up: Increases your strength +23, unarmed attacks do 1d12 damage. Armor bonus of +2 armor. Movement -10ft. Dex bonus max of +1. Your new form is shapeless and facless. A humanoid with no color of features
Wave: Material creates wave dealing 1d6 damage to all hit and trapping (strength DC 26) all in the path. Wave goes 10ft per lv. Manipulated material becomes hard and loses ability to be manipulated.
Up to 1lb can be manipulated at one time per 2 lvs.Can not be made permanent with permanency.

Last edited by Impure13; 06-08-2009 at 09:15 AM.
Reply With Quote
 
  #32 (permalink)  
Old 06-07-2009, 06:37 PM
Impure13's Avatar
Member
 
Join Date: Oct 2008
Location: MN
Posts: 24
6-lv
*Boccob's Blackhole: (touch) 1d% damage. Fortitude 21 save. Successful save is 1/5 damage. If Caster misses touch attack, then 14 damage to the caster and one random item's destruction.
7-lv
*Boccob's self
Caster takes no damage and is unaffected by spells for two rounds.
8-lv
*Boccob's world
30x30 ft area grants spells +2 spell levels. All attack spells do +1d6 damage. Wizards gain +2 AC. All for 10 rounds.
9-lv
*Boccob's destructive flash
All creatures in a 500x500ft area take caster's lv x 1d6 damage. This spell does half that damage to objects and buildings.

Last edited by Impure13; 06-08-2009 at 09:43 AM.
Reply With Quote
 
  #33 (permalink)  
Old 06-08-2009, 09:42 AM
Impure13's Avatar
Member
 
Join Date: Oct 2008
Location: MN
Posts: 24
6-lv+46 decifer script check
*Boccob's reasonless killing
Kills one random creature within a 30x30ft radius.

7-lv+42 decifer script check
*Boccob's fist
Same effects as Bigby's hands or Boccob's fist can also use an effect of increasing one target's unarmed attack by 1d8 for 10 rounds.

9-lv + 35 decifer script check
*Boccob's age(one time use)
Target gains +20 years life expectancy for natural death and +4 int +1 wis -2 str -2con -1 dex. Or +2d10 hp.

9-lv+40 decifer script check
*Boccob's revenge (Once per year)
One Tornado per caster lv, a thunder storm, and fifty fireballs appear within a 1000x1000 ft area.
If any Beings survive than the caster must hunt them down until the Beings die or the caster dies.

9-lv+46 decifer script check.
*Boccob's lifegiving
Heals 10d20 hp. If that puts taget over max hp than the effect of true resurrection happens.(If target was dead)

9-lv+54 decifer script check
*Boccob's followers
Grants the abilities of a 2nd lv cleric. (does not count as multiclassing, cannot gain more lvs in the cleric class.)Must be cleric of Boccob.
Reply With Quote
 
  #34 (permalink)  
Old 07-30-2009, 03:30 PM
Member
 
Join Date: Jul 2009
Posts: 3
Custom Monster - I used this puppy to instill terror in my hapless party.. I've adjusted it from what it used to be. (Switching from 1st to 3/.5 sucks. >_>)

Soul Seeker
Medium Outsider (Lawful Evil)

Hit Dice: 12d8+30
Initiative: +1
Speed: 60 ft.
AC: 20
Attacks: Bone Scythe +15 melee,
Damage: 2d10+10
Face/Reach: 5ft. by 5ft./5ft/
Special Abilities: Draining Touch, Devil Tongue, Reaping, Reanimation
Special Qualities: Immunities, Flight
Saves: Fort+9, Ref+10, Will+15
Abilities: Str 20, Dex 15, Con 15, Wis 22, Int 22, Cha 20
Skills: Bluff 14, Diplomacy 14, Concentrate 14, Disguise 17, Intimidate 15, Move Silently 17, Listen 18, Spellcraft 20, Concentrate 20
Feats: Cleave, Greater Cleave, Combat Casting, Improved Initiative
____________
Climate/Terrain: Any
Organization: Solitary, Pairs, Squad (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Always lawful evil
****

Soul Seekers appear in many ways like one would picture the Grim Reaper. It is a flying, hooded and black creature with indistinguishable features. It carries with it a magical scythe made of the bones of a hundred different creatures. It's appearance, while frightening, masks the true nature of the being as a lesser devil.

Soul Seekers appear only in the material plane if an extremely evil (and powerful) being is about to die. Upon appearing, the Soul Seeker offers an exchange - Servitude to the Soul Seeker's master, or death. If the being chooses the former choice, the creature uses it's Ranimation ability to return the creature to a state of unlife, with the same statistics as it had in life, with all the strengths of undeath. The being is under the total control of the Soul Seeker's Devil master.
****
In combat, a Soul Seeker always employs the spell Greater Invisibility at the beginning of a conflict, it's ability to fly making this especially lethal. With this finished, the Soul Seeker can spellcast with offensive magic as if it were a 10th level Wizard. A Soul Seeker may know spells from any magic school, but Evocation and Necromancy are the most common.

If spellcasting seems a poor choice, the Seeker will employ melee attacks, usually focusing on other spellcasters before facing heavily armored opponents. It always tries to aim at it's opponent's neck to utilize it's scythe's Reaping ability. If the battle turns against it, it will attempt to escape via a Gate spell to it's home plane.

Draining Touch:
Instead of attacking with a melee attack, a Soul Seeker may instead use it's dreaded touch attack with the same Base Attack Bonus as it's scythe. A successful touch deals 1d8+8 damage and drains 1d4+1 constitution points of damage. Someone who's constitution drops to zero dies and rises as a zombie in 1d12 rounds. A successful Fortitude save (DC 24) negates the constitution damage.

Devil Tongue: A Soul Seeker may utilize it's voice as a weapon. At will, a Soul Seeker may trace it's voice with magic, carrying the same effect as Charm Person on all nearby humanoids, or Charm Monster on all non-humanoids within hearing distance. Victims must make a Willpower save (DC 20) or fall under the Soul Seeker's sway. Someone who saves cannot be effected by the same Soul Seeker again.

Reaping: The scythe of a Soul Seeker is enchanted with terrible magics. A Soul Seeker who critically strikes a target beheads them, instantly killing them.

Reanimation: The Soul Seeker uses this ability on evil creatures who have agreed to serve their masters. By using this ability, the creature in question is instantly slain by the powerful necromantic energies and instantly rises as an undead. The undead retains all magic spells, abilities, feats and skills as they did in life, but now has all the immunities of the undead - and their weaknesses.

A reanimated creature has no will of it's own, though it can display great amounts of intelligence as it had in life. They are much akin to liches, but are controlled by the Soul Seeker's Devil lord.

Immunities: A soul seeker is immune to normal and silver weaponry, magical weapons below +2 enchantment, spells below 3rd level and fire.

Flight: Soul Seekers have no legs, and thus move by pure will. This allows them to move at rate of 60 ft. in all directions. Anti-magical effects cannot stop this ability. Flight requires no concentration checks from damage.
Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

Forum Jump