Difference between revisions of "Krong"

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Initiative= +4 (Dex) +  = ?
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Initiative = +4 (Dex)  
 
 
 
AC: 10+5(Species Base) + 4 (Dex) + 5 (Item) + 0 (Other) = 24
 
AC: 10+5(Species Base) + 4 (Dex) + 5 (Item) + 0 (Other) = 24
  

Revision as of 21:11, 9 November 2011

Game Basics

Name

Krong the Rust Monster

Species

He's a Rust Monster The most feared creature in the universe! (Or at least the most feared creature in the Basic D&D introduction adventure!)

Levels

Rust Monster 5 / Psionic Rogue 10

Stats

Ability Original Roll Species Bonus Leveling Bonus Innate Bonus Item Bonus Final Stat Modifier
Strength 15 0 0 0 0 15 +2
Dexterity 17 +2 0 0 0 19 +4
Constitution 14 0 0 0 0 13 +2
Intelligence 15 +2 +2 5 0 24 +7
Wisdom 13 0 0 0 0 13 +1
Charisma 12 -2 0 0 0 11 0
Save Species Bonus Class Bonus Stat Bonus Item Bonus Other Bonus Final Notes
Fort +2 +3 0 0 0 8 -
Reflex +4 +6 0 0 0 8 -
Will +5 +3 0 0 0 8 -


ATTACK TO HIT TO DAMAGE Notes
BASE STAT BONUS ITEMS MISC Final BASE STAT BONUS ITEMS MISC Final
Attack (unarmed) +3 Str +0 0 0 0 1d6 Str +2 0 0 0 Sneak Attack +4d6/Psionic Weapon +2d6
Attack (Bite) -2 Str +0 0 0 0 1d3+0 Str +2 0 0 0 Sneak Attack +4d6
Attack (missile) 0 Dex +0 0 0 0 0d6+0 Str +0 0 0 0 -
Attack (Grapple) 3+ Dex +0 0 0 0 0d6+0 Str +0 0 0 0 -
Attack (Monkey HTH) 0 Str +0 0 0 0 0d6+0 Str +0 0 0 0 -
Attack (Monkey Ranged) 0 Str +0 0 0 0 0d6+0 Str +0 0 0 0 -

Initiative = +4 (Dex) AC: 10+5(Species Base) + 4 (Dex) + 5 (Item) + 0 (Other) = 24

Speed: 40 ft. (8 squares) Reach: 5 ft

Special Qualities: Darkvision, scent

Favored Attack: (Short Description) +? To Hit +? To Damage

Hit Pionts:26 (Rust Monster)+ 42 (Psionic Rogue)+ 15*2 (Con Bonus) = 98 Total

Appearance

Appearance

  • Height: 3 ft
  • Weight: 180lb
  • Eyes: Red
  • Skin: Scaly and rusty
  • Sex: male?

History

Pregame

Krong doesn't remember much of his early life, mainly because... he just realized he could remember stuff. When he really thought about it, which happened rarely, his memories seemed to start the day he ran into that thing with the weird hangy things on his face.

Krong wasn't sure how it happened, but he remembered smelling some tasty metal on the thing and catching him at the end of one of the caves. Krong didn't necessarily want to hurt the thing, but his hunger combined with the super tasty smelling metal the thing had on him drove Krong to attack. The thing fought back, but Krong got the upper hand by knocking the thing to the ground. Krong was in the process of searching the thing with his antennae when the hangy things on it's face attached themselves to Krongs head. Krong panicked, and in his panic stepped on the things body and crushed it.

The squishy feeling under Krongs foot was nothing compared to the squishy feeling in Krongs head. Suddenly Krong knew stuff. The formerly solid, now puddle-like thing under his foot was a Mind Flayer, and Krong himself was a Rust Monster. Krong now knew that the reason the Mind Flayer had attached his tentacles to Krongs head was an attempt to suck out his brain. Krong found this amusing, mainly because he wasn't sure he had a brain... until now.

Krong spent the next several years exploring his new "self." He discovered that he was quite unique among the Rust Monsters. He was smart now (at least compared the rest of his kind) and used it to his advantage. He figured out that, if he really thought about it, he could get the other Rust Monsters to do what he wanted. He used this new skill to acquire a mate, then found a nice system of uninhabited caves to set up a home and raise a family.

Unfortunately, Krong didn't realize that this new system of caves was empty for a reason. lt took the consistent deaths and disappearance of every child he could make (and he did enjoy making children with this mate) for him to realize there was a problem. He explored the new cave system looking for his children, and found several bodies. Some of them were his kids, and Krong was sad and angry about this, and the other bodies were those of young humans, dwarves, and elves.

The appearance of the other bodies disturbed Krong, and he found he was filled with a desire to find out where these other creatures lived, and hurt every one of them. Krong knew, from the memories he got from the Mind Flayer, that humans, dwarves, and elves lived in towns and cities. So, Krong decided he would go outside his cave, something he was sure no other Rust Monster had ever dared to do.

Personality

Quirks

(include three or so character "quirks")

What Character Thinks Of

Other Character's Name-What you think of them.

This should change in time as charcters grow and define themselves.

Equipment

Saddle for Monkey with crossbow.


Main magic Items

  • Periapt of Protection +5 (Basically a medicine bag that acts a +5 ring of protetcion)
  • Tome of clear thought +5 (Already read and gone)

Major Items

Wands are made of wood or bone, so Krong can use them easily. And his antenae while not stong, can maipulate wands easily.

  • Wand of Cure Serious wounds (45 Charges)
  • Wand of Invisiblity (15 Charges)
  • Gem of Brightness (30 charges)[1]

or-------

  • Wand of fireballs (40 charges) (5d6)

Trivial Items

  • Elixir of Hiding
  • Full set of Feather Tokens Each usuable only once[2]
    • Anchor
    • Bird
    • Fan
    • Swan Boat
    • Tree
    • Whip

Psionic Powers

Poer Pionts Per Day 20+ 7 (INT Bonus)= 27

Powers Known

Psychic Rogue Power List

  • Level 1
    • Attraction - for 1 piont You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on interaction checks increases by 1.
    • Compression - halving your height, length, and width and dividing your weight by 8. (For auguement see
    • Dimensional Pocket - for one piont touch transfers an unattended object to an extradimensional pocket hidden in the palm of your hand. The dimensional pocket is invisible and weightless, regardless of its contents. When the power ends or is dismissed, the object returns to your hand, or next to your hand if you cannot hold it. Augment: You can augment this power in two ways:
      • For every 2 additional power points you spend, you can store an additional pound per level (but still only one object).
      • If you spend 4 additional power points, the duration increases to one day, regardless of your manifester level.



  • Level 2
    • Find Traps, Psionic- For 3 pionys you can make Search checks to locate traps even without any ranks in the Search skill. You gain a +2 bonus on your Search checks when looking for traps. (Augment: For every additional power point you spend, you gain an additional +1 bonus on your Search checks when looking for traps.)
    • Cloud Mind - for 3 pionts You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects:
      • First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
      • Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.
      • If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
    • Control Object- For 1 piont You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it. A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points. You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.


  • Level 3
    • Microkinesis-For 5 pionts you can use telekinesis to replace your standard tools when using your Open Locks and Disable Device skills. (Augment: For each additional 2 power points you spend, you gain a +1 bonus on your Open Locks and Disable Device.) See
    • Dimension Slide - For 5 pionts you cvan transfer yourself from your current location to any other spot within range to which you have line of sight. You can bring along possessions that amount to as much as a medium load, including living creatures that weigh as much as 20 pounds. Augment:

If you spend 4 additional power points, you can manifest this power as a move action.

Skills

Skill pionts from Psionic Rogue 10(Class Level)*(6+7 INT Bonus)=130

Skill Ranks Ability Ability Modifier Other Modifier
Appraise 17 10 Int 7
Climb 14 8 Str 3 +3 Familiar +2 Athletic
Concentration 3 2 Con 1
Hide 17 12 Dex 3 +2 [stealthy]
Jump 3 Str 3
Knowledge (Metalurgy) 17 8 Int 7 +2 [Rust Monster]
Listen 18 10 Wis 1 +7 [Rust Monster]
Move Silently 15 10 Dex* 3 +2 [stealthy]
Open Lock 16 13 Dex 3
Search 22 13 Int 7 +2 [Rust Monster]
Spot 18 10 Wis 1 +7 [Rust Monster]
Survival 5 4 Wis 1
Swim 5 - Str 3 +2 Athletic
Use Magic Device 13 12 Cha 1
Eascape Atrist 12 9 Dex 3
Autohypnosis 5 4 Wis 1
Use psi device 6 5 Cha 1

He knows 7 languages (Common, Royal Cant, Rust Monster, Mindflayer, ?, ?, ?

NOTE: The Survial Skill for a rust monster includes life saving tips such as how to locate a vein of ore, and which type of armor is most nutricious.

Feats

Rust Monster Feats

  • Alertness
  • Track

Psionic Rogue Feats

  • Atheletic - You get a +2 bonus on all Climb checks and Swim checks.
  • Iron Will - You get a +2 bonus on all Will saving throws.
  • Psionic Weapon - expend your psionic focus to attack deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. (Great for Sneak attacks)
  • Psionic Familair
  • Stealthy

Rogue Abilities

Trapfinding - Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Danger Sense (Su): At 5th level, a psychic rogue gains the ability to augment his ability to sense danger. When active, this ability grants the psychic rogue the effects of the danger sense power. This ability is active as long as the psychic rogue maintains psionic focus.

Uncanny dodge-She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Improved uncanny dodge A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

Evasion - If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor

Followers and Contacts

Familar

Monkey Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5 Master gains a +3 bonus on Climb checks

Speak with master and others of its kind Deliver touch psionics

AC19 (+2 size, +2 Dex +5 Familair), touch 19, flat-footed 17

Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3