ToME inspired D&D 3.5 stuff
Posted: Wed Jan 01, 2014 12:48 am
Heyo all. Dunno how many other folks here play paper and pencil RPGs as well as electronic ones, but I do a whole mess of RPing myself and most of what I do is GMing. Being one of those types who likes to come up with custom stuff instead of just using things from the book, I look all sorts of places for inspiration for my latest creations, from races and classes to magic items to monsters. Obviously, this includes ToME from time to time and the more I play it the more I want to make various d20 things based on stuff from ToME. I was talking to Torokasi about these, and he suggested I post them on the forum for people's amusement.
EDIT: Forgot to mention, while many status effects in ToME and DnD share names(Stun, Daze, etc), they have very different effects. Since this is DnD stats, all statuses are using the DnD definition. Figured I'd just clarify that for anyone looking at this who isn't familiar with DnD 3.5 stuff but was curious anyway!
So without further ado, my most recent ToME inspired DnD creation but the first one I'm posting here, everyone's favorite random boss: BURB
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Name: Burb, Frost Johtun Champion (Large Giant(Cold) 22)
HP: 22d8+198+22 (315hp)
Init/Speed: +6/50ft
AC: 30/FF28/T11 (10+2 dex +13 NA +6 Armor -1 Size)
Space/Reach: 10ft/10ft
Attacks: 2 Slams +28/+28 (19-20/x2), Thrown Rock +17
Damage: Slam 3d6+12 +2d6 cold +2d6 elec, Rock 2d6+12
F/R/W: +28/+16/+18
Stats: Str-34(+12), Dex-14(+2), Con-28(+9), Int-16(+3), Wis-18(+4), Cha-24(+7)
Skills: Intimidate+32 (others, but none relevant to combat)
Feats: Power Attack, Cleave, Weapon Focus(Slam), Improved Toughness, Improved Natural Attack(Slam), Improved Initiative, Improved Critical(Slam), Armor Skin
SA: Rush, Mighty Blow, You Shall Be My Weapon, Frozen Storm, Freeze, Rock Throwing
SQ: Powerful Build, Rock Catching, Immune to Cold, Vulnerable to Fire, Low Light Vision, Fire Resistance 20, Champion's Grace
Gear: Burb's Armor(+3 Commanders Hide Armor)
Rock Throwing - As the normal Frost Giant ability.
Rush - An opponent struck by Burb's charge attack must make a Fortitude Save DC 33 or be stunned for 1 round.
Mighty Blow - On a critical hit with a slam attack, Burb launches his target 30ft through the air, knocking them prone in the square they land in.
You Shall Be My Weapon - As a standard action, Burb may make a grapple attack against a single enemy of Large size or smaller. If the grapple is successful, Burb immediately slams his enemy into another foe within reach, dealing 10d6+18 damage to both the "improvised weapon" and the attacked enemy. Also, both targets must make Fortitude saves DC 33 or be dazed for 1 round. After using this ability, Burb must wait 5 rounds before he can use it again.
Freeze - As a standard action, Burb may hurl an unerring blast of ice so cold that it will freeze its target solid at a single for within 100ft. The target takes 22d6 Cold damage, and is encased in ice and unable to move or act for 1d6 rounds. A Fortitude save DC 29 halves this damage and negates the iceblock. After using this ability, Burb must wait 5 rounds before he can use it again.
Frozen Storm - A permanent storm of ice and lightning surrounds Burb. A snowstorm(strong winds, turns terrain into heavy snow) blows within 100ft of him, and 1/round as a swift action he may call down a bolt of lightning on a single target, dealing 3d10 electricity damage, Reflex Save DC 20 for half.
Powerful Build - As the Goliath ability from Races of Stone. Burb counts as 1 size larger for the purposes of opposed rolls when it is advantageous to him.
Champion's Grace - Burb adds his Charisma bonus as a bonus to all saving throws.
Tactics: So Burb is a heavy duty melee threat, but not one that his opponents can afford to delay engaging, as he will be more then happy to hang back until Freeze comes off cooldown to use it as often as his opponents will allow. Once engaged in melee, Burb lays about with You Shall Be My Weapon immediately to try and take two of the bigger damage dealers out for a round or so, and if the melee combatants make the mistake of leaving him a clear path to charge a spellcaster he will cheerfully take it. And of course while a DC 20 save is not much at the levels this guy is sane to fight, that 3d10 lightning strike for free every round is nothing to sneeze at, any character trying to retreat to heal will likely be the target of that(though Burb is not dumb, if someone has the Evasion ability and dodges all damage from his bolt, he won't waste the damage fireing at them again).
It is very rare that Burb would be encountered without backup of several normal Frost Giants and possibly a few Frost Giants with levels in spellcasting classes, his Commander's armor serving to give his allies a small boost to their normally poor Will save.
Design Notes: So to make things fit d20 mechanics, I can't be entirely faithful to the ToME build. In Burb's case I give him a couple of abilities that he does not have(though still based on other ToME abilities) to make things more interesting, but I tried to make sure he kept his iconic powers. Namely high end Freeze, a solid melee attack, and coming with a pack of goons to back him up. And on the reverse, some of his abilities aren't quite what you'd expect from DnD mechanics, of note his Slam damage is much higher then it should be and he has several abilities with no clear source for them(the Fire resistance, the extra damage on his attacks, etc). I'm chalking all of that up to making the mechanics fit the thematics rather then feeling bound to Rules As Written in design. Burb is supposed to be a heavy hitter, so I boost his melee damage beyond what Powerful Build and Improved Natural Attack should normally do. Burb is supposed to have command over ice and lightning, so I give him unique abilities interacting with those elements instead of trying to find existing DnD classes that do kind of what I want but come with extra baggage as well.
In the game I'll be using him in, Burb is the champion of the Frost Giant god, Thrrym. When the PCs attack one of Thrrym's greatest mortal worshippers(a Frost Giant Jarl with levels in the Blessed of Thrrym class from the Frostburn supplement), Burb will arrive seemingly out of nowhere to defend his people, sent by Thrrym himself to even the playing field as the PCs have divine backing of their own. Now I know that in ToME there are no gods or divinities, but as such things are a major part of most DnD games(including this one), I figured that would be a great role for him to fill.
Hope this entertains those of you who play DnD, and if any of you GM feel free to use this as well as anything else I post here~
EDIT: Forgot to mention, while many status effects in ToME and DnD share names(Stun, Daze, etc), they have very different effects. Since this is DnD stats, all statuses are using the DnD definition. Figured I'd just clarify that for anyone looking at this who isn't familiar with DnD 3.5 stuff but was curious anyway!
So without further ado, my most recent ToME inspired DnD creation but the first one I'm posting here, everyone's favorite random boss: BURB
---------------------
Name: Burb, Frost Johtun Champion (Large Giant(Cold) 22)
HP: 22d8+198+22 (315hp)
Init/Speed: +6/50ft
AC: 30/FF28/T11 (10+2 dex +13 NA +6 Armor -1 Size)
Space/Reach: 10ft/10ft
Attacks: 2 Slams +28/+28 (19-20/x2), Thrown Rock +17
Damage: Slam 3d6+12 +2d6 cold +2d6 elec, Rock 2d6+12
F/R/W: +28/+16/+18
Stats: Str-34(+12), Dex-14(+2), Con-28(+9), Int-16(+3), Wis-18(+4), Cha-24(+7)
Skills: Intimidate+32 (others, but none relevant to combat)
Feats: Power Attack, Cleave, Weapon Focus(Slam), Improved Toughness, Improved Natural Attack(Slam), Improved Initiative, Improved Critical(Slam), Armor Skin
SA: Rush, Mighty Blow, You Shall Be My Weapon, Frozen Storm, Freeze, Rock Throwing
SQ: Powerful Build, Rock Catching, Immune to Cold, Vulnerable to Fire, Low Light Vision, Fire Resistance 20, Champion's Grace
Gear: Burb's Armor(+3 Commanders Hide Armor)
Rock Throwing - As the normal Frost Giant ability.
Rush - An opponent struck by Burb's charge attack must make a Fortitude Save DC 33 or be stunned for 1 round.
Mighty Blow - On a critical hit with a slam attack, Burb launches his target 30ft through the air, knocking them prone in the square they land in.
You Shall Be My Weapon - As a standard action, Burb may make a grapple attack against a single enemy of Large size or smaller. If the grapple is successful, Burb immediately slams his enemy into another foe within reach, dealing 10d6+18 damage to both the "improvised weapon" and the attacked enemy. Also, both targets must make Fortitude saves DC 33 or be dazed for 1 round. After using this ability, Burb must wait 5 rounds before he can use it again.
Freeze - As a standard action, Burb may hurl an unerring blast of ice so cold that it will freeze its target solid at a single for within 100ft. The target takes 22d6 Cold damage, and is encased in ice and unable to move or act for 1d6 rounds. A Fortitude save DC 29 halves this damage and negates the iceblock. After using this ability, Burb must wait 5 rounds before he can use it again.
Frozen Storm - A permanent storm of ice and lightning surrounds Burb. A snowstorm(strong winds, turns terrain into heavy snow) blows within 100ft of him, and 1/round as a swift action he may call down a bolt of lightning on a single target, dealing 3d10 electricity damage, Reflex Save DC 20 for half.
Powerful Build - As the Goliath ability from Races of Stone. Burb counts as 1 size larger for the purposes of opposed rolls when it is advantageous to him.
Champion's Grace - Burb adds his Charisma bonus as a bonus to all saving throws.
Tactics: So Burb is a heavy duty melee threat, but not one that his opponents can afford to delay engaging, as he will be more then happy to hang back until Freeze comes off cooldown to use it as often as his opponents will allow. Once engaged in melee, Burb lays about with You Shall Be My Weapon immediately to try and take two of the bigger damage dealers out for a round or so, and if the melee combatants make the mistake of leaving him a clear path to charge a spellcaster he will cheerfully take it. And of course while a DC 20 save is not much at the levels this guy is sane to fight, that 3d10 lightning strike for free every round is nothing to sneeze at, any character trying to retreat to heal will likely be the target of that(though Burb is not dumb, if someone has the Evasion ability and dodges all damage from his bolt, he won't waste the damage fireing at them again).
It is very rare that Burb would be encountered without backup of several normal Frost Giants and possibly a few Frost Giants with levels in spellcasting classes, his Commander's armor serving to give his allies a small boost to their normally poor Will save.
Design Notes: So to make things fit d20 mechanics, I can't be entirely faithful to the ToME build. In Burb's case I give him a couple of abilities that he does not have(though still based on other ToME abilities) to make things more interesting, but I tried to make sure he kept his iconic powers. Namely high end Freeze, a solid melee attack, and coming with a pack of goons to back him up. And on the reverse, some of his abilities aren't quite what you'd expect from DnD mechanics, of note his Slam damage is much higher then it should be and he has several abilities with no clear source for them(the Fire resistance, the extra damage on his attacks, etc). I'm chalking all of that up to making the mechanics fit the thematics rather then feeling bound to Rules As Written in design. Burb is supposed to be a heavy hitter, so I boost his melee damage beyond what Powerful Build and Improved Natural Attack should normally do. Burb is supposed to have command over ice and lightning, so I give him unique abilities interacting with those elements instead of trying to find existing DnD classes that do kind of what I want but come with extra baggage as well.
In the game I'll be using him in, Burb is the champion of the Frost Giant god, Thrrym. When the PCs attack one of Thrrym's greatest mortal worshippers(a Frost Giant Jarl with levels in the Blessed of Thrrym class from the Frostburn supplement), Burb will arrive seemingly out of nowhere to defend his people, sent by Thrrym himself to even the playing field as the PCs have divine backing of their own. Now I know that in ToME there are no gods or divinities, but as such things are a major part of most DnD games(including this one), I figured that would be a great role for him to fill.
Hope this entertains those of you who play DnD, and if any of you GM feel free to use this as well as anything else I post here~