Sunday, June 26, 2011

And Now for More of the Same (Sort of...)


Greetings!  You will be pleased to know that I am indeed not dead, but was simply on vacation.  However, this week I wanted to elaborate on League of Legends (LoL) and how it relates to D&D. 
            As Endos described last week, LoL is a game full of playable champions that all have unique abilities, affinities, and back stories.  When I was doing some pondering over LoL, I had the revelation that many of these champions would make excellent NPCs/characters for a D&D campaign.  Quite literally, you could make up whole parties of NPCs/characters that are based on LoL Champions.
            So to demonstrate this, I will show you a “custom” NPC that I have constructed for my current favorite Champion, Vladimir the Crimson Reaper.  Hope you can use this and come up with your own adaptations to LoL Champions for your own gaming pleasure.  Enjoy!

(Quick note: I made this character build with the idea that it would be 3 to 5 players against him.  If ever he had a partner… well, it would be challenging to say the least.)

NPC Class: Vladimir

Alignment: Neutral Evil

Level: 18          Hit Dye: d8      HP: 150            AC: 19 (+3 Dex, +3 natural Armor, +3 Blood Aura)

Base Attack Bonus: +10/+5                 Attack: Blood Spike (1d6+3) Crit: (18-20/x2) Range: 30 feet

Base Land Speed: 30ft

Stats
Str
10
0
Dex
17
3
Con
15
2
Int
12
1
Wis
15
2
Cha
22
5


Save
Total
Base Save
Ability Modifier
Fortitude
9
7
2
Reflex
11
8
3
Will
13
11
2






Skills
Bluff
14
Concentration
18
Escape Artist
10
Heal
6
Intimidate
9
Knowledge (arcana)
15
Sense Motive
11
Spellcraft
15


Special/Spell-Like Abilities

Transfusion: Vladimir drains the blood from a single target dealing 6d6 damage and heals Vladimir for half the damage dealt. Range: 60 feet.  Counts as an attack rather than a spell. As a full round action, Vladimir can use Transfusion and make his secondary standard attack.

Sanguine Pool: Vladimir melts into a 10 foot radius pool of blood, making him invulnerable for 2 rounds except against spells that involve freezing (as in ice) of any kind.  Any enemy that is standing in the pool takes 4d4 damage and heals Vladimir for one fourth of the total damage dealt.  In addition, Vladimir’s base land speed doubles to 60 feet for the duration of the spell.  Vladimir cannot use this ability again for 1d6+1 rounds. This Ability costs 20% of Vladimir’s current HP.

Tides of Blood: Vladimir throws blades of blood at all surrounding enemies within 20 feet of him dealing 4d6 damage (costing 1d4 HP).  If used in succession, the damage is increased to 4d8 (costing 2d4 HP), then 4d10 (costing 3d4 HP), then 4d12 max (costing 4d4 HP).  As a full round action, he may cast this ability twice.

Hemoplague: Vladimir infects his opponents within a 40 foot diameter of himself with a deadly virus that causes all enemies infected to take an additional 20% damage (rounding down) from all sources.  The affects last for 5 rounds and at the end of the 5th round, it deals an additional 4d6 damage to all those infected. This ability cannot be used again for 2d4+5 rounds.

Blood Aura: Passive. An aura of blood surrounds Vladimir that gives him +3 AC and allows him to slowly siphon the life energy of living things around him.  This gives him the unique ability to heal himself for 1d8 each round.  In addition, if an enemy(s) fighting Vladimir is in combat with him for more than 10 rounds, the enemy(s) will become fatigued.  If they spend 20 rounds in combat with Vladimir they will become exhausted, and if a fight lasts for 30 rounds, the player must make a fortitude save (DC 22) each round or become immediately reduced to -1 HP.



Until next week!

Raz.


P.S. The reason for no DM or Player tips recently is due to a few factors, but mostly because of the summer break and the fact that I have not had the chance to play D&D recently.  As game play picks up, expect the tips to start coming again.

P.P.S. Expect a post from Zedd sometime in the near future.

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