Dungeons and Dragons Lammasu 3.5 PBP RPG

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Lammasu

Lammasu

Golden Protector (Celestial Half-Dragon Lammasu)

Large Magical Beast

Large Dragon

Hit Dice:

7d10+21 (59 hp)

10d12+60 (125 hp)

Initiative:

+1

+3

Speed:

30 ft. (6 squares), fly 60 ft.(average)

30 ft. (6 squares), fly 60 ft.(average)

Armor Class:

20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19

29 (-1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of protection +1), touch 13, flat-footed 26

Base Attack/Grapple:

+7/+17

+10/+23

Attack:

Claw +12 melee (1d6+6)

Claw +19 melee (1d6+9)

Full Attack:

2 claws +12 melee (1d6+6)

Claw +19 melee (1d6+9) and bite +13 melee (1d8+4)

Space/Reach:

10 ft./5 ft.

10 ft./5 ft.

Special Attacks:

Pounce, rake 1d6+3, spells

Breath weapon, pounce, smite evil, rake 1d6+4, spells

Special Qualities:

Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities

Damage reduction 5/magic, darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, magic circle against evil, acid resistance 10, cold resistance 10, electricity resistance 10, spell-like abilities, spell resistance 15

Saves:

Fort +8, Ref +8, Will +7

Fort +13, Ref +12, Will +10

Abilities:

Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14

Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18

Skills:

Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15

Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking)

Feats:

Blind-Fight, Iron Will, Lightning Reflexes

Blind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw)

Environment:

Temperate deserts

A lawful good plane

Organization:

Solitary

Solitary

Challenge Rating:

8

13

Treasure:

Standard

Standard

Alignment:

Always lawful good

Always lawful good

Advancement:

8-10 HD (Large); 11-21 HD (Huge)

11-30 HD (Huge)

Level Adjustment:

+5

+10

A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial.

Combat

A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil.

Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.

Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level): 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detect evil, divine favor, entropic shield, protection from evil*; 2nd- aid*, bear's endurance, bull's strength, lesser restoration, resist energy; 3rd-daylight, dispel magic, magic circle against evil*, remove curse; 4th-holy smite*, neutralize poison.

*Domain spell. Domains: Good and Healing.

Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.

Spell-Like Abilities: 2/day-greater invisibility (self only); 1/day-dimension door. Caster level 7th.

Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +12 melee, damage 1d6+3.

Skills: Lammasus have a +2 racial bonus on Spot checks.

Golden Protector

(CELESTIAL HALF-DRAGON LAMMASU)

Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.

Combat

The golden protector's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half.

Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent.

Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level): 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detect evil, divine favor (2), entropic shield, protection from evil*; 2nd-aid*, bear's endurance, bull's strength, lesser restoration, resist energy; 3rd-daylight, dispel magic, magic circle against evil*, remove curse; 4th-dismissal, holy smite*, neutralize poison.

*Domain spell. Domains: Good and Healing.

Rake (Ex): Attack bonus +19 melee, damage 1d6+4.

Possessions: Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.)


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Initially, this will be about having Character creation done in a dynamic way and then into an easy to manage Play By Post game. Most likely I will run these Play By Post games until other Game Masters get the hang of the new system. Later, if we can get our targeted amount, then we will extend it so there is a Solo feature that allows Players to continue to get experience while waiting on a GM or to enter a game. This means a Character can enter a Play By Post game having already gained some experience.

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