Dungeons and Dragons Nightmare 3.5 PBP RPG

Fri, 14th December, 2018 - 2:50 pm GMT
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Nightmare

Nightmare

Nightmare, Cauchemar

Large Outsider (Evil, Extraplanar)

Huge Outsider (Evil, Extraplanar)

Hit Dice:

6d8+18 (45 hp)

15d8+105 (172 hp)

Initiative:

+6

+6

Speed:

40 ft. (8 squares), fly 90 ft. (good)

40 ft. (8 squares), fly 90 ft. (good)

Armor Class:

24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22

26 (-2 size, +2 Dex, +16 natural), touch 10, flat-footed 24

Base Attack/Grapple:

+6/+14

+15/+33

Attack:

Hoof +9 melee (1d8+4 plus 1d4 fire)

Hoof +23 melee (2d6+10 plus 1d4 fire)

Full Attack:

2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)

2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)

Space/Reach:

10 ft./5 ft.

15 ft./10 ft.

Special Attacks:

Flaming hooves, smoke

Flaming hooves, smoke

Special Qualities:

Astral projection, darkvision 60 ft., etherealness

Astral projection, darkvision 60 ft., etherealness

Saves:

Fort +8, Ref +7, Will +6

Fort +16, Ref +11, Will +10

Abilities:

Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12

Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12

Skills:

Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)

Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks)

Feats:

Alertness, Improved Initiative, Run

Alertness, Cleave, Improved Initiative, Power Attack, Run, Track

Environment:

A evil-aligned plane

A neutral evil plane

Organization:

Solitary Solitary

Solitary

Challenge Rating:

5

11

Treasure:

None

None

Alignment:

Always neutral evil

Always neutral evil

Advancement:

7-10 HD (Large); 11-18 HD (Huge)

-

Level Adjustment:

+4 (cohort)

+4 (cohort)

A nightmare is about the size of a light war horse.

Combat

A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.

A nightmare's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Flaming Hooves (Su): A blow from a nightmare's hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.

Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare's vision at all.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Cauchemar

The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion.

Combat

The save DC for the cauchemar's smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.

Carrying Capacity: A light load for a cauchemar is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.


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I can sort of see both sides here being a new player myself who just had to create his second character after only playing the game for 24 hours… because I died 7 times by level 3..

Yes there are rules, yes one should be patient when reading those rules, and diligent when following them. However, one must not forget that at the end of the day people play Role-playing Game's because they want to be (At least mentally) adventurers. As an adventurer you can't be afraid to take a step forward just because there might be some danger. You boldly take action when you think you should and try your best to deal with the consequences when they happen.

As a new player to this game, no matter how much the initial welcome paragraphs try to caution you and tell you to tread lightly, this is not some stealth game, it's a fantasy themed role playing game based on Dungeons & Dragons. Ofcourse many of us are going to STILL go and attempt to explore our adventurous imaginations.

The problem I see is that when we do, not only are the consequences "In game" extremely harsh, but also when you bring this up in forums all anyone tells you is "Why didn't you pay attention to the rules or advisor" and this kind of response is really not helpful. Anyone who plays Dungeons & Dragons at all is already not some normal no imagination non-reading individual, such main stream people would never be attracted to these kinds of games. You aren't talking to normies here, you are talking to hardcore nerds who are just as interested in new experiences as the next guy. It would be nice if people didn't try to make you feel like an idiot just for not playing the game the precise way that's prescribed. Who ever plays a game the precise way it's fed to you anyways? Again, when you come into this kind of game you sincerely expect that you'll be able to completely be the kind of adventurer you want to be, in reality every corner you turn down in this game might kill you and you know what, it takes some deaths to really understand how different this game is.

So instead of making people feel stupid, you could always just mention that this is a normal process in this game that many others have also experienced and provide some positive advice that doesn't make the player want to rage quit. That's my 2 cents. If I had to summarize my understanding of this game now on my second character. I wouldn't really say the game is stupidly hard, rather as someone who has played Baldurs Gate on PC (Where you literally can party wipe from fighting the very first monster you run into at level 1), this game feels like I'm playing that game but without a party. When I think of this as basically Dungeons & Dragons being played where the situations you get put in are obviously meant for entire parties to deal with (Or they would be in Dungeons & Dragons ) but in this game you will deal with those kinds of situations by yourself. And that makes this feel like a super hard version of Dungeons & Dragons that I've never played before. No type of cautionary introduction will prepare you for it. You just gotta find out by playing and then pick yourself up when you destroy yourself and try things differently *laugh*.

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