Keeping with the theme of changing 5e spellcasters to be more like 4e special abilities I removed her druid spells and turned the interesting ones into abilities or have them active already. For example the spell entangle is replacing by Stab of the Entangling Wild. I left the link to her prepared spells in her stat […]Read more "TECHNIC LEAGUE ARCHEOLOGICAL TEAM: Evet Arrer"
RANCIS, CYBERNETIC MONK Akradenn’s Commander Medium humanoid (cyborg, human), neutral evil Armour Class 16 (armorless defence, implants) Hit Points 112 (15d8 +45) Speed 40 ft. STR 18 (+4) DEX 18 (+4) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 15 (+2) Saving Throws Str +7, Dex +5, Con +6 Skills Athletics +10, Intimidation +5 Senses passive Perception 11 Languages Common and Gothic Challenge 5 (1 ,800 XP) Brave. Rancis has advantage on saving throws […]Read more "TECHNIC LEAGUE ARCHEOLOGICAL TEAM: Rancis"
I am not convinced that the 5e (based on the 3.5e) methodology for monster building is always the best course when it comes to spell casters. It can become overwhelming to run them due to all the spells. I tend to think the 4e method of building unique monsters when it comes to spell casters […]Read more "TECHNIC LEAGUE ARCHAEOLOGICAL TEAM: Beornre"
When you need to steal ancient technology these are the guys the Technic League sendsRead more "TECHNIC LEAGUE ARCHAEOLOGICAL TEAM"
Just adding more details to the team to make them more insetting than just “use the Gladiator stat block”. The base is still a gladiator but its been given a lot more flavour. I try and make any encounter with the Technic League as interesting, weird and terrifying as possible. AERED Akradenn’s Commander Medium humanoid […]Read more "TECHNIC LEAGUE ARCHAEOLOGICAL TEAM: Aered"