Gertrart aka Blood Desecrator |
Hey all, I can't reach internet from my phone without it opening to a page saying 'click to win an I-phone'. Since I won't click OK (its a trap!) I am unable to lurk. It is also the time of year where I spend ALL day at my day job..
I will be back to posting normally next Tuesday, but it will be sporadic until then. Thank you for your patience.
Grymp |
I about had a heart attack writing that turn. I had gotten down to where I was figuring out some of my NPC's actions at the bottom, which requires going to other websites to make sure I understand abilities and stuff, and then WHAM! I closed the wrong tab! I closed the one where I had the turn getting entered in!
LUCKILY, because Paizo's server's suck, I regularly CTRL-A, CTRL-C before I Preview a page. And I had previewed right when my guys rolled their saves! SO, I was able to bring up a new tab and paste that all back in, and just pick up from there.
But, you know I also keep a Word file open and regularly cut and paste other things there, so I wasn't sure I had the turn in buffer, but I lucked out!
Enjoy the fight. This will either go quickly and well for you, or it may drag out for a bit and be a tougher fight. I hope to make it the latter!
-Mordecai- |
You know you're spending too much on Paizo forums, when...
...Ctrl-A + Ctrl-C becomes automatic, unconscious reflex. :)
Gertrart aka Blood Desecrator |
...or you try to start conversations at work with 'bracket B...
Xeram |
GM, just out of curiosity.....when we sacrifice them, assuming we don't outright kill them by accident :D, how intact will their corpses be?
Btw, my evocation DC is 1 higher, i forgot to update their DC after feats.
Fireball's DC would be 20.
Grymp |
I am disappointed in my performance in beating you guys down in this fight.
I should have hammered Xeram not Mordecai, although that's my only real mistake.
The lack of a real blaster on my end makes me sad! You guys were perfectly bunched around the throne for a fireball, but alas!
Xeram making the concentration checks hurts too!
Well, maybe we can sunder more things before the fight is done!
Gertrart aka Blood Desecrator |
61 - 27
Figured i shoukd track this better
Xeram |
Hey Malleck, remember that speculative talk we had about animating the enemy griffon?
We could start with animating animals.
Imagine raven swarms, with plague zombie template, and unleashing them upon Talingarde during the night.
Zombie rats unleashed upon their farms.
Come to think of it....zombie locust swarms?
Xeram |
GM, how easy can we get access to scrolls? Such like buying them.
Since crafting in a magical item spellcraft can be used, provided your CL is high enough, instead of a magic spell normally required for making it.
Can the same be done in scrolls?
Since i, hehe, hadn't chosen a 4th lvl spell yet, while i should know one.
And there's a few i really would love to have, either through scrolls or via sorcerer.
Grymp |
The members of The Banner Verdant!
Xeram, you can see below just why Angus had such great saves! He is loaded up with the anti-magic rage powers!
This also will give you the info you'll need for the various rites and rituals you might want to subject the living, or the dead, to, as you add templates, or use their hit dice to power yourselves and magic items!
Fineas Greenhold CR 7
XP 3,200
Male gnome sorcerer 8
CG Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +4
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 mage armor, +1 size)
hp 60 (8d6+32)
Fort +4, Ref +4, Will +8; +2 vs. illusion spell and effects
OFFENSE
Speed 20 ft.
Melee mwk spear +4 (1d6-1/x3)
Ranged mwk spear +8 (1d6-1/x3)
Bloodline Spell-Like Abilities (CL 8th; concentration +13)
7/day—laughing touch
Gnome Spell-Like Abilities (CL 8th, concentration +13)
1/day—dancing lights, ghost sound (DC 14), prestidigitation,
speak with animals
Sorcerer Spells Known (CL 8th; concentration +13)
4th (4/day)—charm monster (DC20)
3rd (6/day)—deep slumber (DC 22), dispel magic, hold person
(DC 22)
2nd (7/day)—daze monster (DC 21), false life, hideous laughter
(DC 21), scorching ray
1st (7/day)—charm monster (DC 17), entangle (DC 15), mage
armor, magic missile, shield, sleep (DC 20)
0 (at will)—daze (DC 17), detect magic, light, mending, message,
prestidigitation, ray of frost, read magic
Bloodline fey
TACTICS
During Combat Fineas would rather avoid combat if he can by practicing
his favorite art-form -- lying. But if combat must occur,
then Fineas is quick to use his enchantment spells to turn foes
into friends and put enemies to sleep in great numbers. He generally
leaves the actually killing to Madthorn.
Morale Fineas is legendarily loyal to his friends and so will never
leave any of his companions behind. He will order a retreat if he
thinks victory is impossible.
STATISTICS
Str 8, Dex 14, Con 14, Int 14, Wis 14, Cha 20
Base Atk +4; CMB +3; CMB 15
Feats Combat Casting, Eschew Materials, Great Spell Focus (enchantment),
Improved Initiative, Toughness, Spell Focus (enchantment)
Skills Bluff +16, Knowledge (arcana) +13, Knowledge (nature) +12,
Perform (drawing) +6, Spellcraft +13
Languages Common, Draconic, Elven, Gnome, Sylvan,
SQ blood arcana, gnome traits, woodland stride
Combat Gear potion of cure moderate wounds
Other Gear masterwork spear, finely made brightly colored
clothes, belt pouch, 124 gp, journal
Angus Madthorn CR 7
XP 3,200
Male dwarf barbarian 8
CN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +13
DEFENSE
AC 16, touch 10, flat-footed 14 (+6 armor, +2 Dex, -2 rage)
hp 116 (8d12+64)
Fort +12, Ref +4, Will +6; +2 vs. poison; +4 vs. supernatural abilities;
+6 vs. spells and spell-like abilities
Defensive Abilities improved uncanny dodge,trap sense +2;DR 1/-
OFFENSE
Speed 20 ft.
Melee +1 greataxe power attack +12/+7 (1d12+19/x3)
Ranged throwing axe +10 (1d6+6)
Special Attacks rage (22 rounds/day), rage powers (spell sunder,
sunder enchantment, superstition, witch hunter)
TACTICS
During Combat Like most barbarians, Madthorn’s combat tactics
are straightforward -- charge and rage.
Morale Angus is a fearless madman. While raging, he fights to the
death. He only stops if Brunhild or Fineas orders him to stop.
Base Statistics When not raging, Angus Madthorn has AC 18, touch
12, flat-footed 16; hp 100; Fort +10, Will +4; Melee +1 greataxe
power attack +10/+5 (1d12+16/x3); Ranged throwing axe +10
(1d6+6); Str 18, Con 18; CMB +12 (+16 sunder); CMD 24 (26 vs.
sunder; 28 vs. bull rush, trip); Skills Climb +12, Swim +12
STATISTICS
Str 22, Dex 14, Con 22, Int 10, Wis 14, Cha 6
Base Atk +8/+3; CMB +14 (+18 sunder); CMD 26 (28 vs. sunder; 30
vs. bull rush, trip)
Feats Greater Sunder, Improved Sunder, Power Attack, Toughness
Skills Acrobatics +10, Climb +14, Perception +13, Swim +14
Languages Common, Dwarven
SQ dwarf traits, fast movement
Combat Gear potion of cure moderate wounds
Other Gear +1 greataxe, masterwork breastplate, throwing axe (5),
backpack, backpack, 4 weeks rations, bedrolls, tent, cooking
pot, 25 gp
Vethia Dora CR 7
XP 3,200
Female elf ranger 8
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +15
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 60 (8d10+16)
Fort +7, Ref +10, Will +4; +2 vs. enchantments spells and effects
Immune sleep
OFFENSE
Speed 30 ft.
Melee longsword +9/+4 (1d8+1/19-20)
Ranged +1 composite longbow (+1 Str) +13/+8 (1d8+2/x3)
Special Attack favored enemy (animal +4, vermin +2)
Ranger Spells Prepared (CL 5th, concentration +7)
2nd—barkskin, protective spirit
1st—gravity bow, pass without trance (DC 13)
TACTICS
During Combat Vethia provides support to her band with her deadly
accurate barrages of arrows.
Morale Vethia is dedicated to the Banner, but will try and flee if victory
looks impossible or if reduced to 15 or less hit points. She
will be back however to try and sneak in and rescue friends if she
believes they have been captured.
STATISTICS
Str 12, Dex 18, Con 12, Int 16, Wis 14, Cha 12
Base Atk +8/+3; CMB +9; CMD 23
Feats Elven Accuracy, Endurance, Focused Sot, Many Shot, Point-
Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +9, Handle Animal +12, Heal +13, Knowledge
(dungeoneering) +14, Knowledge (geography) +14, Knowledge
(nature) +14, Perception +14, Spellcraft +14, Stealth +20,
Survival +15 (+19 to follow tracks)
Languages Common, Elven, Goblin, Orc, Sylvan
SQ elf traits, favored terrain (forest +4, underground +2), hunter’s
bond (companions), track +4, wild empathy +9, woodland
strike, swift tracker
Combat Gear arrows (20), potion of cure moderate
wounds
Other Gear +1 composite longbow
(+1 Str), boots of elvenkind, cloak
of elvenkind, longsword, masterwork
chain shirt, 201 gp
Brunhild Sturmdottir CR 7
XP 3,200
Female half-elf druid 8
NG Medium humanoid (elf, human)
Init: +3; Senses low-light vision; Perception +20
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 52 (8d8+16)
Fort +7, Ref +5, Will +10; +2 vs. enchantment spells and effects; +4
vs. fey and plant-targeted effects
Immune sleep
Defensive Abilities resist nature’s lure
OFFENSE
Speed 20 ft.
Melee +1 spear +9/+4 (1d8+4/x3)
Ranged +1 spear +10 (1d8+4/x3)
Special Attacks bramble armor 8 rounds/day (1d6+4), enlarge 7/
day, wild shape 4/day
Druid Spells Prepared (CL 8th; concentration +12)
4th—command plantD, (DC 18), cure serious wounds (2), dispel
magic
3rd—call lightning (2) (DC 17), cure moderate wounds (2), plant
growthD
2nd—barkskinD, hold animal (DC16), lesser restoration, tree
shape, wilderness soldiers
1st—charm animal (DC 15), cure light wounds (2), enlarge personD,
entangle (DC 15), speak with animals
0 (at will)—detect magic, light, read magic, stabilize
D domain spell; Domain Plant (Growth)
TACTICS
During Combat Brunhild relishes a good fight and is quick to use her
call lightning spells to take out powerful foes. She is the primary
healer of the band and uses her healing spells to keep Angus
dealing huge amounts of damage.
Morale A close friend of Fineas and a founding member of the Banner,
Brunhild would fight to the death to defend her friends.
STATISTICS
Str 14, Dex 16, Con 12, Int 12, WIs 18, Cha 12
Base Atk +6/+1; CMB +8; CMD 21
Feats Combat Casting, Natural Spell, Point-Blank Shot, Precise
Shot, Skill Focus (perception)
Skills Heal +15, Knowledge (nature) +14, Perception +20, Spellcraft
+12, Survival +17
Languages Common, Druidic, Elven, Sylvan
SQ half-elf traits, nature bond (domain), nature sense, trackless
step, wild empathy +9, woodland stride
Combat Gear potion of cure moderate wounds
Other Gear +1 spear, masterwork hide armor, traveller’s garb,
backpack, 2 weeks rations, 50 feet rope, grappling hook, flint
and steel, 45 gp
Xeram |
Oh, i'm going to turn Angus' corpse into a bloody skeleton.
I'll sort his stats later.
But we'll have another guard minion at our disposal.
For the best fear factor, assuming we have the time, i'd let the skeletal Angus be present when we sacrifice the remaining three. You know, for villainous satisfaction. :)
Malleck of Alerion |
Sounds good. Im almost there i believe. Oncd again. I appreciate everyones help in this endeavour
-Posted with Wayfinder
Malleck of Alerion |
Kwaadaardig. Hahahahaha. Thats a word i dont hear or use often
-Posted with Wayfinder
Xeram |
GM, how come Angus deals +16 on his weapon without rage?
Angus Madthorn - Bloody Skeleton CR 5
XP 1200
Male structure bloody skeleton.
NE medium humanoid undead
Init +7, Senses Darkvision 60 feet, Perception +0
==========
Defense:
AC: 21, touch 13, flat-footed 18 (+6 armor, +3 dex, +2 natural)
HP: 44 (8d8 +8 CHA) Fast Healing 4
Fort +4, Ref +7, Will +6, channel resist +4
Defensive Abilities:
Channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
===========
Offense:
Speed 30 feet.
Melee +1 Greataxe +10/+5 (1d12+7/x3); or 2 Claws +10 (1d4+4)
Ranged throwing axe +9 (1d6+4)
Tactics
During Combat this minion will attack whatever target Xeram tells it to, until directed to another.
It will set up flank with the front liners, if directed.
============
Statistics:
Str 18, Dex 16, Con -, Int 10, Wis 10, Cha 14
Base Atk +6/+1; CMB +10; CMD 23
Feats: Improved Initiative.
Skills: None
SQ: A bloody skeleton's charisma is 14
Channel resist +4
Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Vethia Dora - Bloody skeleton archer CR 5
XP 1200
Female structure bloody skeleton
NE medium humanoid undead.
Init +9; Senses Darkvision 60 feet; Perception +0
==========
Defense:
AC 21, touch 15, flat-footed 16 (+4 armor, +5 dex, +2 natural)
HP: 44 (8d8 + 8 CHA) Fast Healing 4
Fort +4, Ref +9, Will +6
Defensive abilities:
Channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
===========
Offense:
Speed 30 feet.
Melee longsword +7/+2 (1d8+1/19-20 x2); or 2 claws +7 (1d4+1); or Melee longsword +7/+2 (1d8+1), Claw +2 (1d4+1)
Ranged +1 composite longbow (+1 Str) +11/+6 (+12/+7 within 30 feet) (1d8+2/x3) (1d8+3/x3 within 30 feet)
Tactics:
During combat this former ranger now supports her evil master by shooting at the enemy.
============
Statistics:
Str 12, Dex 20, Con -, Int 10, Wis 10, Cha 14
Base Atk +6/+1; CMB +7; CMD 22
Feats: Improved Initiative, Point Blank Shot, Precise Shot
Skills: none
SQ: A bloody skeleton's charisma is 14
Channel resist +4
Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Gertrart aka Blood Desecrator |
Repairing magic items takes half the material cost. So does crafting it. Not sure I want to bother fixing the falchion & considering just sticking with the shiv.
EDIT: Then again I can sneak attack with the barbarian's +1 greataxe. Upgrading it to +2 would be more efficient if not as cool.
-Mordecai- |
Except that skeleton loses all the HD from class levels. So a badass barbarian dwarf bloody skeleton is actually a normal 1HD bloody skeleton.
We should instead find some bigger base-HD creatures to serve us in unlife.
Hmm, what happened to our Minotaur friend? <evil grin>
Xeram |
Oh i hope not, that'd really ruin a nice plan.
That would turn anything without racial hit dice into a mere 1 HD bloody skelton. That would suck.
But yes, a minotaur works, if his class levels could be turned into racial HD..that's be sweet.
<Joins in evil grinning>
Xeram |
This is Gerion's bloody skeleton draft, although it is based upon the assumption that the GM would allow his barbarian levels to become racial HD.
Gerion Joth - Minotaur bloody skeleton
NE Large undead (augmented monstrous humanoid)
Init +5; Senses Darkvision 60 feet, Perception +0
================
Defense:
AC 23, Touch 10, Flat footed 22 (+7 natural, +6 Large Breastplate, +1 DEX, -1 size)
HP: 58 (9d8+18 CHA) Fast healing 4
Fort +6, Ref +7, Will +6
Defensive abilities:
Channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
==================
Offense:
Range 10 feet.
Speed 20 feet.
Melee +1 Greataxe +11/+6 (3d6+6/x3) & gore +6 (1d6+2)
Statistics:
Str 19, Dex 12, Con -, Int -, Wis 10, Cha 14
Base Atk +6; CMD +9; CMD 20
Feats: Improved Initiative
Tactics: Skeletal Gerion attacks whatever target his evil master directs him to, but any closest enemy if none are selected.
He flanks with the frontliners if directed.
SQ: A bloody skeleton's charisma is 14
Channel resist +4
Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
-Mordecai- |
A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD.
Animate dead is still very powerful for a 3rd level spell. Now it's only limited by the effort of finding big enough monster corpses to animate. And it makes sense, too. Class levels are training, skill, and experience. Whereas skeleton is just a brainless pile of animated bones. I'm not sure if Create (greater) Undead could be used to create skeletal champions etc.
Of course, GM's decision in the end. I'm fine with the powered-up version of the template. After all, Animate dead is on Mordecai's list :)
Faustus of Ghastenhall |
Could we make wands to empower our spells?
I think each of us capable to cast damage spells would benefit from one.
A couple of things to remember, rods of xxx require a caster level 9th to get the crafting feat and the crafter needs the metamagic feat.
Faustus only has the heighten spell metamagic feat and is only CL 6th, so he is not going to be able to make these rods by himself. He could assist someone else you has the feats with his Cooperative Crafting feat.
Faustus does have the Craft Wand, Craft Wondrous Item, Brew Potion and Scribe Scroll feats, so if there are items that you wanted Heightened, he can help craft those.
Malleck of Alerion |
Think im on the dot 13. Yey =^^=
-Posted with Wayfinder
Malleck of Alerion |
If its 4 sacrifices, we have 1 extra =^^=
-Posted with Wayfinder
Xeram |
Guys, a question in general.
For my homebrew, i'm still designing the cult's base of operations.
It's part dungeon, and part structure.
When the team will enter, they will be lvl 7.
As that place will be the final chapter in the homebrew, it needs to be a proper challenge, so nothing too easy but not too overkill.
I was wondering if there would be interest to do a play test of it, with feedback to improve any encounters and general tips when done playing. It will be a group of 5.
Lvl 7 PC
15k worth of gear.
Core races, core & base classes.
20 point buy, no 3rd party material.
The premises of the plot:
A resurfaced cult has obtained an ancient artifact, with which they seek to call and summon one of the outer gods. Which means the end of the world, no joke.
The group who enters, will have to defeat all within and stop the ritual that invokes the summoning from completing.