| GM Mort |
So sorry about that. I swear I'll never play a summoner in a PBP. Oh wait, already have. But at least I haven't summoned THAT much.
| Mr. Whiskers |
Normally not a problem.
Here, I was trying to decide between a Wall of Fire pointed up, a wall across half the courtyard intersecting the enemy dragon, or using the one-a-day persistet Glitterdust to blind. As it was, Hirah made all those irrelevant.
| GM Mort |
Which potion will you use also, later, Mr Whiskers - since the whole thing is likely to go on while you're asleep.
| Mr. Whiskers |
If either opponent isn't engaged in melee, CSW. Otherwise CMW.
If it wakes up, tell it where it can grab a CMW off me. If it looks like it may be needed, feed it another CMW potion.
| GM Mort |
If the rest of the party can handle it, I will not use further of Hirah's resources. Otherwise likely I'll just attack/maybe summon more.
| GM Mort |
I'll hold in case Mr Whiskers wants to talky. Once I get back from movie tonight, I'll move things if no one is talking.
| GM Mort |
Greta level up:
Female winter wolf lorewarden 4
AC 19, touch 13, flat-footed 16; Speed 30 ft.;
Hp 90
Fort +12, Ref +9, Will +7
Melee +1 Ranseur ; +13 (2d4+4)
Space 5 ft.; Reach 10 ft.;
CMB +15(17 to trip); CMD 28
STATISTICS Str 16, Dex 16, Con 16, Int 14, Wis 15, Cha 14
Base Atk +10
Feats Improved Initiative, Power Attack, Combat Reflexes, Skill Focus (Perception), Narrow frame , Phalanx Formation, Iron Will,
Improved trip
Languages: Draconic, Triaxian
Skills
Linguistics +7, Perception +14, Sense Motive +6, Stealth +8(+14 in snow),Survival +8, Profession (Guard)+6, Profession (cook) +6, Knowledge local +8, Knowledge Geography +8, knowledge Engineering +8, Knowledge religion +6, Knowledge planes +5, Knowledge arcana +6, knowledge nature +8, knowledge dungeoneering +8, knowledge nobility +8, knowledge history +7, intimidate +6, Escape artist +3
Gear
Signal whistle, pathfinder chronicles for all knowledges, one potion of CMW, saddle bags, elven chain, adamantine longsword
| GM Mort |
I sort of need to go back home to get some minis on the map out so I can't really proceed.
| Mr. Whiskers |
Will we get a chance to rest before the attack?
My second spellbook is almost full. Can I get a new empty one here?
I want to wake up more before leveling. I will do it today though.
| Crummock-i-Phail |
Re: Beast Shapeing, I actually think I will primarily use it to transform into either an Owlwere or Caterwaul (depending on whether I want flight, or pounce), since they both have hands, and the ability to speak (which means I can still cast spells). Later, a High Girallon will be another option (since it, too, has the shape for spell-casting).
| GM Mort |
I don't mind paws, but at least get a claw attack on the list.
No rest. Told you this was a time crunch earlier.
Yes on spellbook.
| Einar 'Kinslayer' Bjornson |
Also, Einar? Do you want the Headband of Alluring Charisma +2? Technically, at present, with your Charisma 12, you can't use your 3rd level spells ;-)
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
I thought this meant that I could behave like Einar has a score of 14, that should allow for forth level spells right?
And I believe it would take the 'Ushanka of the Northlands' slot.
I'm not saying no, but just asking
edit: sorry the post in gave is so short, I'm whipped and going to bed.
| GM Mort |
It is a different slot - ushanka is head, headband of alluring charisma is headband slot
| Mr. Whiskers |
Ushanka of the Northlands is in the head slot.
Headband of Aluring Charisma is in the headband slot.
Two different slots, you could wear both. Pathfinder expanded the number of item slots.
As for needing it, yes Mort allowed your charisma to be two higher with respect to your bloodline. When figuring for spells, it is effectively a 14.
| Mr. Whiskers |
Extra third level slot. Charisma 14 gives an extra second level slot.
| GM Mort |
Full stats of your dragonkin in question - but you won't be able to use any of their abilities, except for their fly speed this fight.
NG Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 115 (10d12+50)
Fort +12, Ref +9, Will +8
Immune electricity, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk glaive +16/+11 (2d8+9/x3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft. (15 ft. with glaive)
Special Attacks breath weapon (60-ft. line, 9d6 electricity damage, Reflex DC 20 half, usable every 1d4 rounds)
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Profession (Seneschal)+14, Fly +17, Intimidate +16, Perception +14, Stealth +11, Survival +14
N Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 115 (10d12+50)
Fort +12, Ref +9, Will +8
Immune acid, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk greatsword +16/+11 (3d6+9/x2), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (60-ft. line, 9d6 acid damage, Reflex DC 20 half, usable every 1d4 rounds)
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Bluff+16, Fly +17, Intimidate +16, Perception +14, Stealth +11, Survival +14
CN Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 115 (10d12+50)
Fort +12, Ref +9, Will +8
Immune fire, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk glaive +16/+11 (2d8+9/x3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft. (15 ft. with glaive)
Special Attacks breath weapon (30-ft. cone, 9d6 fire damage, Reflex DC 20 half, usable every 1d4 rounds)
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Bluff+16, Fly +17, Intimidate +16, Perception +14, Stealth +11, Survival +14
NG Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 115 (10d12+50)
Fort +12, Ref +9, Will +8
Immune cold, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk glaive +16/+11 (2d8+9/x3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, 9d6 cold damage, Reflex DC 20 half, usable every 1d4 rounds)
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Bluff+16, Fly +17, Intimidate +16, Perception +14, Stealth +11, Survival +14
CG Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 115 (10d12+50)
Fort +12, Ref +9, Will +8
Immune acid, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk glaive +16/+11 (2d8+9/x3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, 9d6 acid damage, Reflex DC 20 half, usable every 1d4 rounds)
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Bluff+16, Fly +17, Intimidate +16, Perception +14, Stealth +11, Survival +14
| Mr. Whiskers |
No blindsense / blindsight? I thought all dragons had that which is why I didn't use vanish with them around.
| Einar 'Kinslayer' Bjornson |
It is a different slot - ushanka is head, headband of alluring charisma is headband slot
well in that case, certainly!
Extra third level slot. Charisma 14 gives an extra second level slot.
I wasn't sure if I got the free second level slot or not.
Just realized I needed to update for level 11, is it the next day or Einar still at the temp. neg. level?
| Hirah Cheran |
| 1 person marked this as a favorite. |
Good news I think it's fixed. Won't know for sure until morning tea but I might be all ready!
So relieved.
| GM Mort |
It was midnight, so I just did a quick copy paste from archive of nethys. Yes on 60 ft blindsense.
Also yes on spellslots, and neg level, Einar.
| Mr. Whiskers |
So, after all this is over I would be curious to hear about what would have happened if we were less successful. Shantha's death is pretty obvious, but let's say we had failed against the siege equipment or just high-tailed it with the dracolisks. You are tallying up victory points, so there must be some sort of mechanism in place to determine how things go.
Just to stress this point...
I am interested in it after we are done.
Please no spoilers while we are still at it.
| GM Mort |
Feel free to RP a little bit and I can move to the ceremony the next day. I'll also post the results for both sides, since siege is over.
| GM Mort |
Defending Spurhorn(which party did):
Defeat(0-10 Victory points): Despite the PCs’ efforts, the Drakelands army overwhelms the Dragon Legion defenders and conquers Spurhorn. Commander Pharamol dies fighting a valiant rear guard effort to allow a small fraction of the garrison, including the PCs, to escape. If the PCs are quick, they might be able to grab the two-headed eagle from Pharamol’s quarters in the chaos of the rout.
Close Victory(11-19 Victory Points): The Dragon Legion retains control of Spurhorn and holds off the Drakelands army, but the cost of the bitterly fought victory is high. Many of the defenders are dead, but they sold their lives dearly, taking a large number of the Drakelands troops with them. If the Drakelands forces can regroup and receive reinforcements and supplies, however, then the next attack might well spell the end for Spurhorn.
Victory(20-27 Victory Points): The Dragon Legion determinedly fights off the assault by the Drakelands invaders, and the banners of the Dragon Legion still fly above Spurhorn. Although weakened by heavy casualties and disheartened by their defeat, the besieging army still maintains its grip around the fortress. Until the siege is broken, Spurhorn is still threatened.
Total Victory(28 Victory Points): The Dragon Legion drives back the attacking Drakelands army and leaves it in disarray. Demoralized and lacking the numbers to effectively maintain the siege, the Drakelanders are confused and disorganized. The enemy leadership makes frantic efforts to retain some authority and prevent full-scale desertion.
| GM Mort |
Attacking Spurhorn(the other side):
Defeat(0-10 Victory Points): Despite the best efforts of the PCs, the assault fails and Spurhorn remains in the hands of the victorious Dragon Legion. The siege is broken and the Drakelands army is shattered. General Malesinder struggles to maintain her authority and organize an orderly retreat in the face of pursuing Dragon Legionaries. Nevertheless, Malesinder does manage to seize Commander Pharamol’s two-headed eagle as a spoil of war.
Close Victory(11-19 Victory Points): Spurhorn falls to the Drakelands army, but the cost is high. The Drakelanders suffered heavy casualties, and though the defenders were forced to abandon Spurhorn, the victorious army will be hard pressed to hold the fortress against the inevitable Dragon Legion counterattack to retake it.
Victory(20-27 Victory Points): Spurhorn falls, overcome by the Drakelands army, and the Dragon Legion defenders flee the fortress in disarray as Yrax’s banner is raised above the battlements. Many of the Drakelanders acknowledge the PCs’ part in the battle, including General Malesinder herself, who publicly thanks the PCs before the victorious army.
Total Victory(28 Victory Points): The Drakelands army overruns the Dragon Legion and conquers Spurhorn. Those legionaries lucky enough to have survived the assault are cruelly executed, and the corpses of Commander Pharamol and Amerenth are hung from Spurhorn’s walls as grisly trophies. The Drakelanders have secured a major foothold in the Skyfire Mandate, and the PCs are hailed as the heroes of the battle.
| Mr. Whiskers |
Yes, Mr. Whiskers has teleport as well as Overland Flight. He does not have scry nor any way of studying the target city though, so it would be dangerous to teleport to there.
---
If we keep the Oil of Goodberry, that is healing. You just need to use it up within a few days of opening.
Yes I do want the scroll of Dimension Door, but don't see use for the Whispering Wind scrolls. We are moving around too much to make use of them.
Might as well add to the loot:
Wand of Summon Monster I, CL3, 6 charges. 270 gp.
Rohkar's Spellbook, 57.5 gp sale value (as reported by HeroLab)
-- Edit to add --
We each just got Cloak of Resistance +3. How have we been handling items we bought? Back into the pot or the individual sells them at their convenience?
| Einar 'Kinslayer' Bjornson |
How have we been handling items we bought? Back into the pot or the individual sells them at their convenience?
That's a good question, I'm assuming if it's something we picked from the spoils of war we could put it back in the pot. If it's something we purchased we sold it.
I just want to do it that way because Einar has the 'cloak of the yeti' that I think he should put back in the pot. But I'm not sure if that's how Crummock is doing the math or not.
| Crummock-i-Phail |
Well, personally, I have been dumping 'group items found' back into the kitty, to be claimed by others (such as the aforementioned Headband), or sold.
I haven't, as of yet, sold off anything that I bought personally, but if someone were to do that, I think that it would be only fair that they received the entirety of the sale value.
| GM Mort |
11 because unlike paladins and rangers you don't get the caster level -3 clause.
So where are you guys going to, on dragonback?
| Crummock-i-Phail |
Well, some of my immediate concerns have been dealt with, with the two free wands.
Consequently, I am happy to press on and deal with the dragon.
(We will definitely need to do a shopping run after that!)
| Crummock-i-Phail |
Good luck with the shopping run...the places are going from bad to worse...
Eh. If things *truly* get out of hand, we can always just use the keys (which you said were in the 'exit chamber' in this version of the hut) to take us back to Atrosa, so we can visit the town there.
That said, if we are reduced to that, it will still hurt, as not being able to buy stuff worth more than 3000gp is a real pain.
(Hence why I was hoping one of the settlements here would be a decent metropolis. Of the two choices mentioned, I would guess that the port would be the better option.)
| Hirah Cheran |
Finally
The guy fixed it, left, and then forgot to give the password to allow me to actually log into it T_T.
So I'v finally logged in, updated my sheet, and now I need to sleep again because its another 5AM start
Then again, just grateful I have all my files back.
| GM Mort |
Since Greta was given a cloak too...
Female winter wolf lorewarden 4
AC 19, touch 13, flat-footed 16; Speed 30 ft.;
Hp 90
Fort +15, Ref +12, Will +10
Melee +1 Ranseur ; +13 (2d4+4)
Space 5 ft.; Reach 10 ft.;
CMB +15(17 to trip); CMD 28
STATISTICS Str 16, Dex 16, Con 16, Int 14, Wis 15, Cha 14
Base Atk +10
Feats Improved Initiative, Power Attack, Combat Reflexes, Skill Focus (Perception), Narrow frame , Phalanx Formation, Iron Will,
Improved trip
Languages: Draconic, Triaxian
Skills
Linguistics +7, Perception +14, Sense Motive +6, Stealth +8(+14 in snow),Survival +8, Profession (Guard)+6, Profession (cook) +6, Knowledge local +8, Knowledge Geography +8, knowledge Engineering +8, Knowledge religion +6, Knowledge planes +5, Knowledge arcana +6, knowledge nature +8, knowledge dungeoneering +8, knowledge nobility +8, knowledge history +7, intimidate +6, Escape artist +3
Gear
Signal whistle, pathfinder chronicles for all knowledges, one potion of CMW, saddle bags, elven chain, adamantine longsword
BTW - any spare amulets of natural armor +1?
| GM Mort |
Female winter wolf lorewarden 4
AC 20, touch 13, flat-footed 16; Speed 30 ft.;
Hp 90
Fort +15, Ref +12, Will +10
Melee +1 Ranseur ; +14 (2d4+4)
Space 5 ft.; Reach 10 ft.;
CMB +15(17 to trip); CMD 28
STATISTICS Str 16, Dex 16, Con 16, Int 14, Wis 15, Cha 14
Base Atk +10
Feats Improved Initiative, Power Attack, Combat Reflexes, Skill Focus (Perception), Narrow frame , Phalanx Formation, Iron Will,
Improved trip
Languages: Draconic, Triaxian, Giant, Skald, Common
Skills
Linguistics +7, Perception +14, Sense Motive +6, Stealth +8(+14 in snow),Survival +8, Profession (Guard)+6, Profession (cook) +6, Knowledge local +8, Knowledge Geography +8, knowledge Engineering +8, Knowledge religion +6, Knowledge planes +5, Knowledge arcana +6, knowledge nature +8, knowledge dungeoneering +8, knowledge nobility +8, knowledge history +7, intimidate +6, Escape artist +3, Ride +1
Gear
Signal whistle, pathfinder chronicles for all knowledges, one potion of CMW, saddle bags, elven chain, adamantine longsword
Updated.
I need to remind myself to roll ride checks for 2 handed weapon use while mounted. I have set a bad example by forgetting. Smack me the next time I forget, please. I don't mind retroactively rolling but I don't think it matters at this point of time.
I also need to tweak the dragonkin abit - I posted in a bit of a hurry last night, time to add some refinements...
| GM Mort |
Dragon kin stats in full:
NG Large dragon/ 1 Bard (archivist)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 129
Fort +12, Ref +11, Will +10
Immune electricity, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk glaive +16/+11 (2d8+9/x3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft. (15 ft. with glaive)
Special Attacks breath weapon (60-ft. line, 9d6 electricity damage, Reflex DC 20 half, usable every 1d4 rounds)
Spells per day:
1st (2/day)—Grease,Liberating Commmand
0 (at-will)—Sift, mage hand, Message, Read Magic
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite), Lingering Performance
Skills Profession (Seneschal)+12, Fly +14, Perception +14, Knowledge Nature +8, Knowledge Religion +8, Knowledge Arcana +8, Knowledge Nobility +7, Knowledge Engineering +7, Knowledge Planes +8, Knowledge Geography +7, Knowledge Dungeoneering +7, Knowledge local +8, Knowledge History +7, Linguistics +4, Perform (Sing) +7, Perform Dance +7
Languages: Common, Draconic, Triaxian
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. (7 rounds/day)
N Large dragon/1 Ranger
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +15
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 131
Fort +14, Ref +11, Will +8
Immune acid, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk greatsword +17/+12 (3d6+9/x2), bite +17 (1d8+6) or bite +17 (1d8+6), 2 claws +16 (1d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (60-ft. line, 9d6 acid damage, Reflex DC 20 half, usable every 1d4 rounds)
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +12; CMB +18; CMD 30
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite), Dazing assault
Skills Bluff+17, Fly +17, Intimidate +17, Perception +15, Stealth +12, Survival +15 , Linguistics +1
Favoured Enemy: Dragons (Ahem, Frost Drakes)
Languages: Commmon, Draconic, Triaxian
CN Large dragon/1 Sorcerer (Primal, Fire)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 127
Fort +12, Ref +9, Will +10
Immune fire, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk glaive +16/+11 (2d8+9/x3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft. (15 ft. with glaive)
Special Attacks breath weapon (30-ft. cone, 9d6 fire damage, Reflex DC 20 half, usable every 1d4 rounds)
Spells per day:
1st (4/day)—Burning handspaws, Mage Armor
0 (at-will)—Spark, Dancing Lights, Detect Magic, Flare
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite), Eschew Materials, Arcane Strike
Skills Bluff+16, Fly +17, Intimidate +16, Perception +14, Stealth +11, Spellcraft +13, Linguistics +2
Languages: Common, Draconic, Traixian, Ignan
NG Large dragon/1 Oracle (Haunted curse - Life)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 129 (10d12+50)
Fort +12, Ref +9, Will +10
Immune cold, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk glaive +16/+11 (2d8+9/x3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (30-ft. cone, 9d6 cold damage, Reflex DC 20 half, usable every 1d4 rounds)
Spells per day:
1st (4/day)—Stunning Barrier (DC14), Cure Light Wounds, Shield of Faith
0 (at-will)—Guidance, Detect Poison, Light, Stabilize
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite), Extra Revelation
Skills Bluff+16, Fly +17, Intimidate +16, Perception +14, Stealth +11, Survival +14, Heal +10
Revelation: Life Link, Channel (4x per day, 1d6)
Languages: Common, Draconic, Triaxian
CG Large dragon/1 Bard
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 129 (10d12+50)
Fort +12, Ref +11, Will +10
Immune acid, magic paralysis and sleep, dragon traits
Offense
Speed 40 ft., fly 120 ft. (average)
Melee mwk glaive +16/+11 (2d8+9/x3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6)
Space 10 ft., Reach 10 ft. (15 ft. with glaive)
Special Attacks breath weapon (30-ft. cone, 9d6 acid damage, Reflex DC 20 half, usable every 1d4 rounds)
Spells per day:
1st (2/day)—Saving Finale, Liberating Commmand
0 (at-will)—Summon Instrument, Prestidigitation, Lullaby, Ghost Sound
Statistics
Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17
Base Atk +10; CMB +17; CMD 29
Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite), Lingering Performance
Skills Fly +14, Perception +14, Knowledge Nature +10, Knowledge Religion +9, Knowledge Arcana +9, Knowledge Nobility +8, Knowledge Engineering +8, Knowledge Planes +9, Knowledge Geography +8, Knowledge Dungeoneering +8, Knowledge local +8, Knowledge History +8, Linguistics +4, Perform Oratory +7, Perform Dance +7
Languages: Common, Draconic, Triaxian
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. (7 rounds/day)
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
| Mr. Whiskers |
That is what I get for posting before checking the details on the map.
Oops! Thanks for allowing the retcon!
| GM Mort |
Actually I was more of a...I don't want the world to explode. I just couldn't imagine how you stick a 15x15 creature into a 10x10 foot hole...