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Dungeon / Messageboards / Savage Tide Adventure Path / Savage Tide... Gestalt!!     Recent Posts
Savage Tide... Gestalt!!
Orthos,

Paizo Hoarfrost Helix 2 HRF avatar

... because YES, I AM crazy enough to give myself even MORE of a headache while running this thing. :P

So after at least three failed Play-by-Post internet campaigns and one failed Neverwinter Nights adaptation, I started a PnP Gestalt STAP about a month ago, connecting my now-scattered player group through the wonder that is Ventrilo. We're now about halfway through There Is No Honor - the Iron Cobra encounter took place last week, most of the group save the one who missed the last session just reached level 2. We're using a mishmash of 3.5 and Pathfinder, scaling along Pathfinder's Medium XP progression.

The party includes:

Gin and Jenny Woodstock: LG Dvati Monk (PF) 1|Fighter (PF) 1 (Dvati is ECL +1)
Rokugo Yuri: TN River Spiritfolk Binder 2|Rogue 1/Psion (Telepath) 1 (Scorpion Clan, going for Shadowmind on Rogue side)
Cordor Chainror: CG Human Scout 1|Warblade 1
Rin Gold: TN Human Ardent 2|Psion (Nomad) 2
Mala Shrenan: LN Whisper Gnome Lurk 2|Wilder 2
Jhered Nightwind: NG Star Elf Duskblade 2|Bladewind 2 (Bladewind is a custom class our gaming group put together for a now-defunct Play-by-post forum, based on Joachim Armster's fighting style; going for Anointed Blade on Duskblade side)

I may put up a journal thread eventually if I feel like getting around to it, as the one I write up for the players is on a password-blockaded forum.

The main purpose of this thread is to tinker out some of the later encounters and to take some suggestions on interesting Gestalt combinations for major NPCs or antagonists. Most of the early classes already have theirs - Lavinia for example is going to be Swashbuckler|Courtier now, reflecting her focus on Diplomacy and such; and Javelle is a nasty combination of Swashbuckler/Rogue|Scout, making her a really vicious high-mobility combatant.

So I'm mainly interested in unique or interesting concepts people have that I might not have thought of, suggestions of how to do certain things better, that sort of thing. And of course commentary from anyone else was crazy enough to try this before me. ;)

And yes, for the curious, I still plan on throwing the Broken Souls villains at the party yet again. *evil grin* Gestalt Nurn is eeeeeeevillll...

EATERoftheDEAD,

292 avatar

I am currently running Shackled City with gestalt characters and it has caused only limited problems for me. It really doesn't blow the power curve that much. The party has access to more abilities and their hit pints may be higher than the average party it really doesn't make that much of a difference.

The only headache that came to me was when the party, approaching high level, went from 4 players to 5. It blew the power curve and I was forced to not advance them a level and then maximize the hit points of my enemies to give them a challenge. Be aware of the fact that they will likely have access to the abilities to confront a situation and that if you have enough players the sheer amount of damage a party can dish out at high levels can get pretty gruesome.

I've enjoyed having a party of gestalt, otherwise.

Orthos,

Paizo Hoarfrost Helix 2 HRF avatar

I forgot about this thread here, heh. Good to know I'm not the only one who's had this idea, my group is loving Gestalt so much that it may take some work to convince them to go back to normal gaming :P Assuming I do at all, I'm enjoying DMing it just as much.

We're almost done with There Is No Honor (see my journal thread here), and I've actually found I quite enjoyed Gestalt-ifying the various NPCs. Vark and all the Lotus Dragon goons became Fighter|Rogues and were quite useful and effective when they didn't roll horribly, a nicely-placed ambush this past weekend killed off Yuri and Rin. Added Swashbuckler alongside Scout for the Ixitxs in the LD lair and they tore the party up pretty good as well.

Rowyn and GT were fun to redo as well, Rowyn kept her original build (advanced a tad) on one side and went straight Swordsage on the other, GT became a Scout|Dragonshaman instead of just a Rogue. The party hasn't faced them yet though.

My main worry is that I'm going to get to points later and not know what to do with characters, hence this thread asking for suggestions. Vanthus for example, I still don't know what I'm going to do with him, though I want something to cover his abysmal saves for one thing.

Orthos,

Paizo Hoarfrost Helix 2 HRF avatar

As promised, here are the NPCs for Gestalt-ified There Is No Honor, for your use if you so wish. Do enjoy, and constructive criticism is welcomed.

----
----
----

BLUE NIXIE THUGS x7 CR 1/2

Spoiler:
Male or Female Human Fighter 1
CN Medium humanoid
Init +0; Senses Perception -1
Languages Common
AC 13, touch 10, flat-footed 13
HP 15 (1 HD)
Fort +3 Ref +2 Will -1
Spd 30 ft.
Melee rapier +3 (1d6+1/18-20)
Ranged light crossbow +1 (ld8/19-20)
Base Atk +1; CMB +2
Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Feats Lightning Reflexes, Toughness, Weapon Focus (rapier)
Skills Intimidate +6, Swim +6
Possessions leather armor, buckler, rapier, light crossbow with 10 bolts, 5 gp

SOLLER VARK CR1

Spoiler:
Male elite human Fighter 1|Rogue 1
CN Medium humanoid
Init +2; Senses Perception +6
Languages Common
AC 16, touch 12, flat-footed 14
HP 16 (1 HD)
Fort +4 Ref +4 Will -1
Spd 30 ft.
Melee mwk rapier +5 (1d6+1/18-20)
Ranged light crossbow +4 (1d8/19-20)
Base Atk +1; CMB +2
Atk Options sneak attack +ld6
Combat Gear 2 elixirs of swimming
Abilities Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 13
SQ trapfinding
Feats Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +9, Appraise +7, Bluff +8, Escape Artist +9, Intimidate +8, Perception +6, Sense Motive +6, Survival +6, Swim +8
Possessions combat gear, masterwork studded leather, masterwork buckler, masterwork rapier, light crossbow with 10 bolts, earring worth 50 gp, silver ring worth 25 gp

VELDIMAR KRUND CR4

Spoiler:
Male human huecuva Cleric 2|Rogue 2
NE Medium undead
Fiend Folio 94
Init +1; Senses darkvision 60 ft.; Perception +3
Languages Common
AC 18, touch 11, flat-footed 17
HP 24 (2 HD) DR 10/silver
Immune undead traits
Fort +3 Ref +4 Will +6; evasion
Spd 30 ft.
Melee slam +2 (1d6 plus huecuva blight)
Base Atk +1; CMB +1
Atk Options sneak attack +1d6
Special Actions bleeding touch, cause fear 1/day (DC 14), channel energy 5/day (30-foot burst, 1d6 negative energy; Will DC 13 half for living, DC 13 or be dominated (up to 2 HD total) for undead), protection from good 1/day, touch of evil
Spells Prepared (CL 2nd)
1stDivine Favor, Doom (DC 14), Shield of Faith
OrisonsBleed, Detect Magic, Detect Poison, Guidance
Domains Death, Evil
Abilities Str 10, Dex 13, Con --, Int 4, Wis 17, Cha 15
SQ divine conversion, evasion, spontaneous casting (inflict), turn resistance +2, trapfinding
Feats Combat Casting, Stealthy, Toughness, Weapon Finesse (rogue trick)
Skills Bluff +10, Diplomacy +12, Stealth +10, Swim +0
Possessions rusted chainmail (treat as studded leather), gold holy symbol of Olidammara worth 50 gp
Divine Conversion Veldimar no longer worships Olidammara. Instead, he gains his divine power th rough his newfound faith in Death and Evil.
Huecuva Blight (Su) Disease - slam, Fortitude DC 12, incubation period 1 day, damage 1d2 Strength and 1d 2 Constitution. The save DC is Charisma-based.
Bleeding Touch (Su) As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for 1 round per caster level or until stopped with a DC 15 Heal check or any spell or effect that heals damage. Touching a creature affected by this ability causes the duration to reset but does not stack. This is a bleed effect.
Touch of Evil (Su) You can cause a creature to become sickened as a melee touch attack. While
sickened, the target is treated as good-aligned for the purposes of spells with the [Evil] descriptor. This effect persists for 1 round against evil and neutral creatures. Against good creatures, this effect persists for 3 rounds. Once a creature has been affected by touch of evil, it is immune to its effects for 1 day.

LOTUS DRAGON THIEVES x22 CR 2

Spoiler:
Human rogue 2 | fighter 2
NE Medium humanoid
Init +6; Senses Perception +10
Languages Common
AC 15, touch 12, flat-footed 13, Dodge; plus Cover (+4 to AC, +2 to Reflex saves when attacked from the ground)
HP 24 (2 HD)
Fort +5 Ref +5 Will +0 (+1 vs Fear); evasion
Spd 30 ft.
Melee rapier +3 (ld6+1/18-20) or sap +3 (ld6+1 non lethal)
Ranged hand crossbow +3 (ld4/19-20)
Base Atk +2; CMB +3
Atk Options sneak attack +ld6
Combat Gear potion of cure light wounds, 2 doses of urchin venom
Abilities Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 8
SQ bravery, evasion, Surprise Attacks (rogue talent), trapfinding
Feats Dodge, Improved Initiative, Stealthy, Weapon Finesse
Skills Acrobatics +9, Disable Device +10, Disguise +6, Intimidate +7, Perception +10, Sleight of Hand +10, Stealth +12, Swim +8
Possessions combat gear, studded leather armor, rapier, sap, hand crossbow (with 10 bolts), thieves' tools, 10 gp
Surprise Attacks (Ex) During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have acted. Opponents who cannot be caught flat-footed (such as through improved uncanny dodge) are immune.

NEMIEN ROBLACH CR 3

Spoiler:
Male human illusionist 3 | beguiler 3
CE Medium humanoid
Init +2; Senses Perception +11
Languages Aquan, Common, Draconic
AC 12, touch 12, flat-footed 10
HP 18 (3 HD)
Fort +3, Ref +3, Will +4
Spd 30 ft.
Melee mwk rapier +1 (1d6-1)
Base Atk +1; CMB +0
Combat Gear wand of ray of enfeeblement (29 charges), wand of mage armor (20 charges), potion of cure light wounds
Spells Prepared (CL 3rd, +3 ranged touch)
Wizard:
2nd - hypnotic pattern (DC 15), invisibility, minor image (DC 15)
1st - charm person (DC 13), color spray (DC 14), shield, silent image (DC 14)
Cantrips - detect magic, daze (DC 12), ghost sound (DC 13), prestidigitation
Beguiler:
1st – 6/day from book list plus net of shadows (Spell Compendium p. 147) DC 14 for Illusion, DC 13 else
Cantrips – 6/day, DC 13 Illusion, DC 12 else
Prohibited Schools evocation, transmutation
Abilities Str 8, Dex 14, Con 10, lnt 15, Wis 12, Cha 13
SQ summon familiar (rat named Theophilies), armored mage (beguiler spells only), trapfinding, cloaked casting (+1 DC), surprise casting, advanced learning - net of shadows
Feats Combat Casting, Craft Wondrous Item, Scribe Scroll, Spell Focus (illusion)
Skills Bluff +8, Concentration +11, Disable Device +11, Knowledge (arcana) +11, Knowledge (nature) +11, Perception +11, Profession (taxidermist) +10, Sense Motive +6, Spellcraft +13, Stealth +11
Cloaked Casting (Ex) +1 DC of all Beguiler spells when target is denied Dex to AC
Possessions combat gear, masterwork rapier, four 100gp pearls, key ring
Wizard Spellbook as above plus:
1st - alarm, disguise self, mage armor, ray of enfeeblement, unseen servant
2ndarcane lock, magic mouth, see invisibility

KERSH REFTUN CR 3

Spoiler:
Male human Rogue 3 | Fighter 3
NE Medium humanoid
Init +2; Senses Perception +1
Languages Common
AC 18, touch 12, flat-footed 16
HP 33 (3 HD)
Fort +4 Ref +4 Will +1 (+1 vs. Fear); evasion
Spd 30 ft.
Melee* unarmed strike +4 (1d4+4) or red-hot branding iron +3 (1d6+4 plus 1d4 fire)
Base Atk +3; CMB +5
Atk Options sneak attack +2d6
*2-point Power Attack
Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
SQ armor training +1, Bleeding Attack (rogue talent), bravery, evasion, trapfinding, trap sense +1
Feats Improved Unarmed Strike, Power Attack, Skill Focus (Intimidate), Superior Unarmed Strike, Weapon Focus (unarmed strike)
Skills Bluff +6, Disable Device +10, Gather Information +6, Heal +4, Intimidate +11, Knowledge (local) +7, Sense Motive +8, Swim +10
Possessions +1 glamered chain shirt
Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (2 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.

IXITXACHITL x6 CR 2

Spoiler:
Male ixitxachitl scout 2 | swashbuckler 2
CE Small aberration (aquatic)
Monster Manual II 128
Init +5; Senses darkvision 60 ft; Perception +8
Languages Aquan
AC 18, touch 16, flat-footed 13, Dodge
HP 26 (2 HD)
Fort +8, Ref +9, Will +1
Spd swim 30 ft.
Melee bite +7 (ld6+2)
Base Atk +2; CMB +4
Atk Options skirmish +1
Abilities Str 15, Dex 21, Con 16, Int 10, Wis 12, Cha 10
SQ trapfinding, grace +1, uncanny dodge
Feats Dodge, Great Fortitude, Weapon Finesse
Skills Acrobatics +12, Escape Artist +12, Perception +8, Stealth +15, Swim +17
Skirmish (Ex) A scout relies on movement and mobility in combat, both offensively and defensively. The scout gains a +1 dodge bonus to AC. The skirmish bonus increases by +1 every four levels beyond 1st, to a maximum of +5 at 17th level.
As a free action during movement, the scout can convert his skirmish dodge bonus to extra damage dice in any round in which he moves at least 10 feet. The scout loses his skirmish dogde bonus to AC until the beginning of his next turn, but he gains a number of extra d6s equal to his skirmish bonus on his very next attack after moving at least 10 feet. Should the scout score a critical hit with a skirmish attack, this extra damage is not multiplied. Ranged attacks can only gain benefit from skirmish if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a scout can make a skirmish attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a skirmish attack, not even with the usual –4 penalty.
The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout gains no extra damage from skirmish while striking a creature with concealment. The extra damage from skirmish is precision damage.
The scout loses the skirmish ability (both the defensive and offensive option) when wearing medium or heavy armor, or carrying a medium or heavy load.

GUT TUGGER CR 5

Spoiler:
Male crested felldrake scout 5 | dragon shaman (green) 5
NE Small dragon
Monster Manual II 98
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Languages Common, Draconic, Sylvan
AC 19, touch 13, flat-footed 17 (+2/4 skirmish)
HP 67 (6 HD)
Immune sleep, paralysis, frightful presence
Fort +11, Ref +9, Will +7, evasion
Spd 50 ft.
Melee bite +5 (ld8+1)
Base Atk +3; CMB +4
Atk Options Breath Weapon 2d6 acid (15-foot cone or 30-foot line), improved skirmish, skirmish +2
Abilities Str 12, Dex 15, Con 17, Int 10, Wis 10, Cha 10
SQ Draconic aura +2, Draconic Adaptation: Water Breathing, evasion, fast movement +10, trackless step, trapfinding
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Skirmish, Skill Focus (Stealth)
Skills Acrobatics +13, Bluff +10, Diplomacy +5, Stealth +18, Perception +10, Sleight of Hand +12
Possessions collar of armor +2 (as bracers of armor +2)
Draconic Auras (5 known)
Energy Shield Any creature striking Gut Tugger or his allies with a natural attack or a nonreach melee weapon is dealt 4 points of acid damage.
Power Gut Tugger and allies within 30 ft. gain +2 with all melee damage rolls.
Presence +2 bonus on Bluff, Diplomacy, and Intimidate checks
Toughness DR 2/magic
Vigor Fast Healing 2 to all allies below ˝ hit points (33 for Gut Tugger, 27 for Rowyn)
Improved Skirmish (Ex) If Gut Tugger moves at least 20 feet away from where he was at the start of his turn, his skirmish bonus increases by 2.

ROWYN KELLANI CR 6

Spoiler:
Female human rogue 3 / bard 3 | swordsage 6
NE Medium humanoid
lnit +4; Senses Perception +13
Languages Aquan, Common, Draconic
AC* 20, touch 17, flat-footed 17
HP 54 (6 HD)
Fort +3, Ref +8, Will +7; evasion
*3-point Combat Expertise
Spd 30 ft.
Melee* +1 rapier +5 (ld6+3/18-20) +1d6 on first round of combat
Ranged mwk hand crossbow +7 (ld4/19-20 plus poison)
Base Atk +4; CMB +4
Atk Options Combat Expertise, Improved Feint, sneak attack +2d6
Special Actions bardic music 2/day (countersong, distraction, fascinate, inspire courage +1, inspire competence)
Combat Gear potion of cure moderate wounds, potion of gaseous form, wand of animate dead (5 charges), wand of charm person (35 charges)
Spells Known (CL 3rd)
1st – 3/day – animate rope, cure light wounds, expeditious retreat, hideous laughter (DC 13),
Cantripsdaze (DC 12), ghost sound (DC 12), lullabye (DC 12), mage hand, message, prestidigitation
Maneuvers Known (11 maneuvers w/ 6 readied ^, 3 stances S)
3rdAssassin Stance (Shad, S), Flesh Ripper (Tiger), Pearl of Black Doubt (Diam, S), Shadow Garrotte (Shad)^
2ndBaffling Defense (Set, C), Claw at the Moon (Tiger)^, Cloak of Deception (Shad, B), Emerald Razor (Diam)^, Shadow Jaunt (Shad)^
1stIsland of Blades (Shad, S), Sapphire Nightmare Blade (Diam)^, Shadow Blade Technique (Shad)^
*3-point Combat Expertise
Abilities Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 15
SQ AC bonus, bardic knowledge +3, discipline focus (Diamond Mind) – Weapon Focus, Insightful Strikes, trapfinding, trap sense +1, quick to act +2, Resiliency (rogue talent), Well-Versed
Feats Adaptive Style, Combat Expertise, Improved Feint, Rapid Assault, Weapon Finesse, Weapon Focus (rapier, shortspear, bastard sword/katana, trident)
Skills Acrobatics +15, Bluff +13, Diplomacy +17, lntimidate +7, Martial Lore +17 (+19 Diamond Mind), Knowledge (local) +14, Perform (dance) +13, Sense Motive +10, Sleight of Hand +15, Swim +11, Perception +13, Use Magic Device +11
Possessions combat gear, +1 leather armor, +1 rapier, masterwork hand crossbow with 10 bolts poisoned with black adder venom (Fort DC 11, 1d6/ld6 Con), gold earrings warth 300 gp, bejeweled necklace worth 200 gp, skeleton key (fits all locks in guildhall, including the treasury door)
Bardic Knowledge At 1st level, a bard selects one Knowledge skill (Rowyn has selected Local). He gains 1 bonus skill point to place in that Knowledge skill and an additional skill point every time he gains a level. In addition, a bard adds 1/2 his level (Rowyn’s is 1) to all Knowledge skill checks and may make such checks untrained.
Resilency (Ex) Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level (3). Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language dependent effects.

Squark,

Avatar Roy avatar

Glad to see I'm not the only one running a gestalt savage tide campaign, although I only have 3 Players. I'm curious, what sort of "steps," if you will, did you use to "gestaltify" the npc's? Also, is it okay if I use the Blue Nixie Thugs and Soller Vark for my campaign? I think I'll gestaltify most of the others on my own, but those look like they'll fit in fine in my campaign.

Orthos,

Paizo Hoarfrost Helix 2 HRF avatar

Feel free to use them as you wish, that's why they're here :)

Mainly I tried to stick to character concept. If the character was already multiclass (like Kersh Reftun or Rowyn) I either divided the multiclass across both sides of the Gestalt or picked something suiting for the other side. (Rowyn is being changed for her reappearance later, swapping Swordsage for Warblade.)

For single-classed characters like Veldimar or Gut Tugger or the Ixitxs, I just picked something appropriate. Veld was a cleric of Olidammarra, Rogue just made sense. Gut Tugger's already a dragon and green, why not Dragon Shaman? The Ixitxs are aquatic and dextrous, swash works well for them. And so on and so on.

Orthos,

Paizo Hoarfrost Helix 2 HRF avatar

Normally, I leave these for at the end of each chapter, but I had way, way too much fun designing and running this to leave it past tonight. If anyone is running TBWG, feel free to toss this surprise in - not even required to be a Gestalt game. Enjoy!

SWARM, SAVAGE PARROTS CR4
A screeching caw fills the air as masses of brightly-colored parrots burst forth from the trees. On second glance, however, something is dreadfully wrong with these birds... ALL of them. Each and every one is twisted, malformed, and horribly abberant in one way or another. Vicious, oversized fangs jut forth from the beaks of some. Others have far too many wings. Some are missing patches of feathers and the flesh beneath is impaled with crackling hooked bone digits writhing about. Yet others have no legs or talons, but rather a wriggling mass of suckered and lamprey-mawed tentacles. They charge furiously all at once, screeching in a manner not at all natural as the entire mass of them stares down at their newfound prey with ravenous eyes.

Spoiler:
Tiny Animal (Chaotic, Swarm)
Init +6 Senses Darkvision 60 ft., low-light vision, Perception +8
AC 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 16
HD 4d8+8 (26 HP for a normal game, 36 for a difficult or Gestalt game) DR 5/magic
Resist Acid 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain, swarm traits
Weakness Afflicted
Fort +5 Ref +6 Will +3
Speed 20 ft (4 squares); fly 40 ft (average)
Attack Swarm (1d6 + Disease)
Base Atk +3 CMB --
Space/Reach 10 ft/0 ft
Abilities STR 5 DEX 15 CON 14 INT 1 WIS 14 CHA 6
SA death throes, disease, distraction
SQ Half damage from slashing and piercing, swarm traits
Feats Alertness, Improved Initiative
Skills Perception +8
Environment Warm forests
Organization Solitary, pair, gathering (3-4 swarms), colony (7-12 swarms)
Treasure None
Alignment Always Chaotic Evil
Advancement None
Level Adjustment --

Death Throes (Su) See Savage Creature template.

Disease (Su) Savage Fever, see Savage Creature template. Fortitude DC 14.

Distraction (Ex) Any living creature that begins its turn with a savage parrot swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

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