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Shadow Lodge

I'm curious, how does the Acid Pool work? Is it an emanation from her location (so like a damage aura?) or something that comes off her breath weapon?


Orthos wrote:
I'm curious, how does the Acid Pool work? Is it an emanation from her location (so like a damage aura?) or something that comes off her breath weapon?

Comes off of her breath weapon - she hwarfs a stream of acid that forms the acid pool at the end of the stream. At least as I see it. Thus the range, although it shouldn't be the same range as the regular line, so I halved it.

Shadow Lodge

Gotcha. Nice little addition =)


Orthos wrote:
Gotcha. Nice little addition =)

Wyrm black dragons already get it. ^__^

Shadow Lodge

I need to reread my bestiary then! I'm not up to date on all the additional little tricks apparently.


Orthos wrote:
I need to reread my bestiary then! I'm not up to date on all the additional little tricks apparently.

They get some nice stuff, although most are "meh".


Gear loss update:

Mulder "da Cultist"'s fiery demise as a result of the Jabberwock's eye beam dealt 18d6 fire damage for a total of 63 points, although subsequent rounds of joyous combustion are due to be thwarted by Torsin's impending wish.

The resulting loss of gear in estimated market value is 904,000 gp, leaving him with a celestial breastplate of determination - damaged, +5 adamantine sickle - took 1 point, +3 mithral heavy shield - damaged, +1 mithral morning star - damaged, +1 cold iron morning star - broken. Asides from The Book his unfortunate character is now completely bereft of all gear that he was carrying, including a best-guess estimate of roughly 50,000 gp in costly material components and foci.

Zin Serina left behind a total of 10 items that were not retrieved by her comrades...

If by some means Torsin's aforementioned wish is not uttered, the subsequent rounds' fire damage continue unabated.

The second round's 66 fire damage will yield the following results:
* the +1 cold iron and +1 mithral morning stars are destroyed, melting into slag (reduced to 0 or fewer hit points);
* the adamantine +5 sickle will have taken a whopping total of 4 out of 52 hit points;
* the +3 mithral heavy shield will have taken 22 out of 50 hit points;
* the celestial armor of determination will have taken 22 out of 60 hit points.

Assuming purely averaged damage per round, the mithral items will lose 10 hit points per round while the sickle loses 1 hit point per round. The shield melts into slag on the 5th round of combustion with the armor melting into slag on the 6th round. The sickle will survive for another 48 rounds after the first two for a survival time of 5 minutes.


Not even my Reach Rod? I thought that it made of metal would have made it through the fire.

I don't have a lot of money left, I am also a big target in battles. To top it off I am now very short and small. Maybe it might be best for me to retire, at least till I can build up some equipment. I was squishy as it was even with the equipment I had, this thing 1 hit me and destroyed almost everything I had. This will need to take some thought on consultation with the group.


Da Cultist wrote:

Not even my Reach Rod? I thought that it made of metal would have made it through the fire.

I don't have a lot of money left, I am also a big target in battles. To top it off I am now very short and small. Maybe it might be best for me to retire, at least till I can build up some equipment. I was squishy as it was even with the equipment I had, this thing 1 hit me and destroyed almost everything I had. This will need to take some thought on consultation with the group.

Hardness 10 and 10 hit points against 63 fire damage is a Bad Thing. 63 halves, rounding down, to 31 -10 hardness = 21 damage, 11 past its 10 hit points.

The Jabberwock, aka "Mr J", is a fearsome foe. As has now been established by the fiery demise of 2 PCs.

Glorious! ;)

If it's any consolation, they're not out of the woods yet. So to speak. <evil grin>


As a reminder to all: Galen Starmight (the Mystic Theurge ruler of Cordelon) lost everything but his workshop-phylactery, a spare divine focus and a spare spell component pouch as a result of the slobberknocker with the King of Pitax and his gaggle of guards, pets and mini-onions. He rebuilt a decent stash of gear with the six months' time that he had available between chapters 5 and 6.

I suggest that you update your dual-shield fighter (or whatever the other character is that you very briefly played) to 18th level with WBL-appropriate gear before the session on the 10th of June.

Even without his stuff, so long as you have The Book and a spell component pouch you remain a formidable character committed to the kingdom he helped found in addition to being all Lawful Good and whatnot. Would he seriously retire without consideration for the entire city of devotees that follow his example?


Turin the Mad wrote:

As a reminder to all: Galen Starmight (the Mystic Theurge ruler of Cordelon) lost everything but his workshop-phylactery, a spare divine focus and a spare spell component pouch as a result of the slobberknocker with the King of Pitax and his gaggle of guards, pets and mini-onions. He rebuilt a decent stash of gear with the six months' time that he had available between chapters 5 and 6.

I suggest that you update your dual-shield fighter (or whatever the other character is that you very briefly played) to 18th level with WBL-appropriate gear before the session on the 10th of June.

And this had nothing to do with the kingdom ruler income he was getting?

Turin the Mad wrote:
Even without his stuff, so long as you have The Book and a spell component pouch you remain a formidable character committed to the kingdom he helped found in addition to being all Lawful Good and whatnot. Would he seriously retire without consideration for the entire city of devotees that follow his example?

The problem is that I was obviously too squishy to began with to deal with this team, and not it is even worse, so yeah we might be able to deal with "Mr. J" now, but I will be naked to deal with anything else we might come along and are again unprepared for. So in short, I have been seriously de-powered, my armor doesn't even fit me any more, and expect me to still go after equal or greater foes even though I was one shot killed. Can you see the insanity? When I say retire, I do say retire from adventuring. At this point is it not better for me to help the evacuation than adventure? We don't have the gold or time that the construct king had to re-make some basic gear.

There are many types of heroes, and I have been through a lot, the question is now where am I best to be, on the fighting field about naked, or back at home evacuating.

(OOC: At this level, gear is 1/4 to 1/3 if not more of leveling power. I died in one hit before, and now I am even weaker with no time really to recover, yes my character is a hero, but I was out of my league, and even more so now, what would you do in this situation? Yeah in the end I think I will be sticking with this character, but I don't expect him to survive, unless you tell me other wise, more than it will take to get to first initiative for the baddy, *oh look naked healer-ZAP*. -Hexen.)


What ruler income? :)

Nekkid characters are generally low-priority unless you do something to warrant its attention. The main reason the Jabberwock zorched you was that you were on the causeway, not that you're a cleric.

You were unprepared, not out of your league. I can think of 3 sources of fire immunity just from the Core Rulebook alone that are from spells. This does not count domains, bloodlines and a prestige class in the Core Rulebook. Or any of the gobs of stuff from the APG, UM & UC.

If the group goes in prepared, you have a good chance of punking the Jabberwock much the same as the group punked a CR 26 templated great wyrm black dragon. You should collectively be able to weather its attacks and abilities with preparation. I was amazed that the group didn't "spell up" after talking to the elf ghosts.

Gear does account for calculating APL, this is true. You might want to peruse some earlier notes and mostly consider that you should be eyeballing gear nearer to ~14th level or so to be considered 18th for APL purposes. The Book accounts for ~150k gp on its own...


Reviewed notes on the Queen of Forgotten Time from last year. All I can say is that she has the second-highest defensive stats that I've ever done up. Only the Devourer from the Nether Dark(ness) has better stats in terms of defense.

This will make things very interesting for Our Monarchal Miscreants on the 10th, maybe / preferably on the 24th...


Eenie meanie miney moe, nuke someone until they glow, if they holler, let blood flow.

My diety told me not to play patty-cake with green-haired women... I forgot.

Soon-to-be-famous last words: "I can solo the Jabberwock in one round!"

Cheliax

Pathfinder Roleplaying Game Subscriber

Turin, was that the standard lesser Jabberwock from the book?


Mergy wrote:
Turin, was that the standard lesser Jabberwock from the book?

Not for an APL ~24-25 group it's not. This is a variant "simulacrum" of the 'real' Jabberwock (which I peg at 53 HD). This 'lesser' Jabberwock is ~CR 27.

The vanilla book 6 would be a cakewalk for this group. The most important critters have been Turinized.

:)

Cheliax

Pathfinder Roleplaying Game Subscriber

That's what I figured, but I didn't see a stat block of it. Any chances you'd share? :D


This 'lesser Jabberwock' will see its statblock posted once the PCs survive fleeing it, rez the two fallen, return and stomp it into XP. :D


Turin the Mad wrote:
This 'lesser Jabberwock' will see its statblock posted once the PCs survive fleeing it, rez the two fallen, return and stomp it into XP. :D

I don't even think I should re-size my armor. I probably wont be size small for long...


Technically speaking, you're not deceased yet - you're *about* to be due to imminent fire damage. Once they get back to Mr Straw you will then be Small (gnome).


The countdown began with Mulder "da Cultist"'s fiery demise (staved off via his armor). Even as they make ready to flee to the Material Plane - in one case, possibly to fetch an army of 200 3rd level elf Paladins to return to "own" the Jabberwock - the Queen of Forgotten Time's minions and forces deploy across the whole of the River Kingdoms.

Tick, tock, tick, tock. ... the sands of doom flow through the unseen hourglass, hastening the conclusion of events set into motion years before with the seduction of the Stag Lord, the slaying and de-horning of a unicorn, the granting of a boon upon Irovetti and the recovery of Her lost Heart.

Can the champion of Gorum wielding Ovirnbaane, the Queen of Starfall, the King of Cordelon, 3 qmf'ing dolls and an archmage with draconic aspirations act decisively in time to halt the Doom at hand?

Will Our Monarchal Miscreants be able to strike down the Queen of Forgotten Time before the worst of the blooms vomit forth death upon the River Kingdoms?

We will find out the first part of the conclusion of Sound of a Thousand Screams in but five (5) days' time!


I forgot to post the Misbegotten Troll that this group stomped a mudhole in.
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The Misbegotten Troll (CR 20 [6+1+2+9+2])

Male Advanced Half Red Dragon Troll Antipaladin [Black Knight] 20th

CE Large (tall) dragon

Init +3

Senses darkvision 60 ft., low-light vision, scent; detect good (move action, single target within 60 ft.); Perception +42

Defense

Aura 10 ft. – cowardice, despair, sin, depravity: creatures normally immune to fear lose this immunity; -4 penalty on all saving throws against compulsions and fear; -2 penalty on ALL other saving throws; Overwhelming Chaos and Evil

AC 33, touch 12 touch AC 21 to zap one of his pixie cages, flat-footed 30 / ff touch 9; (+3 Dex, +11 natural [5+2+4], –1 size = 23/ ff 20, touch 12/ ff touch 9) (+10 armor = 33 AC/ ff 30 ) || Smite Good AC 41, touch 20 touch AC 29 to zap one of his pixie cages (flat-footed 38, flat-footed touch 17); Feint DC 43 (41)
1/wk. armor = require that an attack roll made against him be rerolled – uses this against a natural 20 [__]
hp 656 +56 spell (8d8 racial hit dice [40] +20d10 class hit dice [120] +448 CON +20 favored class +28 toughness [28 total HD]); regeneration 5 (acid), DR 10/good; DR 10/adamantine [150:__________________________]
• Acid damage taken (656 +56 spell = 712): ___________________________________________________
• Nonlethal damage taken: ____________________________________________________
• (immediate or swift), necklace of lovelies [__] [__] [__] [__] [__] [__]

Immune fire, paralysis & sleep effects; bleed effects unless caused by attacks/effects that deal acid damage; delay poison

Fort +41 = +43 (base 18 [6+12] +15 Con +5 Cha {+38}), Ref +19 (base 8 [2+6] +3 Dex +5 Cha {+16}), Will +29 = +31 (base 14 [2+12] +5 Wis +2 iron will +5 Cha {+26}); Resist good 15, lawful 15, acid 30, cold 30, electricity 30, sonic 30; Protection acid 120 [_________], cold 120 [__________], electricity 120 [_________], sonic 120 [________]

Offense
Speed: 30 ft. fly 60 ft. (average) = 20 ft, fly 40 ft (average) w/ armor; Fly +6, Climb +23, Ride +34, Stealth +17 w/ armor

Melee bite +40 (1d8+15), 2 claws +40 (1d6+15) = +42 attack (1d8+17 bite, 1d6+17 claws; rend = 1d6+25); Power Attack +35 bite (1d8+31), 2 claws +35 (1d6+31; if either claw hits = rend 1/round adds 1d6+25 plus 1d6 plus 1d6 bleed added to that claw’s damage)
+5 unholy lance +47 = +49 on a mounted charge, +50 if he does so from higher ground or while on a flying mount
+5 unholy Rod
o +5 morning star +47/+42/+37/+32 (2d6+22 1-handed or 2d6+27 2-handed plus 2d6 profane
o +5 longsword +47/+42/+37/+32 (2d6+22 1-handed or 2d6+27 2-handed plus 2d6 profane
o +5 battleaxe +47/+42/+37/+32 (2d6+22 1-handed or 2d6+27 2-handed plus 2d6 profane
o +5 spear +47/+42/+37/+32 (2d6+22 1-handed or 2d6+27 2-handed plus 2d6 profane
o +5 longspear +47 (2d6+27 2-handed plus 2d6 profane
o +5 lance (see above for use when mounted; on foot it is used 2-handed as follows:) +47/+42/+37/+32 (2d6+27 2-handed plus 2d6 profane)
Power Attack +40/+35/+30/+25 (2d6+36 1-handed / 2d6+48 2-handed plus 2d6 profane; prefers to attack either with lance or battleaxe configurations for 20/x3 critical
Smite Good Power Attack +48/+43/+38/+33 (2d6+56 or 2d6+76 plus 2d6 profane 1-handed // 2d6+68 or 2d6+88 2-handed plus 2d6 profane)
• Battleaxe Critical 2-handed 6d6+144 plus 2d6 profane = 6d6+204 vs. good plus 2d6 profane // 6d6+264 vs. special good plus 2d6 profane
• Lance Spirited Charge +49 or +50 (6d6+66 plus 2d6 profane | crit 10d6+110 +2d6)
o Lance Spirited Charge Power Attack +42 or +43 (6d6+108 plus 2d6 prfn | critical 10d6+180 plus 2d6 profane)
o Lance Sp.Chg.Pwr.Att. Smite Good +50 or +51 (6d6+168/+228 plus 2d6 prfn | critical 10d6+280/+380 plus 2d6 profane)
+5 greater magic fang (bite & both claws) = bite +47 (1d8+22), 2 claws +47 (1d6+22; either claw hits = 1/round rend dealing 1d6+30 plus 1d6 plus 1d6 bleed)
o natural weapons Power Attack = bite +40 (1d8+36), 2 claws +40 (1d6+36; 1/round rend = adds 1d6+25 plus 1d6 plus 1d6 bleed to the total damage dealt by that claw attack)

Space 10 ft.; Reach 10 ft. (15 or 20 ft. using reach weapons)

Special Attacks weapons are treated as evil-aligned; any attack made against enemies within 10 feet of him are considered evil-aligned when overcoming DR | Knight’s Charge, Ride-by Attack, Spirited Charge, Mounted Skirmisher
• rend (both claws, 1d6+22 [15x1.5])
• breath weapon 1/day [__] = DC 31, 8d6 fire, 30’ cone (30’ cone of fire, 8d6 fire, Reflex DC 29 half [10 +4 +15 Con])
• smite good 7/day [__] [__] [__] [__] [__] [__] [__] (swift, +5 = +8 Cha attack bonus, +20 damage = +40 damage against good outsiders, good dragons, good clerics and paladins; automatically bypasses the target’s DR & gains +5 = +8 deflection bonus to AC against attacks by that target [Cha bonus])
o good outsiders are subject to banishment, with his birthmark unholy symbol and weapons automatically counting as objects that the subject hates
• touch of corruption 15/day {10 +5 Cha} = 18/day _________(10d6)
o Cruelties (DC 25 Fortitude to negate the cruelty “carried” by a given touch of corruption
 Exhausted
 Nauseated for 6 rounds
 Staggered for 10 rounds
 Blinded for 20 rounds
o channel negative energy, Will DC 25 half – 2 uses of touch of corruption to perform; does not “carry” a cruelty

Statistics
Str 40 (+15), Dex 16 (+3), Con 40 (+15), Int 12 (+1), Wis 20 (+5), Cha 20 (+5) without gear | Cha 26 (+8) w/ gear

Base Atk +26 (6 racial +20 antipaladin); CMB +42 (base attack 26 +1 size +15 Str = +42); CMD 45 (base attack 26 +1 size +15 Str +3 Dex = 45 CMD); Melee AB +40/+35/+30/+25 (26 -1 size +15 Str = +40); Ranged AB +28/+23/+18/+13 (26 -1 size +3 Dex = +28)

Feats Intimidating Prowess, Iron Will, Skill Focus (Perception), Toughness; Proficient with all simple and martial weapons, light armor, medium armor, heavy armor and shields; Quick Draw, Power Attack (-7 attack = +14 damage, +21 damage using 2-handed weapons, +7 damage using light weapons(, Mounted Combat (2/round when his mount is hit in combat he may attempt a Ride check @ +31 as a free action opposing the foe’s attack roll – this of no use in his mind against attack rolls higher than 40), Ride-by Attack (move – charge attack – move in any combination of movement so long as this is in a straight line up to no more than twice his movement speed), Spirited Charge (2x damage with a charge = 3x damage when using a lance), Trick Riding, Mounted Skirmisher (if his mount moves its speed or less he can make a full-attack action), Greater Rending Fury

Skills Intimidate +31 = +34 = +36, Perception +42, Fly +9, Climb +26, Handle Animal +26 = +29, Ride +34, Stealth +20

Antipaladin Spells Prepared – CL 17th, concentration +22 [17 +5 Cha], DC 15+SL | 6 1st, 5 2nd, 4 3rd, 4 4th
• 1st Level (6): litany of sloth x6 [__] [__] [__] [__] [__] [__] ( swift – close range – language-dependent mind-affecting compulsion enchantment | targeted creature cannot cast spells defensively nor make AoO for 1 round )
• 2nd Level (5): corruption resistance [precast = takes 15 less damage from effects that specifically harm chaotic and evil creatures], resist energy x4 [precast = resist acid, cold, electricity & sonic 30 for 170 min.]
• 3rd Level (4): corruption resistance [precast], litany of escape [__] (swift – close or personal = target loses the grappled and pinned conditions & is teleported 10 feet = this is a language dependent teleportation effect), vampiric touch x2 [__] [__] (8d6 hp by melee touch)
• 4th Level (4): unholy sword x4 [x – precast on his lance] [__; rod 1st drawn] [__; rod 2nd drawn] [__; rod 3rd drawn] [touched melee weapon, 17 rounds, +5 unholy weapon that emits a magic circle against good – may only have one in effect at a time; the circle automatically renews for free on his turn]

Languages Abyssal, Common, Draconic, Giant

Gear:
1 necklace of lovelies (6 trapped pixies [__] [__] [__] [__] [__] [__] – swift / immediate action to redirect hit point damage from any single attack or effect onto one of the trapped pixies, automatically slaying the pixie in a tiny explosion of gore) 4 lbs, 36k gp – each cage = Break DC 20, hardness 10, 10 hp – p. 21 Chapter 6 Kingmaker for boon granted by freed pixie to the liberator

Large blackened mithral non-humanoid banded mail +3 of luck (37,500 gp; 70 lbs. | hardness 21, 100 hp | +10 armor, +3 max Dex, -3 check penalty, CL 12th [item saves +8]) with +1 cold iron armor spikes (+20 lbs. | hardness 12, 20 hp | 2,500 gp | 1d8 piercing base damage | Large sized | CL 3rd [item saves +3])

1x Large lance w/ unholy sword cast upon it (20 gp; 20 lbs; hardness 5, 20 hp unless temporary enhancements matter)

1x Large rod of the profane ruler’s might – only works for antipaladins or Chaotic Evil divine spell casters
• +5 unholy weapons  draws upon its wielder’s prepared unholy sword spells to “power up” the weapons
o +5 unholy morning star 2d6 B&P plus 2d6 profane
o +5 unholy longsword 2d6 S, 19-20 plus 2d6 profane
o +5 unholy battleaxe 2d6 S, x3 plus 2d6 profane
o +5 unholy spear 2d6 P, x3 plus 2d6 profane
o +5 unholy longspear 2d6 P, x3 plus 2d6 profane
o +5 unholy lance 2d6 P, x3 plus 2d6 profane; 6d6 +3x bonus plus 2d6 profane when making a lance attack as part of a charge while mounted
 Knight’s Charge: whenever he charges a foe, his movement does not provoke AoO for either himself or his mount. If his target is also the target of a smite good and the charge attack hits, the target must succeed on a DC 28 Will saving throw or be panicked for 10 rounds. [10 +10 +5/+8 Cha = DC 25 without the headband]
• DC 22 hold person by touch
• DC 24 10’ aura of fear
• DC 23 Will half 2d4 hit point drain (damage to victim/ curative to himself)
• CL 19th [item saves +11], hardness 20, 90 hp, dispel DC 30

+6 headband of alluring charisma (CL 8th [item saves +6]; 1 lb., hardness 10, 5 hp | 36,000 gp, dispel DC 19); spyglass

Spells from NPC Who Shall Not be Named (CL 25th = dispel DC 36)
• +4 STR (bull’s strength | +2 attack, +2 or +3 melee/thrown weapon damage, +2 CMB/CMD)
• +4 CON (bear’s endurance | +56 hit points; +2 Fort saves)
• +4 WIS (owl’s wisdom | +2 Will saves, +2 Perception/ Sense Motive)
• Immune to poison (delay poison)
• 120 points’ protection from acid, cold, electricity and sonic
• 150 points’ stoneskin = DR 10/adamantine <as a 5th level spell this is the first spell subject to being dispelled>

Fiendish Servant – FRA to call to his side 4/day [__] [__] [__] [__]; equivalent to a 6th level spell; summon monster IX for a unique fiendish animal / chaotic and evil subtypes that gains SR 31 & the advanced simple template

20 HD advanced fiendish winged triceratops

Space: 15 ft. Reach: 15 ft. SR 31

Speed: 30 ft., fly 200 ft. (poor); Fly +16

CE Huge Outsider (augmented animal, chaotic, extraplanar, evil); moderate aura of chaos and evil

Init +1; Senses: darkvision 60 ft. low-light vision, scent; Perception +26 = +28 (20 ranks +3 trained +3 Wis)

Defense delay poison; DR 10/adamantine (150:__________________________)
Hit Points: 210 = 250 (90 [20d8] +120 Con = 210); DR 10/good
Fort +20 = +30 (base 12 +6 Con +2 great fortitude)
AC: 30, ff 29 (touch +16 natural = ff 24, AC 25) Reflex +7 = +15 (base 6 +1 Dex)
Touch AC: 9, ff 8 (10 -2 size +1 Dex) Will +9 = +19 (base 6 +3 Wis)
• Protection 120 each acid [_____], cold [____], electricity [____], fire [____]
• +34 Ride check 2/round opposed to total attack roll to negate a hit upon his “buddy”
Offense
• Gore +24 = +26 (2d10+16 = 2d10+19) base attack +15 -2 huge +11 STR
o Power Attack [-4 attack = +8 damage] gore +20 = +22 (2d10+24 = 2d10+27)
o Powerful Charge = gore +26 = +28 (4d10+22 = 4d10+26 | critical = 8d10+44 = 8d10+52 w/ spells)
 Power Attack Powerful Charge = gore +22 = +24 (4d10+30 = 4d10+34)
o Improved Bull Rush CMB +40 = +42
o Trample (FRA / Large or smaller creatures = 1d8+16 = 1d8+19; DC 31 = DC 33 Reflex half OR AoO @ -4 attack penalty)  done as part of a charge, trampling everyone in the way to the squishy in the back :D

Abilities: 32 Str (+11), 13 Dex (+1), 23 Con (+6), 6 Int (-2), 16 Wis (+3), 11 Cha; Base Attack +15;
• Fiendish = chaotic, extraplanar & evil subtypes; gains darkvision 60 ft.; SR 31; smite good 1/day [_] (+0 Cha attack, +20 damage against declared foe until that foe is slain); resist cold 15, resist fire 15; DR 10/good; enjoys the Misbegotten Troll’s unholy grace bonus on all saving throws; Language: Abyssal
• Gear: Huge +1 mithral chain shirt barding (+5 armor; +6 max Dex; 0 check penalty; 62 ½ lbs | hardness 17, 50 hp)

TACTICS: The Misbegotten Troll astride his Fiendish Winged Triceratops spies upon Our Heroes from afar, designating the targets by way of the good old fashioned spyglass. Once he’s picked his targets, he wings his way closer and the fight is on. He sets up shop in Hargulka’s old lair, waiting for the inevitable arrival of Big Damned Heroes to poke around his new bachelor pad.

Initially his tactic is simple: trampling charges through the massed ranks of his foes, skewering via Spirited Charge and unholy lances all those he’s picked as worth smiting mightily. He is a perv, but he’s a smart perv – he goes for the men and dolls first, although admittedly Ian’s monk and Julie’s EK are arguably not to his tastes. He simply trample-charges everyone he can. As soon as foes are taking to the air, he eliminates them first, starting with the fastest.

He relies heavily on his considerable defenses and regeneration, quickly noting whom his unholy weapons “flare” against and whom they do not. His necklace of lovelies, armor of luck and all-around excellent saving throws should make him really tough to eliminate unless the players are willing to eliminate the pixies in their cages. [Touch AC to hit them is 9 harder than his own touch AC.]

Shadow Lodge

Fiendish.
Winged.
Triceratops.

Ever have one of those moments where you never knew something existed but now you do and wonder how in heck you ever lived without it? Yeah I'm having one of those.


Orthos wrote:

Fiendish.

Winged.
Triceratops.

Ever have one of those moments where you never knew something existed but now you do and wonder how in heck you ever lived without it? Yeah I'm having one of those.

I live to inspire such moments. \o/


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Excepting the epilogue in two weeks, today's events abruptly wrought the conclusion of Kingmaker Chapter 6 "Sound of a Thousand Screams".

Nyrissa sent the 'lesser' Jabberwock after the annoying heroes interfering with her plans to construct the most awesome snowglobe ever made. Mulder's fiery demise was confirmed, our heores fled through the gate they burned from a scroll in burbling confusion, avoiding any more fiery deaths via laser.

Raiding their arsenals of high-end scrolls, rezz'ing Zin Serina, true reincarnating Mulder - now a gnome with shockingly bright pink hair - and waiting 9 hours to permit the wizards to rest and replenish spells they planned mightily to layeth the smack down upon the Jabberwock. This included Lord Starmight fabricating several dozen mini-barrels worth of alchemical ice.

At 7 p.m. they fired up another gate into Thousandbreaths, teleported to a point a half-mile along the causeway leading up to the House at the Edge of Time's gatehouse some 100' above the bridge and started buffing to a fare thee well. They spent another few minutes closing to within perhaps 100 - 150 paces of the gatehouse and finished the rst of their buffs - including : Torsin and Mulder assuming the forms of Huge Gold Dragons form of the dragon III, Armag-Varn, Eirwen Kirsi and Zin Serina assuming the forms of Huge fire giants via giant form II and slathering on reists, protections, and immunities to fear.

All told the buffs combined with a deeper darnkess upon one of Armag-Varn's ioun torches provided a massive bubble of total concealment.

The Jabberwock waited for a couple rounds to see if the blob was going to get closer. When it did, it took wing from the top of the gatehouse, closed to within blindsight range - noting two dragons - and took a nat-19 Greater Vital Strike potshot at the fire giant that turned out to be Zin Serina. Critical hit or not, immunity to fire is pretty sweet. As is immunity to fear.

The resist cold that Nyrissa had cast upon the Jabberwock had long since worn off during the 9 hours after the PCs had departed. Sadly, the trio of fire giant PCs took advantage of Starmight's quartet of carts worth of alchemical ice and hucked three mini-barrels of icy death at the Jabberwock. The rude surprise came from Torsin's volley of 18 telekinetically flung barrels of the stuff, followed by Starmight's volley of 17 MORE telekinetically-flung volleys of alchemical icy horror. 1,944 points of nonethal damage later found the Jabberwock slammed into the sturdy causeway. Dispatching the Jabberwock - despite its 35 regeneration - was a matter of another two rounds, the first of which was mostly spent by the group moving into coup de gras position.

Two rounds after the Jabberwock was crushed Nyrissa herself emerged from the roof of the gatehouse and gave her monologue. this will accompany her stat block later.

Nyrissa's awesome AC and save bonuses thwarted all the initial attempts to grease her, although her blinding beauty didn't take out anyone's vision. Armag-Varn was delayed a bit via euphoric tranquility while Starmight ate a clashing rocks the round beofre. Mulder *barely* avoided a horrid fate by way of a quickened feast of ashes.

As is their want my normally trusty Cthulhu dice chose this moment to betray the BBEG of Kingmaker, resulting in death by massive damage after blowing the Fort save against Eirwen Kirsi's horrid wilting. The only damage she took shrivelled her in much the same manner as Angmar the Lich-king (or whatever his name is) from Return of the King. Thousandbreaths merged rather violently into Thousand Voices, bad guys scattered to the winds (those that the merging didn't snuff) and the River Kingdoms were spared from becoming a First World snow globe. Our Monarchal Miscreants leveled to 20th and rejoiced mightily. We'll hash out the epilogue in a couple-three weeks or so.

Numerous stat-blocks will be posted during the interim.

Sczarni

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Roleplaying Game Subscriber

Sounds like the ending to my Savage Tide game...death by Nat-1 on the massive damage save.

Good cheer, Monarchists!

What's on the horizon, Sir Turin? More KM?, or straight to lowby-heaven lelev one Carrion Crown?

CoC is happening on off-weeks, yes?


psionichamster wrote:

Sounds like the ending to my Savage Tide game...death by Nat-1 on the massive damage save.

Good cheer, Monarchists!

What's on the horizon, Sir Turin? More KM?, or straight to lowby-heaven lelev one Carrion Crown?

CoC is happening on off-weeks, yes?

Grumpy GM commentary:
To be brutally honest, the BWMC-fest that this session became conveniently resulted in the 1-in-100 or so double-nat-1.

In the near-term Armag-Varn's player will start up a Chaos Earth campaign in July, presumably to be followed by one or more of the rest of the group taking turns as the screen monkey. It's time to take a breather from GM'ing Pathfinder for a spell.

Call of Cthulhu starts this coming Saturday the 16th. ^__^ EDIT: sadly, this will only be played once a month.

I'm tentatively planning Carrion Crown for a 60-point-buy group when the request comes to be the screen monkey again. When that will be presently remains unknown. S&S seems likely to be the following campaign afterwards, depending upon what grabs my players' interests at that time.


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The Queen of Forgotten Time ...

Nyrissa – CR 26

Exemplar Nymph gestalt nymph druid (storm druid) 14th/ monk (martial artist) 21st

NE Medium Fey

Initiative +15 = +18 w/ gear; # of AoO: 19

Senses: low-light vision (x3), eyes of the storm 30 ft. {ignores/sees through up to 30 feet of magical fog, gas, mist, rain, wind or similar inclement weather conditions}; Greater Blind-Fight (her melee attacks ignore less than total concealment; treats those with total concealment as if they have normal concealment – rolling twice when doing so, taking the higher die roll; if she successfully pinpoints hidden or invisible foes they gain NO advantages related to hitting her with attacks); Perception/Sense Motive +41; foresight = never surprised nor flat-footed; scent – aspect of the wolf; Feint DC 51

Aura: blinding beauty (45 ft., DC 41 Fort for all humanoids to negate permanent blindness [10 +10 +19 Cha +2 ability focus]); antilife shell (10 ft – only constructs, elementals, outsiders & undead may pass); winds of vengeance = immune to gases, wind effects, ranged weapons (including massive ones) – creatures that hit her with a melee attack allows immediate action against the attacker = DC 36 Fort to halve 5d8 bludgeoning & knocked prone/ Huge flying = checked/ Large or smaller flying = blown away [CRB page 439]

Speed: 100 ft., swim 30 ft.; Acrobatics/Escape Artist/Fly +42 (+90 jumps), Climb/ Swim +34, Ride +23; winds of vengeance = Fly 60 ft. (perfect) = Fly +50

DEFENSE:

• AC: 74 = 85 w/ gear, 64 flat-footed (incorporeal touch +5 natural armor – barkskin)

• Incorporeal Touch AC: 69 = 80 w/ gear (78 w/o foresight), 59 flat-footed (touch +8 bracers of armor)

• Touch AC: 61 = 72 w/ gear (70 w/o foresight), 51 flat-footed (10 +16/+19 Cha deflection bonus +15/+18 Dex +14/+17 Wis +1 dodge +5 monk +2 insight) <10 +15 Dex +14 Wis +1 dodge +5 monk +16 deflection = 61 touch, 44 ff touch w/o gear>

• CMD: 87 = 103 w/ gear (10 +19 base attack +7/10 Str +15/+18 Dex +5 monk +1 dodge +14/+17 Wis +16/+19 deflection from Cha +2 insight +2 competence) <10 +19 +7 +15 +5 +1 +14 +16 = 87> <+3 Str +3 Dex +3 Wis +3 Cha = +12 w/ gear!>

• Fort +40 = +49 w/ gear (base 12 +12/+15 Con +16/+19 Cha racial +5 resistance +1 luck)
o +2 bonus = +42 = +49 vs. sonic

• Reflex +43 = +54 w/ gear, improved evasion (base 12 +15/+18 Dex +16/+19 Cha racial +5 resistance +2 insight +1 luck)
o +2 bonus = +45 = +56 vs. sonic, improved evasion
o 3/day greater defensive roll [3:___] (DC = damage dealt by an attack that would reduce her to 0 or fewer hit points – success negates the blow; failure halves the damage)

• Will +42 = +51 w/ gear (base 12 +14/+17 Wis +16/+19 Cha racial +5 resistance +1 luck)
o Will +44 = +53 w/ gear vs. charms and compulsions
o +2 bonus = +44 = +53 w/ gear vs. sonic (+46 = +55 vs. sonic charms and compulsions)

• Hit Points: 425 @ no gear = 486 w/ gear, DR 15/cold iron (48 [8d6 racial HD] +104 [13d8 class HD] +252 | +315 Con <+63 hp from increased CON> +21 favored class) {21 total hit dice} __________________________________________; fast healing 5 – blessing of the salamander; KO @ -25 hp, slain @ -82 hp

• Immune: fatigue/exhaustion, stunning, energy drain, death effects, deafness/deafening, wind effects – natural and magical (ex); freedom of movement, negative energy – death ward

• Resist: ability damage/drain/penalty resistance 10 (ex); electricity 25 (ex); acid 30, cold 30, fire 30 & 20, sonic 30; Protection acid 120 [__], cold 120 [__], electricity 120 [__], fire 120 [__]

• Gale Aura (su, std, 14 rounds/day): 30’ aura of winds – creatures cannot take a 5-foot step; enemies treat each square that brings them closer to her as difficult terrain but otherwise moving normally)

OFFENSE:
• Base Attack: +20/+15/+10/+5 (4 racial +16 class); Flurry BAB +23/+23/+18/+18/+13/+13/+8
o Finesse Unarmed Strike (2d10+15) +43/+38/+33/+28 = +45/+40/+35/+30, ignores DR and hardness of 1 foe
o Finesse Unarmed Strike Flurry of Blows (2d10+15) +46/+46/+41/+41/+36/+36/+31 = +48/+48/+43/+43/+38/+38/+33, ignores DR & hardness of 1 foe
o Finesse Briar(1d8+15, 17-20 = 2d8+30) +43/+38/+33/+28 = +45/+40/+35/+30, ignores DR & hardness of 1 foe
 Flurry +46/+46/+41/+41/+36/+36/+31 = +48/+48/+43/+43/+38/+38/+33, ignores DR & hardness of 1 foe; trip CMB +52/+52/+47/+47/+42/+42/+37 = +54/+54/+49/+49/+44/+44/+39
o 5 +5 shuriken (from her robe of stars) (1d2+15) via flurry +46 x2/ +41 x2/ +36 = +48 x2/ +43 x2/ +38
o CMB +43 <+40 w/o gear> (base 25 +15/+18 Dex +x)
 Trip +47 (+2 improved trip +2 enhancement – aspect of the wolf); can make a trip attempt as a swift action that does not provoke AoO

• Special Attacks: +1 bonus on critical hit confirmation rolls
o Stunning Glance – at will (su, std, 45 ft., DC 39 Fort negates stunned for 3d4 rounds <DC 36 w/o gear> )
o Stunning Fist 1/round, 26/day [______] – Fort DC 41 <38 w/o gear> (10 +13 +14/+17 Wis +1 pain points)
o Quivering Palm 12/day [______] – Fort DC 41 <38 w/o gear> (10 +13 +14/+17 Wis +1 pain points)
o Exploit Weakness – at will (ex, free action @ 21st monk)
 (a) to gain +2 bonus on attack rolls until the end of her turn AND ignores a targeted creature’s DR / object’s hardness until the end of her turn; *or*
 (b) +10 dodge bonus to AC & +10 bonus on Reflex saves & Sense Motive checks of one creature within 30 feet at the time she takes the swift action until the start of her next turn.

• Spell-like Abilities:
o 1/day – dimension door (CL 26th, concentration +49 = +53 defensive <+46 = +49> [26th +16/+19 Cha +4 dimensional agility])
o 20/day each – lightning arc (std, 30’ ranged touch, 1d6+7 electricity), storm burst (std, 30’ ranged touch attack – 1d6+7 nonlethal & takes -2 penalty on attack rolls for 1 round)

• Prepared Druid Spells (CL 26th, DC 27+SL <24+SL>, concentration +43 = +47 defensive <+40> [26th CL +14/+17 Wis]) +5 1st, +4 2nd – 5th, +3 6th – 9th
o 9th Level (DC 36): foresight {ssr}, clashing rocks (APG) x4 [_] [_] [_] [_], winds of vengeance (APG) x2 – 1 is {ssr} [_]
o 8th Level (DC 35): finger of death [_], repel metal or stone [_], sunburst [_], euphoric tranquility (APG - touch) [_], stormbolts (APG) [_], blood mist (UM) x2 [_] [_]
o 7th Level (DC 34): fire storm x4 [_] [_] [_] [_], heal [_], quickened spit venom x2 [_] [_]
o 6th Level (DC 33): antilife shell {ssr}, greater dispel magic x2 [_] [_], quickened feast of ashes x2 (DC 29) [_] [_], quickened frigid touch (UM – DC 29 if applicable) x2 [_] [_]
o 5th Level (DC 32): baleful polymorph x2 [_] [_], death ward {ssr}, aspect of the wolf (APG) {ssr}, blessing of the salamander (APG) {ssr}, fire snake (APG) x3 [_] [_] [_]
o 4th Level (DC 31): flame strike x6 [_] [_] [_] [_] [_] [_], freedom of movement {ssr}, ice storm [_]
o 3rd Level (DC 30): protection from energy x4 {ssr}, cup of dust (APG) x2 [_] [_], spit venom (UM) x2 [_] [_]
o 2nd Level (DC 29): gust of wind x4 [_] [_] [_] [_], resist energy x4 {ssr}
o 1st Level (DC 28): entangle [_], faerie fire x2 [_] [_], hydraulic push (APG) x6 [_] [_] [_] [_] [_] [_]
o Cantrips (4): detect magic, guidance, read magic, spark

• Domains – Air, Weather (storms subdomain) – spontaneous conversion into domain spells
o 9th Level (DC 36): elemental swarm (air only), storm of vengeance
o 8th Level (DC 35): whirlwind
o 7th Level (DC 34): elemental body IV (air only), control weather
o 6th Level (DC 33): chain lightning, sirocco (APG)
o 5th Level (DC 32): call lightning storm, control winds
o 4th Level (DC 31): air walk, sleet storm
o 3rd Level (DC 30): call lightning, gaseous form
o 2nd Level (DC 29): fog cloud, wind wall
o 1st Level (DC 28): obscuring mist

STATISTICS:
• Ability Scores – no gear: 25 Str (+7), 40 Dex (+15), 35 Con (+12), 29 Int (+9), 39 Wis (+14), 42 Cha (+16)
o Ability Scores w/ gear: 31 Str (+10), 46 Dex (+18), 41 Con (+15), 45 Wis (+17), 48 Cha (+19)
o Monk class abilities function as if a 26th level monk (exemplar bonus)

• Feats: Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse (racial); Defensive Combat Training (9th), Dimensional Agility (11th), Dimensional Assault (13th), Dimensional Dervish (15th), Ability Focus (blinding beauty) (17th), Quicken Spell (19th), Suspend Spell Rituals (21st); Combat Reflexes (monk 1st), Quick Draw (monk 2nd), Improved Trip (monk 6th), Improved Critical (temple sword) (monk 10th), Spring Attack (monk 14th), Greater Blind-Fight (monk 18th)

• TRAITS: birthmark (free divine focus; +2 trait vs. charms & compulsions); dangerously curious

• SKILLS (13):
o Acrobatics +42 (21 ranks +3 trained +15/+18 Dex)
o Climb +34 (21 ranks +3 trained +7/+10 Str)
o Escape Artist +42 (21 ranks +3 trained +15/+18 Dex)
o Fly +42 (21 ranks +3 trained +15/+18 Dex)
o Heal +41 (21 ranks +3 trained +14/+17 Wis)
o Knowledge +20 (8 ranks each: dungeoneering, local, nature, planes, religion) +3 trained +9 Int
o Knowledge +33 (21 bonus ranks each: arcana, engineering) +3 trained +9 Int
o Perception +41 (21 ranks +3 trained +14/+17 Wis)
o Ride +23 (2 ranks +3 trained +15/+18 Dex)
o Sense Motive +41 (21 ranks +3 trained +14/+17 Wis)
o Spellcraft +33 (21 ranks +3 trained +9 Int)
o Swim +34 (21 ranks +3 trained +7/10 Str)
o Use Magic Device +44 (21 ranks +3 trained +1 trait +16/+19 Cha)

• LANGUAGES: Common, Druidic, Sylvan (native); Abyssal, Aklo, Aquan, Auran, Draconic, Elven, Ignan, Infernal, Terran (9 bonus from INT)

+6 belt of physical perfection; +6 headband of mental prowess (Wis, Cha); +8 bracers of armor; +5 amulet of mighty fists
1 robe of stars – scandalously cut
• +1 luck bonus on all saving throws
• 5x +5 shuriken
• At Will – physically travel to and from the Astral Plane
• +5 resistance bonus on all saving throws
1 ring of quickened telekinesis (CL 20th)
1 ring of two wishes
Briar - +5 cold iron vorpal temple sword
• 3/day casts barkskin on her (+5 enhancement bonus to natural armor) on its own accord
• 3/day @ swift – dimension door (personal)
• 1/month @ standard action – true resurrection upon its wielder

Flavor Text (full-round action monologue):

“You break into my house, steal my property, and murder my servants and my pets. And THAT is what grieves me the most. You killed my Jabberwock. I am almost beside myself with grief. I raised that Jabberwock from the time it was but a tissue sample.”

She sighs.

“I give you two options. The easy option for you is to return to your lands, abdicate your titles and leave the River Kingdoms never to return. The hard option for you is that I destroy you, your families and your friends before seizing your lands. The choice is yours.”


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Some other assorted stat blocks for everyone's enjoyment:

Hour 1 – The Whirling Lake – 8 Mighty Elder Water Elementals (encounter CR 21)

Neutral Huge Outsider (elemental, extraplanar, water) Space/Reach: 15 ft

Initiative +11; Senses: darkvision 60 ft, Perception +24, Knowledge (planes) +24

Defense
AC: 29, 17 ff (touch +9 natural) – cleave or great cleave = AC 27
Touch AC: 20, 8 ff (10 -2 size +6 dodge +6 Dex) – cleave or great cleave = Touch AC 18
CMD 60 – cleave or great cleave = 58
Fort +22, Reflex +26, Will +13
Hit Points: 312 each, DR 15/--, not subject to critical hits, flanking & precision damage/sneak attacks (16d10 +64 Con +160 mighty)
Immune: elemental traits [paralysis, poison, sleep, stunning], mind-affecting, paralysis, sleep; does not breath, drink/eat or sleep
Speed: 40 ft, swim 120 ft; Acrobatics/Escape Artist +30, Stealth +22, Swim +42

Offense
Base Attack +16
• Melee: 2 slams +34 (2d10+15, 19-20)
o Power Attack Melee (-5/+10): 2 slams +29 (2d10+25, 19-20)
o Cleave (standard action)
o Great Cleave (x action)
• CMB +38
o Improved Bull Rush +40

Special Attacks
• Drench: extinguishes non-magical fires up to Large size & +23 dispel check against magical fire
• Vortex – DC 35, vortex height 10 ft – 60 ft
• Water Mastery
o +1 attack, CMB, CMD and damage against foes touching water
o -4 attack, CMB, CMD and damage if it or its foe are touching the ground
• Ability Checks: +15 Str (+19 to break/burst), +11 Dex, +9 Con, +5 on all mental (Int/Wis/Cha)

Hour 8 – The Shrieking Bloom – 16 mandragora swarms = encounter CR 21 = 8 p.m.

Day Hour 9 – The Horned Hunters – encounter CR 23 = 9 p.m.

12 CR 15 ‘hounds’ = CR 22 [dawgs with horns?]

“The Horned Hunter” is an exemplar old satyr Zen Archer ex-Monk 20th [base CR 7 creature, Bestiary p 241] = CR 20 ‘boss critter’

Ability Score Array = 26 Str (+8), 29 Dex (+9), 27 Con (+8), 24 Int (+7), 35 Wis (+12), 29 Cha (+9)

CN Medium outsider (augmented fey, native)

DR 15/chaotic and cold iron [+5 permanently enchanted weapon also bypasses]

Hit Points: 480, KO threshold @ - 22 hp (14+8 Con bonus), slain @ -55 hp (27 Con +28 hit dice); 28 total hit dice (48 [8d6] +160 [20d8] +224 CON [8x28] +20 favored class +28 toughness)

Speed: 110 ft (40 +10 exemplar +60 monk) [+40 bonus on Acrobatics checks made when jumping]; slow fall (any distance)

Senses: low-light vision (x3); Perception +47 = +77, Sense Motive +43 = Feint DC 53 | true seeing 120 ft

AC: 43, 34 ff (touch +5 natural) <40, 31 ff w/o gear>
Touch AC: 38, 29 ff (10 +9 Dex +12 Wis +5 monk +2 deflection) <36, 27 ff w/o gear>
CMD: 65 (10 +19 base attack +8 Str +9 Dex +12 Wis +5 monk +2 deflection) <63 w/o gear>

Fort +22 (14 base [2 +12 monk] +8 Con +x) <+22 w/o gear>
Reflex +27 (18 base [6 +12 monk] +9 Dex +x) <+27 w/o gear>
Will +30 (18 base [6 +12 monk] +12 Wis +x) <+30 w/o gear>

BAB +19/+14/+9/+4; flurry w/ bows = +22/+22/+17/+17/+12/+12/+7 [roll 3d20 for each shot’s attack roll – keep best for attack & second best for confirmation] (4 racial +15 monk)  uses Wis instead of Dex for bow attacks
• Finesse Melee +28/+23/+18/+13
o Horns +29/+24/+19/+14 (2d10+8)  count as adamantine, lawful and magical weapons
o Stunning Horn DC 32 vs. choice of stunned, staggered, sickened or fatigued
o Quivering Horn (1/day) DC 32
• Bow Ranged +32/+27/+22/+17 best of 3d20 to attack, 2nd best to confirm; does not provoke AoO; can make AoO with bow (10/rd); confirmed critical uses confirmation roll vs. CMD w/ success allowing either bull rush or trip to knock prone
o Bow Flurry +35/+35/+30/+30/+25/+25/+20; firing multiple shots against the same foe = damage from all hits are totaled before applying DR
 Point-Blank range +36/+36/+31/+31/+26/+26/+21 (1d8+10, 19-20/x3 = 3d8+27)  adm.
 +5 atk/+13 dmg seeking arrows & +2 atk/+1 dmg bracers – ignores concealment so long as he is able to pinpoint the target’s location
 = +43/+43/+38/+38/+33/+33/+28 (1d8+15 piercing, 19-20/x3 = 3d8+45 plus bull rush or trip CMB derived from confirmation roll) 1d8+14 outside of point-blank range
o Stunning Bow Shot DC 32 Fort vs. choice of stunned, staggered, sickened or fatigued
o Quivering Arrow (1/day – either by arrow or by horn) DC 32 vs. death/destruction – free action to “activate” the effect – this ability is not noted as being a death effect! ^_^
Stunning Fist/horn/bow shot (ex, 20/day __): 1/rd declared prior to the attack roll – if the hit deals damage, the target must succeed on a DC 32 Fortitude saving throw to negate his choice from among the following:
• Stunned for 1 round – additional hits extend the duration
• Fatigued
• Sickened for 1 minute – additional hits increase the duration
• Staggered for (1d6+1) rounds – additional hits increase the duration

Tactics: The Horned Hunter’s tactics are pretty straightforward – sicc the ‘hounds’ upon the PCs, then spend 2 ki per round for Dimensional Dervish + full-round longbow attacks made just inside of point-blank range with the second shot on each round made as a stunning shot (stunned for most, staggered for the constructs). The second arrow he shoots in the day is a Quivering Arrow, with the intent to slay the target on the spot. He targets Thomas’ constructed man if he is still in play at the time of this encounter – otherwise, he quivering-staggers the monk with his second shot (letting his first arrow be harmlessly deflected) before focusing his fire further, if necessary. If he is down to his last few hit points (within ‘range’ of his KO threshold), he voluntarily fails his saving throw using the immediate action to activate the ring of retribution in a final attempt to destroy his foes.

Ki Pool (su): 21 points (10 +12 Wis -1 “permanent reserve” – arrows are treated as if unarmed strikes – enjoys the same ability to bypass DR & deliver Stunning & Quivering shots)
• -1 point & swift action = any one of the following:
o Make 1 additional attack during a flurry of shots
o +20 ft increase in speed for 1 round
o +4 dodge bonus to armor class for 1 round
o +50 ft increase of the range increment of his bow for 1 round
o Change the damage dice of his arrows from 1d8 to 2d10 until the start of his next turn
o +20 bonus on Acrobatics checks made when jumping
o Ignore concealment for 1 round
 -2 pts to ignore total concealment or cover for 1 round
 -3 pts to ignore total cover so long as there is some kind of opening for 1 round
• -2 points & either move action or swift action as part of Dimensional Dervish = Abundant Step (dimension door up to 1,200 ft in distance / up to 260 ft in total distance as part of Dimensional Dervish)
• -2 points & standard action to heal himself of 20 hp
• -3 points & move action to become ethereal for 1 minute

Pipes (su, uses masterwork pan pipes): 60 ft radius – mind-affecting sonic effect (also charm or fear as appropriate) – choice of charm person, fear, sleep or suggestion – all of these effects have a saving throw DC of 29

Spell-like Abilities (Sp, CL 28th, concentration +37)
• At Will – charm person (DC 20), dancing lights, ghost sound (DC 19), sleep (DC 20), suggestion (DC 22)
• 1/day – fear (DC 23), summon nature’s ally III

SKILLS (17x8 + 15x20 = 136 +300): 28 ranks in each skill unless otherwise marked
• Acrobatics +40 (+80 jumps – always considered to have a running start) (28rk+3t+9Dex), Bluff +40 (28rk+3t+9Cha), Climb +39 (28rk+3t+8Str), Diplomacy +40 (28rk+3t+9Cha), Intimidate +40 (28rk+3t+9Cha), Knowledge (geography, local) +18 (8rk+3t+7Int), Knowledge (nature) +38 (28rk+3t+7Int), Perception +47 (28rk+3t+4r+12Wis), Perform (wind instruments) +44 (28rk+3t+4r+9Cha), Sense Motive +43 (28rk+3t+12Wis), Stealth +44 (28rk+3t+4r+9Dex), Survival +43 (28rk+3t+12Wis), Swim +39 (28rk+3t+8Str), Use Magic Device +40 (28rk+3t+9Cha)

• Languages: Common, Sylvan (native); Aklo, Aquan, Auran, Draconic, Elven, Ignan, Terran (7 bonus languages from Intelligence)

FEATS: Dodge, Mobility, Improved Unarmed Strike, Skill Focus (Perception), Weapon Finesse, proficient with all bows, monk weapons and simple weapons (racial); Combat Reflexes  can make AoO w/ arrows from his bow; 10 AoO/rd (monk 1st), Weapon Focus – horns (9th/monk 1st), Precise Shot (monk 2nd), Weapon Focus – longbow (B monk 2nd), Feral Combat Training – horns  can use feats that have IUS as a prerequisite as well as effects that augment an unarmed strike with his horns (11th/3rd), Point Blank Master – longbow [bow does not provoke AoO when firing while threatened] (B monk 3rd), Toughness (13th/5th), Improved Precise Shot [ignores less than total concealment & less than total cover] (monk 6th), Weapon Specialization – longbow (B monk 6th), Point-Blank Shot (15th/7th), Impact Critical Shot [whenever he confirms a critical hit with his bow – in addition to the normal effects – if his confirmation roll exceeds the target’s CMD he can push that foe back as if by bull rush or knock the target prone as if by trip – this does not provoke AoO & he cannot move to follow that target as part of the bull rush] (17th/9th), Improved Critical - longbow (monk 10th), Cluster Shots [when he makes a full-round attack against the same opponent, he totals the damage from all hits before applying damage reduction – massive trauma is not applied unless the damage dealt equals or exceeds half of that foe’s full normal hp] (19th/11th), Dimensional Agility [after using abundant step he can take any actions he still has remaining on his turn; +4 bonus on concentration checks when using teleportation effects] (21st/13th), Pinpoint Targeting [x] (monk 14th), Dimensional Assault (23rd/15th), Dimensional Dervish [he can take a full-attack action while simultaneously activating abundant step as a swift action – he can teleport up to twice his speed, dividing this into increments before his first attack, between each attack and after his last attack – he must teleport at least 5 feet each time he teleports – he can use ki from his pool to increase his speed before determining the total speed for this teleportation] (25th/17th), Snatch Arrows [x] (monk 18th), Stunning Fist (27th/19th)

GEAR (CR 20 heroic NPC = 159,000 total gp value – 55k bow, 40k prot, 64k other):

1 dose ointment of true seeing, CL 20th [dispel DC 31, duration: 20 minutes]

1 dose ointment of mind blank, CL 20th [dispel DC 31, duration: 24 hours]

1 elixir of acute senses, CL 20th (+30 enhancement bonus on Perception checks for 20 minutes)

1pair of greater bracers of archery [25,000 gp, 1 lb, +2 competence attack, +1 competence damage w/ bow]

1 ring of retribution [15,000 gp – detonates in a 30 ft radius burst dealing 10d6 fire damage, DC 14 Reflex half, as an immediate action – if he is slain by the detonation, his gear is also destroyed excepting this ring]

1 ring of spell storing [50,000 gp +1,000 gp for the spell caster’s services; holds extended spell immunity] [spell immunity, CL 20th, duration: 400 minutes, vs. 5 spells: bestow curse, enervation, fireball, ray of enfeeblement and resilient sphere]

+1 huntsman’s mighty +8 composite longbow [9,200 gp – hardness 9, 25 hp – +1 enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day; +1d6 bonus damage dealt to creatures he has tracked in the past day] w/ 35 +5 seeking longbow arrows [50,435 gp = 1,441 gp/shot = 10,087 gp per flurry of shots w/ 7 arrows] & 15 whetstone-sharpened adamantine arrows

+2 ring of protection
1 set of masterwork pan pipes
1 whetstone


12 CR 15 ‘hounds’
Advanced Crag Linnorms (individual CR 15, encounter CR 22 = encounter CR 23 with The Horned Hunter)
38 Str (+14), 22 Dex (+6), 29 Con (+9), 5 Int, 22 Wis (+6), 29 Cha (+9)

CE Gargantuan Dragons
Initiative +10 Speed 40 ft, fly 100 ft (average), swim 60 ft; freedom of movement (ex)
Senses: darkvision 120 ft, low-light vision, scent, true seeing (ex); Perception +24

AC: 33, 27 ff (touch +21 natural)
Touch AC: 12, 6 ff (10 -4 size +6 Dex)
CMD 49, cannot be grappled or tripped (10 +15 base attack +14 Str +6 Dex +4 size)
Fort +18, Reflex +17, Will +15; freedom of movement (ex)

Hit Points: 232 each, regeneration 10/cold iron, DR 15/cold iron (15 racial hit dice)

Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep; SR 25

BAB +15
• Melee bite +25 (2d8+14, 19-20 plus poison), 2 claws +25 (1d8+14), tail +20 (2d6+7 plus grab)
• CMB +33 (+37 grapple w/ tail grab)
o Constrict 2d6+21

Special Attacks:
• Breath Weapon 120 ft line of magma, 15d8 fire, DC 26 Reflex half – Bestiary page 190 for secondary effects (note the DC 26 save instead of the DC 24 save)
• Poison (su): save Fort DC 26; frequency 1/rd for 10 rounds; effect 2d6 fire damage plus 1d4 CON drain; cure 2 consecutive saves  ineffective against the constructed man and the doll cohorts
• Death Curse when a creature slays a crag linnorm, the slayer is affected by a curse, DC 24 Will negates
o Curse of Fire: failed save = gains vulnerability to fire; DC 24 check to remove the curse (note that it is possible for those who kill multiple crag linnorms to ‘contract’ this death curse multiple times – each successive curse has to be individually removed

FEATS: Blind-fight, Power Attack, Cleave, Improved Bull Rush, Combat Reflexes (7 AoO/rd), Improved Initiative, Lightning Reflexes, Improved Critical (bite)

SKILLS: Fly +18, Perception +24, Swim +40; Languages Aklo, Draconic, Sylvan

Hour 12 – Nights of Dread- DC 37 (instead of the scripted DC of 30), takes place at midnight

Hour 16 – The Frozen Bloom – 6 advanced Wendigo w/ fast healing 10 (base) = encounter CR 23 = takes place at 4 a.m.

Advanced Wendigo (minions of Grandfather Death)

CE Large Outsider (cold, native) Space: 10 ft. / Reach: 10 ft.

Initiative: +15 (Dex +11 +4 improved initiative)
Speed: fly 120 ft. (perfect) – Acrobatics +32, Fly +38, Stealth +28
Senses: blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +28, Sense Motive +28; Feint DC 38

Defense:
• AC: 36, ff 25 (touch +16 natural armor = 36 {25 ff})
• Touch AC: 20, ff 9 (10 -1 size +11 Dex = 20 {9 ff})
• CMD: 51 (10 +1 size +11 Str +11 Dex +18 base attack = 51)
• SR: 28
• Fort: +23 (base 11 +12 Con = +23)
• Reflex: +24 (base 11 +11 Dex +2 Lightning Reflexes = +24)
• Will: +12 (base 5 +7 Wis = +12)
• Hit Points: 315 each (99 [18d10 racial HD] +216 Con [12 x18 HD]); DR 15/cold iron (+3) and magic; regeneration 15 (fire); fast healing 10 (monolith); +50% damage from fire
• Immune: cold, fear
• Does not breathe

Ability Scores: 33 Str (+11), 33 Dex (+11), 35 Con (+12), 30 Int (+10), 24 Wis (+7), 28 Cha (+9)

Base Attack: +18 (from racial HD)
• Melee AB: +28 (base 18 -1 size +11 Str); Flyby Attack
o Bite +28 (2d8+11, 19-20 plus 4d6 cold plus grab {+34 grapple}), 2 claws +28 (2d6+11, 19-20 plus 4d6 cold; both claws = rend 1d8+13 plus 4d6 cold plus 1d4 CHA); +32 to confirm critical hits – all confirmed critical hits immediately make the target exhausted [CRB p. 567]
• CMB: +30 (base 18 +1 size +11 Str)

SA:
• Howl (ex, 3/day, std. [mind-affecting, fear]): a forlorn howl that can be heard up to 1 mile away = DC 30 Will save to negate being shaken for 1 hour | those within 120 feet become panicked for (1d4+4) rounds | those within 30 feet cower for (1d4) rounds {Will save DC 30 = 10 +9 from HD +9 from CHA +2 ability focus}
• Dream Haunting (su): those subject to a wendigo’s nightmare SLA are also subject to wendigo psychosis.
• Wendigo Psychosis (su): curse – nightmare & wind walk; save Will DC 28; onset 1 minute; frequency daily; effect 1d4 Wis drain (minimum 1 pt); cure 3 consecutive saves. [Victim’s WIS = 1 as per Bestiary 2 p. 281]
• Wind Walk – if a wendigo pins a grappled foe, it can attempt to wind walk with the pinned foe – said foe can resist this with a successful Will save – failure = wendigo hurtles into the sky with its victim; recurring Will saves are permitted by the victim to turn solid again, falling if the victim cannot fly [B2 p. 281]

Spell-like Abilities: CL 18th, concentration +27 (automatic concentration success w/ wind walk)
• At Will – wind walk (DC 25 plus DC 28 wendigo psychosis)
• 1/day – control weather (as a druid), nightmare (DC 24)

Feats: Ability Focus (howl), Flyby Attack, Improved Initiative, Lightning Reflexes, Multiattack, Persuasive (+4 Diplomacy & Intimidate), Critical Focus/Tiring Critical/Exhausting Critical

Skills (16): Acrobatics +32, Bluff +30, Diplomacy +34, Fly +38, Intimidate +34, Knowledge – arcana, geography, nature, planes, religion +31, Perception +28, Sense Motive +28, Spellcraft +31, Stealth +28, Survival +28, Use Magic Device +30

Languages (10): Aklo, Aquan, Auran, Common, Draconic, Druidic, Elf, Giant, Sylvan, Treant; telepathy 1 mile

Hour 17 – The Knurly Briars – Mighty Athachs x4 (individual CR 17, encounter CR 21 for 4 of them), 5 a.m.

CE Huge humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +11

Defense
AC 28, touch 14, flat-footed 22 (+2 armor, +1 Dex, +12 natural, –2 size +5 dodge)
• AC 26, touch AC 12 using Lunge
hp 301 each; DR 4/-- (14d8+98 +140)
Fort +24, Ref +13, Will +15
Immune mind-affecting effects, paralysis, sleep
Resist cold 10

Offense
Speed 80 ft.
Melee sickle +29/+24 (2d6+16 = 4d6+16 Vital Strike), claw +27 (1d10+10), bite +27 (2d6+10 plus poison)
• Melee Power Attack +26/+21 (2d6+22 = 4d6+22 Vital Strike), claw +24 (1d10+16), bite +24 (2d6+16 plus poison)
Space 15 ft.; Reach 15 ft. (20 ft. using Lunge)
Special Attack third claw (swift) +27 (1d10+10) = +24 (1d10+16) using Power Attack

Tactics
During Combat The athachs prefer to move about as they fight, using Lunge to reach foes that they can’t reach and attacking with Vital Strike sickle blows and their third claws even if they move. For the first round in melee with a particular foe they use Power Attack – if this seems to miss more than it hits, they stop using Power Attack against that foe.
Morale The athachs fight to the death.

Statistics
Str 32, Dex 13, Con 25, Int 7, Wis 12, Cha 6 = ability checks +16 Str, +6 Dex, +12 Con, +3 Int, +6 Wis, +3 Cha
Base Atk +10; CMB +33; CMD 49
Feats Cleave, Improved Iron Will, Iron Will, Lunge, Multiattack, Power Attack, Vital Strike

Skills Climb +21, Fly +5, Perception +16, Stealth +5

Languages Giant

Other Gear leather armor (Huge non-humanoid creature) & a sized-Huge sickle.

Special Abilities
Poison (Ex) Bite—injury; save Fort DC 31; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
Third Claw (Ex) An athach’s third claw attacks with a mind of its own—the athach can attack with its third claw as a swift action if it wishes. 

Hour 22 “Rise of the Mire Worms” – 3 advanced mighty purple worms (CR 18, 3 = encounter CR 21) = 9 a.m.

N Gargantuan magical beast
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +23

Defense
AC 31, touch 9 (4 ff), flat-footed 26 (–2 Dex, +22 natural, –4 size +5 dodge)
hp 360 each; DR 5/-- (16d10+112 +160)
Immune mind-affecting, paralysis, sleep
Fort +25, Ref +15, Will +12

Offense
Speed 40 ft., burrow 40 ft., swim 20 ft. (+25)
Melee bite +35 (4d8+17/19–20 plus grab), sting +35 (2d8+17 plus poison) | +39 to confirm threatened critical hits
• Power Attack Melee bite +30 (4d8+27, 19-20 = 8d8+54 plus grab), sting +30 (2d8+27 plus poison) @ +34 to confirm threatened critical hits = staggered (Fort DC 26: success = staggered 1 round; failed = 1d4+1 rounds)
Space 20 ft.; Reach 15 ft.
Special Attacks swallow whole (4d8+25 bludgeoning damage, AC 26, 30 hp)

Statistics
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 = +17 Str checks, +3 Dex checks, +0 Int chcks, +4 Wis & Cha checks
Base Atk +16; CMB +42 (+46 grapple w/ grab); CMD 55 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical,
Weapon Focus (bite, sting)
Skills Perception +23, Swim +25

Special Abilities
Poison (Ex) Sting—injury; save Fort DC 32; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.


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And of course the 'lesser' Jabberwock I used that my players' characters stomped a mudhole into most thoroughly today.

Hour 28 “Beware the Jabberwock” – Exemplar Mythic Jabberwock (CR 27) = 3 p.m. following day

CE Colossal Dragon (air, fire)

Initiative +18

Senses: blind sight 180 ft., dark vision 180 ft., low-light vision (x3), scent (+50%), true seeing (180 ft); Perception +77 [w/ +30 from acute sight spell (Nyrissa, permanent) = overwhelming aura of divination]

Aura frightful presence 180 ft., Will DC 40 partial cowering for 5d6 rds | frightened w/ success [10 +13 +17 Cha]

Defense Feint DC 52

• AC 51, 37 flat-footed (touch +35 natural = 51, flat-footed 37)

• Touch AC 16, 2 flat-footed (10 -8 size +14 Dex = 16, flat-footed touch 2)
• CMD 89 (10 +8 size +31 STR +14 DEX +26 base attack = 89)

• Hit Points 1,560, KO @ -37 hp, slain @ -85 hp (312 [26d12 dragon hit dice] +1,248 CON [24 x26 hit dice x2])

o DR 35/vorpal; regeneration 35/vorpal

• Fort +39 (base 15 +24 Con)
• Reflex +29 (base 15 +14 Dex)
• Will +33 (base 15 +18 Wis) = +21 vs. enchantments by fey creatures/ fey bloodlines (see weaknesses)

• Immune dragon traits [paralysis, sleep], fire, all conditions, effects and energy types (save weaknesses)

• Does not breathe, drink or eat; does not need to sleep

• SR 50 {20 +25 CR +5} = none vs. enchantments by fey creatures / fey bloodlines (see weaknesses)

• Planar Acclimation: the Jabberwock never gains the extra planar
subtype

• Weaknesses: fear of vorpal weapons shaken for 2 rounds after it is dealt damage by a vorpal weapon; staggered for 2 rounds after it is threatened by a critical hit from a vorpal weapon; the Jabberwock loses its SR, immunities & takes a -12 penalty on all saving throws against enchantments cast by fey or possessing a fey bloodline – whether by innate ability or spell – including spells and other abilities used to further weaken its saving throws specifically against such effects (such as mind fog, limited wish, wish, etc) when cast by such creatures. Takes full damage from effects that do not permit SR, including alchemical weapons - vulnerable to cold that does not permit SR (+100% damage).

Offense
• Speed 70 ft., fly 130 ft. (poor) – Fly +31; Acrobatics +43, Escape Artist +43; Base Attack +26

• Melee bite +49 (8d8+31, 17-20/x3 = 6d8x4 +93), 2 claws +49 (6d6 +31 plus grab, 19-20 | crit = 6d6x2 +62), tail slap +49 (4d8+46 | crit = 8d8 +92), 2 wings +49 (3d6 +15 | crit = 6d6+30)
o Greater Vital Strike bite +49 (8d8x4 +31, 17-20/x3 = 6d8x8 +93)
o Power Attack Melee bite +42 (8d8+45, 17-20/x3 = 6d8x4 +135), 2 claws +42 (6d6+45 plus grab, 19-20 | crit = 6d6x2 +90), tail slap +42 (4d8+60 | crit = 8d8 +120), 2 wings +42 (3d6+29 | crit = 6d6+58)
o Power Attack Greater Vital Strike bite +42 (8d8x4 +45, 17-20/x3 = 6d8x8 +135)
o CMB +65 (base 26 +8 size +31 STR); Power Attack +58
 Grab CMB +69 (grab +4); Power Attack +62

• Ranged 2 eye rays +32 touch, 120 ft. range increment (6d6x5 fire plus burn, 19-20 | crit = 6d6x10 fire) (base 26 -8 size +14 DEX)
o Greater Vital Strike eye ray +32 touch (6d6x20 plus burn, 19-20 | crit = 6d6x25 plus burn)
o Range Increment breakdown +32 up to 85 ft | +30 @ 90 – 175 ft | +28 @ 180 – 265 ft | +26 @ 270 – 355 ft | +24 @ 360 – 445 ft | +22 @ 450 – 535 ft | +20 @ 540 – 625 ft | +18 @ 630 – 715 ft | +16 @ 720 – 805 ft | +14 @ 810 – 900 ft. (maximum range)

• Space 30 ft., Reach 30 ft.

• Special Attacks
o Burble (su, std, 1d4 rounds’ recharge):
 90 ft. radius spread about itself = DC 40 Will saving throw to not become confused for 1d6 rounds [10 +13 +17 Cha] [mind-affecting, sonic]; or
 90 ft. line of sonic energy dealing 6d6x5 sonic damage, DC 40 Reflex half
o Burn (ex): eye ray hits = DC 40 Reflex to negate catching fire | 6d6x3 fire damage / subsequent rounds and attempts to extinguish require the same DC saving throw be successful. Targets that are slain or destroyed do not leave a solid corpse behind.
o Eye Rays (su, std): 120 ft. range increment – can shoot 2 different targets so long as they are within 30 feet of each other – targets that take damage suffers burn. Targets that are destroyed or slain do not leave a solid corpse behind.
o Whiffling (ex, whenever it makes a full-attack): 45 ft. radius about itself = hurricane winds [CRB page 439]

Ability Scores: 73 Str (+31), 38 Dex (+14), 59 Con (+24), 30 Int (+10), 47 Wis (+18), 44 Cha (+17)

Languages: Aklo, Auran, Common, Draconic, Elven, Gnome, Ignan, Sylvan, Treant

Skills (11 @ 26 ranks each): Acrobatics +43, Escape Artist +43, Fly +31 (-8 size -4 maneuverability), Intimidate +47 (including +4 bonus for being bigger than everything it will be fighting), Knowledge (arcana, nature, planes, religion) +39, Perception +47, Sense Motive +47, Spellcraft +39

Feats (13): Improved Critical (bite, claws, eye rays), Power Attack [-7 attack = +14 damage], Dodge/Mobility/Spring Attack, Flyby Attack, Vital Strike/ Improved Vital Strike/ Greater Vital Strike, Improved Perfect Health, Improved Initiative


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And my personal favorite that, similar to so many of the stat blocks presented above, won't see the table any time soon. Certainly not until the Mythic/Epic PF Rules see publication....

Grandfather Death – CR 25 – encounter CR 26 w/ 8 advanced wendigo mini-onions

Advanced variant Dreaded Exemplar Wendigo (CR 17 +2 from 8 added racial hit dice +1 +2 +3)

CE Huge Outsider (cold, native) Space: 15 ft. / Reach: 15 ft.

Aura: 130 ft. (CL 30th feast of ashes (APG. Fort DC 39 negates) [permanent curse unless victims become wendigo], debilitating portent (UC – variant: cannot be dismissed [automatically dismissed when the victim becomes a wendigo; permanent curse – Will DC 39 negates initial curse; subsequent checks to resist the curse remain at a DC 39] and epidemic (UM, Fort DC 39 negates immediate onset) [mindfire by preference, CRB p. 557]), save DC 39 negates all effects [10 +13 +16 Cha] – aura 1/day/creature – note that the gaze attack has no such restrictions on per day per creature...

Gaze: 30 ft. (as aura = feast of ashes & epidemic only, single DC 39 Fort save negates both)

Initiative: +21 (Dex +17 +4 improved initiative)

Speed: fly 130 ft. (perfect) – Acrobatics +47, Fly +52, Stealth +42

Senses: blindsight 90 ft., darkvision 90 ft., low-light vision (x3); Perception +41, Sense Motive +41; Feint DC 51

Defense:
AC: 44, ff 27 (touch +19 natural armor = 44 {27 ff})
Touch AC: 25, ff 8 (10 -2 size +17 Dex = 25 {8 ff})
CMD: 77 (10 +2 size +22 Str +17 Dex +26 base attack = 77)
SR: 41 (28 base +8 additional racial hit dice +5 exemplar)
Fort: +36 (base 15 +21 Con = +36)
Reflex: +34 (base 15 +17 Dex +2 Lightning Reflexes = +34)
Will: +21 (base 9 +12 Wis = +21)
Hit Points: 706 (260 [26d10 racial HD] +546 Con [21 x26 HD]); DR 20/cold iron (+3) and magic; regeneration 20 (fire); +100% damage from fire (vulnerable)
Immune: charms, cold, compulsions, curses, disease, fear, necromantic effects, weather/wind effects
• Does not breathe

Ability Scores: 55 Str (+22), 45 Dex (+17), 53 Con (+21), 40 Int (+15), 34 Wis (+12), 42 Cha (+16)

Base Attack: +26 (from racial HD)
Melee AB: +62 (base 26 -2 size +22 Str +16 Cha @ insight); Flyby Attack
o Bite +62 (4d6+22, 19-20 plus 6d6 cold plus grab {+70 grapple}), 2 claws +62 (2d8+22, 19-20 plus 6d6 cold; both claws = rend 2d6+33 plus 6d6 cold plus 1d6 CHA); +66 to confirm critical hits – all confirmed critical hits immediately make the target exhausted [CRB p. 567]

Dreaded Wounding (su – necromantic, curse): damage dealt by Grandfather Death dispels or suppresses any supernatural and spell-like effects for 1 hour per wound inflicted, including magic items that operate continuously or that are in operation at the time that wound(s) are inflicted. In addition, this damage cannot be healed normally, including fast healing and regeneration. Magical healing will not heal this damage unless the curse is removed by an outsider of good alignment with the fire subtype. DC 40 Knowledge (religion) check to determine once the dreaded wounding is identified. Creatures that Grandfather Death has wounded that become wendigo or ravenous spawn lose this curse upon becoming wendigo or ravenous spawn.
• CMB: +66 (base 26 +2 size +22 Str +16 insight)

SA:

• Howl (ex, 3/day, std. [mind-affecting, fear]): a forlorn howl that can be heard up to 2 miles away = DC 41 Will save to negate being shaken for 2 hours | those within 180 feet become panicked for (1d6+6) rounds | those within 45 feet cower for (1d6) rounds {Will save DC = 10 +13 from HD +16 from CHA +2 ability focus}

Dream Haunting (su): those subject to a Grandfather Death’s nightmare SLA are also subject to wendigo psychosis.

Wendigo Psychosis (su): curse – injuries, nightmare & wind walk; save Will DC 39; onset 1 minute; frequency daily; effect 1d6 Wis drain (minimum 1 pt); cure 4 consecutive saves. [Victim’s WIS = 1 as per Bestiary 2 p. 281]
 Injury-derived checks increase the saving throw DC in the same way as poisons (+1 per injury after the first instead of +2). However, rather than increasing the duration, they decrease the frequency from daily to 2/day [sunset and sunrise], 4/day [sunset, midnight, sunrise, midday] then to hourly, per minute then every round with six successfully dealt injuries. Note that becoming a wendigo minion of Grandfather Death in this fashion also removes the dreaded wounding curse from the being that becomes such a creature.

Wind Walk – if a Grandfather Death pins a grappled foe, he can attempt to wind walk with the pinned foe as part of the action that pinned that foe – said foe can resist this with a successful Will save – failure = hurtles into the sky with its victim; recurring Will saves are permitted by the victim to turn solid again, falling if the victim cannot fly [B2 p. 281]. Grandfather Death can wind walk across planar boundaries, including to and from the First World. Grandfather Death does not take 5 rounds to transition into nor out of wind walk form.

Rejuvenation (su): Grandfather Death cannot be permanently destroyed at any point during Kingmaker, although if he is defeated where he rejuvenates is deep within the First World at the behest of one of the Eldest. The PCs won’t have to deal with Grandfather Death again unless they piss of the Eldest…

Ravenous Spawn (su): creatures that succumb to Grandfather Death’s aura or gaze and eat the flesh of their own kind in an attempt to satiate their hunger – at Grandfather Death’s option – gain the ‘benefits’ of the Ravenous Creature template found on pp. 211-212 of Green Ronin’s Advanced Bestiary. Such creatures become his minions – they will not engage in any act against Grandfather Death and wendigo in general. Generally he is quite content to let the newly empowered cannibals loose upon the land. He often transports ravenous spawn via wind walk to frontier areas away from civilization.

Call Wendigo (su): Grandfather Death can call upon as many as 8 wendigo to aid him – they must answer this call. This takes one of his howls for the day but travels the winds for 600 miles in all directions. Called wendigo travel to Grandfather Death’s side via wind walk. Ravenous creatures also note the call but are under no compulsion to answer this call unless they are his spawn. Such spawn know the bearing and distance to Grandfather Death’s location at the time that the call is made. Grandfather Death does not make such a call in the middle of combat – he does so to besiege and lay waste to entire cities.

Spell-like Abilities: CL 31st, concentration +47 (automatically successful w/ wind walk) <31 +16 Cha>
• At Will – wind walk (DC 33 plus DC 39 wendigo psychosis), control weather (as a druid), nightmare (DC 32)
• 3/day – quickened wind walk

Feats: Ability Focus (howl), Flyby Attack, Improved Initiative, Lightning Reflexes, Multiattack, Persuasive (+4 Diplomacy & Intimidate), Critical Focus/Tiring Critical/Exhausting Critical; Quicken SLA (wind walk) (21), x = feat of choice (23), x = feat of choice (25)

Skills: Acrobatics +47, Bluff +45, Diplomacy +49, Fly +52, Intimidate +64, Knowledge – arcana, geography, nature, planes, religion +44, Perception +41, Sense Motive +41, Spellcraft +44, Stealth +42, Survival +41, Use Magic Device +45, 5 other skills of choice @ 26 ranks each

Languages: Aklo, Aquan, Auran, Common, Draconic, Druidic, Elf, Giant, Sylvan, Treant, 5 other languages of choice; telepathy 2 miles

Tactics: Grandfather Death seeks to soften up targets by severe inclement weather – tornado force winds driving feet of snow are a particular favorite – driving them to seek shelter. If he is able to drive victims into shelter, he attempts to strike as many as possible with nightmares before waking them all shortly before sunrise with his first howl of the day, after “refreshing” the inclement weather he is inflicting upon a particular settlement.

Grandfather Death prefers to drive entire settlements into wendigo psychosis, using increasingly severe inclement weather to isolate the settlement before settling in for several days to let the psychosis take root amongst the populace before making his presence more overtly felt. Particularly stout, noteworthy or entertaining sorts are “rewarded” with becoming ravenous spawn.

Ranged foes are unlikely to be particularly effective against him due to the inclement weather combined with his flight speed and blindsight.

Those who survive his aura and passive gaze effects are threats worthy of serious attention.
• As many foes as possible are injured in order to disrupt their ongoing magical, spell-like and supernatural abilities during the first round or two.
• Subsequent rounds he focuses on dealing six injuries to each enemy. If damaged too severely in too short a time frame he is perfectly fine with withdrawing into the storm to recover and strike again.


It took my life's earnings and turned it into a puff of smoke. I was very happy to have the opportunity finish dispatching the beast personally. The only problem is that I had to get the taste of its death in my mouth as I was currently in dragon form and finished it off with a bite!

A praise the book! The deed is done.

Future equipment WILL be made from that dragon's hide!

Shadow Lodge

Yowch, what an anticlimactic way to go.

Makes me feel better that I don't use massive damage in my games.


Orthos wrote:

Yowch, what an anticlimactic way to go.

Makes me feel better that I don't use massive damage in my games.

I didn't use it when the campaign started. Zin Serina's player was the one that started that optional rule into play back in CoT.

Totally anticlimactic, fer sure.


Pity about Nyrissa. Double nat-1s is a 1:400 probability of occuring.

Spoiler:
Good thing you have Choral coming up next, right? Or does that just leave a bitter taste?

Is there any particular reason you built her up with Monk levels instead of the scripted Sorcerer levels?


Macharius wrote:

Pity about Nyrissa. Double nat-1s is a 1:400 probability of occuring.

** spoiler omitted **

Is there any particular reason you built her up with Monk levels instead of the scripted Sorcerer levels?

As a solo "BBEG" I needed Nyrissa to be able to withstand the onslaught of six PCs and anywhere from 3 to 5 cohorts expecting to hit an APL of 25 or 26 without cheesing up SR or hit points. Druid+Nymph / Monk (martial artist) gestalt fit the bill to a tee. I also use ritualized magic a lot for "behind the curtain" NPCs which are all based on skills, not casting ability. This is how she fashions the "ultimate snow globe" that has been her life's work for the campaign. She has more than enough UMD to justify using any number of magic items I deemed necessary, although that's the primary reason for her two rings. Combined with Briar I was certain that the 1-in-400 odds was not going to occur and instead she would lop off a head or three, squish a few characters with clashing rocks and generally give them a royal run for the money for an entire session all by herself.

The epilogue will be a hang out, reminisce, document long-term character plans kind of day rather than a proper game session. They'll spend a good chunk of the day putting themselves to 20th.

Spoiler:
No Choral, not at this time. I'd sicc Grandfather Death and his posse of 8 advanced wendigo on them if I did. After the BWMC-fest, I'm done with running a fight for this group.


Mulder: if you're going to be making gear out of Jabberwock hide, take pride in doing so and note it as "Jabberwock hide" (item). I know I would! ^__^


Turin the Mad wrote:
Mulder: if you're going to be making gear out of Jabberwock hide, take pride in doing so and note it as "Jabberwock hide" (item). I know I would! ^__^

You bet I am!


Today's "session" wrapped up this 1st - 20th campaign.

The River Kingdoms are much fewer in number now, with Starfall covering the Stolen Lands and points west up to the new Numerian border, south then due east to the Cassomirian plains taking the upper half-to-third of Mivon with it.

Choral's (re)conquest of Brevoy was thorough, with conflicting intelligence reports indicating strategic desires west (Numeria), east (Iobaria) and south (Starfall/ northern River Kingdoms).

The Mivonese "hag-lich queen" escaped into the depths of the Embeth Forest the one southerly of the city.

Our Monarchal Miscreants are unsure of who / what all escaped the destruction of Thousandbreaths. Naturally, your friendly neighborhood GM knows. ^__^

Everyone's 20th level, attaining their assorted nasty capstone abilities.

We perused the shiny newness of the ARG, reminisced for some time about everyones' favorite memories of the 32 month campaign and more. Max critting with thrown torches, PCs talking smack and getting their butts handed to the before turning right back around to serve the baddies their lunches to them via Knuckle Express and many many more than I can't recall clearly just now. Priceless are such memories!

The big highlight was the Sixfold Trial play enactment from Chapter 2 of Council of Thieves. EVERYONE remembered the play most fondly.

Starmight - one of his favorites was the hexploration, so unpredictable and random, never knowing what horrid blasphemies lay 'round the next bend.

Zin Serina - the random "build as we grow" items acquired so early, wishing that they had grown more organically.

Mulder - smoking the trolls to death in their own lair.

Torsin - Serina's bleeding strike in the first "boss fight", tearing out the throat of the critter, then everyone beating feet behind the one door in or out of the room, spiking it shut, waiting ten minutes for it to die.

Bratwursts simmered in lager with butter, red potato salad, a ranch n bacon pasta salad, a fruit assortment, various cookies and a surprise cake! (Oh, and beer for the grillmeister GM of course. Missus Turin did the simmering and pretty much all of the rest of the work, I sweated in the pleasant sunlight while doing cavemanly stuff. Today was sweet.)

The cake depicts the infamous sahuagin miniature that saw so much use as the BBEG during the many fights throughout the campaign. Along with an awesome message from the gang: Thank you for an entertaining and memorable campaign! - signed off by all the players via various icing dooflichies.

Hopefully Mulder will be so kind as to linky the picture goodness related to the cake in question.

Thanks to all of my players for an enjoyable campaign seen through all the way to the end. May all of our future campaigns ultimately go as well. This makes 3 campaigns concluded! <-- Savage Tide, Crimson Throne and the Council of Thieves + Kingmaker "Combo AP".

P.S.: Everyone is hoping that they'll get to play these monstrosities whenever the Mythic / Epic PF rules are released. For certain they'll likely see use in any public playtesting depending upon the timing. ;)

Sczarni

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Roleplaying Game Subscriber

Cheers! Kudos to you & your crew, Turin!

It certainly has been a great read!


Sir Hamster,

Were it not for the awesome forumites such as yourself - including but not limited to carborundum, concerro, yasha, Charles Evans, macharius, orthos - this journal would have been a whole lot less fun to post / respond to.

It's a fair bet that things would have gone much differently from those early days as an off-again / on-again player in KGM's AoW campaign were it not for the electronic community here.

Thanks to all of you from the bottom of my curmudgeonly heart. :)


You are welcome. It was an interesting read.

Qadira RPG Superstar 2010 Top 32

Nicely tied up, and I hope that Mythic Rules appear one day so they can go play with Treerazer :-)

Thanks for all these updates, it's been a pretty spectacular ride :-D
I'm looking forward to your next adventure, mate!


Treerazer, Grandfather Death, the Horned Hunstman and his Hounds, Choral, the enigma of Briar and the Elders of the First World ... plenty to look forward to that's for certain. :)


Gotta say, I'm actually surprised to get a call-out as I'm a relatively new poster here. You're very welcome, Turin, as I've certainly enjoyed participating in my own way from ~1100 miles away.

Shadow Lodge

WOOHOO!!

Congratulations guys, and gratz a million to the Madman himself. Well done in making it through these stories. I trust that your group will never forget. It's been a thrilling ride, and every minute of it awesome.

And now to dedicate a day to reading through the thread thoroughly and harvesting ideas for my own Kingmaker ;)


Orthos wrote:

WOOHOO!!

Congratulations guys, and gratz a million to the Madman himself. Well done in making it through these stories. I trust that your group will never forget. It's been a thrilling ride, and every minute of it awesome.

And now to dedicate a day to reading through the thread thoroughly and harvesting ideas for my own Kingmaker ;)

Please do!

Hindsight & commentary:

Removing the level caps was a fun experiment. We also found that doing so made the low-to-mid-level spells the mainstay spells. The level caps are there for good reason.

Spears moved from two-handed to one-handed evens out thee simple weapons chart nicely without breaking anything. Brace still requires two hands IIRC.

We vastly prefer the alpha/beta version of channel energy: specifically, that it does both (heal/damage) rather than 'choose one'. Even with a phylactery the damage cured/dealt is not that much.

I would overhaul Thousandbreaths a bit more to fit in with some of the elements of Alice in Wonderland / Through the Looking Glass. Briar is the White Queen, Nyrissa the Red Queen. The Cheshire Cat is simply awesome.

Forshadowing: this is the single great weakness to KM, one that many have taken different approaches to addressing. Sir Hamster is among several others that did so. TAKE A GANDER at the other KM campaign journals and 'borrow' your favorites!

Making Irovetti / Pitax a less obvious PITA , fleshing out the brewing civil war in Brevoy, integrating Varn and Numesti early on and a particulalry memorable chase scene involving the linnorm skeleton are also excellent ideas I recommend integrating. Sir hamster's water orm is a nasty customer.

Having Tatzylford's colony establish on Candlemere and the building horror of Yog-Sototh and the Great Old Ones is priceless. Bonus points for arranging ruler's loyalty via "offers they won't refuse'. Failing that, the WTF uber chaos-beast haunt-laden nastiness is a fun option.

The followers' side trek to Carrion Hill was too much fun. Bonus points for integrating it into 'New Candlemere'.

Tyrannosaurs are a great equalizer over a surprising level range. Torsin likely has a profound hatred of them now.:)

Have fun and *please* share the joy!

Carborundum and several others always seem to get a kick out of sicc'ing baddies on their group. "Are you sure that works like that?!" "Yes."

The revised Black Sisters. 'Nuff said. XD


Here is a question that came up about high level game play. As a GM, Mr. Mad, did you find it hard selecting things to throw at us? There are clams, that due to the progress saving throws took that fighters at high level would suffer greatly as they would need a natural 20 to make most reflex and will saves. I didn't notice this as a player. What do you think?


Captain Sir Hexen Ineptus wrote:
Here is a question that came up about high level game play. As a GM, Mr. Mad, did you find it hard selecting things to throw at us? There are clams, that due to the progress saving throws took that fighters at high level would suffer greatly as they would need a natural 20 to make most reflex and will saves. I didn't notice this as a player. What do you think?

High level play generally presumes a set of both equipment-based and spell- or class-based bonuses are generally up and running. A lot of theorycrafting seems to overlook those bonuses.

Take a "standard Fighter" at 18th level. Base Fort +11, Base Reflex +6, Base Will +6. Bravery just hit +5, adding a +5 bonus on Will saves against fear effects.

CR 20 monsters presume a primary ability DC of 27 (discussing the "need a nat 20 for Reflex and Will saves). Let us say for the sake of this discussion that Fred the Fighter is dealing with the frightful presence of a CR 20 dragon at that DC.

Fred without a lick of gear, no feats and no traits coming into play is already packing a +11 Will save against that DC 27 fear save ... not good, but hardly the end of the world as Fred's 18 HD will only result in his being shaken.

However, Fred the Fighter has a few tricks up his sleeve. He took Iron Will as a general feat early in his career as well as a trait adding another +1 trait bonus to all of his Will saves. Fred hates it when the "finger-wagglers" mess with his mind. This brings his Will save up to a +14 against fear effects. Fred is built on the Melee NPC Heroic array, so he has a 12 WIS - his Will save is now a +15 against fear effects or +10 on all other Will saving throws. Nekkid, no gear, no buffs, no spells. Not too shabby for a Fighter.

What about Fred's best buddies, the Cleric and Wizard? Glad you asked!

Charlene the Cleric

Wacky Wally the Wizard really doesn't like Fred getting charmed, dominated, suggested, feared or any of that other claptrap, so he makes sure Fred always has a mind blank up and running. Wacky Wally also knew they were going up against a DRAGON, so he tacked on a greater heroism. Now Fred enjoys a +4 morale bonus on all saving throws, in addition to the +8 resistance bonus on Will saves against mind affecting for another +12 bonus on his Will saves for a total of +22 (+27 vs. fear, not counting the immunity from greater heroism). And Fred now IGNORES the fear aura.

This just gets worse... back later.


With just two CRB spells that have longer-than-rounds durations from one Wizard at 16th+ level, an 18th level Fighter with a +1 trait, a +1 WIS bonus and the Iron Will feat /or/ a +4 WIS headband has a +22 bonus on Will saves and ignores fear effects. This is a far cry from a "nat 20 required" situation against the theoretical standard of a DC 27 Will save.

The CR 19 ancient red dragon packs a DC 27 frightful presence - Fred the Fighter needs only a natural 5 on the d20 to ignore something that a 6th level Wizard spell simply lets him ignore.

The same dragon's spell save DCs don't exceed a 20 or 21. The dragon gets to its most dangerous in melee when it lights off an anti-magic field, shutting down the magic-based enhancements and buffs.

However, the dragon doesn't get to try and incinerate the mouthy Medium two-legs waving a shaving razor at it.

The same dragon's breath weapon packs a DC 30 Reflex save. Fred didn't take a feat or trait relating to Reflex saves because he won't make them very often. Nekkid he has a +1 DEX bonus, a base save of +6 for his 18 Fighter levels for a pathetic +7 non-magical Reflex save bonus.

Wally has already slapped on a +4 morale bonus from greater heroism. Fred is reasonably assumed to have a +4 cloak of resistance worn. These two items bump his Reflex save bonus up to a +15 - bad odds of making that breath weapon saving throw.

However, Charlene the Cleric hates casting heal spells just as much as Wacky Wally hates having to deal with a dominated Fighter. Breath weapons, however, are much harder to deal with in terms of making the saving throw for all three of them (Charlene, Fred and Wally).

For some reason they know that they're coming up against a really big fire-breathing dragon. Most likely due to evidence such as peasants that survived their village's incinerations, the mute testimony of burned buildings, cone-shaped swaths of destruction, assorted divinations, "Sins of the Father" and all that.

Pre-emptively speaking a prayer adds another +1 luck bonus to everyone's saves. Now Fred has a +16 Reflex saving throw bonus.

The best defense against breath weapons of this scale is the tried and true protection from energy spell. At 12th+ level, each one of these spells soaks 120 points of energy damage - in this case, the presumed fire damage barfed up by the dragon's breath weapon.

It is reasonable to rely on a protection from fire spell to absorb the brunt of the dragon's initial blast without taking a lick of damage. A resist fire often underlays the protection.

Just relying on a cleric and a wizard, with +1 DEX and +1 WIS, we have already demonstrated that "by the book" that an 18th level Fighter with decent gear, one "buff" spell from the cleric and two from the wizard ends up with:

Fort +24 vs. DC 27 = nat 3 is all Fred needs. (base 11, CON +4 [2 base bonus +2 belt bonus], resistance +4, luck +1, morale +4) - with "only gear" Fred still has a +19 Fort bonus, resulting in only needing a nat 8 against a DC 27.

Reflex +18 - vs. a DC 30 breath weapon this is only a nat 12+ to halve damage. (base 6, DEX +3 [1 base +2 belt or spell bonus], resistance +4, luck +1, morale +4) - with "only gear" this is a +13. DC 30 = Nat 17 required, don't make dragons angry, it tends to be very painful...

Will +21/+26 vs. fear = Will +29 with mind blank (base 6, WIS +3 [1 base +2 headband or spell bonus], resistance +4, luck +1, morale +4, trait +1, Iron Will +2) - with "only gear" this is a +16, +21 vs. fear. Fred only needs a nat 6 against the ancient red's frightful presence with out a single buff spell...

We haven't even touched on the veritable cornucopia of bonuses from the APG, UM and UC spells...

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