A Madman's CoT (and beyond) Campaign Journal


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psionichamster wrote:


oh indeedy...
I can't wait, to be honest...

We'll see if you feel the same way after it's over... Given the time, you're character might just be getting cornholed, even as I write:)


Killer_GM wrote:
psionichamster wrote:


oh indeedy...
I can't wait, to be honest...
We'll see if you feel the same way after it's over... Given the time, you're character might just be getting cornholed, even as I write:)

Sir Hamster is the GM using ol' M G to do naughty things to his players' characters.

This session Our Rulers spent 4 1/2 hours catching up through month 30 of the now Duchy of Starfall, at 51 hexes in size. Current treasury is roughly 120 BP.

Our Rulers acquired a shadow walk spell for Da Mystic Theurge to facilitate rapid travel that does not involve teleportation. Once the scrying owl arrived after 4 brutal days' flight through the winter, it arrived upon a Varnhold barely without people.

Once they stepped out of the 2 hour shadow walk, the scrying had been fooled into showing things other than as they were.

A 2 mile radius around Varnhold was clear of any sign of snow or other wintry precipitation. At 1,600' from the blockhouse and stockade, the second set of Perception rolls for Our Rulers went down. (The Grauls had spotted the flying air elemental and the flying Mystic Theurge at 3,200', so they broke out the banjos and the pre-cast spells while they watched them move closer.)

Da Mystic Theurge and Da Cultist spotted the eight "boys" - four atop the watchtower and four atop the gatehouse, hidden behind the cover the structures provided - plucking away and gesturing rudely in their general direction. Mr Straw spotted Hucker and Rukus peeking out from improved cover within the 2 story storage building (missing the central 20' section of its roof for some reason) and the Waterhorse Inn respectively.

Only the surprise round and the first full round have passed, with a few buff spells being cast all the way around. Unfortunately for Our Heroes, this means the Grauls are about ready to rumble ...

And the only Grauls that Our Rulers can clearly see is Hucker with Biggun', Chuckles and Drooler in tow. The latter are a trio of advanced vampiric Gargantuan tarantula (tarantulae?) that are well-trained in obeying Hucker.


In two mornings' time Our Rulers resume their hopefully epic clash with the banjo playing cannibal mutant-hillbilly magus clan of ogrekin and there bevy of pet varmints.

Will Our Rulers squish their foes underfoot and take their stuff as has become the norm? Will Our Rulers suffer ignominious defeat and suffer violation in more ways than one simultaneously?

Only my ingenious players and their tactical savvy stands between them and a relatively rapid depopulation of their 'eastern suburbs'.

Stay tuned for the carnage sure to follow! It's just a matter of how bad does it get, and for whom ...

cue dueling banjos


Turin the Mad wrote:

In two mornings' time Our Rulers resume their hopefully epic clash with the banjo playing cannibal mutant-hillbilly magus clan of ogrekin and there bevy of pet varmints.

Will Our Rulers squish their foes underfoot and take their stuff as has become the norm? Will Our Rulers suffer ignominious defeat and suffer violation in more ways than one simultaneously?

Only my ingenious players and their tactical savvy stands between them and a relatively rapid depopulation of their 'eastern suburbs'.

Stay tuned for the carnage sure to follow! It's just a matter of how bad does it get, and for whom ...

cue dueling banjos

I've never really considered the implications of a TPK for this group of characters ... it's pretty rare for an actual TPK. I've gotten as close as one survivor before in an actual knock-down drag-out combat ...

I look forward to Sunday morning the 13th of March 2011!

Bring your "A" game my players ... rest assured the bad guys are doing the same. They wouldn't hand you a fan belt any other way. >:)


Our Rulers did indeed bring their "A" game today. The Grauls were mauled badly, losing 7 of the boys, Rukus, Biggun', Chuckles and all five of the "hounds". Mammy, Crowfood and Hucker escaped with one of the boys (Kenkel I think) to nibble on some spriggan snacks.

The primary reason for the decimation of the Grauls was my failing to have the boys that 'ported in with Mammy spread out after their empowered fireballs spectacularly failed to sent Da Mystic Theurge on a contingency teleport home. I forgot to check to see what the highest level spell he could have hung that way during the heat of the battle... *sighs*

The Queen, between a lesser rod of quckening and TWO lesser rods of maximize, combined with the APG bard spells permitting extra standard actions and Mistah Mwangi and Fluff Gugg devastated Mammy and four of the boys in a single round, killing 3 of the boys outright while severely burning Mammy and Kenkel, forcing Mammy to bail with Kenkel in tow on her next round.

Crowfood and the other four boys did a little better, but not by much and similarly failing to spread far out. Rukus teleported in under fly to threaten The Queen while Hucker had similarly 'ported adjacent to DMT. Said DMT had readied a maximized reach shocking grasp to zap Crowfood when next he cast a spell. This was a Good Thing, as Crowfood's attempted maximized dragon's breath line of electricity (can we say 78 damage to three of the characters?), instead sucking up 78 damage to himself. Hucker clocked DMT with the provoked AoO, then pummeled DMT into contingency land before dropping a craptastic empowered fireball on The Queen and 3 of the dolls.

Mistah Mwangi was reduced to 5 hp when all was said and done, two of the other dolls had about 30 hp left while Fluff Gugg, Mr Straw and Draggy had taken a healthy beating.

Draggy hosted a "haversack party", channeling via golden brick and Artifice domain so as to mostly get the dolls back into fighting shape while a few charges from a wand of make whole took care of the rest. Some regular channel energies and Our Rulers continued ecploring Varnhold.

The livery had been set afire by The Queen's initial trio of fireballs. Da Cultist took a "loaded" pellet of dust of dryness from Zin Serina and extinguished the fire before it decimated the building. The several murders of crows did freak them out a bit.

Sweeping through town, Mr Staw easily dealt with the crude traps laced throughout town by the Graul trapsmiths before they entered the Waterhorse Inn from a northeasterly approach. Therein they found the sigil'd carcass of Agai, his brains bashed out and numerous bites of flesh missing from areas that should by all rights have resulted in virtually all of the spriggan's blood spraying about the room in true Tarantino fashion.

A few dispel magics later saw the delayed spray occur. Cleaning up and looting/scouring the inn turned up a few more clues. A speak with dead revealed that the last place the spriggans called home was near the Valley of the Dolls.

Lastly, Our Rulers stumbled across Muck Graul the advanced 18 HD Moonflower patiently watching over the corpse of the violated nymph still decaying in the well. Copious fire damage and poor Muck joined his brother-cousins in line at the Boneyard. He did briefly glomp Mr Straw and hwarf him up in a pod.

Our Rulers withdrew back to their capitol, leaving Zin Serina and Molly Missy 100 yards or so above the roof of the inn ensconced in a rope trick.

Next session will see "Varhold II: the Grauls Strike Back"...


One moment I'd forgotten to mention:

When Rukus 'ported in to threaten Her Majesty, Fluff Gugg sicc'd a phantasmal killer on him against which he unexpectedly failed his Will save.

"Paw? Izzat you, paw?" He did not fail the subsequent Fort save, although the psychic trauma from a flashback to when Pappy Graul had given "what fer" put him to -130 out of 205 hp.

The Queen's icing on the cake was the disintegrate against which he failed his Fort save. Another 110 damage put him to 7 more negative hp than his robust 28 Con could handle, dusting him on the spot.

DMT used a create treasure map spell on one of the fallen boys, pointing them to the Waterhorse Inn, the well outside of the inn adjacent to where Muck Graul has been so patiently waiting in ambush (thus resulting in his messy demise by fire, sword and boot to the head/mouth-pod bit), the bunkhouse and the main building of the stockade.

Sadly, Our Rulers failed to fire the hamlet and be done with it ... so they raked in some 18k gp per person worth of saleable swag. If they plan to sell it, they'll give "varnhold II: the Grauls Strike Back" more game time with which to unfold ...


To review, Our Rulers:

All of the following enjoy the advanced simple template and +1 WBL at a guesstimate due to heavy investment in item crafting feats. Thus I consider the group to be APL +3.

Her Majesty, Duchess Freon: Fighter 1/ Sorceress 7 (elemental water) / Eldritch Knight 6.
Cohort: Fluff Gugg, soulbound doll retrieved from Walcourt, Cleric 12 of Lamashtu.

Zin Serina, Monk 14, 2 or 3 archetypes.
Cohort: Molly Missy, doll, Bard 12 - stupidly good at item creation.

Da Culist, Cloistered Cleric 14, domains Knowledge, Repose, Runes.
Cohort: Mr. Straw, doll, Rogue 12 (+48 or so to Disable Device, Skill Mastery advanced rogue talent status unknown).

The Palizard, Paladin 6 (Iomedae), Wizard 5, palizard PrC thingie 3.
Cohort: Draggy the Dragon, Cleric 12 (domains: Artifice, Healing).

The Spymaster, Elf Cleric 3 (Abadar - domains Travel and ?) / Wizard 3 (divination) / Mystic Theurge 8. Also runs his own kingdom "on the side", taking over Cordelon to the distant south and west near Kyonin.
Cohort: amphibious fey critter Druid 9 (best guess, assuming an ECL 3 race).

Mistah Mwangi, doll, Witch 12 cohort on loan to Queen Freon from her hubby. Familiar is a Mwangi hunting spider named Bui-Bui that largely spends its time sucking on an air bottle in Queen Freon's haversack.

His Majesty, Duke Maximilian is an NPC that was their torchbearer/porter in the early days of the campaign. Now a "stay at home Duke" with the month-old heir to the throne, he is no slouch. Fmughwa the Deathgorger contentedly inhabits the capitol city's various dumps / landfills. Fmughwa one may recall is a relatively formidable Gargantuan beetle from "The Mother of Flies".

It will be another couple of weeks before the campaign resumes in early April.


Hello Turin,

It is possible to share "Gargadros" stat blocks, please?
I see you do it last year :)

Thanks.


Alexandre BONGRAND wrote:

Hello Turin,

It is possible to share "Gargadros" stat blocks, please?
I see you do it last year :)

Thanks.

As a matter of fact, I did do a stat block for "Gargadros"... ^^

My players have not yet run into him, so you will need to e-mail me on the particulars.


At long last tomorrow morning heralds "Varnhold II: The Grauls Strike Back". Queen Freon, Fluff Gugg, Da Cultist, Mr Straw, the Palizard, Draggy, Zin Serina, Molly Missy and Mistah Mwangi are scheduled to return to Varnhold and deal with the remaining Graul ogrekin magi. Due to the absence of DMT and his cohort Pappy Graul will be doing what he's been doing instead of joining his family in making meat snacks of the rulers of Starfall. Rest assured the entire inbred clan hasn't been wiped out yet ... Jethro and Katya have returned to Varnhold to catch up on things...

In short, Varnhold 2 is within CR parameters for the APL 17 group. With the full roster at the table, Our Rulers comprise an APL 18 group.

Will Our Rulers crush the Grauls as severely as they did the first time, or will the Grauls give them a thrashing long overdue?

Can the Grauls do what none have succeeded at before and inflict serious damage?

Stay tuned for the AAR tomorrow!


Weeeellp ... the session was off to a promising start with a random encounter while encamped with a book-standard Wendigo (CR 17). The Palizard's aura of courage made the difference in the Wendigo's opening howl NOT panicking Queen Freon, Fluff Gugg,and Draggy. Mistah Mwangi and Mr Straw still panicked and holed up in their preferred haversacks. The wendigo administered some CHA damage to Draggy and the Palizard before a close call on Will saves thwarted recruiting the pair as new wendigo in their own right. Needless to say, Zin Serina's supreme mastery of all things grappling put the critter into mulch-land after a thorough pummeling with +4 holy knuckle sammiches.

Once they rested up, Our Rulers returned to the outskirts of Varnhold on the backs of extended phantom steeds courtesy of Molly Missy. They came across a 40-odd foot tall giant form encrusted in centuries of stone, part of a massive magical necklace peeking out from 'neath the rock atop the 200' cliffs of Varnhold Pass. Noting the oddity for later, they determined that they should first finish off the nefarious cannibal Grauls before the hideous mutants had too much time to make additional plans or worse, take the fight to the Duchy of Starfall's citizenry.

Our Rulers "buffed" in clear sight of the Grauls within the Varnhold block house before approaching with fair stealth. This wise tactic got them to the other side of the large patch of shrubbery to the northeast of the block house. The Grauls had cast their suite of long duration buffs, but held off on the short duration spells until they reacquired their targets.

They did so when Queen Freon disintegrated the part of the second story that poor Crowfood was moments before enjoying the benefit of improved cover from. The onslaught afterwards was brutal and one-sided. Crowfood fell to spells and a thorough drubbing Mexican hat dance style from Zin Serina. Hucker also lost his source of inproved cover before eating a plethora of evocation spells from Queen Freon's artillery battery. Despite cold fire shields on Hucker and Mammy - protecting against fire - Hucker took his dirt nap by way of spells while Mammy was throttled to death by the accursed monk. Resist cold 30 utterly ignored her fire shield, thus her messy demise was a certainty.

Jethro and Katya Graul - the latter Jethro's vestigial twin - were a formidable pair. Gestalt Oracle (heavens)/ Bard (savage skald) 13th, the benefits of spell immunity (bestow curse, fireball & shocking grasp), antilife shell and a veritable host of juicy buff spells along with Katya's caterwauling inspiring the Grauls' courage, did not avail Jethro/Katya against a session-ending 6th level domain phantasmal killer from snuffing them.

"Paw?! Oh gawds, NO PAW!!" *death rattle*

Mistah Mwangi is being called into service to assist His Fatherly Majesty in raising the heir to the throne. The Palizard I believe will be retiring, her elven sister - class(es) YTBD shall take her place as that player's character. Draggy the Dragon will also retire to begin his long-term ambition of crafting "children" of his own.

This will go a good way towards reducing the "WTF" factor going on.

Of course, Our Rulers have the "giant in stone" and the riddle of "Nomen" to resolve, as well as clues pointing towards the "valley of the dolls". What will Our Rulers make of these bits of information? We will not know for 2 weeks' time.


Jethro/Katya got off three offensive spells via incense of meditation before the phantasmal killer of "Paw" took them out: chaos hammer, shout [bounced off of the Palizard's 26 SR] and chain lightning the made Fluff Gugg's armor of insults "broken" & dealt 78 hp to Draggy. That's it.

*sighs*

There isn't much left to menace them with in Chapter 3 now ...

Sczarni

Cheer up, Friend Turin...a certain BBEG still remains.

He & his chums should prove at least moderately difficult, once reformatted.


psionichamster wrote:

Cheer up, Friend Turin...a certain BBEG still remains.

He & his chums should prove at least moderately difficult, once reformatted.

I have already reformatted the BBEG and one of his chums. A few more tweaks are in order, although not *too* many, before I set to working on Chapter 4 in earnest.

Pappy and Silas Graul remain at large. Maybe I will get lucky during the decade to come and one or more malevolent kingdom events will spur certain kinds of things into action ...

Then of course there are any actions that the players themselves undertake. Whether in regards to a pair of newlywed dragons-at-arms, the mysterious "giant in stone" or going all Apocalypse Now on the Kameland plains to the east of Varnhold remains to be seen.

Ironically, between the apparent sentiment among the players that "the centaur skinners deserved their fate" and the map engraved into the "lid" of the elder monstrosity wolf-in-sheep's-clothing they 86'd ... it will definitely be interesting to see what they elect to do...

Sczarni

I have some 4-legged PC classed critters just languishing in cyberspace.

Perhaps their arrows & spears could be put to some productive use?

I'll send you links tomorrow after work.kt


psionichamster wrote:

I have some 4-legged PC classed critters just languishing in cyberspace.

Perhaps their arrows & spears could be put to some productive use?

I'll send you links tomorrow after work.kt

That would be awesome, Sir Hamster!

Sczarni

Turin the Mad wrote:
psionichamster wrote:

I have some 4-legged PC classed critters just languishing in cyberspace.

Perhaps their arrows & spears could be put to some productive use?

I'll send you links tomorrow after work.kt

That would be awesome, Sir Hamster!

Are those hooves I hear?

Possibly accompanied with "thwip" and buzzing and "ka-thunk"


psionichamster wrote:
Turin the Mad wrote:
psionichamster wrote:

I have some 4-legged PC classed critters just languishing in cyberspace.

Perhaps their arrows & spears could be put to some productive use?

I'll send you links tomorrow after work.kt

That would be awesome, Sir Hamster!

Are those hooves I hear?

Possibly accompanied with "thwip" and buzzing and "ka-thunk"

I will eyeball the link once I'm not wading through work poo.

I have finished my "roughs" for the balance of Varnhold Vanishing. I anticipate a compatible line of thinking.

Regarding Kingmaker as a whole: for some reason KM seems to have a 'meta theme' of devouring/consumption for many of the baddies, whether physical or ephemeral. I guess that this lay at the "root" of why the cannibal Grauls made there way in. It is now a conscious element behind my future baddy statblocks!

The Big V consumes souls, Mr A in Chapter 4 consumes lives (after a fashion), my own antagonists devour or consume *something*, the end-game BBEG certainly is set on a type of "consumption" ...

Whattya think?

Sczarni

I'd agree...everything the PC's go against is trying to collect or eat the stuff around them.

Of course, my players have capitalized on that by charming, bribing, or otherwise coercing the baddies to eat for them.

Come to think of it, the Wisps, fry, & trolls in part 2 are all about nomming on everything too.


psionichamster wrote:

I'd agree...everything the PC's go against is trying to collect or eat the stuff around them.

Of course, my players have capitalized on that by charming, bribing, or otherwise coercing the baddies to eat for them.

Come to think of it, the Wisps, fry, & trolls in part 2 are all about nomming on everything too.

As are the PCs, nomming all the land and BP that they can slurp up. One thing to consider ... what happens when the "buddy critters" can no longer resist the temptations of all those SPFRs in such close proximity ...

An interesting "meta-theme" to be sure. I wonder if the Paizonians behind the curtain were hungry for six months ... I'm sure many of the writers were... :)

As a side note, be sure to count the timers on those "pits" your Sisters were so unceremoniously whoosed into ... the "pits" are not permanent after all, which means that they will be quietly returned to the surface that they were cast upon. Your players are not done with them just yet ... mwahahahahahhahahhah!!

Sczarni

Achieve...that reminds me, I still haven't written my CJ post.

Suffice it to say, since I dropped their protection spells on "death" like a knucklehead, they ate Empowered Scorching Rays and Fireballs as soon as they pounded their way out.

All in all, a satisfying, if a bit frustrating, night of game.

I have a feeling they haven't heard the last of Zyphus Cultists, though...


psionichamster wrote:

Achieve...that reminds me, I still haven't written my CJ post.

Suffice it to say, since I dropped their protection spells on "death" like a knucklehead, they ate Empowered Scorching Rays and Fireballs as soon as they pounded their way out.

All in all, a satisfying, if a bit frustrating, night of game.

I have a feeling they haven't heard the last of Zyphus Cultists, though...

That moment where you saw the players' faces as you described the leaf-and-cloth wrapped woman's arm smash through the stone "lid" ... what was that, 'crestfallen' ? Priceless.

That was a Kodak moment. ^_^

I'm sure that appropriate Zyphus cultists can be arranged for good sir.


On 17th April Our Rulers are slated to resume their explorations, rulership stuff and the gawds only knows what kinds of mayhem and foolishness on their now-rulerless eastern frontier.

Will they wait out the vicious winter? What will they investigate first: (a) the mysterious disappearance of the Varnling Host and the citizenry of the now-empty town; (b) the 20-pound magical necklace sticking out of a man-shaped "growth" of stone against the cliff near the watch tower overlooking Varnhold Pass; (c) the general environs and whatever random critters are about; (d) their mysterious map noting an area at the foot of the southeasterly mountains as "the valley of the dolls"; (e) attempt to locate the lair of the brother-dragons and their new wives; (f) attempt to continue tracking the vamp "Lady" Moray; or (g) go on an unforseen random tangent?

8 days will tell the tale.

As a side note, the Palizard and Draggy are slated to retire from active play. At present I assume that they will remain in their positions of influence. What will only the second actual replacement character of the campaign be? An answer I do not have as of this posting. The "roles" left are heavy hitter fightery type and non-trapfinder rogue/skill monkey. The player is not known for such characters, however, so it will be interesting to see what she decides to play.

Stay tuned for the .. urm, events. Hopefully there will be much destruction of player characters. I doubt it, but then we all know that players are an unpredictable bunch. Guess we will see soon enough!


The Book sends its blessing!

Oh how our stories seem to have passed. I knew this probably would have happened eventually, but not so soon. She will still be around, as our stories are truly entwined, but no longer on the front lines. The Palizard will be missed.

On a more direct note. These abominations we have been dealing with are very horrific. Examples of the twists nature, if it is that, can bring to us. I had not seen a human chimera before, and NEVER have seen one comprising of different genders! But it is my understanding it is no naturally impossible.

Farewell!
May your stories be fruitful and long!


Well this should be a noted moment. This is the longest I have EVER kept a standard character sheet. I am sticking to a standard sheet, but have rewritten my character on new clean and much whiter sheet. Should be very legible now.

Perhaps I will re-so my cohort Mr. Straw.

FYI; I noticed that my character's name probably has never been posted.

Anyone interested?


Captain Sir Hexen Ineptus wrote:

Well this should be a noted moment. This is the longest I have EVER kept a standard character sheet. I am sticking to a standard sheet, but have rewritten my character on new clean and much whiter sheet. Should be very legible now.

Perhaps I will re-so my cohort Mr. Straw.

FYI; I noticed that my character's name probably has never been posted.

Anyone interested?

I don't have any of the actual player characters' names other than the Palizard's - Dawnflower III - soon to be that character's sister Dawnflower IV and of course Da Monkette (Zin Serina). I remember the dolls' names of course. :)

UPDATE:

As I have finally been successful in badgering Missus Turin, we now have three names for the player characters:

Her Majesty, Queen Eirwen Kirsi bka "Frost Woman" - female human LN Fighter 1/ Sorceress 7 (elemental water)/ Eldritch Knight 6
* Cohort: Fluff Gugg - CN soulbound doll Cleric 12 (Lamashtu)
* His Majesty, King Maximilian's cohort soulbound doll Mistah Mwangi (Witch 12) has been recalled to assist His Royal Momness in raising the heir to the throne.

Zin Serina bka "Da Monkette" - LG female human Monk 14
* Cohort: Molly Missy - NG soulbound doll Bard 12

Dawnflower IV bka "Torsin Tighbutt III" - female elf <alignment unknown> Wizard 14 (universalist), replacing the retired Dawnflower III bka "The Palizard", Paladin 6 (Iomedae)/Wizard (Diviner) 5/ home-brew-by-someon-else-Pally+Wizzy PrC 3
* Cohort: hopefully none (Draggy has retired along with Dawnflower III)

?? - bka "Da Cultist", male human LG cloistered cleric 14 (knowledge, repose, runes)
* Cohort: Mr. Straw - NG soulbound doll rogue 12

?? - bka "Da Mystic Theurge" - male elf LN cleric 3 (Abadar)/ Wizard 3 (Divination) / Mystic Theurge 8
* Cohort: name unknown - female nixie druid 10 who spends far more time than she would like in non-aquatic form. Sadly for the Grauls, her Large Air Elemental whirlwind wild shape proved devastatingly effective against their Medium size... Thankfully, I won't have to worry about this critter hitting Huge size air elemental for another 2 levels (Chapter 5/6).

Soulbound dolls must have a neutral alignment component (as disclosed in Bestiary 2), so their accurate alignments should be as posted above.


Turin the Mad wrote:
Alexandre BONGRAND wrote:

Hello Turin,

It is possible to share "Gargadros" stat blocks, please?
I see you do it last year :)

Thanks.

As a matter of fact, I did do a stat block for "Gargadros"... ^^

My players have not yet run into him, so you will need to e-mail me on the particulars.

Alexandre,

You may be in a bit of luck. Our Rulers may encounter him on the morrow. If so, take solace in seeing his spoilered stat block as soon as practicable afterwards. ^_^

Sczarni

"Kill zem, kill zem all!"

The Exchange RPG Superstar 2010 Top 32

Finally got a chance to catch up - I LOVE IT!!!

Nice going you guys, that's some brutal reimagining of the AP! Turin - do you have your Grauls in any form of legible statblock? (or is it all messed up with mystery stains and "Yes! Yes!" in big fat red letters?)


carborundum wrote:

Finally got a chance to catch up - I LOVE IT!!!

Nice going you guys, that's some brutal reimagining of the AP! Turin - do you have your Grauls in any form of legible statblock? (or is it all messed up with mystery stains and "Yes! Yes!" in big fat red letters?)

Absolutely! Just wait for the AARs ... <evil grin>


psionichamster wrote:
"Kill zem, kill zem all!"

I tried, oh I tried, as you shall see ...

Our Rulers, electing NOT to battle with the unknown during a particularly vicious winter, let the season pass until the last week of March. Breaking out their shiny new Folding Boat, they spent nine days exloring their way up the Shrike River, following the bend as it wound through Varnhold Pass before disembarking to explore the mysterious 40 foot stone growth near the abandoned watch tower some 200' above the floor of the pass.

Asides from their standard long-duration buffs, Our Rulers for some reason elected to mill around while Da Mystic Theurge performed a Legend Lore upon the mysterious 10 thousand year old medallion.

Deciding to indulge a bit, examining the excavated bling flooded DMT's mind with a high-speed flash to witnessing Earthfall from its wearer's perspective before a "whoosh" found the necklace staring out at the passage of eons beneath the slow encrustation of stone upon its wearer.

Analysis of the bling saw the abjuration and necromantic aura fade from strong to faint as the magic left the amulet and seeped into the stone from whence it was excavated.

Gargadros had already used his 1/day True Seeing when the Detect Magic started - his +37 Strength check to burst things was sufficient to free himself from beneath his eons-old tomb of stone as a full-round action.

Here I messed up in describing him, although I showed them the lovely illustration of the rune giant Gargadros was "built" on from Pathfinder #5. I shan't make the same mistake thrice.

Amazingly, Our Rulers flubbed on attempting the crucial Knowledge (local) check that would have revealed more than the history and religion checks did. Oops.

Leaving Da Cultist - with Mr Straw secured inside his Haversack - hanging in the breeze, the rest of Our Rulers 'ported to the other side of Varnhold Pass' escarpment. Gargadros used his Boots of Quickened Teleportation to *bamf* over there with them, his Gaze of Despair paralyzing Zin Serina (4 rounds), Molly Missy (1 round), Fluff Gugg (1 round), Queen Eirwen (2 rounds) and almost snaring DMT. Gargadros proceeded to stomp Zin Serina, Dawnflower IV and Queen Eirwen, bestowing upon them DC 34 mummy rot. The one minute timer started ticking ... and the 12d6 spark shower didn't help matters much either.

DMT used his move-action to dimension hop via Travel domain back across the Pass with Queen Eirwen and Fluff Gugg in tow, burned a Quickened True Strike to light Gargadros up with a Dimensional Anchor ... that bounced off of his SR 34. Fluff Gugg dropped a Freedom of Movement on Queen Eirwen, whose volley of fireballs impacted futilely against that nasty SR before she flew off.

Gargadros Awesome Blow'd Zin Serina off of the cliff, although the 20d6 falling damage was thwarted as an immediate action by Molly Missy's quick use of a Feather Fall on herself, Zin Serina and Dawnflower IV. Molly then proceeded to Dimension Door with Zin Serina some 880' off "thataway", resulting in Da Monkette's customary, temporary, translation to the Ethereal Plane for 20 minutes. Molly was shunted to the surface, being merely stunned for a round - no different really than normal for Dimension Door. Dawnflower received a Freedom of Movement of her own from Da Cultist via Greater Metamagic Rod of Reach. She wisely elected to Feather Fall off the precipice into the Pass - eating an AoO - to float safely out of harm's way. Da Cultist also delivered a double-reach CCW that I forgot to apply the Mummy Rot DC against.

DMT attempted to do something thwarted by SR, as did Queen Eirwen's volley of fireballs. Fluff Gugg dusted off the CL 5 Wand of Dispel Magic and started attempting to deactivate Gargadros' wondrous items.

Gargadros flew over courtesy of the bat-wings sprouting from his tabard to grace Da Cultist - spewing actinic beams of positive energy that his mummified tucas wanted no part of - with his only confirmed critical hit of the session. The Power Attack Greater Vital Strike placed Da Cultist at -100 or so hit points, making him extremely dead despite his armor's 1/day reflexive Breath of Life.

Dawnflower continued floating down as she cast a Fly spell on herself before beginning her ascent, intent upon reaching Da Cultist's bisected corpse. Molly Missy successfully dropped a Dispel Magic upon his bat-winged tunic, plumetting him to the floor of the Pass. DMT moved over to Da Cultist's carcass, bade his Unseen Servant fetch the aforementioned Greater Rod of Reach - and proceeded to slather Garadros' halberd with Grease. Queen Eirwen got a maximized Fireball through his SR. (I believe several other damaging spells had gotten through here and there, but not very many.)

Gargadros 'ported adjacent to DMT, stomping him for having the temerity to disrespect him so (and thus graced a 4th character with Mummy Rot). The damage was sufficient to trigger his "half hp" teleport contingency. Left with a move action and an artillery battery flitting about, he moved over to the rubble pile he had emerged from.

Dawnflower IV continued her ascent towards Da Cultist's red stain atop the cliff before Molly Missy unlimbered a targeted dispel magic on his boots, shutting them down for 4 rounds at some point about here.

DMT popped the Crystal Ball out of his pocket, centered upon Fluff Gugg. Queen Eirwen and Fluff Gugg went on a desperate offensive, this time getting a Quickened Fireball through their foe's SR.

Gargadros pelted Her Majesty with a Greater Vital Strike boulder to the face, putting her at 17 or so remaining hit points.

Dawnflower had finally ascended to a move-action away from the top of the cliff. Molly Missy grew desperate and unlimbered the Mollyzooka. A 20d6 Chain Lightning ripped through Gargadros and his gear, severely damaging his brooch and headband.

DMT summoned a shadow demon in that charged in, intent on maulibg the Rune-Bound King at his master's behest. The provoking AoO saw the earlier Grease spell finally pay off as he ended up losing his grip on the halberd. Unfortunately, the shadow demon's incorporeal claws were thwarted by DR 8/--. Queen Eirwen and Fluff Gugg continued bombarding the seemingly invincible rune giant, getting another Fireball through.

Not willing to leave his beloved halberd behind as loot for the taking, his tabard's bat-like wings fluttered once more to life. He smashed the watch tower with a massive arm before stomping the shadow demon into a thin black smudge, then finished it off with a freshly-recharged spark shower.

I've forgotten a round in here, as Molly Missy had dealt a second devastating 20d6 Chain Lightning that sorely wounded the giant and utterly obliterated his +5 ring of protection as well as his headband of +4 WIS & CHA.

DMT teleported back without mishap, hovering beneath the edge of the precipice under Greater Invisibility. Dawnflower, also under that same spell from her own spells, ascended adjacent to Da Cultist's remains. At about this point, Queen Eirwen's cohort wisked himself and Her Majesty back to the castle via Word of Recall. Molly Missy obliterated her current doll body in the process of handing Gargadros 20d6 worth of Fireball to suck on.

Without a readily visible foe on the field of battle, and down to 138 or so remaining hit points, Gargadros managed the slippery task of retrieving his weapon before using the last charge in his boots to return to Xin-Shalast and catch up on 10,004 years of lost history.

Over the 3 rounds that followed, the mummy rot's onset period passed. Dawnflower extricated Mr Straw from Da Cultist's Haversack before succumbing to the dreadful curse in a shower of dessicated grue. Zin Serina lapsed into a coma due to Charisma damage, her ring guiding her body to Our Rulers' vicinity until she phased back to the Material Plane. Queen Eirwen collapsed upon her husband in a hideous shower of bones and dust. Da Mystic Theurge gurgled into a heap of steaming mess atop Varnhold Pass.

Over the following two days Our Rulers managed the painful process of breaking the dreadful enchantment on Zin Serina after Mr Straw used yet another scroll to Reincarnate Da Cultist. The sale of the ancient Thassilonian bling to a cerain passing-through Professor funded the restoration spells necessary to rid themselves of the permanent negative levels.

DMT's player is not at all fond of restoring characters once slain. In this case he may very well enertain an exception to that rule. We await his answer.

A bitterly pyyrhic victory for Our Rulers indeed.

Sczarni

nasty nasty nasty

...Power Attack + Greater Vital Strike + Rune Giant = Happy GM!


psionichamster wrote:

nasty nasty nasty

...Power Attack + Greater Vital Strike + Rune Giant = Happy GM!

Especially a Named Rune Giant with Class Levels. ^_^ Using the "averaged" damage for his critical hit with that halberd is 267 points. If he had declared the cleric his "punishment" target, that would have been on average 384 points of damage...

The Exchange RPG Superstar 2010 Top 32

Another awesome Gonzo-NPC from Turin - I love it!!!!


carborundum wrote:
Another awesome Gonzo-NPC from Turin - I love it!!!!

Gonzo? *laughs*

Glad you enjoyed it.

I've completed the remaining critters for Chapter 3. Chapter 4 - 6 have been roughed out and await final development. And of course Gargadros awaits his immortalization here via stat block for Alexandre's edification.

I will post the ravenous Grauls this coming week as well. Pappy and Silas will have to wait of course. (Especially Pappy.)

The Exchange RPG Superstar 2010 Top 32

It's good to be back! :-)

(And I just watched the first Game of Thrones - I need to get DM-ing again soon, I feel the need for a beheading!)


carborundum wrote:

It's good to be back! :-)

(And I just watched the first Game of Thrones - I need to get DM-ing again soon, I feel the need for a beheading!)

Welcome back, carborundum! Glad to have seen that the tyke and Missus C are doing well.

Beheadings are a Good Thing. ^_^


Turin the Mad wrote:
Molly Missy successfully dropped a Dispel Magic upon his bat-winged tunic, plumetting him to the floor of the Pass.

Actually that was da wizard. She casted fly in the following round.


Yet another body. Half Elf this time. A longer lived body than before. It seems to have a number of other little advantages over my last human one. Yeah it is a little more delicate than my last few bodies, but hopefully I will be able to spot things easier.

Just wish it was under more victorious circumstances. Just glad the civilians didn't get killed in THIS incident, but we have problems we might need to deal with later. Our fair kingdom's story is too young for a war.

Write your story well.


Captain Sir Hexen Ineptus wrote:
Turin the Mad wrote:
Molly Missy successfully dropped a Dispel Magic upon his bat-winged tunic, plumetting him to the floor of the Pass.
Actually that was da wizard. She casted fly in the following round.

Ah - glad you caught that. I knew Torsin / Dawnflower had done something nasty, but for the life of me I couldn't remember what or when.


The name of the story that is me is "Mulder".


The Real Life Monster is an irritating foe some times. Gargadros and the Grauls have not been forgotten, never fear.

Chapter 3's remaining foes and all of Chapter 4's foes are fully statted up.

I'm taking a bit of a break with King Maximilian's "official write up". Stars are the theme ... although I don't know when (if ever) that I would post his character sheet.


1 person marked this as a favorite.

"The Rune-Bound King” Gargadros, former general in Runelord Karzoug’s army - CR 19

He stands 40’ tall and weighs a massive 13 tons. Use the rune giant illustration from Pathfinder #5 - the one cleaving some sorry scrub in a bloody spray of innards.

Dreadnaught Mummy Rune Giant Fighter 4

LE Gargantuan Undead (Augmented Humanoid)
Aura of Despair 30’ (Will DC 32 negates paralyzed with fear for (1d4) rounds; Cha-based DC = 34 w/ gear)

Senses Darkvision 60’, low-light vision; Perception +30 = +32

Initiative +3 = +6 w/ gear

Space/Reach: 20’/20’

SR 34

Feint DC: 32/34

AC: 50 (touch AC +28 natural armor +13 armor); flat-footed AC: 47 = AC: 60, ff 57 (amulet & ring)
• +1 dodge from rapid strike = AC: 51 = AC: 61 (amulet & ring)

Touch AC: 9 (10 -4 size +3 Dex); flat-footed touch AC: 6 / +5 deflection = Touch AC 14 (ff 11)
• +1 dodge from rapid strike = Touch AC: 10 / +5 deflection = Touch AC 15 (ff 12)

Hit Points: 488 [20d8 racial HD [max = 160 hp] plus 4d10 class HD [max = 40 hp] +240 CHA +48 Toughness {160+40+240+48 / 24 total HD}]; DR 24/magic and 8/-- (DR 5/-- without armor)

Base Attack +19

  • Melee AB +37/+32/+27/+22 (base 19 -4 size +22 Str) = +40
  • CMB +45 (base 19 +4 size +22 Str) = +48, total +58 to sunder, +53 using power attack
  • CMB +49 to sunder, +55 with rapid strike & +5 weapon = +50 using Power Attack
  • Ranged AB +18/+13/+8/+3 (base 19 -4 size +3 Dex) = +21
  • CMD 58 (10 +19 bab +4 size +22/25 Str +3/6 Dex +5 deflection) = +69, 71 vs. sunder

Immune to cold, electricity and mind-affecting abilities, diseases, poisons, paralysis and stunning; death effects, sleep, exhaustion/fatigue, ability damage to Str and Dex; not subject to ability drain, energy drain, massive damage, nonlethal damage, any effect requiring a Fortitude saving throw unless it also affects objects (such as ray of enfeeblement), reincarnate/raise dead, uses CHA bonus in place of all circumstances that normally call upon a bonus based upon a CON score; healed by negative energies; destroyed at 0 hp; does not breathe, drink, eat or sleep.

Resist Acid 30, Fire 60
Vulnerable to Fire (+50% damage prior to accounting for defenses & saves)

Fortitude +26 (base 16 +10 Cha); +5 resistance & gear = Fortitude +33

Reflex +13 / +17 to catch rocks (base 7 +6 Dex); +5 resistance = Reflex +18 / +22

Will +10 {Bravery +1 = +11} (base 7 +3 Wis); +5 resistance & gear = Will +17 {+18}

Speed 50’ (35’ in heavy armor); Acrobatics +43/+46, Climb +19/+22, Swim +19/+22 | rapid strike = (80’) 65’ speed = +55 Acrobatics checks made for jumps; fly 60’ (average) = 90’ w/ rapid strike

2 slams +37 melee (2d6+22 / bypasses magical DR and regeneration) plus Mummy Rot) {curse and disease – slam; Fortitude save DC is CHA-based = 32 (10 +12 +10)/DC 34 with gear; onset = 1 minute; frequency = daily; effect 3d6 Con and 3d6 Cha damage; cure = first removing the curse, after which point the disease can be removed; healing spells cast upon the afflicted must first succeed on a DC 34 CL check or the spell is wasted to no effect; any creature that dies from mummy rot turns to dust & cannot be returned to life without resurrection or greater magic.}

Greater Vital Strike slam +37 melee (8d6+22, crit = 10d6+44) | rapid strike = 3 slams +38 melee / power attack = +33 melee (2d6+32; greater vital strike 8d6+32 / crit = 10d6+64)

+5 amulet +45 melee (2d6+30) / rapid strike = 3 slams +46 melee (2d6+30); power attack +41 3 slams (2d6+45)

Or by weapon: gargantuan halberd (melee +38/+33/+28/+23) deals 5d8+35 P or S/19-20, x3; brace, trip; two-handed metal-hafted weapon; size = 80 gp & 96 lbs’ encumbrance; base hardness 10 & 160 hp – material modifies hardness & hit points; enchantment adds +2 hardness and +10 hit points per point of enchantment] / Greater Vital Strike deals 5d8x4+35 P or S/19-20, x3 = 5d8x7+105 (yes, 20d8, = 35d8 on a confirmed critical) / Punishing Strike +10 AB & +24 damage | greater vital strike deals a staggering 20d8+45, 30d8+187 on a confirmed critical hit.) including enhanced STR of 60 (+25) = +41/+36/+31/+26 (5d8+39 P or S/19-20, x3 = 15d8+117) / -5, +15 Power Attack & rapid strike = +36/+31/+26/+21/+36 (5d8+54 <76>/x3=15d8+162) / greater vital strike power attack = 20d8+54/x3 = 30d8+162 / punishing greater vital strike power attack (+12 AB, +24 dmg) +48 melee, 20d8+78/x3 = 30d8+224

+5 ghost touch mighty cleaving halberd, rapid strike +46/+41/+36/+31/+46 (5d8+44/19-20, x3 = 15d8+132) / power attack +41/+36/+31/+26/+41 (5d8+59 <81.5>/x3 = 15d8+177 <244.5>) / greater vital strike deals 20d8+44 <134>/x3= 30d8+132 <267> / punishing greater vital strike +58 (20d8+68 <158>/x3 = 30d8+204 <339>) / punishing greater vital strike power attack +53 (20d8+83 <173>/ x3 = 30d8+249 <384>)

Thrown rocks (3d8+33 [1.5 STR bonus], +4 racial attack bonus = +22/+17/+12/+7, Huge objects [100-150 lbs], 240’ thrown range increment, two-handed thrown weapon) – greater vital strike 6d8x2+33; confirmed critical hit = 5d8x3+66; rapid strike +23 ranged attack bonus

Ability Scores: 54 STR (+22), 17 DEX (+3), -- CON, 14 INT (+2), 16 WIS (+3), 30 CHA (+10)
+6 physical might = 60 STR (+25), 23 DEX (+6); light load: 272,384 lbs. (x2,048 for STR 20)
+4 mental prowess = 20 WIS (+5), 34 CHA (+12)
• Strength checks made to break or burst items w/ belt = +37 bonus …
Languages: Giant, Thassilonian (native), Draconic and Infernal

SD: +4 bonus on Reflex saving throws to catch thrown rocks as though possessing the Snatch Arrow feat applied to such weapons / concentration checks – when applicable – are d20+34/d20+36

Command Giant (Su): +10 bonus on skill checks used against giant subtype humanoids; +4 bonus on the saving throw DCs of any charms and compulsions used against giant subtype humanoids.

Runes (Su): The runes scribed across his body flash and glow brightly when he uses any spell-like abilities or his spark-shower ability. When his body flashes, any creature within 10 feet at that time must succeed on a DC 32/34 [10 +12 HD +10 Cha] Fortitude saving throw or be blinded for one round – being merely dazzled for 1 round if the saving throw is successful. An erase spell permits Gargadros a Fortitude saving throw to resist the spell. Failure to resist such a targeted erase shuts down access to his spark shower and spell-like abilities for the 24 hours it will require for the runes to “grow back”.

Spark Shower (Su): Once every (1d4+1) rounds as a free action, Gargadros can cause a 30 foot cone of sparks to discharge from his runes. Those within the cone take 12d6 damage – half electricity and half fire – against which a DC 30/32 Reflex saving throw is applicable for half damage. (20 + CHA bonus)

(Sp; CL 24th = dispel DC 35):

  • At Will – air walk, inflict light wounds (1d8+5 – this is how he will ‘self repair’ quickly and rapidly | on average, it takes him 5 minutes to restore himself to full hit points from as low as 11 remaining hp), suggestion (targeting giants only, SL 3, total DC 27)
  • 3/day – mass charm monster (giants only, SL 7, total DC 31), dominate monster (giants only, SL 8, total DC 32) | 1/day – demand, true seeing

Punishing Strike (ex): 3/day (free action) adds his +10 CHA bonus to attack & +24 to the damage dealt by melee attacks in the same vein as a smite evil does. This may not be used more often than once every four rounds.

Rapid Strike (Sp, CL 24th): personal haste 5/day (+30’ enhancement bonus to speed; +1 dodge bonus to AC and Reflex saving throws; +1 attack bonus; full attack grants an extra attack at his highest attack bonus; duration of 24 rounds; dispel DC 35); quicken rapid strike 3/day +2 not quickened per day

Feats: Power Attack, Cleave, Awesome Blow, Improved Bull Rush, Improved Critical (Halberd), Quick Draw, proficiency with all armor, all simple weapons and all martial weapons (racial); Alertness (B); Endurance (B); exchanged shields and tower shield proficiencies for two Toughness feats (fighter); Weapon Focus – Halberd (ftr 1), Weapon Specialization – Halberd (ftr 4), Greater Vital Strike (ftr 2, bab 17), Vital Strike (13, bab 9), Improved Vital Strike (15, bab 11), Step Up (17, bab 13), Quicken Spell-like Ability (rapid strike) (19, bab 14), Improved Sunder/Greater Sunder (21, bab 16) & (23, bab 18)

Skills: Acrobatics +43 | +53 vs. giant subtype humanoids (24 ranks +22 STR -3 check), Climb +19, Perception +30 {+40 vs. giant subtype humanoids} (24 ranks +3 trained +3 WIS); Craft (two) +29 (24 ranks +3 trained +2 INT), Intimidate +37 | +41 if larger than the one he is intimidating | +47 or +57 vs. giant subtype humanoids (24 ranks +3 trained +10 CHA), Perception +30 (24 ranks +3 trained +3 WIS), Profession (soldier) +30 (24 ranks +3 trained +3 WIS), Swim +19

Gear: (gear value increases his CR from 18 to 19)

“Hewer of Spirits” +5 ghost touch mighty cleaving adamantine Gargantuan halberd (96 lbs | 101,080 gp | hardness 30 / 260 hit points -8 | caster level 20th | aura: strong conjuration and evocation | slot: N/A)

“War Lord’s Cuirass” +5 heavy fortification adamantine Gargantuan field plate (400 lbs | 127,000 gp | hardness 30 / 420 hp | -3 check penalty | +3 maximum Dex bonus to AC | 75% chance of normal damage from critical hits and sneak attacks | +13 enhanced armor bonus to AC | increases his untyped DR by 3/-- | caster level 20th | aura: strong abjuration | slot: armor)

+5 ring of protection (50,000 gp | caster level 15th | aura: strong abjuration | -- lb. | slot: ring)

+6 belt of physical might (STR & DEX | 90,000 gp | caster level 12th | aura: strong transmutation | 8 lbs. | slot: belt)

Boots of Quickened Teleportation (165,240 gp | caster level 17th | aura: strong conjuration | quickened teleport 3/day (Verbal, immediate) -2, range: 1,700 miles | 24 lbs. | slot: feet)

Flying +5 tabard of resistance (101,500 gp | caster level 15th | aura: strong abjuration | 8 lbs. | +5 competence bonus to Fly checks | bat-like wings grant fly speed 60’ (average) | slot: shoulders)

“Tyrant’s Badge” +5 brooch of mighty fists & natural armor (200,000 gp | caster level 15th | aura: strong evocation & transmutation | -- lb. | slot: neck)

+4 headband of mental prowess (WIS & CHA | caster level 12th| strong transmutation | 40,000 gp | slot: headband)

Knowledge Checks

DC 35 (nature): The rock comprising the “growth” is about ten thousand years old.

(Once revealed)

arcane sight reveals:

  • Concentration + standard action determines that he has arcane spell casting with strong abilities available for use.
  • Armor – star-metal field plate (strong abjuration)
  • ring – bejeweled star-metal (strong abjuration)
  • tabard (strong abjuration)
  • brooch – bejeweled star-metal etched with the “neutral” and “evil” sets of the seven Thassilonian runes (strong evocation and transmutation)
  • belt – star-metal links (strong transmutation)
  • headband – bejeweled star-metal (strong transmutation)
  • halberd – star-metal blade and haft (strong conjuration and evocation)
  • boots – unusual leather, star-metal plated (strong conjuration).

Knowledge (local)

  • DC 32 – this is a rune giant, magically crafted and crossbred more than ten thousand years ago at the height of Thassilon in what is now Varisia to the far north and west. (The Chelaxian “colony” of Korvosa is in that region, for example – now a wretched hive of scum and villainy beholden to Zon Kuthon.) They have power to command and control other giants yet in turn served their ancient masters, the Rune Lords of Thassilon. Rune giant’s flesh is decorated by dozens of Thassilonian runes, manifestations of their powers.
  • DC 37 – this giant appears to be among the toughest of its kind, superior to the norm (for a rune giant) and especially formidable in melee combat. Nonmagical weapons stand little chance of hurting it.
  • DC 42 – This creature can haste itself several times per day. If it focuses its violence upon a single foe, doing so acts much like a paladin’s smite without regard to the foe’s alignment.
  • DC 47 – an erase spell targeting its runes can suppress the creature’s rune-based powers for a day, although a rune giant is permitted a Fortitude saving throw to resist the erasure.
  • DC 52 – The nature of this creature’s superiority over the normal specimens of its race is known to include impressive resistance to energy attacks.

Knowledge (religion)

  • DC 32 – this particular rune giant appears to have been mummified. As such it is vulnerable to fire. As with all mummies, its unarmed blows transmit mummy rot and its mere presence can paralyze the mind with fear for a short time if you are close enough.
  • DC 37 – it is resistant to weapon damage of all types in a fashion that its star-metal armor will reinforce.

Knowledge (history): DC 42 – this particular giant is none other than Gargadros the Rune-Bound King, said to be the mightiest of the rune giants from Rune Lord Karzoug’s armies of greed. Gargadros is renowned amongst certain scholarly circles for his prowess in combat and particularly potent rune-derived powers. No surviving historical records indicated his final fate during the fall of Thassilon 10,004 years ago when Earthfall happened – it would seem this was his fate, despite his best effort to flee that catastrophe. At least, it was his fate …


And here come the Grauls ...

Advanced Ravenous Human Ogrekin

CR +3 (class level +2 as NPCs)

NE Medium Humanoid (giant, human)

Senses: darkvision 60’, low-light vision

SQ:
• Ageless
• Cannibal healing (feeding upon a humanoid slain within the past hour heals all ability damage and ability drain)
• Deformities: Extra Ugly (-4 all Cha-based skill checks except Intimidate), Oversized Maw (primary bite natural weapon attack: 1d6 +1 ½ Strength bonus, no attack penalty even as a secondary melee attack)
• Sprint (1/hour: charge up to 10x normal land speed) [300’ = 600’ under haste]
• +4 racial skill bonuses to Escape Artist, Intimidate & Stealth; +8 to Acrobatics, Climb, Perception & Survival
• Bonus Feats: Blind-Fight, Improved Unarmed Strike, Improved Grapple
• +5 natural armor
• +1 1st level feat
• +1 skill point per level
• +1 hp / level favored class bonus

SA:
• +4 favored enemy: humanoids [attack rolls, weapon damage rolls & Bluff, Knowledge (local), Perception, Sense Motive & Survival checks] – Ravenous creatures don’t care about subtypes, they eat ‘em all.
• +2 DC all spells, abilities & special attacks made against humanoids (all the better to eat them with .. raw or otherwise)

HP: DR 5/--, fast healing 10

Ability Score Array (INT primary caster)  33 Str (+11), 18 Dex (+4), 28 Con (+9), 21 Int (+5) plus level advancement, 16 Wis (+3), 12 Cha (+1)

Languages: Common, Giant (native); Aklo, Elven, Goblin, Hallit, Sylvan and Worg (Int bonus)

8 typical Grauls: Magus 10

CR 12 (19,200 xp each)
NE Medium Humanoid (giant, human)
Feint DC: 23 (27 humanoids) Intimidate DC: 23

Speed: 30’; Acrobatics +20, Climb +30, Stealth +16, Swim +22; spider climb = climb 20’ (+38, take 10 = check of 48); fly spell = fly 60’ (good) @ Fly +17 60’ speed (climb 40’), 90’ fly with haste

Senses: darkvision 60’, low-light vision, permanent see invisibility (CL 10th, dispel DC 21 to suppress for 1 minute | 5,200 gpv);
Perception +21 (+25 humanoids), Sense Motive +13 (+17 humanoids)

AC: 25 = 30 w/ shield = 26, 30 w/ haste; flat-footed 21 = 26 w/ shield (touch +5 natural armor +5 armor) <19, ff 15 w/o gear>
• Incorporeal Touch AC: 19 = 20 haste, flat-footed 15 (+4 shield)
Touch AC: 15 = 16 haste, flat-footed touch 11 (10 +4 Dex +1 deflection) <14, ff 10 w/o gear>

HP: 163 each, DR 5/--, fast healing 10 (53 [10d8 – high average] +90 Con +10 Toughness +10 favored class)

33 Str (+11), 18 Dex (+4), 28 Con (+9), 23 Int (+6), 16 Wis (+3), 12 Cha (+1) Light Load: 612 lbs. Heavy Load: 1,840 lbs.

Languages: Common, Giant (native); Aklo, Elven, Goblin, Hallit [local human language], Sylvan, Worg (INT bonus)

Fort +17 (base 7 +9 Con +1 resistance) <+16, no gear>, Reflex +8, +9 haste (base 3 +4 Dex +1 resistance) <+7, no gear>, Will +11 (base 7 +3 Wis +1 resistance) <+10, no gear> | Weaknesses: stone to flesh immediately suppresses stone fist gauntlet for 1 minute; targeted by transmute rock to mud suppresses stone fist gauntlet for 1 minute & deals 4d6 damage to the wearer (bypassing DR, does not permit a saving throw to resist the effect)

FEATS: Toughness (human 1st), Quick Draw (1st), Eschew Materials (3rd), Simple and Martial Weapons Proficiencies (Magus), Light & Medium Armor Proficiencies (no ASF / Magus), Improved Unarmed Strike (1d3+11) (B), Improved Grapple (B), Combat Casting (5th), Weapon Focus (unarmed strike) (7th), Spell Penetration (9th); counts as 5th level Fighter for feats after 10th level (1/2 Magus level). Blind-Fight (B)

BAB +7/+2
• Melee +18 (base attack 7 +11 Str)
o Humanoids +22/+17 melee
 masterwork ogre hook +23/+18 two-handed melee weapon (1d10+20 piercing/x3 = 3d10+60), bite +22 (1d6+20); haste +24/+19/+24; charge/sprint +26
o Unarmed Strike +19/+14 (1d3+11), bite +18 (1d6+16)
 +3 stonefist gauntlet +22/+17 (1d6+14), bite +18 (1d6+16) – ignores hardness less than 8
 +23/+18 vs. humanoids (1d3+15), bite +22 (1d6+20)
 +3 stonefist gauntlet +26/+21 vs. humanoids (1d6+18) – ignores hardness less than 8, bite +22 (1d6+20) – haste+27/+22/+27 vs. humanoids, bite +23; charge/sprint +29
 Spell Combat: +3 stonefist gauntlet +24/+19 vs. humanoids (1d6+18) – ignores hardness less than 8, bite +20 (1d6+20) & standard action spell (cast defensively: +20 bonus vs. highest DC of 23 for a 4th level spell, automatic success to cast a 3rd level or lower spell) || haste +25/+20/+25, bite +21; charge/sprint +27
• Ranged +11 (base attack 7 +4 Dex)
o composite longbow w/ 11 cold-iron masterwork arrows +12/+7 (1d8+2 piercing/x3 = 3d8+6)
o Humanoids +15/+10 ranged
 composite longbow w/ 11 cold-iron masterwork arrows +16/+11 (1d8+6 piercing/x3 = 3d8+18)
• 1haste +17/+12/+17
• CMB +18 (base attack 7 +11 Str)
o Grapple CMB +23 (base attack 10 +11 Str +2 improved grapple) <+23, no gear>
 +27 grapple vs. humanoids; haste +28 <+4 favored enemy | +27, no gear>
• CMD 33, 38 vs. grapple (10 +7 or +10 base attack +11 Str +4 Dex +1 deflection) <32, 37 vs. grapple w/o gear>
o haste CMD 34, 39 vs. grapple

SKILLS (90 ranks):
• Acrobatics +20 (10 ranks +8 racial +4 Dex -2 check)
• Bluff +1 (0 ranks +1 Cha)
o Bluff vs. humanoids +5 (+4 favored enemy)
• Climb +30 (10 ranks +3 trained +8 racial +11 Str -2 check)
• Craft (traps) +19 = +21 w/ masterwork tools (10 ranks +3 trained +6 Int)
• Escape Artist +8 (2 ranks +4 racial +4 Dex -2 check)
• Fly +8 (3 ranks +3 trained +4 Dex -2 check)
• Intimidate +15 (7 ranks +3 trained +4 racial +1 Cha)
• Knowledge (arcana) +10 (1 rank +3 trained +6 Int)
• Knowledge (local) +12 (6 ranks +6 Int)
o Knowledge (local – humanoids) +16 (+4 favored enemy)
• Perception +21 (10 ranks +8 racial +3 Wis)
o Perception vs. humanoids +25 (+4 favored enemy)
• Perform (banjo) +7 (2 ranks +1 Cha +4 hillbilly)
• Profession (cook) +8 (2 ranks +3 trained +3 Wis)
• Profession (trapper) +10 (4 ranks +3 trained +3 Wis)
• Sense Motive +10 (7 ranks +3 Wis)
o Sense Motive vs. humanoids +14 (+4 favored enemy)
• Spellcraft +10 (1 rank +3 trained +6 Int)
• Stealth +16 (10 ranks +4 racial +4 Dex -2 check)
• Survival +16 (5 ranks +8 racial +3 Wis)
o Survival checks relating to humanoids +20 (+4 favored enemy)
• Swim +22 (10 ranks +3 trained +11 Str -2 check)

SA:
• Spellstrike (Su): touch spells can be delivered through a one-handed melee weapon or by touch
• Spell Combat (ex): FRA (1 hand must be free) – all attacks w/ melee weapon @ -2 plus a standard action spell that must be cast defensively (doing so w/o provoking AoO) – either the spell or the weapons attacks happen first
• Arcane Weapon (Su): +2 added to stonefist gauntlet – must wield when casting spells [considered wielded once the ogre hook/bow is dropped or otherwise unreadied]

Magus Arcana
• Maneuver Mastery – Grapple (magus level = base attack for grappling)
• Empower Magic 1/day – does not increase casting time or spell level & takes no action type
• Hasted Assault (swift = personal haste for sacrificed SL in rounds)

Prepared Arcane Spell Casting concentration +16 (+20 defensive), +12 vs. SR, CL 10th | Close 50’/Med. 200’ / Long 800’
• Cantrips (DC 16 = 18 vs. humanoids, 5): acid splash, detect magic, mage hand, open/close (arcane focus: a brass key) and prestidigitation
• 1st Level (DC 17 = 19 vs. humanoids, 7/day): feather fall (V, immediate – 10 rounds or until landing, CRB p281), magic missile (x3) (5d4+5 force damage – Medium range, CRB p309-310), shield (CRB p342, often pre-cast – lasts 10 minutes) [_x_] and shocking grasp (x2) (10d6 electricity – +18 melee touch = +22 melee touch vs. humanoids <+3 attack bonus vs. those wielding metal weapons/wearing metal armor = +21 melee touch = +25 melee touch vs. humanoids>, CRB p343)
• 2nd Level (DC 18 = 20 vs. humanoids, 6/day): fire breath (4d6 fire damage then 2d6 fire damage then 1d6 damage , Reflex halves – 15’ cone – 10 rounds to discharge - APG p221), glitterdust (x2) (Medium range – 10’ radius spread – no SR – coating lasts 10 rounds & Will save negates blindness (check again/round after 1st), CRB p290), invisibility [_x_], spider climb (CRB p347 – lasts 100 min., often pre-cast) [_x_] and web (CRB pp 368-369)
• 3rd Level (DC 19 = 21 vs. humanoids, 4/day): fireball (x3) (10d6, Reflex half, CRB p283), fly (10 minutes, often pre-cast, CRB p284 | arcane focus: a wing feather) [_x_]
• 4th Level (DC 20 = 22 vs. humanoids, 2/day): dimension door (x2)

Spell Mastery: read magic

Magus Spell Book in the form of the Grauls’ favorite blankies, encrusted with filth and worse, but are legible - to them | DC 30 Linguistics to recognize that there is indeed a pattern and purpose to the crayon-like scrawling | DC 25 +SL Spellcraft checks to decipher the Graul’s scrawling into something useful in another’s spell book | they use Aklo as their “magic language”
• Cantrips (free): acid splash, arcane mark, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, spark
• 1st Level (12 free | 10 gp): burning hands, color spray, expeditious retreat, feather fall, floating disk, grease, jump, magic missile, mount, shield, shocking grasp, stone fist and true strike
• 2nd Level (6 free | 480 gp): alter self, bear’s endurance, bull’s strength, fire breath, flaming sphere, glitterdust, invisibility, mirror image, pyrotechnics, scorching ray, spider climb and web
• 3rd Level (6 free | 540 gp): dispel magic, displacement, fireball, fly, greater magic weapon, haste, lightning bolt, phantom steed, slow, stinking cloud, water breathing and wind wall
• 4th Level (2 free | 960 gp): ball lightning, detonate, dimension door, dragon’s breath, fire shield, greater invisibility, wall of fire and wall of ice

GEAR

+1 stonefist gauntlet [permanent version of the spell – CL 1st, APG p 247 | 6,302 gp | 1 lb.]
1 masterwork ogre hook (324 gp, two-handed weapon, 1d10+16 piercing/x3 - +2 to attempt a trip | 10 lbs.)
1 composite longbow (+2 Str = 300 gp, 3 lbs | 110’ range increment) & quiver w/ 11 cold-iron masterwork arrows (68.2 gp, 2#)
1 favorite blanket (magus spell book | 2,005 gp, 3 lbs.)
+1 hide shirt [CL 3rd – faint abjuration – 1,240 gp – 25 lbs. - +5 armor bonus - -2 check penalty - +4 max Dex bonus]
+1 ring of protection [CL 3rd – faint abjuration – 2,000 gp] & ring of sustenance [CL 5th, faint conjuration | 2,500 gp]
+1 vest of resistance [1,000 gp – CL 3rd – faint abjuration] as part of a particularly filthy equivalence to a peasant’s outfit [2 lbs.]
Masterwork trap-crafting tools set [55 gp, 5 lbs.]
Spell component pouch (5 gp, 2 lbs.) w/ the other arcane foci that they would need for the spells that they normally don’t prepare (true strike, lightning bolt as examples)

Cash (3 gold & 28 silver, 1 lb.) in belt purse

“Graul Hounds”

Advanced 12 HD Large Worgs (CR 10 = 9,600 xp each), pack of 5
NE Large magical beast
faint aura of evil
Initiative +3
Speed 40 feet
Senses: darkvision 60’, low-light vision, scent; Perception +20

31 STR (+10), 17 DEX (+3), 22 CON (+6), 10 INT, 18 WIS (+4), 14 CHA (+2)

Hit Points: 150 each (12d10 HD [66] +72 CON +12 toughness)

AC: 21 (touch AC +6 natural armor); flat-footed AC: 18
Feint DC: 26 <10 +12 +4>
Touch AC: 12 (10 -1 size +3 Dex); flat-footed touch AC: 9 Intimidate DC: 26

SAVES: Fortitude +14 <base 8 +6 Con>, Reflex +11 <base 8 +3 Dex>, Will +10 <base 4 +4 Wis +2 Iron Will>

Bite +21 melee (1d8+15 plus trip@ CMB +25 <12 -1 +10 +4>) BAB +12

Feats (6): Alertness, Skill Focus – Perception, Run, Weapon Focus – Bite, Iron Will and Toughness

Skills: Perception +20, Stealth +10, Survival +15, Swim +19

CMD: 36 = 40 vs. overrun, pull, push and trip (10 +12 bab +1 size +10 Str +3 Dex)

Languages: Common and Goblin

Haste: AC 22, Touch AC 33, Reflex +12, CMD 37, 41 vs. overrun, pull, push and trip, Speed 70’

Crowfood, Hucker, Mammy & Rukus Graul – Magus 13 (differences from the regular Grauls) = CR 15 (51,200 xp each)

HP: 205 each; DR 5/--, fast healing 10 (62 [13d8] +117 Con +13 favored class +13 toughness)

Feint DC: 22 (10 +9 BAB +3 Wis) = 24 humanoids

Intimidate DC: 26 (10 +13 HD +3 Wis)

24 Int (+7) w/ level advancement

AC: 27 = 31 w/ shield; haste 28 = 31 w/ shield, flat-footed 23 = 27 w/ shield (touch +5 natural armor +6 armor)
• Incorporeal Touch AC: 20; haste 21, flat-footed 16 (touch +4 shield)
• Touch AC: 16; haste 17, flat-footed 12 (10 +4 Dex +2 deflection)

Fort +19 (base 8 +9 Con +2 resistance), Reflex +10 = +11 haste (base 4 +4 Dex +2 resistance), Will +13 (base 8 +3 Wis +2 Iron Will +2 resistance)

BAB +9/+4
• Melee +20/+15 (base attack 9 +11 Str)
o Masterwork ogre hook +21/+16 (1d10+16 P/x3 = 3d10+48), bite +20 (1d6+16)
o Unarmed Strike +21/+16 (+1 weapon focus) (1d3+13), bite +20 (1d6+16)
 +5 stonefist gauntlet +26/+21 (1d6+18), bite +20 (1d6+16)
o Humanoids +24/+19 (+4 favored enemy) <+27 melee touch shocking grasp vs. metal>
 Unarmed Strike +25/+20 (+1 weapon focus) (1d3+17), bite +24 (1d6+20)
 +5 stonefist gauntlet +30/+25 (1d6+22), bite +24 (1d6+20); haste +31/+26/+31, bite +25
 Spell Combat: +5 stonefist gauntlet +28/+23 (1d6+22), bite +22 (1d6+20) & spell
• hasted spell combat:+29/+24/+29, bite +23
• Ranged +13/+8 (base attack 9 +4 Dex)
o Composite Longbow, cold-iron arrows (whetstone-honed) +14/+9 (1d8+12/x3 = 3d8+36)
o Humanoids +17/+12 (+4 favored enemy)
 Bow +18/+13 (1d8+16 / x3 = 3d8+48); haste +19/+14/+19
• CMB +20 (base attack 9 +11 Str)
o Grapple +28 (+4 greater grapple, base attack 13)
o Humanoids +24 (+4 favored enemy)
 Grapple +32; haste +33 (+4 greater grapple, base attack 13)
• CMD 38; haste 39 (10 +9 base attack +11 Str +4 Dex +2 deflection)
o CMD vs. grapple 44 (+2 improved grapple, +13 base attack); haste 45

FEATS (additional): Heavy Armor Proficiency (no ASF – Magus), Weapon Specialization – Unarmed Strike (1d3+13), Greater Grapple

MAGUS ARCANA (additional): Maximized Magic 1/day Arcane Weapon +3

SKILLS (130):
• Acrobatics +23 (13 ranks +8 racial +4 DEX -2 check)
• Bluff +1 (0 ranks +1 CHA)
o Bluff humanoids +5 (+4 favored enemy)
• Climb +30 (10 ranks +3 trained +8 racial +11 STR -2 check)
• Craft (traps) +23 = +25 w/ masterwork tools (13 ranks +3 trained +7 INT)
• Craft (alchemy) +23 = +25 w/ alchemist lab [Crowfood, Mammy & Rukus] (13 ranks +3 trained +7 INT)
• Disable Device +15 = +17 w/ masterwork thieves’ tools (13 ranks +4 DEX -2 check)
• Escape Artist +8 (2 ranks +4 racial +4 DEX -2 check)
• Fly +8 (3 ranks +3 trained +4 DEX -2 check)
• Handle Animal +29 [Hucker] (13 ranks +1 CHA +15 competence)
• Intimidate +15 (7 ranks +3 trained +4 racial +1 CHA)
• Knowledge (arcana) +15 (5 ranks +3 trained +7 INT)
• Knowledge (local) +13 (6 ranks +7 INT)
o Knowledge (local – humanoids) +17 (+4 favored enemy)
• Perception +24 (13 ranks +8 racial +3 WIS) Perform (banjo) +12
o Perception  humanoids +28 (+4 favored enemy)
• Sense Motive +10 (7 ranks +3 WIS)
o Sense Motive  humanoids +14 (+4 favored enemy)
• Spellcraft +15 (5 ranks +3 trained +7 INT)
• Stealth +16 (10 ranks +4 racial +4 DEX -2 check)
• Survival +16 (5 ranks +8 racial +3 WIS)
o Survival  humanoids +20 (+4 favored enemy)
• Swim +22 (10 ranks +3 trained +11 STR -2 check)

Prepared Arcane Spells CL 13th, +15 vs. SR, concentration +20 (+24 defensive)
• Cantrips (DC 17 = 19 humanoids, 5): acid splash, detect magic, mage hand, open/close (arcane focus: a brass key) and prestidigitation
• 1st Level (DC 18 = 20 humanoids, 7/day): feather fall, magic missile (x3 – 7 missiles), shield [x] and shocking grasp (x2 – 13d6 electricity)
• 2nd Level (DC 19 = 21 humanoids, 7/day): fire breath, flaming sphere, glitterdust (x2), invisibility [x] (Crowfood & Mammy – Hucker and Rukus have yet to cast this spell), spider climb [x] and web
• 3rd Level (DC 20 = 22 humanoids, 6/day): fireball (x4 – 13d6; maximize = 78 pts.; empower = (13d6+50%)), fly (arcane focus: a wing feather) [x] and haste [x]
• 4th Level (DC 21 = 23 humanoids, 4/day): dragon’s breath (x3 – 13d6) and wall of fire
• 5th Level (DC 22 = 24 humanoids, 2/day): teleport (x2) [__] [__]
5th Level Spells in Spell Book (2 free | 1,000 gp): cloudkill, cone of cold, fire snake, interposing hand, teleport and wall of stone

GEAR 7,170 magic / 260 ltd use / 500 gear

+2 stonefist gauntlet [permanent version of the spell – CL 1st, APG p 247 | 12,302 gp | 1 lb.]
1 mwk ogre hook (324 gp, two-handed weapon = 1d10+16 piercing/x3 - +2 to attempt a trip | 10 lbs.; hardness 10, 20 hp)
1 masterwork composite longbow (+11 Str = 1,500 gp, 3 lbs | 110’ range increment) & quiver w/ 20 cold-iron whetstone-honed arrows (4 gp, 3 lbs., 1d8+12/x3) 1 favorite blanket (magus spell book | 3,005 gp, 3 lbs.)
+2 hide shirt [CL 6th – moderate abjuration – 4,240 gp – 25 lbs. - +6 armor bonus - -2 check penalty - +4 max Dex bonus]
+2 ring of protection [CL 6th – moderate abjuration – 8,000 gp] & ring of sustenance [CL 5th, faint conjuration | 2,500 gp]
+2 vest of resistance [4,000 gp – CL 3rd – faint abjuration] as part of a particularly filthy equivalence to a peasant’s outfit [2 lbs.]
Masterwork trap-crafting tools set [55 gp, 5 lbs.]
Spell component pouch (5 gp, 2 lbs.) w/ the other arcane foci that they would need for the spells that they normally don’t prepare (true strike, lightning bolt as examples)
Cash (3 gold & 28 silver, 1 lb.) in belt purse

Hucker has a tattoo on his head that grants a +15 competence bonus on Handle Animal checks.

Chuckles, Drooler & Biggun’ (pet hunting spiders) (CR 12 / 19,200 xp)
Pets of Hucker Graul
Advanced Vampiric Giant Tarantula
N Gargantuan Vermin
Initiative: +4 (Dex)
Senses: darkvision 60’, tremorsense 60’; Perception +21 = +25 in webs (10 ranks +3t +4 race +4 Wis)
Speed: 40’ & climb 30’; Acrobatics +25 (10r +3t +8 race +4 Dex), Climb +44 (10r +3t +16 race +15 Str), Stealth +9 = +13 in webs (10r +3t +4 race +4 Dex -12 size); ignores 20’ of difficult terrain when they move
AC: 22 / ff 18 (touch AC +12 natural armor)
Touch AC: 10 / ff 6 (10 -4 size +4 Dex)
Hit Points: 135 each (10d8 HD [45] +90 CON)
• Chuckles: ___________________________________________________________________
• Drooler: ____________________________________________________________________
• Biggun’: ____________________________________________________________________
SAVES: Fort +16 (base 7 +9 CON), Reflex +7 (base 3 +4 DEX), Will +5, immune to mind-affecting (base 3 +2 WIS)
ABILITY SCORES: 40 STR (+15), 18 DEX (+4), 28 CON (+9), 4 INT (-3), 14 WIS (+2), 6 CHA (-2)
BAB +7
• Melee AB +18
o Bite +19 melee (3d6+22 plus poison [DC 26 | cure: 1 save | 1d6 Str/rd for 4 rounds] plus paralytic poison [DC 26 negates paralysis for 1 minute] plus attach [+30 CMB to grapple and continue dealing bite damage plus 1d8 CON damage blood drain per round attached; the spiders heal 5 hp per point of CON blood drained in this manner]
• CMB +26 (bab 7 +4 size +15 Str)
• CMD 40 / 52 vs. overrun & trip (10 +7 bab +15 Str +4 Dex +4 size)
FEATS (5): Weapon Focus (bite), Fleet x2, Nimble Moves, Acrobatic Moves

HASTE Speed 70’ & climb 60’; AC 23, Touch AC 11, Reflex +8


Muck Graul (CR 11 / 12,800 xp)

Advanced 18 HD Moonflower
N Huge Plant
Space/Reach: 15’ / 15’
Perception DC 57 +1 per 10 feet to spot him hiding in his shrubbery
Initiative +6
Feint DC: 26
Senses: Darkvision 60’, low-light vision; Perception +30
Speed: 20 feet
1 mile range telepathy with moonflowers

Hit Points: 279 (18d8 plant HD [81] +180 CON +18 toughness); fast healing 5; DR 10/slashing

AC: 24 (touch AC +14 natural armor); flat-footed AC: 22
Touch AC: 10 (10 -2 size +2 Dex); flat-footed touch AC: 8

Immune to electricity, mind-affecting, paralysis, poisons, polymorph, sleep and stunning; does not sleep; vulnerable to fire; Resist Cold 10

32 STR (+11), 14 DEX (+2), 30 CON (+10), 10 INT, 16 WIS (+3), 21 CHA (+5)

Feats: Blind-Fight (1), Improved Initiative (3), Power Attack (5), Improved Sunder (7), Skill Focus (Stealth) (9), Greater Sunder (11), Skill Focus (Perception) (13), Ability Focus (Light Pulse) (15), Toughness (17)

Skills: Perception +30 (18r +3t +3 Wis +6 skill focus), Stealth +21; +37 in thick vegetation (18r +3t -8 size +2 Dex +6 skill focus; +16 racial in thick vegetation)

BAB +13
• Melee AB +22
• Bite +22 melee (2d6+11 plus Improved Grab [CMB +30: success permits use of Pod Prison ability on the following round]) and 2 tentacles +22 melee (1d8+11)
o
Pod Prison: (once every 1d4 rounds) / +35 CMB to swallow and pod a previously bitten and grappled foe / said foe is cocooned and expelled into an adjacent square of Muck’s choice / each round the victim takes 2d8+12 B and 12 points acid damage / using a light piercing or slashing weapon against an AC 15, dealing a total of 25 points, is sufficient to cut one’s way out of a cocoon / allies similarly aiding deal half damage to the cocooned ally / creatures killed (and digested) in a pod spawn (1d4) hours later as adult moonflowers with full hp.

• CMB +26 = +30 sunder
• CMD 38 (10 +13 bab +2 size +11 Str +2 Dex)

Light Pulse (Su, standard) 3/day: All non-moonflower sighted creatures within 50 feet when this attack is used must succeed on a DC 31 Fortitude saving throw to resist being blinded for 1d4 rounds.

This may be sloppy, I've pasted it over from the word document and taken a slop-n-go approach to board formatting these stat blocks.

Enjoy!


Forgot about the loverly Jethro and Katya Graul ...
***
^_^
***

Jethro and Katra Graul
gestalt vestigial twin: oracle (heavens) 13th, Katra is a bard (savage skald) 13th able to perform her own swift and standard actions in a round – however, they must all be verbal/audible only; she grants Jethro a second will saving throw against all hostile mind-affecting effects unless she Is herself affected by the same effect Jethro is; she never needs use Somatic components, although Jethro must be carrying any necessary material components on his person.

NE Medium Humanoid (giant, human)
Speed 30 feet; Acrobatics +25, Stealth +24 (+28 vs. humanoids)

Senses: darkvision 60’, low-light vision; Perception +27 = +31 vs. humanoids, Sense Motive +19 = Feint DC 29 = +23 / Feint DC 33 vs. humanoids; Intimidate DC 36 [40 vs. humanoids]; permanent arcane sight & see invisibility (CL 11th, DC 22 to suppress for 1 minute)
Aura: antilife shell 10’ radius

SQ:
• Ageless
• Cannibal healing (feeding upon a humanoid slain within the past hour heals all ability damage and ability drain)
• Deformities: Extra Ugly (-4 all Cha-based skill checks except Intimidate), Oversized Maw (primary bite natural weapon attack: 1d6 +1 ½ Strength bonus, no attack penalty even as a secondary melee attack)
• Sprint (1/hour: charge up to 10x normal land speed) [300’ = 600’ under haste]
• +4 racial skill bonuses to Escape Artist, Intimidate & Stealth; +8 to Acrobatics, Climb, Perception & Survival
• Bonus Feats: Blind-Fight, Improved Unarmed Strike, Improved Grapple
• +5 natural armor
• +1 1st level feat
• +1 skill point per level
• +1 hp / level favored class bonus

SA:
• +4 favored enemy: humanoids [attack rolls, weapon damage rolls & Bluff, Knowledge (local), Perception, Sense Motive & Survival checks] – Ravenous creatures don’t care about subtypes, they eat ‘em all.
• +2 DC all spells, abilities & special attacks made against humanoids (all the better to eat them with .. raw or otherwise)

HP: 224, DR 5/--, fast healing 10 (62 [13d8 class hit dice] +117 Con [9x 13 hit dice] +13 toughness +13 favored class); berserkergang = DR 10/-- (15/-- vs. nonlethal damage)

AC: 27, flat-footed 23 (touch +5 natural armor +6 armor [coat of many stars]); 30 w/ haste &shield of faith

Touch AC: 16, 12 flat-footed (10 +4 Dex +2 deflection); 19 w/ haste & shield of faith; 20% concealment (blur)

Fort +15 (base 4 +9 Con +2 resistance), Reflex +14 (base 8 +4 Dex +2 resistance), Will +13 [two minds] (base 8 +3 Wis +2 resistance); Immune 3 spells of 4th or less: bestow curse, fireball, shocking grasp; 120 points protection - electricity & fire; Resist electricity 30, fire 30; Suppressed fatigue, exhaustion; +4 bonus against bardic performance, language-dependant and sonic effects; berserkergang suppresses fear, pain and stunning

Ability Score Array: 33 Str, 18 Dex, 28 Con, 12 Int, 16 Wis, 24 Cha –

Languages: Common, Giant, Hallit (native), Aklo (oracle’s curse – tongues – Jethro, but not Katya, can only speak and cast spells in Aklo or Daemonic when in combat), Daemonic (Int); tongues – Jethro understands any spoken language

Feats: Blind-Fight, Improved Unarmed Strike, Improved Grapple (bonus); proficiency with light and medium armor, proficiency with shields, proficiency with simple weapons, ogre hook proficiency, composite longbow proficiency (class + bard); Additional Traits: birthmark (integral DF/+2 trait vs. compulsions) & focused mind (+2 trait concentration) (1st), Toughness (human), Skill Focus – Use Magic Device (3rd), Eschew Materials (5th), Extra Revelation (7th), Extra Revelation (9th), Spell Penetration (11th), Combat Casting (13th)

Base Attack +9/+4
inspired courage +3 competence attack and weapon damage (not included in stats)
• Melee +20/+15 (9 base attack +11 Str)
o Humanoids Melee AB +24/+19 (+4 favored enemy)
 Unarmed Strike +24/+19 (1d3+11), Bite +24 (1d6+16)
 +2 stonefist gauntlet +26/+21 (1d6+13), bite +24 (1d6+16); +27/+22/+27, bite +25 w/ haste
• +4 luck (divine power, attack & damage) +30/+25/+30 (1d6+17), bite +28 (1d6+20); +31/+26/+31 (1d6+19; critical = shaken 1 rd, no save), bite +28 (1d6+20) w/ haste & weapon of awe
• CMB +20 (9 base attack +11 Str)
o Grapple +22 (+2 improved grapple)
 Grapple Humanoids +26 (+4 favored enemy); +4 luck, +1 haste +31 humanoids
• Ranged +13 (9 base attack +4 Dex)
o Humanoids Ranged AB +17 (+4 favored enemy)
o Mwk composite longbow, cold-iron arrows (sharpened) +18/+13 (1d8+16/x3); +19/+14/+19 w/ haste
o +4 luck (divine power, attack & damage) +22/+17/+22 (1d8+20/x3); +23/+18/+23 w/ haste
• CMD 36 (10 +9 base attack +11 Str +4 Dex +2 deflection); 39 w/ haste & shield of faith

Skills (8 x13): Acrobatics +25 [13r +8 racial +4 Dex], Climb +19, Craft (traps) +19 [13r +3t +1 Int +2 mwk tools], Heal +19 [13r +3t +3 Wis], Intimidate +11, Knowledge (arcana, planes, religion) +13 [3r each +3t +1 Int +6 bardic knowledge], Perception +27 [13r +3t +3 Wis +8 racial], Sense Motive +19 [13r +3t +3 Wis], Spellcraft +8 [4r +3t +1 Int], Stealth +24 [13r +3t +4 Dex +4 racial], Survival +11, Use Magic Device +29 [13r +3t +7 Cha +6 skill focus]

Mystery – Heavens (Groetus); Bardic Stuff (Savage Skald)
• Bardic Performance (Su, swift to start/free to maintain, 35 rounds/day <4+7 Cha +24>)
o Inspire Courage: +3 competence bonus on attack and weapon damage/+3 morale bonus vs. charm and fear
o Inspiring Blow: when Jethro confirms a critical hit, Katya can start a performance as an immediate action that ends any other performance; They gain 7 temporary hit points & all allies within 30’ gain a +1 morale bonus on their next attack roll prior to the start of Jethro/Katya’s next turn.
o Inspire Competence +4
o Incite Rage
o Dirge of Doom: foes within 30’ when Katya caterwauls in this fashion become shaken, no saving throw
o Inspire Greatness
o Berserkergang performance: Katya can inspire a rapturous battle trance for one creature – this creature gainst DR 5/-- (10/-- against nonlethal damage) that stacks with existing untyped DR & suppresses the effects of fear, pain and stunning for that creature while she maintains her performance.
o Song of the Fallen: requires 10 consecutive rounds of Katya’s caterwauling, replicating the effects of a brass horn of Valhalla – the barbarians only remain so long as she continues “singing”.
Revelations (1st, 3rd, 7th x2, 9th, 11th)
• Coat of Many Stars (Su): +6 armor bonus, DR 5/slashing, 13 hours/day
• Awesome Display (Su): HD of targets affected by [patterns: color spray, hypnotic pattern, rainbow pattern] reduced by 7 for determining the spells’ effects/limitations; 14th level characters = 7 HD; 16 HD dolls = 9 HD
• Lure of the Heavens (Su): he does not leave tracks; can hover up to 6 inches above the ground or liquid surfaces; personal fly for up to 13 minutes/day
• Interstellar Void (Su, std, 2/day [_] [_], 30’, one target, DC 23 = 25 humanoids): 13d6 cold damage, Fortitude half + negates fatigued
• Spray of Shooting Stars (Su, std for any number of balls, 60’, 3 balls/day, DC 23 = 25 humanoids): each ball explodes in a 5’ radius burst dealing 13d4 fire damage; overlapping bursts do not stack [_] [_] [_]
• Dweller in Darkness (Sp, std, 1/day = phantasmal killer @ DC 20 = 22 vs. humanoids) [_]

Spontaneous Divine Spells CL 13th, concentration +20 (+24 to cast defensively), DC 17 +SL, +15 vs. SR
• Orisons (9, DC 17 = 19): bleed, create water, detect magic, guidance, mending, read magic, resistance, stabilize, virtue
• 1st Level (5, DC 18 = 20, 8/day <6+2> [x] [_] [_] [_] [_] [_] [_] [_]): color spray, detect good, detect law, inflict light wounds (21 pts/10 pts), protection from good, remove fear, shield of faith (+4 deflection bonus for 13 minutes)
• 2nd Level (5, DC 19 = 21, 8/day <6+2> [x] [x] [x] [_] [_] [_] [_] [_]): aid (21 temporary hp for 13 minutes), grace (V – swift), hypnotic pattern, inflict moderate wounds (29 pts/14 pts), resist energy (30 pts for 130 minutes), spiritual weapon [heavy flail – medium range – 13 rounds (D) - +16/+11 attack, deals 12 force damage per hit, 19-20/x2 – touch AC 12], weapon of awe (+2 damage, 13 minutes, critical hit = foe shaken, no save, for 1 round)
• 3rd Level (4, DC 20 = 22, 8/day <6+2> [x] [x] [_] [_] [_] [_] [_] [_]): daylight, dispel magic, inflict serious wounds (37 pts/18 pts), protection from energy (120 pts; 130 min.), remove curse, searing light (medium range ray – 48 pts/78 pts to undead (104 pts to light vulnerable)/36 pts to constructs or objects)
• 4th Level (4, DC 21 = 23, 7/day <6+1> [x] [x] [x] [_] [_] [_] [_]): chaos hammer (medium – 20’ r. burst – 48 pts plus slow for 6 rounds; Will 24 pts + negates slow; lawful outsiders 78 pts plus slow 6 rounds/39 pts; neutral = 24 pts/12 pts; neutral outsiders = 39 pts/19 pts.), divine power (personal – 13 rounds - +4 luck bonus on attack rolls, weapon damage rolls, Str checks & Str-based skill checks plus 13 temporary hp; extra attack on a full attack), inflict critical wounds (45 pts/22 pts), rainbow pattern (medium – 20’ r. spread – concentration +13 rounds (D) – Will negates being fascinated – 24 HD of creatures can be affected – free action to move the pattern’s point of origin up to 30’), spell immunity (3 spells, 130 minutes), spiritual ally [wields heavy flail – medium range – 13 rounds (D) – deals 14 force damage per hit, 19-20/x2 – +16/+11 attack bonus; swift action to move @ fly 30’ (perfect), touch AC 10]
• 5th Level (3, DC 22 = 24, 7/day <6+1> [_] [_] [_] [_] [_] [_] [_]): cleanse (personal - cures 45 pts & removes ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, sickened & functions as break enchantment with a check of 33), flame strike (78 pts/39 pts – medium range), overland flight, mass inflict light wounds (21 pts/10 pts), slay living (touch, death effect, 85 pts/31 pts)
• 6th Level (2, DC 23 = 25, 5/day <4+1> [x] [x] [_] [_] [_]): antilife shell [130 minutes (D)], blade barrier (78 pts/39 pts – medium range – either a curtain up to 260’ long or a ring up to a 30’ radius), chain lightning (78 pts/39 pts; up to 13 secondary targets’ DC 21 = 23 – long range), mass inflict moderate wounds (29 pts/14 pts)

Spontaneous Arcane Spells CL 13th, concentration +20 (+24 to cast defensively), DC 17 +SL, +15 vs. SR
• Cantrips (6, DC 17 = 19): flare (V – close – Fort negates dazzled for 1 minute), light (V), spark (V)
• 1st Level (6, DC 18 = 20, 7/day <5 +2> [_] [_] [_] [_] [_] [_] [_]): feather fall (V, immediate – close, up to 13 targets within 30’ of each other, 13 rounds or until landing), flare burst (V – close – 10’ r. burst, Fort negates), invigorate (V – subject takes no penalties from being fatigued or exhausted for 130 minutes (D)), solid note (V), timely inspiration (V, immediate), ventriloquism (V, F – parchment cone)
• 2nd Level (5, DC 19 = 21, 7/day <5 +2> [x] [_] [_] [_] [_] [_] [_]): blindness/deafness (V – medium range, living creature, permanent (D)), blur (V – 13 minutes (D) – concealment 20%), gallant inspiration (V, immediate – close range – target that has failed an attack roll or skill check gains a +8 competence bonus to the attack roll or skill check retroactively – this missed roll succeeds if the bonus is enough to turn that failure into a success), hypnotic pattern (V), suggestion (V – close – 13 hours or until the suggestion is completed)
• 3rd Level (5, DC 20 = 22, 6/day <4 +2> [x] [x] [_] [_] [_] [_]): displacement (V – 13 rounds (D) – 50% miss chance as if from total pseudo-concealment), mass invigorate (V – up to 13 subjects are unaffected by fatigue or exhaustion for 130 minutes)
• 4th Level (4, DC 21 = 23, 4/day <3 +1> [x] [_] [_] [_]): denounce (V – close – 30’ radius burst – creatures within the burst that can see the denounced target must succeed on a Will save or shift their attitude two levels worse for 13 hours – helpful becomes indifferent, for example – if a doll becomes indifferent to a denounced creature, it takes a 1 round Diplomacy check to persuade it to aid that creature), dimension door (V – long range – self and up to 3 additional Medium creatures or equivalent), shout (V – 30’ cone – 30 pts sonic plus deafened 12 rounds, Fort = 15 pts sonic, not deafened / exposed brittle or crystalline objects & crystalline creatures take 78 sonic, Fort = 39 sonic; held fragile objects = Reflex negates)
• 5th Level (2, DC 22 = 24, 2/day <1 +1> [_] [_]): frozen note (V [mind-affecting, sonic] – 30’ radius emanation – concentration for up to 13 rounds – cannot move or take any other action while Katya is singing the note, although Jethro can cast spells – Will/round – all affected creatures within the emanation are paralyzed and oblivious to the surroundings; +2 circumstance bonus on saves per barrier), mass suggestion (V – medium – up to 13 creatures all within 30’ of each other – 13 hours or until completed)

GEAR
+2 stonefist gauntlet [permanent version of the spell – CL 1st, APG p 247 | 12,302 gp | 1 lb.]
1 masterwork composite longbow (+11 Str = 1,500 gp, 3 lbs | 110’ range increment) & quiver w/ 20 cold-iron whetstone-honed arrows (4 gp, 3 lbs., 1d8+12/x3)
1 snort of incense of meditation -used
+2 ring of protection [CL 6th – moderate abjuration – 8,000 gp] & ring of sustenance [CL 5th, faint conjuration | 2,500 gp]
+2 vest of resistance [4,000 gp – CL 3rd – faint abjuration] as part of a particularly filthy equivalence to a peasant’s outfit [2 lbs.]
Masterwork trap-crafting tools set [55 gp, 5 lbs.]
Spell component pouch (5 gp, 2 lbs.) w/ the other arcane foci that they would need for the spells that they normally don’t prepare (true strike, lightning bolt as examples)

Cash (3 gold & 28 silver, 1 lb.) in belt purse

The Exchange RPG Superstar 2010 Top 32

Good Graully, Turin - you've totally outdone yourself this time!
Thanks for posting these beautiful beasties, my players will curse you for it for ever :-)


carborundum wrote:

Good Graully, Turin - you've totally outdone yourself this time!

Thanks for posting these beautiful beasties, my players will curse you for it for ever :-)

I think you'll just love what I have in mind for Pappy then, Oh Watery One! >:)

Be sure to exercise your bragging rights if/when Gargadros gets to stomping on some PCs, slathering around the awesomesauce that is high-DC Mummy Rot!

EDIT: And as usual, they are available via e-mail in Word document if you would like. ^_^

Sczarni

wowzers...Big G was one mean mamma-jamma. No wonder Da Cultist (?) got splatted.

Which book are you grabbing all these fantastic templates from?


psionichamster wrote:

wowzers...Big G was one mean mamma-jamma. No wonder Da Cultist (?) got splatted.

Which book are you grabbing all these fantastic templates from?

Green Ronin's Advanced Bestiary

Goodman Games' Book of Templates (Deluxe Edition)

Rite Publishing's Book of Monster Templates

The Genius Guide to Simple Monster Templates <-- this I have not yet applied to anything in Kingmaker, although one template in particular gets fairly extensive usage throughout Chapters 4-6.

Keep in mind that one has to adjust some of the templates a smidge here or there to be either sensible or closer to sanity that strictly applying them "as-written" will do.

Da Cultist was kersplattered in one critical hit by the Hewer of Spirits, yeppers. The other three kills were "after the fact" from mummy rot. The one minute onset time is a treasure. ^_^


I will be "listing" a post on this page so I can come back to your creations later, great job.

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