A Madman GM's the Shattered Star AP


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Charles Evans 25 wrote:

And thus concludes another campaign...

Not quite, good (Sir) Charles. They've yet to complete Chapter 7. ;)


I forgot the departure from Xin.

When the Candybar Brigade yoinked the head-melon-sized chunk o' brilliant blue crystal from the floor, they found themselves racing away from the palace as it was being eaten by the still-spewing-magma volcano.

Kit Kat/"Sorshen" will have to make her own iron golem to pair up with that shield guardian amulet. Too bad, so sad.

The magma flow obliterated what remains of Xin's Palace as Our Heroes returned via teleport to Magnimar.


Turin the Mad wrote:
If memory serves, an example of how tapped out the spellcasters were when the battle with Xin was concluded is how many of her spells/day she had remaining: 2 1st level, 3 2nd level, 3 each 3rd - 5th level, 4-6 6th level, 2 or 3 7th level and 2 8th level. Zabba's remaining spells/day were a bit lower than that. Keep in mind "Sorshen" has a 34 Charisma while Zabba has a 32 Charisma. They cleared out the entire top floor, the seven starmetal vaults and Xin's entire workshop in part of a day of game time.

(0_o)

Damn

Turin the Mad wrote:
Now that the group is 18th level Kit Kat's first 9th level spell known is wish...I've not heard if Abba Zabba plans to similarly select miracle as his first 9th level spell.

It begins. Wish-boosted attributes! Miracle-replicated spells! Combat rounds that didn't happen!

Good thing Wish's material component's so costly. You need a 50 Str to Blood Money this - not something you can do on a lark. And you have some say in what Miracle does - if they try to do too much with it, you can tax them a Wish diamond.

Turin the Mad wrote:
Making matters even more entertaining/complicated is that the group has a pile of artifacts asides from the Sihedron: the guardian key major artifact; two (2) philosopher's stones, the four surviving spellwells, the timeglass, the spindle of perfect knowledge and the flamma horacalcum. I've let the players know that there are definitely some parties that would purchase them, which would give me an excuse to ramp their WBL up to ~20th and be done with worrying about loot until the end-game of Chapter 7.

That's...a lot of loot. I'd usually be worried about dropping this many artifacts on the players, but I don't know what half this stuff does, and I know the Spindle's obsolete, and all the philosopher's stones are good for is literally liquid cash.

The guardian key might be useful, if Kit Kat wants her iron golem shield guardian(125,000 base! That's 5 Wishes!), or dabble in her own clockwork army. I know it gives bonii for constuct building, just forget what.

But really, I can't really think of anything that could make your party stronger that they don't already possess.

Turin the Mad wrote:
The magma flow obliterated what remains of Xin's Palace as Our Heroes returned via teleport to Magnimar.

So, no more miscellaneous adventures on the rest of the island?


"Sorshen's" clone came with its physical ability scores already boosted by +5 each. Now, in Chapter 7, she gets to pay the piper for that boon. Muhah. Muhahhah. MWAHHAHAHAHAHAHAHAH!!!

*clears throat* Aaanyway ...

Regarding the miscellaneous adventures:

I didn't want them taking that guardian key and winding up the 1,760 clockwork soldiers for themselves to play with. Talk about feeding disposable troops ahead of them into a dungeon!! Especially if they did so in Troops... Nor did I want to hand the group an iron golem shield guardian for FREE, although Xin would have promptly commandeered it on round 1 to attempt to pulverize "Sorshen". Edit - double checked, the amulet's a paperweight. She can get 10,000 gp for the amulet as a relic crafted by Xin himself.

They're most likely to ramp up ability score belts/headbands and defenses and pick up more of those "hero points in a beer" elixirs out of the gate.

The spellwells are useless to them, so I'm offering either a +5 book of choice or 100k gp in cash for each of them. They'll probably take one of the two philosopher's stones, stick it in a lead-lined box with a potion of cure serious wounds and an instruction sheet for "break in case of dead Oracle" (Abba Zabba). Personally, were I them, I'd keep both of those for that purpose ... but that's not my decision to make.

"Sorshen"/Kit Kat, for example, will improve her ring of inner fortitude to a greater ring of inner fortitude. I don't blame her, those rings are of those "must have" items in Pathfinder, IMO. The greater ring will let you utterly ignore almost every poison and undead in the game that I'm aware of. She'll also upgrade her belt to +6 Dex and Con from +6 Con and likewise with her headband from +6 Cha to +6 Int or Wis & +6 Cha. She'll take the +5 Wisdom book in trade for her spellwell. That should still leave her with somewhere in the vicinity of 150-200k to spend.

I'm also eager to hear if they even think to set up clones with at least something in the way of a "oh poop, I died" gear set. I'm doubting that they will, which could prove really bad if they don't and their dice hose them over.

Well, okay, probably not. They're close enough to unstoppable as it is, especially with 1-3 hero points each at 18th level.


Abba Zabba's player is our resident bookkeeper, initiative tracker and sorter of the loot.

Not accounting for Kit Kat's amped-up body, the PCs are packing market price of gear/inherent bonuses of 1.15 meeelleeeon geepee's each.

No wonder they're butchering everything!

I'm noting this for future reference, as this clearly shows that the existing house rules are balanced too far in the players' favor.

Also, a house spell in formal write-up format that we've been using since the Savage Tide Adventure Path:

Mage's Shield

School abjuration [force]; Level alchemist 1, arcanist 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1

Casting Time 1 standard action
Components V, S, F (a tiny buckler)
Range Personal
Target You
Duration 1 hour/level (D)

Description An invisible shield of force hovers in front of you, providing a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks. This shield has no armor check penalty or chance of arcane spell failure.


Interlude
Wealday, 4th Rova 4713 A.R.

From the safe distance of the doorway in the main hallway Sheila Heidmarch rather bemusedly watches her guest intently studying a rune inscribed copper tome. Seated at the circular table of her manor’s study in the late summer light pouring in through the tall windows, the woman cuts a less-than-imposing figure to the inexperienced eye at not much over 5 feet tall. Motes of dust sparkling in the sun dance and twirl upon the steady breeze wafting through the open windows.

Her eyes, black orbs with irises of pale silver stand out in stark contrast with the tiny glittering ruby rune-like tattoo upon her brow – the Thassilonian rune of Wrath to be precise. Her complexion is unlike anything Sheila has ever laid eyes on before, a pearlescent sheen that shimmers in sunlight, making her age quite difficult to guess. Her dark brown hair is streaked with the highlights that only sunlight imbues, worn to just below her shoulders.

She smells like flowers, even from here. Nightshade, perhaps?

While her guest finished using a pair of wooden Tien eating-sticks to eat the last of the small repast of fish, rice and vegetables from her bronze bowl before washing it down with a swig of water from a dented brass canteen, Sheila took note of her eclectic garb, "adventurer chic".

A black silk sleeveless robe tastefully trimmed with crimson silk and emblazoned with dozens of tiny Thassilonian runes is her primary outer garment. A very fine turquoise silk sleeveless blouse stitched in gold thread depicts exotic wingless dragons that Sheila has only read about. Darkleaf cloth trousers, spell component pouch, and a satchel that is slung from her right shoulder so as to rest at her left hip. She doesn't wear much in the way of jewelry or decorations in her hair or ears, but below the neck was a different matter.

Seven armbands adorn her upper right arm, descending from a pearl-studded gold band; two electrum armbands; two silver armbands and two copper armbands. An ancient bronze ring on her right hand’s index finger. On her upper left arm she wears a gold bracer etched with a relief image of dragons in combat. A black crystalline cestus/gauntlet covers her right forearm and hand, darkleaf cloth comprising its padding and glove material. An odd greyish mold peaked out the top of the forearm about her elbow. Her weapons are an odd assortment: a bejeweled cold iron starknife is secured at the top of her right shoulder; an exceptionally well made meat cleaver secured in a belt loop for a right handed draw while a rare masterwork dogslicer is sheathed on her waist belt for a left–handed cross draw.

“Zecara, what do you think?”

Zecara absently uses a prestidigitation cantrip to clean her chopsticks and rice bowl before putting them into her satchel, then takes a few sips from the canteen before putting it away. From one of the two smaller pockets of the satchel she removes an ivory scroll tube inset with strips of jade, removes the cap and extricates several pieces of paper – legal documents - before returning the tube to its particular pocket.

“I am amazed that your Pathfinders were able to retrieve so much from Emperor Xin’s palace in only a day and a half, Sheila. That one of them wears Sorshen’s body yet is not Sorshen I’m sure is going to create no end of trouble sooner or later.”

“They are impressive, having accomplished so much in such a short time.”

Setting out the documents Zecara wistfully studies them for several minutes, weighing the memories of the past against the unique treasure before her.

“As agreed, I present you deeds and titles to the Foxglove Manor estate – note that the manor itself has been a burned-out ruin for years now but the farms thereabouts are doing well; to the townhouses of Kaijitsu and Foxglove here in Magnimar; and to the Gold Goblin in Riddleport in exchange for this tome.” Taking an inkpen from Sheila, she signs and dates all of the necessary spaces on the documents.

“There’s also the matter of the maps?”

Vellum sheets are unrolled and weighted.

“The safest route on foot to Xin–Shalast; the expedition’s route with annotations to Saventh–Yhi; and the path of Aganhei with annotations from Sandpoint all the way across the Crown of the World, through Hongol, ending at the gates of the capital of Minkai. Make sure no one takes the old path – Grandfather Death has set up shop amidst the Nameless Spires.”

Sheila’s face goes rather white at the mention of Grandfather Death. Few indeed are those that can readily escape the clutches of that particular wendigo with their sanity entirely intact.

The heavy metal tome disappears into the unassuming darkleaf cloth satchel.

A brilliantly colorful snake shifts from its sun–drenched spot on a particularly choice spot on one of the windowsills. “No, you're fine Mister. Enjoy the warmth.”

“I've not heard, how did things go in Ustalav?”

“The good news is that Adrissant’s scheme was thwarted with extreme prejudice. ‘Den is coming along swimmingly under Nefeshti’s guidance, the big teddy bear. He’s such a sweetheart … until someone makes him angry.”

Zecara becomes still, almost becoming an alabaster statue as she doesn’t seem to blink or draw breath for a long time. Long, silent minutes drag on as if time itself slowed, her silver-on-black eyes staring distantly past Sheila’s shoulders.

“Zecara?”

“I still have nightmares now and then, Sheila. Terrible hounds pouring from corners in the awfulest of smoke. Writhing tentacles covered with fluid–sapping puckering mouths from cloven hooved treant–things that moments before were ordinary trees. Desiccated dust kicking into the air that was not long before people. The Mother of a Thousand Young in Lake Encarthan …” once more, that frightful stare to nowhere.

Shaking herself from her reverie, Zecara stands. “I hear southern Taldor is lovely this time of year. I think I'll get away from Varisia for a time after I stop by Kasai and Iadara for my monthly duties.” ‘Mister’ slithers up her leg and in the comfortable spot on her left shoulder under the robe.

Shaking hands, they walk outside into the warm summer air. “I think a year or two away from Varisia will do me some good. I hear that the Garimos’ hospitality is just the ticket for reaffirming an appreciation of the simple things in life.”

“I believe you’re quite right, Zecara. Take care.”

“You do the same. – oh!” Zecara removes an envelope from inside of her robes. “Don’t forget to give those Pathfinders of yours this letter. I have my suspicions about the other Runelords. While Karzoug has been dead for years, the other six remain unaccounted for. Perhaps I'll pick that trail up again after some R&R in Taldor. I hear the poetry isn't too syrupy.”

Laughing, Sheila replies: “Don't get your hopes up. Most of the milksops with too much free time on their hands will be chasing after you to get you into a dress – and of course, to get you out of it!”

“HAH! Like either of those is going to happen anytime soon, especially with milksops! May your path never falter nor your sight grow dim.”

A final word and Zecara disappears in a sparkling haze of runes that shower to the ground.

“Farewell.”


Well that was ominous.

Shoo, Players!:
Which runelord(s) are you going to spring? Krune's pretty underwhelming as written.


Talking Skull wrote:

Well that was ominous.

** spoiler omitted **

reply to spoiler:

Sorshen. Since Abba Zabba's and Kit Kat's players played in the PF Beta CotCT campaign previously, combined with Kit Kit being "Sorshen" via clone, it is the most appropriate.

Sorshen herself is getting a full treatment. I've not yet decided on Mythic-ness, but I have stolen/borrowed the two templates as suggested in CotCT for Ileosa just to strap onto Sorshen's Thassilonian Enchantment Specialist Wizard 20th. Given the established material from CotCT and the material written on her since then, Sorshen's "extra nasty thing" is blood magic of some sort. At a minimum, Kit Kat is going to suck on some nasty penalties against everything Sorshen does.

Given my plans for the four level complex in the mastaba beneath Castle Korvosa - and that IMC Korvosa is ruled by Kuthites that are ~15th level in their own right - I'm installing a "back door" into the complex that only Sorshen could have used. Kit Kat also being Sorshen physically gives them that access.

My thoughts on said complex are that the top level is where Sorshen's decadent ancient vampires and their hundreds of spawn have been chilling out for more than ten eons. The second two levels comprise an arboretum and menagerie. With the tsunamis and ensuing earthquakes from the rising of Xin's island, a small crack in the mastaba's defenses may have formed and let in a bunch of souped up Mi-Go cultists, doing all kinds of entertaining things with the arboretum-menagerie.

The entire complex absorbs blood and similar fluids you see ... and the PCs will be bleeding, one way or the other. Which ties into Sorshen's blood magic in all manner of unpleasant ways. Going against heroes whose primary casters will have a +30 - +35 Will save bonus, Sorshen's going to need all the help that she can get. A certain trait comes to mind as a starting point.

Krune is which one? My original thought before going with Sorshen was to go with the Runelord of Gluttony as Wiz 20/Archmage 3, the characters chasing the pieces of the phylactery-artifact to the Valley of Stars, thence to catch a ride atop an apocalypse starfaring dragon turtle that would be that Runelord's re-entry to Golarion if the PCs didn't stop him. They wouldn't stop the dragon turtle - but they can steer it.


Turin the Mad wrote:
Talking Skull wrote:

Well that was ominous.

** spoiler omitted **
** spoiler omitted **...

This Spoiler will self-destruct 10 seconds after you push this button:
hehehehehehehahahahahahahhaHEHEHEHAHAHAHAHAHOHOHOHOHH man that is nasty. I love this, especially the blood magic. I can see that comboing with Rune magic in nasty traps.

I believe word of Paizo puts Sorshen with Trickster mythic tiers, though no word on how many, and at least one template. If you decide against Mythic(and I don't blame you - I haven't played it and only toyed with it a little, but it looks silly broke, even for this crew), maybe give her half-blue-dragon as well, since there's bits of Zon-Kuthon's favored in the Everdawn?

Krune is Sloth, the Weakest, and the lazy putz is the BBEG in one of the PFS seasons. Because an 17th level wizard with 25 point buy needs to be taken down by at minimum 4 7-th level PCs, he's...not built as strong as a runelord should be,IMO.

Gluttony's a good choice - statting him out now, hoping to make him a BBEG in a Belkzen-based campaign. Out of curiosity...why the dragon turtle(besides awesome)? Gluttony should only need his phylactery reunited, and some poor schmuck to hang onto it for a couple weeks.


Talking Skull wrote:
Turin the Mad wrote:
Talking Skull wrote:

Well that was ominous.

** spoiler omitted **
** spoiler omitted **...
** spoiler omitted **

Big Badda Boom:

I'm thinking of Sorshen more or less as follows: Inveigler template, Suzereine template, 5 villain points/day (the Hero Point feat that permits as many 5 hero points, plus "Everdawn Rejuvenation" that replenishes them daily), Blood Magic - maybe stealing stuff from Occult Adventures if it comes out soon enough? and a "Vampire Serum" (all the benefits of being a dread vampire without the nasty drawbacks). For certain she's getting that trait that benefits unique spells you create - and IMC she'll have created a great many of the nasty enchantment spells, Power Word spells for one, waves of ecstasy, the really really nasty 9th level one I can't remember the name of for the life of me.

I'll eyeball Trickster tiers - I can certainly see the benefit - but against 20th level PCs packing CL-bumping items, what I don't want is an insufficient number of hit dice when she gets whalloped with holy word and similar nastiness.

I'm going to poke some of the prestige classes, maybe there are one or two that'll amp up both her HD and her Arcane CL sufficiently to pose a real threat to these characters. 'cause if they don't have mind blank up and running regularly, they're gonna be Sorshen-chow.

Lastly, both explaining why she's been stuck in the mastaba and providing some melee whoopassery is that she's bound a ghost/spirit uber-warrior dude to herself. This entity is all about that double-headed polearm of hers, perhaps some nasty Cavalier build 20 that swaps out mounted combat sterfs for teamwork feats or something similar. He'll double as her integrated meat shield and kick PC keister while she's riffing off V only and Stilled spells. They'll have to hack him off of her before getting into her HD and hp. As she went under, said spirit threw a certain "switch" or similar that put the mestaba into lockdown until the last round of eruptions and earthquakes took that little chink out of the mestaba's defenses.

The male and female polearm guardians will be something similar, all built to work in tandem with that guardian spirit she's bound to her. In short, the PCs have to fight Sorshen's personal Party of Adventurers. I'm thinking antipaladin or "flanker" shapeshifters of some sort since Sorshen's such a kinky pervert. She never lacks for a threesome, and it torments /assuages her bound spirit a bit in the process.

The mestaba itself incorporates the most singularly effective defense of them all: permanent antimagic fields buried in the stone itself. The interior is just fine - but nothing goes through antimagic fields short of that asinine Aroden's Spellbane spell. This also explains the presence and need for a "back door". With 150+ yards of solid rock and a water table above the complex, and even greater masses of stone all around that below the water table, the mestaba's about as safe as it could have gotten before Earthfall. A foot or so of stone on the interior of the 20' thick 'null magic rock' should provide the remaining support necessary for the interior stuff to do its business just fine.

This is level 20 Pathfinder - they have a fistful of 9th level spells/day in their noggins each plus a rogue that can shoot-and-die 1/day/foe PLUS a super nasty Fighter than can kill almost anything by himself in 1 or 2 full round attacks.

Regarding Krune:

With Krune having been messily dispatched by the Pathfinder Society, that now leaves but 5 living Runelords IMC. Is there any linkification available for pwnage of Krune by any chance?

What this means IMC is as follows: Xhanderghul the Runelord of Pride is alive and well, having awoken first and implemented a grand set of plans of deception. He's the "great gold wyrm" of Hermia. His simulacrum is Razmir, Wiz 15 without anything else. (Mythic tiers don't translate into simulacra IMC, so no big deal here.) With the Longevity mythic ability Xhanderghul doesn't worry about a whole heck of a lot in terms of time and it explains why only he and Sorshen of the seven Runelords hail from Thassilon's founding by Xin.

Sorshen the PCs are about to presumably dispatch most messily.

The reason I was going to go with the Valley of Stars is that I planned to have the Alchemist 20 gnome chef de cuisine mentioned upthread leading the PCs on a merry chase as he was attempting to exact his vengeance upon them for letting the bridge monster Great Cleave his family. With Philosopher's Stone as his grand discovery, and having been so since the time of the Yellowtongue Fever epidemic, money is not much of a limiting factor.

He is collecting the pieces of the Gluttonous Tome. First I was gonna level Riddleport by having the (surprise!) hollow Cyphergate open to a realm of the Great Old One that is big on revenge with the aid of an appropriately nasty high priest. The radiation/energy from it inflicts mana waste syndrome, so a void dragon afflicted with that would be rampaging on hapless Riddleport. Prologue is an ambush of Joker-style exploding clockwork soldiers led by a doppleganger simulacrum packing the suicide bomber feat.

The Valley of Stars is where I planned to have a 'star dragon' - one of the ones that can travel into space with passengers aboard - be willing to take the PCs to the starfaring apocalypse dragon turtle. Provided that an ambush by the alchemist's 2nd doppleganger simulacrum supported by cannon golems and salvaged malfunctioning clockwork soldiers didn't piss off the dragon too much.

The third fragment is hidden in a temple atop the 'star turtle's' back to one of the Great Old Ones/Outer Gods, Nyarlathotep IIRC, the one entity most known for meddling in the affairs of mortals on countless worlds. The real alchemist is here, with his Grand Master's Bomb Making Kit [200k gp item, lets user access ALL bomb discoveries at will - I've got it statted up somewhere].

In CoC, Nyarlathotep's influence is to blame for the invention of nuclear weapons, if memory serves.

A kaiju dragon turtle with the apocalypse creature template (3.5 maximum HD progression, so, 68 racial HD or so?) that travels the stars, returning 'when the stars come right' makes an excellent self propelled maguffin and equates nicely to a nuclear bomb in Pathfinder terms.

My thought on this creature was that it has many meters of asteroid encrusting its shell, so casually ganking it is highly improbable - and arousing such a monster's anger is a sure ticket to getting very, very dead even for a demon lord.


Interesting Facts:
Overwhelming Presence, maybe?

It seems I have yet again underestimated your PCs and what nastiness they are capable of. Put bluntly, I don't think there's a PrC that can help you here - Mythic might. I think you should take a look at some of the Mythic benefits and see what will help you prevent your players from trivializing this fight - you would know better than I. I will volunteer this, however, since you brought it up:

THIS MYTHIC ABILITY: BEYOND MORALITY
Note the absence of anything resembling CL checks. It's status as an Extraordinary Ability means it can't be shut down by antimagic. It's not fueled by any mythic power surges, and being mythic does not automatically overcome it. There is only one bypass I can contemplate, and that's to bascially undo Sorshen's Mythic tiers. Good luck with that, suckers!

I like the ideas for Sorshen's bodyguards. For the polearm guardians, I'd recommend Lamia Matriarchs with some class levels and/or Harridan template. Aside from the Moses moment, they're everything Sorshen could want - Shapechanger kinkiness, natural divine spellcasting just begging for shield other, wisdom drain, big...erm...charisma scores - perfect fit. Only other thing I'd add is that every runelord needs a champion...

This online PFS group put 10 negative levels on Krune before he got to act. Crits are fun.


Spoiler:
Beyond Morality ... interesting. And rather appropriate for a mindbender-type. Looks like 3-4 tiers of Archmage/Trickster will be appropriate in combination with the rest.

Harridan Matriarchs with class levels ... heh heh heh.

I'll have to do some rummaging on Asheia ... my only concern is that I believe that the lore around those weapons is that they were separated from the Runelords and scattered hither and yon. Then again, there's always instant summons. ;)


Turin the Mad wrote:
** spoiler omitted **

Convictions!:
Once Sorshen wakes, Asheia will as well, and seek her out through her dominated wielder, a la Chellan.

3 mythic ranks is the nastiest +1 CR I can think of. So many new toys...


Talking Skull wrote:
Turin the Mad wrote:
** spoiler omitted **
** spoiler omitted **

excellent:

Good to hear/read. They'll have to confront her champion if they take too long to get to her ... although an Ego of 25 is pretty wuss. 35 is more worthwhile for an artifact.


I've always had a fondness for magic missile. I'm posting these higher end versions of magic missile for some peer review. ;) If something like this has been done by a 3pp, it's a zeitgeist thing. I own very little 3rd party PF material.

Magic Missile Volley

School evocation [force]; Level arcanist 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range Medium (100’ + 10’/level)
Targets up to 10 creatures, no two of which can be more than 15’ apart
Duration instantaneous
Saving Throw none; Spell Resistance yes

As per magic missile, with additional missiles every 2nd level after 9th (11th, 13th, 15th, 17th and 19th for the tenth and final missile).

Magic Missile Barrage

School evocation [force]; Level arcanist 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range Medium (100’ + 10’/level)
Targets up to 5 targets, no two of which can be more than 30’ apart (see text)
Duration instantaneous
Saving Throw none; Spell Resistance yes

This spell shoots multiple volleys of magic missiles at multiple targets: 2 targets at 6th level +1 additional target at 9th, 12th and 15th level. At 6th level two targets are struck with 3 missiles each. At 7th level two targets are struck with 4 missiles each. Three targets are struck by 5 missiles each at 9th level. 4 targets are struck by 5 missiles each at 12th level. The maximum is 5 targets each being struck by 5 missiles at 15th level. The magic missiles fired by this spell ignore 1 point of hardness per level.

Magic Missile Swarm

School evocation [force]; Level arcanist 6, magus 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range Medium (100’ + 10’/level)
Targets up to 10 targets, no two of which can be more than 60’ apart
Duration instantaneous
Saving Throw none; Spell Resistance yes

This spell shoots a number of magic missiles per target as per magic missile volley (10 missiles per target at 19th level) against 1 target per 2 levels (to a maximum of 10 targeted creatures at 20th level). The magic missiles fired by this spell ignore 1 point of hardness per level.

Feedback is appreciated!


In time-honored Turin fashion, it's time to post stat blocks for villains I'd elected to refurbish.

First up, Sufestra, the medusa from the top level of Windsong Abbey from Chapter 4.

Sufestra

Advanced Medusa Cleric of Mestama 9th (CR 12)

CE Medium monstrous humanoid
Init +10 [6 Dex +4]
Senses all-around vision, darkvision 60 ft.; Perception +44 <-- no penalties for being distracted or asleep & during sleep she may remain open-eyed and fully aware of her environment, Sense Motive +34, Appraise +7

DEFENSE cannot be flanked; freedom of movement; immune boneshatter, prayer

AC 34, flat-footed 28; fury of the abyss = 32, ff 26
(touch +9 armor +3 corrupted celestial mail of malevolence +6 natural armor {3+2+1} <22, 16 ff w/o armor>) {corrupted armor: +9 armor, +8 max Dex, -2 check penalty as per celestial armor; channel neg = heals wearer <20k gpv = 10k sell>}

Touch AC 19, flat-footed 13; fury of the abyss = touch 17, 11 ff (10 +6 DEX <16, 10 ff> +3 deflection)
Feint DC 40 [10 +30 sense motive], Intimidate DC 35 [10 +17 HD +6 Wis <33> +2 morale]
hp 204 +14 temporary (8d10 [40] plus 9d8 [45] +119 Con [17*7] <204>)
Fort +17 (base 8 [2 +6] <+15>), Ref +17 (base 9 [6 +3] <+15>), Will +20 (base 12 [6 +6] <+18, +20 vs. charm/compulsion>; +2 resistance all saves | +2 vs. charms/compulsions, curses, death attacks and fear = +19 F/+22 W; +4 vs. disease, illusions, nauseated, sickened = +21 F/+24 W |--> profane bonus vs. illusions; trait bonus vs. charms/compulsions; resistance vs. curses; morale vs. death attacks, diseases, fear, nausea, sickened)
CMD 35 (10 +14 bab +2 Str +6 Dex <32> +3 deflection)

OFFENSE

Speed 30 ft.; Stealth +21

Melee +23/+18/+13 +2 punching dagger (1d4+10 P/x3 = 3d4+30 P plus shaken 1 round, no save), snake bite +16 (1d4+3, plus poison Fort DC 25 [10 +8 +7 Con]) {+20 +1 morale}

Fury of the Abyss = +27/+22/+17 +2 punching dagger (1d4+14 P/x3 = 3d4+42 P plus shaken 1 round, no save), snake bite +20 (1d4+7 plus poison) | snake bite only @ +25 (1d4+10 plus poison)

Ranged {+20 +1 morale = +25}
CMB +21 = +25 w/ Fury of the Abyss {+20 +1 morale}

Special Attacks petrifying gaze (Fort DC 24 [10 +8 +6 Cha]); fury of the abyss (su, swift, 1 round, 18/day) -2 AC, +4 melee attack, +4 melee weapon damage & +4 CMB

(Sp) (CL 11th) disguise self 3/day OR misdirection 2/day OR bestow curse 1/day

Channel Negative Energy (Su) 9/day, 5d6, Will DC 20 half - heals herself whenever she channels to harm the living [10 +4 +6 Cha]
Anarchic Scythe (Su, 1/day, touched weapon) anarchic unholy weapon for 4 rounds

Gear: dark blue rhomboid ioun stone in a wayfinder; 1 dose of stone salve; +3 corrupted celestial mail of malevolence; +2 punching dagger

PREPARED SPELLS CL 11th ( DC 16+SL; +20 vs. outsiders’ SR; concentration +17); +2 profane bonus to DC of all illusions
Domains: Chaos (Demon), Evil (Demon) Casting Time: 8 rounds (8 defensive spells) plus status on vrocks
Close: 50’; Medium: 210’; Long: 840’

  • 5th (2 +D | DC 21) boneshatter, forbid action - greater As a language-dependant mind-affecting compulsion, she utters it in Common; (D) dispel good
  • 4th (3 +D | DC 20) freedom of movement [precast], sending; spell immunity (boneshatter, prayer) [precast]; (D) unholy blight
    3rd (4 +D | DC 19) dispel magic, remove blindness/deafness, speak with dead, wrathful mantle [precast]; (D) rage
  • 2nd (6 +D | DC 18) aid [precast], blessing of courage and life [precast], grace (2), status [precast], weapon of awe [on her punching dagger]; (D) align weapon (chaos or evil only)
  • 1st (6 +D | DC 17) cure light wounds, infernal healing, remove sickness (2), shield of faith (2) [1 precast]; (D) doom
  • Orisons (4 | DC 16) bleed, detect magic, guidance, mending

Casting Order: freedom of movement, spell immunity, shield of faith, remove sickness, aid, blessing of courage and life, weapon of awe, wrathful mantle; anarchic scythe on her punching dagger

STATISTICS
Str 14 (+2), Dex 23 (+6), Con 24 (+7), Int 14 (+2), Wis 22 (+6), Cha 22 (+6)
Base Atk +14 (8+6)

Feats (9): Alertness, Deific Obedience, Eschew Materials, Improved Initiative, Improved Natural Armor, Selective Channeling, Skill Focus (Perception), Weapon Finesse (atk/dmg); proficient with all simple weapons, light/medium armor, shields, longbows and punching daggers

Skills Appraise +7 [2 ranks], Bluff +26 [17 ranks], Diplomacy +11 [2 ranks], Disguise +20 [11 ranks], Knowledge (arcana, planes, religion) +11 [6 ranks each], Linguistics +9 [4 ranks], Perception +40 [17 ranks +4 racial +4 alertness +6 skill focus], Sense Motive +30 [17 ranks +4 alertness], Stealth +21 [14 ranks <+23> -2 check penalty]
{4 base +2 Int = 6 x17 = 102 total skill ranks}

Languages Abyssal, Common (Taldane), Elven, Giant, Thassilonian, Varisian
Traits birthmark, magical knack

SPECIAL ABILITIES
All-Around Vision (Ex) A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.

Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 24 negates. The save DC is Charisma-based.

Poison (Ex) Bite—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.


The next revised bad guy was Ardanthanatus, the final BBEG of Chapter 4 that the Candybar Brigade jumped the shark on him a level earlier than they should have. Gotta love Hero Points!

Ardanthanatus

Male juju zombie gestalt warpriest/cleric 15th (Yamasoth), CR 15
Medium Undead (augmented middle-aged advanced elf)

SQ: mark of Yamasoth (+2 profane AC/CMD bonus; +4 hp/HD; other benefits)
Aura: overwhelming chaotic, evil and undead

Initiative: +13 (4 insight +3 Dex +4 improved initiative +2 trait)
Base Attack +11/+6/+1 <-- all of his attacks are treated as being aligned both chaotic and evil

Melee AB/CMB +19/+14/+9 (base 11 +8 Str)
+3 flensing halberd +22/+17/+12 (2d6+15 P or S; brace, trip; 19-20/x3= 6d6+45 plus add’l effects); ignores 5 typed DR; considered chaotic, evil & magic vs. DR (melee AB +3 enhancement +1 weapon focus | weapon damage +12 Str +3 magic)

  • Improved Vital Strike +22 (6d6+15, 19-20/x3 = 10d6+45 plus add’l)
  • Fury of the Abyss +29/+24/+19 (2d6+22, 19-20/x3 = 6d6+66 plus add’l)
  • Fury of the Abyss w/ Improved Vital Strike +29 (6d6+22, 19-20/x3 = 10d6+66 plus add’l)

  • +5 Extended divine power w/ +3 flensing halberd +27/+22/+17/+27 (2d6+20, 19-20/x3 = 6d6+60 plus add’l)
  • w/ Fury of the Abyss +34/+29/+24/+34 (2d6+27, 19-20/x3 = 6d6+81)
  • Improved Vital Strike +34 (6d6+27, 19-20/x3 = 10d6+81)
  • +3 divine favor w/ Fury = +32/+27/+22/+32 (2d6+25, 19-20/x3 = 6d6+75);
  • IVS (6d6+25, crit = 10d6+75)

Slam +19 (3d6+12 improved vital strike; confirmed crit = 4d6+24); ignores 5 typed DR; chaotic.evil.magic


  • w/ Fury of the Abyss +7 = Slam +26 (3d6+19 / crit = 4d6+38)
  • +5 divine power & fury of the abyss = slam +31 (3d6+26, crit = 4d6+52)
  • +3 divine favor = slam +29 (3d6+24, crit = 4d6+48)

Ranged AB +14/+9/+4 (base 11 +3 Dex +x)
acid dart (Sp) 11/day, 30’ ranged touch +14, 3d6+7 acid improved vital strike (crit = 4d6+14 acid)

AC: 35, 32 flat-footed (touch AC +10 sacred armor +5 natural armor)
Touch AC: 20, 17 ff (10 +3 Dex +1 insight +4 deflection +2 profane)
CMD: 39, 36 ff (10 +11 base attack +8 Str +3 Dex +1 insight +4 deflection +2 profane)
Fury of the Abyss = AC 33, Touch AC 18, CMD 37

Hit Points: 300, DR 10/magic and slashing; DR 3/-- possible via blessing (15d8, trained to max = 120 +15 toughness +90 Cha +15 favored class +60 profane <300>)
Immune: cold, electricity, magic missile, sleep; undead traits
Resist: Acid 20, Fire 10 | spells = Sonic 30, Acid 30, Fire 30 w/ Protection Acid 120 & Fire 120
Fort: +25 (base 9 +6 Cha +6 Cha <+21> +2 enhanced Cha +2 resistance)
Reflex: +17 (base 5 +3 Dex +6 Cha <+14> +1 enhanced Cha +2 resistance)
Will: +26 (base 9 +7 Wis +6 Cha <+22> +1 enhanced Wis +1 enhanced Cha +2 resistance)
SAVES: +2 vs. Enchantments, +4 channel resistance; +2 insight vs. abjurations & enchantments

Feats: Armor Proficiency (Light, Medium & Heavy), Shields Proficiency, Simple Weapons Proficiency, Martial Weapons Proficiency (all), Improved Initiative (B), Toughness (B), Weapon Focus - halberd (B / deals 2d6 base weapon damage), Greater Spell Penetration (3rd & 5th), Extend Spell (7th), Divine Protection (9th), Quicken Spell (11th), Reactive Healing (13th), Blessed Striker (15th); bonus combat feats [=Ftr 15th] Quick Draw (3rd), Vital Strike (6th), Improved Critical - halberd (9th), Improved Vital Strike (12th), Penetrating Strike (15th)

Skills: Climb +29, Knowledge (arcana, history, religion) +20, Perception +29, Spellcraft +20 (+22 magic items)

Blessings (10/day total): Earth, Evil
Personal or touched ally gains DR 3/-- for 1 minute
summon monster VI for 1 minute - typically a fiendish triceratops (q.v.)

Domains: Earth, Evil (Demon) resist acid 20;
Fury of the Abyss (swift/round) +7 melee AB, weapon damage & CMB along w/ -2 AC/CMD penalty for 1 round

Channel Negative Energy 10d6, 10/day, Will DC 24 half (10 +7 +7); immediate action when he would be reduced to 0 or negative hp to channel negative energy to heal himself ONLY

Fervor 15/day (personal = swift, touch = standard) 5d6 negative energy OR cast any prepared spell as a swift action - such spells affect only himself, do not provoke AoO and do not have S components [does not need a free hand] <-- practically speaking, fervor is used to spontaneously heal himself in combat via inflict wounds spells in combination with bursts of channeled negative energy / swiftly buff himself if/when his own “buff” spells are dispelled

Sacred Weapon +3 (swift, 15 rounds/day) <-- probably not going to use
Sacred Armor +3 (swift, 1 minute increments, 15 minutes/day)

Prepared Cleric Spells: CL 15th, +21 vs. SR, DC 18 +SL, concentration +23


  • 8th (DC 26, 2+1/day) stormbolts (2); (D) earthquake
  • 7th (DC 25, 3+1/day) destruction (2), repulsion; (D) blasphemy
  • 6th (DC 24, 4+1/day): anti-life shell, blade barrier, harm (150 pts) (2); (D) planar binding (qlippoth)
  • 5th (DC 23, 5+1/day): Extended divine power, Extended greater magic weapon, flame strike (2), spell resistance (SR 27); (D) wall of stone
  • 4th (DC 22, 6+1/day): air walk, blessing of fervor, Extended magic vestment, freedom of movement (2), spell immunity (prayer, spike stones & wall of fire); (D) spike stones (15 20-foot squares; DC 29 Perception to notice; CRB 348)
  • 3rd (DC 21, 6+1/day): dispel magic (3), protection from energy (2: electricity & fire), remove blindness/deafness; (D) stone shape
  • 2nd (DC 20, 6+1/day) resist energy (3: cold, electricity & fire), shield of faith (2), spiritual weapon (halberd) (1d8+5/x3; +19/+14/+9 melee force attack); (D) soften earth and stone
  • 1st (DC 19, 6+1/day) command (2), divine favor (4); (D) doom
  • Orisons (4, DC 18): bleed, detect magic, guidance, light

Daily Spells: extended greater magic weapon, extended magic vestment, spike stones.

Pre-combat Spells (6 rounds & 5 uses of fervor): spell resistance, air walk, freedom of movement, resist energy (3), protection from energy (2), spell immunity [2 1/2 hours], shield of faith [15 min.], anti-life shell [15 min.]

Tactics (preferred):
(Round 1) fervor = extended divine power; repulsion
(Round 2) fervor = blessing of fervor (self only); blade barrier or blasphemy
(Round 3) blade barrier or blasphemy or perhaps wall of stone
(Rounds 4+) stormbolts; stormbolts; destruction; destruction; flame strike; flame strike; spiritual weapon | channel negative energy bursts (combined with remaining uses of fervor to replenish hit points if necessary)

Gear: +6 belt of giant strength, +2 headband of mental prowess (Wis, Cha), circlet of negative channeling (+2d6), +1 tatami-do (+8 armor, +3 max Dex, 20 ft speed, -5 check penalty), doomsday key, +2 cloak of resistance, +1 adamantine flaying halberd, Shard of Lust w/ pink and green sphere ioun stone, Shard of Envy w/ dusty rose prism ioun stone; gold unholy symbol (500 gp) of Yamasoth affixed to right forearm

27 Str (+8), 17 Dex (+3), -- Con, 15 Int (+2), 27 Wis (+8), 25 Cha (+7)

Languages: Abyssal, Celestial, Common (Taldane), Elven, Necril, Sylvan, Thassilonian, Varisian


Hrm ... for whatever reason I'm not finding Mesmelatu's write-up. I ramped up her ability scores for starters, a DC 20 at 13th-14th level is super-wuss. I rebuilt her as an oracle with the old gods mystery and the forsaken curse, retooling the latter to accelerate her rejuvenation to a 1d6 hour time frame.


The Reign of Winter campaign I was going to be a player in imploded due to two of the other players holding platinum membership in a high school drama club. As a result, I crammed in a solo playthrough of it over the past two weeks and am applying those results to my campaign. Egads RoW packs a lot of nasty!

Fireday, 8th Neth, 4713 A.R.

Sheila Heidmarch curses quietly under her breath as she reads the various reports sprawled across her desk. The news from Krune's resting place was ghastly. Dozens of veteran field agents slain with many of the survivors horribly cursed, maimed or both. Krune's death confirmed as permanent with a battery of divinations across several sources both arcane and divine.

What a waste. Is the Decemvirate mad, throwing away so many lives so recklessly? Magnimar, let alone Varisia, can ill-afford to lose so many seasoned Pathfinders.

Sheila sighs, rubbing her forehead against another headache starting to beat in sync with the driving rain battering the roof and windows of her manor. The soothing aroma of pinyon pine burning in the fireplace adds to the comforting warmth of the fire.

Sipping from a goblet of mulled wine, Sheila notes an iridescence that descends before winking out from a reflection on the side of her goblet. Outside at this hour?

Standing from her seat she grasps her staff before turning back toward the window. The light was gone, the night once more black as pitch in the driving rain.

tick tick at the door, as if by a ... claw?

"Sheila, it's me."

"Zecara?! What's wrong?" Sheila gasps after she opens the door to come face to face with a familiar pair of silver irises in the wrong face. "Oh my, what happened to you?"

"Let me in out of this cold rain and I'll tell you."

Talons clicking on the hardwood floors, Zecara made her way through the door, shaking the water off in a shuddering spray. "Sorry about the water."

Sheila arches an eyebrow. "Why not just magic it off?"

"I would if I could."

The eyebrow attains maximum apogee. "Now this I have to hear."

"To make a very long story as short as possible, Baba Yaga happened."

"Surely you jest."

"Of course. I'm well known for assuming the form of an unclad dinosaur and sneaking onto manor grounds. It's all the fashion in Oppara."

"Sorry. How does Baba Yaga happen?"

"When her daughter Elvanna, former Witch Queen of Irrisen and her only son Rasputin .. " "Rasp-who-what?" ".. Rasputin conspired to capture her in a grand scheme to bury all of Golarion in perpetual winter. That scheme is what interrupted my erstwhile vacation in southern Taldor."

"Ooookaaaaay ... "

"In the end, Irrisen has a new Queen, Baba Yaga's great-granddaughter Anastasia Romanov. Oh, and she's agreed to leave Golarion, never to return, so that Anastasia does not suffer the same fate as the preceding fourteen Witch Queens."

"At what cost?"

"To Anastasia and Irrisen? No cost at all."

"To you?"

"All of my magic, wealth and very near all those I love."

Sheila's eyes widen with the unspoken implications.

"In fine Little Grandmother tradition, the price paid was substantial, with consequences not foreseen." A 'raptor's grin is far more frightening that a human's. "On the upside the Queen of Irrisen has a very capable council that will guard her with their lives. Nefeshti, 'Den of Leipstadt, Mister, Greta, to name a few."

"As an added bonus, Little Grandmother made me into this form, saying 'You've spent enough time as a human. You need to broaden your horizons! Greta will truly appreciate that which you take for granted.'"

Moving her hands around, Zecara chirps. "Well, at least I still have thumbs and humanoid wrists. And Greta will definitely appreciate the gift."

"Why did you come here?"

"Frankly, I'm flummoxed. You see, Little Grandmother sent me on my way with certain implications.

'Ye can ne'er again change physical form,'
'Ne'er again power from blood, mind or tome.'
'What shall become of you, Star Walker?'

"At least I had enough strength of will to keep her from taking everything I've learned. Too bad she didn't take that vision of Shub-Niggurath with her. That I could have lived without."

In other words, Zecara needs a character class, given the riddle.


Missus Turin has an encounter with the Real Life Monster (translation: a huge job interview) that may very well determine the fate of "Chapter 7", depending upon (a) if she is hired; and (b) how soon they want her to start if she is hired. Reason being that said job is a "work all weekends" type of position. It pays handsomely, so it's a no-brainer to take the position. What will happen is that it takes a wrecking ball to "Chapter 7" if they start her this weekend.

Presently there is no way to know for certain which way this ball is going to bounce, so fingers and toes are crossed and a night of poor sleep has been had.

There's no way I'm having 'Sorshen'/Kit Kat's player (Missus Turin) miss out on a shot at taking out a Turinized Runelord Sorshen. If she gets the job and we get even a single session shot at it, we'll have an abbreviated Chapter 7 if the other players are able to accommodate.

*crosses fingers*

The Exchange RPG Superstar 2010 Top 32

Good luck with a) the job interview and b) the next session!


carborundum wrote:
Good luck with a) the job interview and b) the next session!

Still awaiting the details to unfold. So many companies these days seem to have a fetish for impersonal 'personality tests' done online. Needless to say ... [facepalm][/facepalm]

If "Chapter 7" becomes a no-go, I'll post the materials I've worked up as a rough draft in-progress for others to pillage for their own use.

We'll know soon enough.

Sczarni

Fingers crossed for Mrs Turin!

Also: Dinosaur Brawler. Totally.


Nasty, I'll look into that one.

Although Horizon Walker can be gawdawful.

Post-Shattered Star Abba Zabba's player (aka Da Fighter) is going to GM the Giantslayer AP for us.

Yep, I'll be a player. A Dwarf Ranger/Horizon Walker dumping everything into Mountain terrain. Which should mean a gigantic majority of the foes are mountain native creatures: orcs, giants, red dragons ... oh yeah. +20 favored enemy via terrain dominance in Chapter 6, yeah baby. Tack on Vital Strike goodness for maximum crossbow carnage. Gods help the foe that gets into melee with the dwarven waraxe.

Moo Hoo Wah Hah Hah!


Good luck to you Mrs. Turin both!

If Zecara's got a good CHA score, I'd go with Swashbuckler, myself. Brawler looks to be pretty nasty, though.

That Giantslayer build...oh, man. Nasty, nasty shit. Especially since you spend at least half the AP in the Mindspins. Sounds like you'll be focusing on the Horizon Walker, though, and that means you'll miss out on some of the higher-level ranger goodies. Still, +20 vs. mountain natives is disgustingly awesome.


Talking Skull wrote:

Good luck to you Mrs. Turin both!

If Zecara's got a good CHA score, I'd go with Swashbuckler, myself. Brawler looks to be pretty nasty, though.

That Giantslayer build...oh, man. Nasty, nasty s&&*. Especially since you spend at least half the AP in the Mindspins. Sounds like you'll be focusing on the Horizon Walker, though, and that means you'll miss out on some of the higher-level ranger goodies. Still, +20 vs. mountain natives is disgustingly awesome.

Hide in Plain Sight is straight-up nasty ... but that's not what envision for the GoT "Hound" knock-off of a dwarf I have in mind.

Late-game he'll be able to dimensional agility d-door a few times/day for positional mayhem via astral plane terrain dominance.

Hunter's Bond (companions) is really nasty when you can share half of a +20 favored enemy bonus against a single target for (WIS) rounds as a move action. It gets better when you have favored defense (mountain terrain enemies) and there's a wee bit o' emphasis on Vital Strike... ;)

*THWACK!!* "Shoot 'em there." *group gains +10 attack, +10 weapon damage, +5 dodge bonus to AC*

Zecara's lowest ability score is Charisma. Intelligence however ...


Turin the Mad wrote:

Hunter's Bond (companions) is really nasty when you can share half of a +20 favored enemy bonus against a single target for (WIS) rounds as a move action. It gets better when you have favored defense (mountain terrain enemies) and there's a wee bit o' emphasis on Vital Strike... ;)

*THWACK!!* "Shoot 'em there." *group gains +10 attack, +10 weapon damage, +5 dodge bonus to AC*

Oh, man. Combine that with a Pally's Aura of Justice. Whole group will get massive bonii against evil mountain dwellers.

Sczarni

Our Serpent's Skull group was:

Gnome Illusionist (me)
Elf Rogue
Human Bard
Dwarven Ranger(Guide)/Dimension Door

Every single one of us maxed stealth, which became pretty damn silly once the illusions and misdirection started coming into play.

That hunters bond was pretty darn ridiculous at higher levels; even without completely specializing against particular critters, being able to hand out that kind of buff to the whole party for a stealth-based alpha strike made for a lot of very fast fights.

And combining the Rogue w/ Invisibility & Bard/Ranger buff; she was absolutely vicious on the opening salvo.


psionichamster wrote:

Our Serpent's Skull group was:

Gnome Illusionist (me)
Elf Rogue
Human Bard
Dwarven Ranger(Guide)/Dimension Door

Every single one of us maxed stealth, which became pretty damn silly once the illusions and misdirection started coming into play.

That hunters bond was pretty darn ridiculous at higher levels; even without completely specializing against particular critters, being able to hand out that kind of buff to the whole party for a stealth-based alpha strike made for a lot of very fast fights.

And combining the Rogue w/ Invisibility & Bard/Ranger buff; she was absolutely vicious on the opening salvo.

I've no idea what the other characters are likely to be. If the rest of the PCs are not particularly "dwarf ranger compatible", I'll keep him on standby for the inevitable replacement. ;)

Did your dwarf ranger take horizon walker far enough to nab Astral Plane Dominance? If so, that should qualify for the Dimensional Agility feat tree...

Rogues are indeed brutally effective at opening an engagement. Many a monster has been mowed down in this campaign by the Little Gnomish Gatling Gun.

RE: Zecara. The only problem with Brawler is that it is not particularly compatible with natural weapons. I'll have to look at the brawler archetypes more closely. Swashbuckler doesn't even have any archetypes that swap out Charisma, although Gunslingers do have some that swap Wisdom to Charisma.

Druid is sounding like a possibility, although I'd need to find an archetype of note that swaps out Wild Shape in its entirety.

Sczarni

There was a 3.5 alternate class which swapped wild shape for a bunch of ranger abilities.

Favored enemy, track, etc.

Old 3.5ed stuff wrote:

Druid

The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.
Gain
Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger).

I played a goblin druid wolfrider with this through a campaign shortly before PF came out, and he was super fun & ridiculously powerful towards the end.


psionichamster wrote:

There was a 3.5 alternate class which swapped wild shape for a bunch of ranger abilities.

Favored enemy, track, etc.

Old 3.5ed stuff wrote:

Druid

The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.
Gain
Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger).
I played a goblin druid wolfrider with this through a campaign shortly before PF came out, and he was super fun & ridiculously powerful towards the end.

I just had an epiphany - what about a velociraptor variant of Huntmaster Cavalier?

^_______^

Egads I'd forgotten about that variant. Super-nasty! Summons raptors in gobs ... eeewwww. *chuckles gleefully*

Sczarni

Hmm...super raptor with bunch of baby raptor pets?

Just watch put for Chris Pratt & t-Rex and you should be golden


psionichamster wrote:

Hmm...super raptor with bunch of baby raptor pets?

Just watch out for Chris Pratt & t-Rex and you should be golden

Mamma raptor is Chris Pratt. ;)

Zecara's going with the above-mentioned 3.5 druid variant. Too much fun to be had with it. grin

Sczarni

Very very nice.

I remember fondly smacking giants in the head with a club, and doing significant damage, as a goblin.

Shillelegh, Favored enemy, and all the fun boosts to damage make for an excellent time. Of course, a guided (Wis to hit/damage) enchant on the weapon didn't hurt either! :)


psionichamster wrote:

Very very nice.

I remember fondly smacking giants in the head with a club, and doing significant damage, as a goblin.

Shillelegh, Favored enemy, and all the fun boosts to damage make for an excellent time. Of course, a guided (Wis to hit/damage) enchant on the weapon didn't hurt either! :)

I'm figuring on swapping favored enemy out for studied target. It seems to 'jive' with the other archetypes that change up on favored enemy, and it certainly fits the character.

shillelagh and magic stone are two of my all-time favorite 1st level spells asides from magic missile, as mentioned above.

What are your opinions of the aforementioned above-posted magic missile spells?


hints of things to come in Chapter 7:

Sorshen's 'welcoming committee' are indeed vampires ... dread vampire blood simulacrums of herself to be precise. CR 14 with automatic bonus progression and thus 1/2 14th level PC wealth. The amount of loot the Candybars will exit the mastaba with is going to be disgusting. But then, it's the Grand Finale. And nothing levels the playing field so well as brilliant energy weapons preceded by a Feint at a +48 bonus. <grin>

Sczarni

I dig 'em.

MM has always been a favorite, especially on a sorcerer who can boost the damage and toss off huge amounts of them.

Max'd MM is 5dmg/shot auto hit from medium range for a 3rd lvl slot and a full rd action. That's 15 dmg on a cleric or non-shield Caster as a "ready to disrupt" spell....pretty darn good there.

More MM spells are always good,IMO


psionichamster wrote:

I dig 'em.

MM has always been a favorite, especially on a sorcerer who can boost the damage and toss off huge amounts of them.

Max'd MM is 5dmg/shot auto hit from medium range for a 3rd lvl slot and a full rd action. That's 15 dmg on a cleric or non-shield Caster as a "ready to disrupt" spell....pretty darn good there.

More MM spells are always good,IMO

Orc bloodline (or orc/something nasty crossblooded) does wonders for the damage output of magic missile. At 9th caster level, a first level spell dishes out (5d4+10) auto-hit force damage, averaging a very respectable 22.5 hp. You can hit the ground running in a campaign as a human with certain specific traits at, IIRC, a CL 5th magic missile. ;)

Empowered makes that [(5d4+10) +50%] for a 3rd level spell slot, delivering a nasty 33.75 hp on average. Make THAT concentration check, Cleric-boy!


LETTER to the SIHEDRON SQUAD

4th Rova 4713 A.R. (September)

To the Heroes of Magnimar, Bearers of the Sihedron, Firsts of their Names and Knights-Protectors of Varisia,

It is my earnest hope that you have enjoyed some well-earned rest and entertainment in the aftermath of sacking Xin’s palace. For now, Varisia is safe from the depredations of the re-emerging Runelords of Thassilon.

However, by the time you receive this letter from Sheila Heidmarch, I suspect that your formidable abilities will be called upon once more to defend the land and, more importantly, her people, against the tyrannical depredations of the awakening Runelords. In light of the eruption of Xin with its subsequent tidal waves and aftershocks, I humbly present what information is presently available on the dispositions of the seven Runelords.

Karzoug, Runelord of Greed (transmutation), was slain in the remains of his capital city, Xin-Shalast, in 4708. Whilst the Society now has the safest route there mapped out afoot, it remains incredibly dangerous just to make the journey, let alone confront whatever monsters await en route. The circumstances of his death ensure that Karzoug remains deceased, barring the most powerful of magic being used.

Some artifacts have been looted from Xin-Shalast by various adventurers, although none have returned since Gargadros the Runebound King unexpectedly set up shop in Xin-Shalast this spring. So much for the legends about his being dead.

Popular opinion amongst the Pathfinder Society is that Karzoug was the first to awaken, most likely in 4702. However, I think this is erroneous. My suspicion is that Xhanderghul, Runelord of Pride (illusion), has been awake since at least 4550, having cloaked himself as Mengkare the “great wyrm gold dragon” with its morally suspect eugenics-focused society on Hermea in 4552.

Given the impermeable nature of his illusion craft, even to true seeing magic, it would take a truly exceptional diviner to glean more information. Given that he was notorious for fielding armies of bound angels and bending dragons to his service, it seems fitting that today he has assumed the mantle of one of the mightiest forces for good in Avistan. Perhaps it was Xhanderghul who fashioned the Orbs of Dragonkind, perhaps better called “Orbs of Dragonrule”.

Krune, Runelord of Sloth (conjuration), is the weakest of the bunch, which is a relative statement as even he was known to make a wish now and then. The Pathfinder Society believes that they are close to discovering his resting place, making it likely that they will endeavor to slay him in a few months’ time.

Alaznist, Runelord of Wrath (evocation), resting place unknown, mostly likely somewhere within what most know of as the Hollow Mountain.

Zutha, Runelord of Gluttony (necromancy), believed to have fashioned his grisly Gluttonous Tome into a kind of phylactery. It was split into three pieces and scattered throughout his realm before Earthfall. A great many rumors abound as to the present locations of these pieces. Zutha is currently the next most likely to resurface, at the expense of whomever is so foolish as to reassemble the Gluttonous Tome.

Belimarious, Runelord of Envy (abjuration), resting place unknown. Xin-Edasseril currently rests deep beneath the waves some 200 leagues northwesterly of the Hollow Mountain.

Sorshen, Runelord of Lust (enchantment), only her and Xhanderghul ruled their respective realms alongside Emperor Xin from the founding of Thassilon to its end - a period over a thousand years in length. Nine centuries after what we know now to have been his assassination, headed by none other than Sorshen herself.

Xin-Eurythnia today is the city-state of Korvosa, its castle squats atop Sorshen’s mastaba. According to the surviving records, Sorshen was legendary for her carnal appetites, fondness of attractive things .. and being second in power only to Xhanderghul.

Unfortunately, Korvosa is the domain of rulers that seized the Crimson Throne in 4708. Fanatical worshippers of Zon-Kuthon, what they might lack in personal power compared to the bearers of the Sihedron they make up for with having the largest military force in all of Varisia, larger by far than the remaining city-states of Varisia combined. They have an alliance with the local Shoanti and have sacked Citadel Vraid, incorporating the castle into their sphere of influence. Cheliax’ House Thrune protested of course, but they’ve greater problems in other directions to deal with, especially when their ambassador was delivered in horrific fashion. King Ranco and Queen Jade have not been witnessed by anyone that survived the encounter uttering a miracle or wish, but they’re not far below that degree of power by my estimate.

Which brings this missive to the good news. There is what I believe to be an entrance hidden in plain sight that only Sorshen, or one with her blood in their veins, can use. Hidden in the mountains southwest of Korvosa a quiet collection of hamlets and villages lay in ruin. In the midst of this community it was as if all within had simply stopped whatever they were doing, walking to the center of their collective community ... and become as dust.

Featured in the dead center of this vegetation-denuded region a heavily weathered statue of a woman engraved with Sorshen’s sigil on the abdomen sits atop a thick pedestal. An eerie radiance unlike anything else emanates from that statue. What the cause of this radiance is, I do not know, but something about it compelled me to refrain from approaching closer than 200 strides. Whilst I feel that this place is terribly cursed, surely ones as mighty as you can take advantage of your unique sorceress and the Sihedron to overcome what rests there and gain egress far safer than fighting your way through all of Castle Korvosa!

Sorshen was renowned for using blood magic of some kind. One of her other monuments you’ve already encountered. The other, believed to house Sorshen’s “Everdawn Pool” was believed to have been depleted of its power by Ileosa’s ill-fated attempt to consume the lives of all of Korvosa to ascend to some kind of immortality. King Ranco, Queen Jade and their allies chopped Ileosa into pieces and thwarted the rebirth of a fiendish great wyrm blue dragon by the name of Kazavon in the process. The latest information - having traveled from their directly before coming to Magnimar to write this information, is that the building has been sealed as tight as the Kuthites can make it. The trio of semi-sociopathic druidesses engaging in a futile guerilla campaign against Korvosa also further aid in keeping this monument and its contents well secured against most intruders.

As things presently stand Sorshen will awaken shortly. After her, Zutha, then Alaznist, lastly Belimarious (presuming that she doesn’t drown or hasn’t been disinterred and eaten by a kraken or another deep aquatic horror).

Perhaps the most prominent adventurers in the whole of Varisia are willing to make ready to travel to that accursed village and enter Sorshen’s mastaba. Sheila can make the necessary arrangements for a guide to take you there if you so desire.

A different hand’s writing follows - one the characters know well, that of Sheila Heidmarch.

8th Neth 4713 A.R. (November)

The above information is correct as far as we can ascertain at the present time. In these recent months the Society has indeed unearthed Krune’s hiding hole and slain him, albeit at the cost of some several dozen veteran Pathfinders’ existences, with more maimed and scarred from the ordeal. As of yet the Decemvirate has yet to deign to explain why they fed so many agents into that awful place.

The consensus amongst the Pathfinder Society currently disagrees with the above speculation about Xanderghul. With no easy way to prove the claim wrong, it remains idle speculation at the present time.

We can’t spare the few sane, surviving veteran agents to travel to this ‘glowing village’. They’ve been recalled to Absalom to train new agents for whatever trials await in the years to come.

4th Pharast 4714 A.R. (March)

Seven months have passed since Xin’s eruption and your destruction of the clockwork reliquary housing Xin’s corrupted shade. Let us meet for dinner and drinks to discuss matters before tomorrow’s Day of Bones.

[signed]

Your Friend,

Sheila Heidmarch, Venture Captain.


I think/hope that I have finally convinced these players to spend 50,000 gp each on an "oh poo, we died" setup. A "wake-up box" with a clone inside wearing a sihedron medallion, a single-use greater restoration packaged as their favorite edible item and a wish used to retrieve their gear to their clone when said clone draws breath. A pair of superior locks that operate from the inside of the wake-up box. The clone is holding the keys in their off-hand inside the box. (They can use blood money and copious nasty spells to protect said clones easily enough.)

They'll not start until 4th Desnus (April), 4714, which is fine. While this won't protect them from every possible high-level demise, it'll certainly thwart a lot of them.


5th Gozran (April), 4714 A.R.

The Sihedron Squad have assigned the remaining artifacts as follows:

Snickers 'wears' the Sihedron, typically set on the damage bonus arm in ascendance.

Viole(n)t Crumble has the Timeglass, granting the two non-casters 24-hour foresight. Seems that Abba Zabba and Kit Kat already have a similar effect in place on their own accord.

Abba Zabba retains the flamma horacalcum.

Kit Kat has the spindle of perfect knowledge whirling about her beautiful brown locks along with the other five ioun stones she claimed from the wreckage of the Clockwork Reliquary.

Having eyeballed the spindle as borderline worthless and thematically 'off base', we've switched it up. Whilst it still grants continual comprehend languages, it grants its owner the bardic knowledge class feature as a bard of their character level. If they've bardic knowledge or an equivalent ability already, the bardic knowledge progression instead advances every level instead of every other level.

They shadow walk to the 'glowing village', arriving 800' off of center some 80' from a run-down cottage. Within the fireplace glowed in orange contrast to the bright, silver light of the full moon in the forested hills. A mere 20' to their right the denuded hillside bathes in the eerie, unsettling radiance emanating from the 30' statue of 'most of Sorshen' that marks the center of the abandoned town square.

Noting the brilliant daylight of the Sihedron, a gold-skinned man wearing mail of unmelting ice, a curved shield and a magnificent gold helm peers into the light.

" Looks like our key just arrived, Naschii."

A female wyvaren peers out of the same window, noting Snickers, Kit Kat and Abba Zabba as studied targets before disappearing back into the cottage.

"Alec, it's time to ditch the girl suit."

An incoherent feminine protest from within the cottage, "No, no, no..."

Snickers moves forward, bracing his nodachi from between two trees facing the cottage's front door. Violet moves into firing position, activating a greater invisibility while readying her much-nastier shortbow. Abba Zabba and Kit Kat move just behind Snickers in their traditional Allied Spellcaster formation, Zabba using the flamma horacalcum to dole out a haste to everyone whilst Kit Kat gave Snickers a displacement.

"Kill the other two, try not to slay the Runelord's clone. We still need to deal with that accursed statue."

The giant golden Ulfen tromps away from the window, the 'schling' of his blade leaving its sheath immediately followed by footsteps pulverizing the floorboards halfway to the front door before he boots the door off of its decrepit hinges, flaming silvery longsword in hand. " 'Tis a good day'. " The viking grins ear to ear, clearly eager to slay as the play of firelight and moonlight shimmers on his magnificently braided waist-length golden hair.

Behind him, only Violent sees the horrific appearance of a dire werewolf as it rips off the still-living "girl suit" as it stands to its full height, glistening gore dripping from its fur, fangs and claws. The "girl suit" sloughs to the floor, still alive, mewling piteously.

Naschii, the wyvaren, flies through the open window to a height of 20' above the forest floor, hitting Kit Kat/'Sorshen' with a dimensional anchor. " You're not going anywhere fast. " The Candybars noted the wicked looking axe-pistols the Inquisitor of Bokrug wears in a cross-draw rig about her hips.

Snickers downs a potion of fly. Violet, sporting a spectacularly nasty enchanted shortbow, annihilates Naschii in a clustered volley of arrows, the killing shot putting that target to -33 hp after her determination armor's property activates in an attempt to save her life. Her corpse feather falls to the ground. Unsurprisingly, Naschii's dimensional anchor, as Kit Kat is disappointed to find out, doesn't fade with her demise.

Kit Kat obliterates the cottage with a clashing rocks, resulting with the evasive Viking prone atop a pile of rubble while the Poisonous Dire Werewolf of Terror squatted atop the debris, having evaded any harm from the spell.

Having made the necessary Knowledge check to recognize the especially potent poisonous abilities of their Large foe, Abba Zabba slathered Snickers with two delay poisons, the second by way of Quicken Spell.

Not yet having gone into berserkergang, Ikand the Ulfen Viking takes total cover behind a tree just on the edge of the unsettling radiance adding a disturbing color palette to the early night.

Snarling in rage, the gigantic werewolf uses his dimensional dervish feat with Astral Plane dominance in an effort to dismember Abba Zabba. His bite yanks the aasimar Oracle of Flames onto his back while all three claw attacks rip him a new one. 161 hp of damage is very respectable, but it's not enough. The Oracle burns a hero point to beef up his Fortitude save bonus high enough so that he's not confused by the 8 doses of high-DC black marsh poison coating the lycanthrope's claws and fangs for the next several minutes. The aura of fear is of no consequence (as usual) whilst the group's standard gear ignores the cloud of inhaled lungtaker poison that Alec emanates. After concluding his attempts to disembowel the outsider, his last dash of speed results in his Dimensional Dervish placing him a short distance away from the three characters he is able to perceive.

Snickers charges the werewolf, dealing a perfectly respectable blow. Viole(n)t Crumble once more unlimbered her "gnomish Gatling gun", four of five arrows finding a variety of rather important anatomical bits, one particularly vital, putting Alec at -7 hp. Kit Kat riddles the Viking with a volley of Quickened magic missiles before attempting to send him off to become a corpsicle in the Dark Tapestry, which the superstitious warrior resisted. Abba Zabba moves forward, reinforcing his customary delay poison with a second Quickened delay poison before incinerating Alec with 55 points of fiery death.

Two rounds, two very deceased villains.

Ikand holds on for another three rounds, at one point having hacked Kit Kat to having taken 240 points of damage before the group's second, actually successful dispel magic strips Naschii's deathless spell off. Having taken 434 total damage at this point, the viking had but a round to attempt to do something. Between Kit Kat making a withdrawal action/retreat and Snicker's more-than-sufficient current pool of hit points, the Viking dies in gruesome fashion. At least he died swinging.

The party then takes three rounds and some creative use of miracle to lure the advanced colossal colour out of space from its demesne in the ancient statue and, given the combination of action economy and firepower, annihilate the monster. They dig up the still-living 'girl suit', cast both regenerate and heal on her before sending her on her way.

Each character returns to Magnimar with 152,000 and change of loot as their share, takes 34 days' downtime to get more goodies, returning to the statue on 7th Desnus (May) 4714.


Stat blocks, yay!!

Advanced Colossal Colour out of Space (CR 21)
CN Colossal ooze (incorporeal) Space/Reach 30’/30’

Initiative +14; Senses: blindsight 240’; Perception +45 Speed: 30’, fly 50’; Fly +55, Stealth +31

Aura: lassitude (600’, [mind-affecting], Will DC 41 negates for 24 hours, q.v. [10 +17 +11 Cha +2 ability focus])

BAB +25 {3/4ths of 34 ooze HD}
disintegrating touch +28 melee touch Greater Vital Strike (24d6, 19-20: 32d6 (quick-roll 6d6x4 w/ critical @ 8d6x4); Fort DC 41 halves; creatures reduced to 0 or negative hp must succeed on this same Fort save to not be disintegrated into a pile of fine ash, presuming that the attack doesn’t destroy/slay them outright to begin with.) {attack 25 base -8 size +10 Dex/ DC 10 +17 +11 Cha +2 ability focus}

SA: Feed (FRA, 1/day/living creature within its aura of lassitude that it has line of sight to): Will DC 41 negates 1d8 Con & 1d8 Cha drain. 1/24 hours/victim.

HP: 595 {153 [34d8] +408 Constitution bonus +34 toughness}; half damage from corporeal attacks.

Touch AC: 24 (28 w/ Mobility), 13 flat-footed {10 -8 size +11 deflection +11 Dodge [1 dodge feat +10 Dexterity]}

DEFENSES: +50% damage from force effects; -4 penalty on saves against force effects; aura and touch cannot affect/bypass force effects
Amorphous (no critical hits/precision damage/sneak attack), Incorporeal; Immune: acid, cold, fire, mind-affecting effects, ooze traits, poison, sonic; SR 32

Fort +25 {base 11 +12 Constitution +2 great fortitude}
Reflex +23 {base 11 +10 Dexterity +2 lightning reflexes}
Will +21, improved iron will 1/day {base 11 +8 Wisdom +2 iron will}

-- Strength (0), 30 Dexterity (+10) [26 +4], 34 Con (+12) [22 +4 +8], 19 Int (+4), 27 Wis (+8), 32 Cha (+11) [23 +4 +5 advanced 22 add’l HD]

CMD: 64 (cannot be affected by most combat maneuvers) {10 +25 base attack +0 Strength +10 Dexterity +11 deflection +8 size}

SKILLS (34 ranks each): Fly +55, Knowledge (geography, nature, planes) +41, Perception +45, Stealth +31

FEATS (18) Ability Focus (disintegrating touch, feed, lassitude), Dodge, Great Fortitude, Improved Critical (disintegrating touch), Improved Initiative, Iron Will/Improved Iron Will, Lightning Reflexes, Mobility, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (disintegrating touch), Vital Strike/Improved Vital Strike/Greater Vital Strike

Development: This colour out of space is but 2 growth points away from attaining its 35 HD. If successful, it attains the starflight ability of a Mi-Go.

Knowledge (dungeoneering) DC: 25 starting point, once they can actually see anything other than its aura. +10 DC for (nature) instead.
DC 25: The eerie radiance that brings with it a stifling sense of latent malignancy emanates from one known creature, an alien being from the deepest, strangest parts of the Dark Tapestry known as a Colour out of Space. It is a mobile radiance, an amorphous insubstantial thing that feeds on the world and its living creatures.
DC 30: Those who find themselves within 100 yards of one of these things have to muster formidable willpower to not succumb to the creature’s feeding upon its vital forces, mental and physical. Those who fail to resist are overwhelmed with listlessness and ennui. Those touched by the radiant entity have been known to be vaporized into a fine, white ash. DC 33: This particular colour’s aura is twice as large as the norm, implying that the colour from which it emanates is similarly greater in size.
DC 35: The creature is impervious to magic that affects the mind, the elements of earth, fire and water, poisons and even peals of thunder. They are quite resistant to spells. Strangely, they are susceptible to primeval magic such as magic missile, provided the caster’s magic can penetrate the creature’s defense.

Naschii (CR 20)
CE Female Wyvaran Rogue 3rd (unchained), Gunslinger 5th, Inquisitor of Bokrug 12th (Sanctified Slayer)

17 Str (+3), 33 Dex (+11), 22 Con (+6), 17 Int (+3), 25 Wis (+7), 19 Cha (+4); 15 rounds’ remaining daily time on her boots of superior speed

Speed: 30’, fly 30’ (clumsy) = 60’, fly 60’ using boots of superior speed; Acrobatics +34 [+46 jump], Climb/Swim +21, Stealth +34, Fly +30

Senses: darkvision 60’, low-light vision; Perception/Sense Motive +30 (+33 studied targets) [Perception +50 w/ acute senses], monster lore +32 (+35)

Initiative +24 {11 Dexterity +7 cunning initiative +4 improved initiative +2 gunslinger’s initiative} Grit: 6 {Wisdom bonus 7 -1 reserve}

Base Attack +16/+11/+6/+1; +5d6 sneak attack; studied target +3 attack/weapon damage {swift or move action; up to 3 targets}
2 +5 brilliant energy axe pistols of the infinite sky w/ seeking bullets of distance {7 lbs each; hardness 20/55 hp each; never misfires; 40’ range incr.}
hand axes (melee, GTWF) with boots of superior speed +31/+31/+31/+26/+26/+21/+21/+16 (1d6+16 S, 19-20/x3 = 3d6+48)
Piranha Strike = +26/+26/+26/+21/+21/+16/+16/+11 (1d6+26, 19-20/x3 = 3d6+78)
against a Studied Target +29/+29/+29/+24/+24/+19/+19/+14 (1d6+29, 19-20/x3 = 3d6+87)
divine power (+4/+4 luck) +33/+33/+33/+28/+28/+23/+23/+18 (1d6+33, 19-20/x3 = 3d6+99)
10/day destructive smite (declared before each melee attack: +6 morale bonus weapon damage) (1d6+22; 1d6+32 piranha strike; 1d6+35 piranha strike against a studied target); RAGE +2 reckless attack bonus
pistols (ranged, GTWF) with boots of superior speed +31/+31/+31/+26/+26/+21/+21/+16 (1d8+16 B&P, 19-20/x4 = 4d8+64) seeking B.E.
Deadly Aim = +26/+26/+26/+21/+21/+16/+16/+11 (1d8+26 B&P, 19-20/x4 = 4d8+104)
against a Studied Target = +29/+29/+29/+24/+24/+19/+19/+14 (1d8+29 B&P, 19-20/x4 = 4d8+116)
divine power +33/+33/+33/+28/+28/+23/+23/+18 (1d8+33, 19-20/x4 = 4d8+132); RAGE +2 reckless attack bonus

Defenses

HP: 245 {105 (5d10+15d8 [10+95] +120 Constitution +20 toughness}; 1/day automatic breath of life (5d8+10 hp cured when at or below 0 hp)

Fort +26, Stalwart {base 11 +5 resistance +6 Constitution +4 Charisma (+26)} [+28 when raging]
Reflex +30 = +31 with boots of superior speed, Evasion {base 10 +5 resistance +11 Dexterity +4 Charisma (+30)}
Will +26, Stalwart {base 8 +5 resistance +7 Wisdom +4 Charisma +2 iron will (+26)} [+28 when raging]

CMD: 45 {10 +16 base attack +3 Strength +11 Dexterity +5 deflection (45)} [43 when raging]

AC: 38, 26 flat-footed {touch +6 attuned armor +5 toughening natural armor} [34 when raging]

Touch AC: 27, 15 flat-footed {10 +5 deflection +12 dodge [11 Dex +1 nimble]} [23 when raging]

Inquisitor Spells Known CL 12th, concentration +19. Close range: 55’. Medium range: 220’. Long range: 880’.

4th Level (4/day ✓✓✓, DC 21 = 24 studied targets) cure critical wounds (4d8+12), death ward, deathless, divine power (+4)
3rd Level (6/day ✓✓✓, DC 20 = 23 studied targets) cure serious wounds (3d8+12), dimensional anchor, prayer, protection from energy
2nd Level (7/day ✓✓✓✓, DC 19 = 22 studied targets) acute senses, confess, cure moderate wounds (2d8+10), shield other, spiritual weapon (ranseur)
1st Level (7/day ✓✓✓✓, DC 18 = 21 studied targets) alarm, cure light wounds (1d8+5), divine favor (+3), inflict light wounds (1d8+5), interrogation, sure casting

Orisons (DC 17 = 20 studied targets) acid splash, bleed, disrupt undead, guidance, sift, stabilize

Slayer Talent: Combat Talent.
Gunslinger Deeds: Deadeye, Gunslinger’s Dodge, Quick Clear, Gunslinger’s Initiative, Pistol Whip, Utility Shot

Domain: Destruction (Rage) - Rage 12 rounds/day as a 6th level barbarian w/ Reckless Abandon (total -4 penalty to AC; +2 bonus on attack rolls)

Feats: Light Armor Proficiency, Medium Armor Proficiency, Shields Proficiency, Simple Weapons Proficiency, Martial Weapons Proficiency (all), EWP (firearms, hand crossbows, repeating crossbows), Toughness, Finesse Training (axe pistol), Gunsmith {1st}, Improved Initiative {2nd rogue talent}, TWF {3rd}, Deadly Aim (-5/+10) {5th}, Piranha Strike (-5/+10) {7th}, Quick Draw {7th/Gunslinger 4th}, Improved Critical (axe pistol) {9th/bab 8}, Iron Will {11th}, Divine Protection {13th}, ITWF {15th}, GTWF {16th combat talent}, Vital Strike {17th}, Improved Vital Strike {19th}

Languages: Aklo, Aquan, Auran, Common (Lupine, Taldane), Draconic, Necril, Thassilonian, Varisian

Background Skills: Appraise +26 {20+3+3}, Profession (cook) +30 {20+3+7}

Skills: 188 total skill ranks; +3 studied target Bluff, Knowledge, Perception, Sense Motive & Survival
Acrobatics/Stealth +34 {20+3+11+x}
Climb/Swim +21 {10+3+3+5c}
Disable Device +24 {8+3+11+2}
Fly +30 {20+3+11-4}
Knowledge (local, nature, religion) [+6 monster lore] +26, +32 monster lore (+35 monster lore for studied targets)
Perception/Sense Motive +30 (+33 for studied targets) {20+3+7}

GEAR
2 +5 attuned brilliant energy axe pistols of the infinite sky that fire seeking bullets of distance (attunement makes them brilliant energy and the ammunition seeking). {95,500 gp each}

A +5 attuned haramaki of determination {+6 armor bonus, no max Dex bonus, 0 check penalty, 30,153 gp, 1 lb.}

A pair of boots of superior speed.
A pair of gloves of swimming and climbing worn over her rings. {36,250 gp, 3 lbs.}
A set of masterwork thieves’ tools.
A platinum ring of sustenance.
A metamagic rod of Extend Spell.
A platinum ring of feather fall. {15,800 gp; 5 lbs.}

Ikand, vain bearer of Asheia, Sword of Lust (CR 19)

NE Male Ulfen Fighter (Viking) 19th Age: 34 Height: 6’ 5” Weight: 215 lbs. 25 rounds’ rage remain available

Init +6 {4 Dexterity +1 competence +1 morale}; Intimidate +47 (1/rd as a free action); 15 rounds’ daily time remaining on his boots of superior speed.

Speed: 30’; Climb/Swim +23 = +26 raging; Disable Device +26; Stealth +20; golden body speed 15’, Disable Device +20, Stealth +14; when using his boots of superior speed = Speed 60’ (30’ in golden body), raging Reflex +18, +23 vs. spells, (Sp) & (su) = +31 vs. AoE = +33 vs. AoE w/ shield; raging AC 41, raging touch AC 19 = golden body while RAGING Reflex w/ evasion +15, +20 vs. spells, (Sp) & (su) = +28 vs. AoE = +30 vs. AoE w/ shield; AC 38, touch AC 15, CMD 48; contingency w/ Extended deathless (CL 12th: 24 rounds) - triggered when he says ‘“ ‘tis a good day” (free action).

Senses: blindsense 60’, darkvision 120’, eyes of the dragon; Perception +25, Survival +30 / Craft (ships) +27, Profession (sailor) +28

Offense +19 base attack; 33 Str (+11), 19 Dex (+4), 23 Con (+6), 19 Int (+4), 22 Wis (+6), 17 Cha (+3); +1 competence & +1 morale attacks

Melee AB +32/+27/+22/+17 (raging with reckless abandon +40/+35/+30/+25 [+3 rage Str +5 reckless abandon])
Power Attack +27/+22/+17/+12 (+10 melee weapon damage) = +35/+30/+25/+20 when raging with reckless abandon
boots of superior speed & Power Attack +28/+23/+18/+13/+28 = +36/+31/+26/+21/+36 when raging with reckless abandon
Deadly Juggernaut (3/day, imm., 1 min.) when he kills a foe to activate, then applies per each foe dropped to 0 or negative hp during the following minute = cumulative DR 2/-- & +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks & Climb/Swim with a maximum of a +5 luck bonus & DR 10/--).
Ashiea (+5 flaming longsword) +39/+34/+29/+24 (1d8+20 S plus 1d6 fire, 17-20/x2 = 2d8+42 S plus 1d6 fire)
Ashiea w/ boots of superior speed +40/+35/+30/+25/+40
Ashiea w/ Power Attack & boots of superior speed +35/+30/+25/+20/+35 (1d8+30, 17-20/x2 = 2d8+62 S plus 1d6 fire)
Ashiea w/ Rage & boots of superior speed +48/+43/+38/+33/+48 (1d8+23 S plus 1d6 fire, 17-20/x2 = 2d8+48 S plus 1d6 fire)
Ashiea w/ Rage, Power Attack & boots of superior speed +43/+38/+33/+28/+43 (1d8+33 S, 17-20/x2 = 2d8+68 S plus 1d6 fire)

Defense

HP 342 when raging; ferocity; deathless frenzy [ignores the effects of being at 0 or negative hp for 1 round while raging: i.e., fully functional the first round he is at 0 or negative hp, then ferocity keeps him on his feet thereafter @ staggered {108 [19d10: 10 +108] +114 Con +6 tribal scars +19 toughness +19 favored class (266) +76 hp raging} - death threshold: -23 hp = -31 hp when raging

Fort +25 {base 11 +5 resistance +6 Constitution bonus +1 competence +1 morale +1 tribal scars}
↳RAGING +29 = +34 vs. spells, (Sp) & (su) {+4 increased Constitution score} {+5 increased morale bonus}
Reflex w/ evasion +17 = +25 vs. AoE = +27 vs. AoE w/ dragonslayer’s shield {base 6 +5 resistance +4 Dexterity bonus +1 competence +1 morale}
↳RAGING +22 vs. spells, (Sp) & (su) = +30 vs. AoE = +32 vs. AoE w/ dragonslayer’s shield {+5 increased morale bonus}
Will +21 {base 6 +5 resistance +6 Wisdom +1 competence +1 morale +2 iron will}
↳RAGING +26, +30 vs. enchantments {+5 increased morale bonus from superstition rage power; +4 indomitable will vs. Enchantments}

CMD 53 {10 +19 base attack bonus +11 Strength +4 Dexterity +5 deflection (49) +4 pauldrons}
↳RAGING CMD 48 {-2 rage -5 reckless abandon +3 increased Strength = -5 net penalty}

AC 48, 44 flat-footed {touch +11 enhanced armor +13 enhanced shield +5 toughening enhanced natural armor (touch +29)}
↳RAGING AC 41 {raging touch AC +22} w/ golden body AC 38

Touch AC 19, 15 flat-footed {10 +5 deflection +4 Dexterity}
↳RAGING Touch AC 18 {-2 rage -5 reckless abandon +6 morale = -1 net penalty} w/ golden body Touch AC 15

Golden Body DR 15/adamantine; Immune [ability damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning & all attacks/effects upon his physiology or respiration]; half damage from acid and fire; unarmed strikes (1d6+14 raging); affected by ‘rust’ attacks

Resist ability damage/penalty 6, ability drain 3

Feats: Light Armor Proficiency, Medium Armor Proficiency, Shields Proficiency, Proficient with all simple and martial weapons {class}; Tribal Scars (bear pelt [+6 hp, +2 Intimidate, +1 Fort saves]) {human}; Skill Focus (Intimidate){1st}; Weapon Focus (longsword) {Ftr 1st}; Shield Focus {Ftr 2nd}; Innocent Blood (Story - completed) [+4 Intimidate; any shaken creature suffers double penalties on saves against his abilities, on attack rolls against him or when resolving skill checks against him] {3rd}; Weapon Specialization (longsword) {Ftr 4th}; Raging Vitality {5th}; Rage Power - Superstition (+6 morale bonus on saving throws against spells, spell-like abilities and supernatural abilities while raging) {Ftr 6th}; Iron Will {7th}; Greater Weapon Focus (longsword) {Ftr 8th}; Greater Shield Focus {9th}; Rage Power - Ghost Rager (+6 morale bonus to touch AC) {Ftr 10th}; Toughness {11th}; Rage Power - Internal Fortitude [immune to becoming sickened or nauseated while raging] {Ftr 12th}; Greater Weapon Specialization (longsword) {13th}; Rage Power - Reckless Abandon [-5 AC/+5 attack while raging] {Ftr 14th}; Intimidating Prowess {15th}; Rage Power - Deathless Frenzy {Ftr 16th}; Improved Critical (longsword) {17th}; Covering Shield {Ftr 18th}; Power Attack (-5/+10) {19th}

Traits: Drawback (Vain); Criminal [Disable Device as a class skill & +1 trait bonus]; Killer [weapon’s critical damage multiplier adds that # as a trait bonus to the final total when a critical hit is confirmed]; Militia Veteran [Survival +1 trait bonus]

Languages: Aquan, Auran, Common (Lupine, Taldane, Tien), Dwarven, Giant, Shoanti, Skald, Thassilonian, Varisian

Skills: +1 competence, +1 morale (6 x 19th level = 114 total skill ranks)

Climb/Swim +23, +26 when raging {10+3+1+1+11-3}, Disable Device +26 w/ mwk thieves’ tools {19+3+1+4+2-3}, Intimidate +46 {19+3+11+3+6+4} Perception +25 {19+6}, Stealth +20 {19+4-3}, Survival +30 {18+3+1+1+1+6}
Background Skills: Craft (ships) +27 w/ masterwork shipwright’s tools, Profession (sailor) +28

SQ: shield defense +4, rage as a 16th level barbarian {+6 morale bonus to Str, +8 morale bonus to Con, +3 morale bonus on all Will saves, additional +4 bonus against Enchantments} for 40 rounds per day; Fearsome [Intimidate to demoralize as a free action 1/round]

Gear:

Ashiea the Sword of Lust {major artifact; 6 lbs. CL 16th. Aura: strong enchantment. Int 16, Wis 20, Cha 20; Ego 35. Senses: 30’ (sight & sound); telepathy - knows Ancient Azlanti and Thassilonian. Alignment: LE. +5 flaming longsword that renders its bearer impervious to Enchantment effects - those that cast such spells upon the blade’s bearer believe that the spell took full effect; foes that are struck must succeed on a DC 25 Will saving throw to not be charmed as per charm monster (only one creature can be so charmed at any one time) - if such a blow is a confirmed critical hit, the victim is instead affected as if by dominate monster; 3/day each [on its own action]: create food and water, endure elements and cure serious wounds (3d8+15).

Icelink Chainmail {+11 enhanced armor bonus; 20 lbs. +4 maximum Dexterity bonus; -3 check penalty} {on command when grappled = 4d6 cold damage to the grappler & staggers said grappler for 1 round; requires an hour to recharge once this ability has been used} with a pair of juggernaut pauldrons {+4 CMD; ferocity; personal enlarge person on command; 3/day as an immediate action after he kills a foe to gain deadly juggernaut for 1 minute}.

Dragonslayer’s Shield {+13 shield bonus [2 heavy shield +5 enhancement from attunement +2 greater shield focus +4 shield defense]; 15 lbs. Provides cover against effects that burst or originate from a point outside of his own square - this does not apply against spreads}

A platinum greater ring of inner fortitude. A platinum ring of evasion.

A pair of boots of superior speed {swift, 30 rounds/day CL 10th haste}.

A wayfinder of passage with a pale green prism ioun stone and a flawed pale green prism ioun stone {4/day free action to remove fatigued condition/change fatigued to exhausted; +1 competence ability checks, attack rolls, saves & skill checks; +1 morale ability checks, attack rolls, saves & skill checks}. CL 10th knock and daylight at will by command word.

A golden helm of Xin-Shalast {wearer appears to be a masterfully sculpted golden statue wearing an ornate crested helmet; free action 10 minutes/day iron body [-6 Dexterity penalty; half speed; 1/2 damage from acid and fire; immune: blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning & all attacks/spells that affect his physiology or respiration; -6 check penalty; DR 15/adamantine]} secured by a deadman’s headband {+2 competence bonus to Intimidate; fear effect DCs +1; +5 CMD vs. steal/sunder attempts against his golden helm}.

Eyes of the dragon {blindsense 60’, darkvision 120’; 4x low-light vision, 2x normal vision}

A set of masterwork thieves’ tools. A set of masterwork shipwright’s tools.

PHAT LOOTZ of 541,330 x0.1875 = 101,499.38 gp for each character = 152,794.94 gp for each player character (assuming 4) for inquisitor & viking.

Alec, CR 20 (307,200 xp)

CE Large Male Humanoid (human, shapechanger) Afflicted Poisonous Dire Werewolf of Terror
Space/Reach: 10’/10’.

6th Ranger (Guide), 10th Horizon Walker. Fav. Enemy – Bluff +22, Sense Motive +24

Initiative +30 vs. PCs in forests {8 Dexterity +4 improved initiative +2 trait +16 favored terrain dominance}

Senses: darkvision 60’, low–light vision, sense poison/anti-poison 30’, scent [can track by smell; pinpoints location by scent alone @ 30’; cannot be surprised by anyone suffering from fear within 120’; pinpoints the location of those suffering from fear at a range of 60’], tremorsense 30’; Perception +47, Survival +43 – 46 when tracking

Speed: 30 ft.; Acrobatics +28, Climb/Swim +36, Stealth +51 w/ blend

Aura: fear (20’ – panicked for 16 rounds, DC 26 Will save results in merely being shaken for 1 round [10 +8 +6 Cha +2 ability focus]), poisonous cloud 10’ in both air & water (inhaled lungtaker poison: – Fort DC 30; effect 1d6 Strength damage; frequency 1/round for 6 6 rounds; cure 2 consecutive saves; victims reduced to 0 Str suffocate unless a DC 35 Heal check to administer first aid or any amount of magical healing [2 spells in succession] prevents suffocation)

HP: 374 +16 temporary/round; DR 5/must be mithral or silver – permanent +3 or higher enhancement weapon bonuses do not bypass his DR {160 [16d10, trained to maximum] +192 Con [12 x16] +16 toughness +6 favored class}

AC: 37, 29 flat–footed (touch +15 natural armor [5 natural armor +5 toughening +5 armor attunement]) Call Out/Feint DC: 50 {10 +16 base +8 Wisdom +16 F.E.}

Touch AC: 22, 14 flat–footed (10 –1 size +5 deflection +8 Dexterity)

CMD: 57 (10 +16 base attack +1 size +17 Strength +8 Dexterity +5 deflection)

Fort +27 (base 10 +5 resistance +12 Con) Reflex +23, evasion (base 8 +5 resistance +8 Dex +2 lightning reflexes) Will +20; reroll 1/day (base 5 +5 resistance +8 Wis +2 iron will)

Saves: +2 bonus on Will saves so long as he can smell someone within 120’ suffering from fear; automatically succeeds on all saving throws and checks required from naturally occurring conditions of temperature and weather. Immune: fear and poisons; disease, hunger/thirst, bleed, gases/smoke; Resist cold 10

Defensive Abilities: negative energy absorption (no save against negative energy attacks; healed 1 hp per 3 hp of negative energy damage), toxic flesh (contact toxin, for each instance of physical contact: black marsh poison – Fort DC 30; effect 1d4 Dex damage and confused for 1 round; frequency 1/round for 6 rounds; cure 2 consecutive saves)

BAB +16; +2 morale bonus on attack rolls against foes that he can smell that are suffering from fear; +1 competence attack & damage vs. outsiders; +16 favored enemy against creatures native to forest terrain (includes all PC races); +4 favored enemy against creatures native to the Astral Plane and swamp terrain; pounce.

Battle Herald’s Speed: (30 rounds/day, free action on a per–round basis) – +16 temporary hp/round; Speed 60’; AC 38 (36 when using pouncing charge), touch 23 (21 when using pouncing charge) , Fort +31, Reflex +28 w/ evasion, Will +24; Acrobatics +32 (+44 jumps), Climb/Swim +40, Stealth +51 = +55 using blend, Perception +51, Survival +50 tracking; other skills +4
Melee +55 bite (+58 CMB to trip), 3 claws +56 – 4 hits’ venom DC = 44; pouncing charge +57 (+60 trip), 3 claws +58 – pouncing charge +57 bite (+60 trip), 3 claws +58

Outsiders (aasimar, tieflings, planetouched, etc.) +56 bite (+59 trip), 3 claws +57 – pouncing charge +58 (+61 trip), 3 claws +59
Ranger’s Focus +59 bite (+62 trip), 3 claws +60 – pouncing charge +61 bite (+64 trip), 3 claws +62

PC outsiders +60 bite (+63 trip), 3 claws +61 – pouncing charge +62 (+65 trip), 3 claws +63

Melee AB +48 {base 16 –1 size +17 Strength{+32} +16 terrain dominance favored enemy}
bite +51 (1d8+36 plus trip and venom & contact toxin) and 2 claws +52 (1d8+37 magic and silver plus venom & contact toxin) [all three are primary natural attacks; unmodified: +35 bite 1d8+20/ 2 +36 claws 1d8+21] [+3/+4 enh.] \/ vs. outsiders: bite +52 (1d8+37) and 2 claws +53 (1d8+38)

2/day ranger’s focus: +55 bite (1d8+40 plus trip @ CMB +54) & 2 claws +56 (1d8+41) \/ vs. outsiders: bite +56 (1d8+41) & 2 claws +57 (1d8+42)
Venom: black marsh poison – Fort DC 30; as above – each damaging bite or claw attack delivers two doses of this venom/contact poison – thus, if Alec deals damage with all three attacks, the victim has a DC 40 Fort save with a frequency of 1/round for 21 rounds.

CMB +50 {base 16 +1 size +17 Strength {+34} +16 terrain dominance favored enemy}

Ranged AB +39 {base 16 –1 size +8 Dex {+23} +16 terrain dominance favored enemy}

Contact Poison Spray (ex, 1d4 rounds’ recharge, 60’ cone, standard action): Reflex DC 30 to avoid being sprayed by tears of death.
tears of death – Fort DC 30; onset – 1 minute; frequency 1/minute for 6 minutes; effect 1d6 Con damage and paralyzed 1 minute; cure ─

Spell like Abilities: CL 16th, +24 concentration (Wisdom–based). 11/day each – dimension door, hallucinatory terrain (forests only, DC 22 Will if interacted with).

SQ: Change Shape (su, full–round action, only into hybrid form); Combat Style (natural weapon), Favored Terrain (Astral Plane, cold, forest, mountain, swamp, underground, urban) [+4→ +16 in forests: bonus on initiative checks & Knowledge (geography), Perception, Stealth and Survival checks in these terrains], Terrain Mastery (Astral Plane, cold, forest, swamp), Terrain Dominance (Astral Plane, forest, swamp) [+4 or +16 attack & damage rolls bonus against all creatures native to these terrain types & on all Bluff, Knowledge, Perception, Sense Motive & Survival checks against such creatures], Master of all Lands (all other terrains are treated as +2 favored terrain), Ranger’s Focus 2/day (swift, +4 attack & damage rolls against the focus target), Terrain Bond (grants all allies that can hear him & are within line of sight a +2 bonus on all initiative, Perception, Stealth and Survival checks; he and his allies leave no tracks unless he chooses otherwise), Wild Empathy +14, +18 w/ lycanthropic empathy {6th ranger level +8 Cha}; poison items; Virulent Poisons – +5 Heal check DC to treat his poisons; spells that affect poisons such as delay poison require two consecutive castings of the spell to be effective against his poisons. Toxic Flesh (if a creature eats part of him – 1 minute onset ingested poison – Fort DC 30: ingested tears of death, +1 dose/bite after the first)

Statistics:
45 Strength (+17) [18+2r+5i+4lvl+10lyc+6e], 27 Dexterity (+8) [18+2r+1i+4lyc+2e], 35 Constitution (+12) [15+2r+2i+8lyc+4e+4poisonous creature], 17 Intelligence (+3) [13+2r+2e], 27 Wisdom (+8) [15+2r+2i+2lyc+6e], 23 Charisma (+6) [18+1i+2r–2lyc+4e]

Languages: Aklo, Common (Lupine, Taldane), Druidic, Elven, Gnomish, Hallit, Sylvan, Treant, Varisian [Intelligence bonus and training]

Feats: proficient with all simple and martial weapons; Improved Initiative, Iron Will, Toughness (class & exchanged); Improved Iron Will (human), Aspect of the Beast (claws) (1st), Improved Natural Attack (claws) (2nd combat style), Scent of Fear (3rd), Endurance (3rd Ranger), Lightning Reflexes (5th), Eldritch Claws (6th combat style), Weapon Focus (claws) (7th), Dimensional Agility (9th), Dimensional Assault (12th), Dimensional Dervish (15th)

Skills (9): Acrobatics +28 {+1}, Climb/Swim +36, Knowledge (dungeoneering, nature, planes) +22, Perception +31 {+4 competence}, Stealth +31 {+4 competence}, Survival +27, +30 tracking. Background Skills: Knowledge (geography) +22; +24, +26, +38; Profession (guide) +27

Traits: Reckless, Warrior of Old

Spell–like Ability: constant instant terrain (treats whatever terrain he is in as his highest favored terrain – in this case, forests). If dispelled this ability is reinstated at the beginning of his next round.

Gear: tattoo of evasion, battle herald’s tattoos of superior speed, tattoo of adaptation, tattoo of sustenance, tattoo of health, and a tattoo of wound closure.

The Exchange RPG Superstar 2010 Top 32

Good gravy!
Do you work these guys out with some program - HeroThingy for example? Or is it pure pen, paper and several hours of cackling with a mountain of books and a laptop? :)


Effectively pen-n-paper-n-cackling. HeroLab wants money. And as far as I know it cannot account for house rules.

I really wanted to blow someone away with Naschii's two-weapon-firing pair of axe-pistols. 8 bullets/round that are brilliant energy seeking projectiles of permanent +5 enhancement goodness would have put .50 caliber holes in everyone pretty much all eight shots. Given her improved critical feat, she'd had a good chance of putting a critical hit into someone at least once/round.

Luckily for the PCs, the boards-inspired min-max twinked full casters they had accompanied here (with a simulacrum of Kit Kat - which, ironically, wouldn't have worked since snow-copies don't qualify to unlock the entrance; an alchemical simulacrum, however, would qualify) were nomm'd by the Colour Out of Space earlier that day.

I'd not typed up the motivations for these guys being here.

Naschii wanted to get whatever super-powerful artifact she thought was for the taking within the mastaba to exact revenge on Magnimar for being elitist snobs.

Ikand wanted to woo Sorshen herself and take his rightful place as her champion. Also, he'd been but a few months from hitting Middle Age, so he was desperately hoping to take advantage of her power to remain eternally youthful. The 'gold statue' facet of the golden helm of Xin-Shalast hides his crows feet, streaks of grey hair, paunch and bald spot quite nicely. Not something a vain fellow like Ikand was dealing with particularly well. He'd even managed to pull off a 3-round demoralization of Kit Kat (she has a DC of 50 against Intimidation to demoralize).

The other two idiots that died due to Colour-feeding/disintegration were of course eager to plumb the mastaba for phenomenal cosmic power.

The inhabitants of the mastaba get to look forward to Abba Zabba and Kit Kat snorting a block of incense of meditation every day via Use Magic Device. So all their spells are now Maximized for probably the next week of game time/for the last two game sessions.

As an aside, anyone that thinks rogues suck, unchained or not, aren't supporting their rogues. They're the epitome of 'team player' characters. Give them a few choice common spells or items of same, and they're a wrecking machine. If their group's rogue is a melee flanker, make the effort to provide them with flanking. If they're like Violet Crumble, distract the enemy and get out of the way when the Gatling Gun opens fire and mows down enemies like wheat before a scythe.

P.S.: I'm experimenting with the automatic progression rules from Unchained in Chapter 7. Despite this making the NPC foes actually worthy foes, the PCs are still mowing them down like so much chaff. Quite impressive.

P.P.S.: If I recall correctly, the Gnomish Gatling Gun is sporting imperviousness to divination spells, rogue's terrain mastery (underground), 18 rounds/day of greater invisibility and when all is said and done a take-10 Stealth check of 71! o.O Sucks to be the bad guys. Oh, and she claimed Ashiea, as was my intent. The gnome has a flaming claymore that makes her impervious to Enchantments. REALLY sucks to be the bad guys. ;-)

P.P.P.S.: Alec was here to be able to merge with his 'girl suit' and become a full natural Dire Werewolf (whilst keeping his nasty poison creature and terror creature templates). In short, he had the not-spelled-out ability to wear a 'skin suit' that still lived even when he monstered out that he could return to later and don, sharing all the (for the 'suit') horrors he'd inflicted on whomever he preyed upon in a given night's hunting/terrorizing. " I know that babies taste best " is a truth of said 'girl suit's nightmares. Thanks to the heal at least she's not a permanent psych ward resident. The 'girl suit's a tough cookie, but no one not Chaotic Evil would willingly embrace such a fate. Being an aasimar, Abba Zabba was Alec's number one target - luckily for him, he sports some monstrous saving throw bonuses, so I don't feel guilty about slathering 8 doses of venom that resulted in a DC 44 Fort save. They have those accursed 3,600 gp pots of "3 hero points of an hour" things, on top of he having wisely invested in the "roll a 15+ when using a hero point, don't lose the hero point" ring. I'm going to be surprised if the group doesn't add that upgrade to one of their own rings before the next session.


Gawd, I love these stat blocks. I miss the days... And the first question anyone reading these stat blocks ought to be asking themselves is why Paizo isn't paying Turin to write for them. Turin does every one of those blocks from the ground up. In a past life, Turin was crunching numbers for some emperor or another...


Killer_GM wrote:
Gawd, I love these stat blocks. I miss the days... And the first question anyone reading these stat blocks ought to be asking themselves is why Paizo isn't paying Turin to write for them. Turin does every one of those blocks from the ground up. In a past life, Turin was crunching numbers for some emperor or another...

I must've been one of those poor bastards that got involuntarily mummified/interred with said Emperor... ;)


As an aside, just this morning I stumbled across the latest mountain of errata for the Advanced Class Guide. Something on the order of 300 bits of errata, averaging ~ one or two errata per page.

o.O

rant

This is exactly why we haven't maintained an RPG line subscription for a long time now. They won't take the care for a book that they did with the APG. It's all about the money as far as my household can tell. You can't run an AP without an online connection or spending $$ on printing off what you need for the session. Printing may be relatively cheap, but it's not free. I really don't want to print anything I don't have to.

God only knows just how much of a wrecking ball this recurring nightmare has done to PFS. We gave up on PFS after year 1 because of this.

Paizo has abrogated so many of their early standards.
1.) You won't need [book X] because the AP will contain any non-core information necessary. That's long gone the way of the dodo, specifically regarding feats out of left field, 3rd party material, etc.

2.) Publishing something when it's ready rather than on schedule come Hell or high water. That's been out with the bathwater since Ultimate Magic. The bathwater is a rancid pool of errata mosquitos now, with the mosquitos growing to the size that they've acquired kaiju subtypes. Used to be even the Adventure Paths themselves were delayed a month or two when necessary, sometimes for customs, sometimes for QC.

2a.) Instead of this, why not get a project developed, let it stew for a few months, then revisit it with fresh eyes, eh? Develop the book, care for it, coddle it the same way you still do with the Bestiaries. PLAYTEST as much of the material as possible like you did with the APG for crying out loud! A good book will secure subscriptions. Crappy books lose subscriptions. There have been a lot of crappy books.

3.) This new-ish " ability score modifier is a type of bonus " mechanic is nonsense. That's what bonus types are for. Don't want a bonus to stack with bunches of other bonuses, assign the bonus a type. There's plenty to choose from, pick one. If need be, each ability score gets a type, maybe two. Dexterity: dodge/precision (defense/offense). Wisdom: insight. Charisma: luck. Intelligence: competence. Constitution: fortitude. Strength: resilience. Whatever works.

4.) The CRB contains 175 feats. Now, there are 1,478 feats just from Paizo. This is @##$$!#$@#%# ridiculous. To maintain something resembling parity with this total (10:175), each PC should be getting 85 feats over 20 levels instead of 10.

*mike drop*

/end rant

If Paizo decides to do "Pathfinder 2.0", I hope that they are wise enough to cool off on anything but APs for a full year, maybe longer. Develop a gaggle of goodies to release simultaneously at GenCon. Let their customers save up the funds to gobble up a bunch of stuff at once via subscription and/or at GenCon.

I doubt it will happen that way.


Inspiration for Sorshen. <grin>


Eyeballing Occult Adventures, first thing that springs to mind: gestalt pyrokineticist/ cavalier (ghost rider). Mwahahahhah!!

Sczarni

I agree with a lot of what you said, Turin.

Most of the ACG, APG, and Ultimate series I skimmed and then stored on the bookshelf.

I gave up the players companion and world-guide books sub a while ago, keeping the hardcover line (mostly for the bestiary sets).

Now I think that may have been a mistake, honestly.

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