Turin the Mad |
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.
How do you mean, oh brain-melting hamster?
psionichamster |
Well, the various "Races of" and assorted books seem interesting.
And the technology guide has some really nice stuff in it.
Ultimate combat, ACG, and the ARG have basically sat on my bookshelf after a quick skim.
Unchained has been very cool, but only part of it...the classes and retraining sections.
Of course, I haven't really been playing IRL, so that likely contributes to the lack of use.
Turin the Mad |
Ooooo Turin!
Lookee!!!
*ASPLODES*
*reconstitutes*
*asplodes again*
*reconstitutes again*
Imma resubscribing for that AP. I've already told Missus Turin that I'm calling dibs on running Strange Aeons.
I expect dreamscapes galore, starting out in straightjackets ... and the finale ... is attaining metamorphosis into some kind of hellish mythos spawn getting smited by a gaggle of half-gibbering paladins surrounded by one's cultists.
^____________^
Turin the Mad |
Well, the various "Races of" and assorted books seem interesting.
And the technology guide has some really nice stuff in it.
Ultimate combat, ACG, and the ARG have basically sat on my bookshelf after a quick skim.
Unchained has been very cool, but only part of it...the classes and retraining sections.
Of course, I haven't really been playing IRL, so that likely contributes to the lack of use.
Personal opinions follow
ARG was almost a complete waste of paper.
ACG is "glad I didn't buy that one!" - some neat stuff, which was promptly gutted into gibbering incomprehensibility after the errata. Until the online sources collate/process/despindlize the information ... eesh.
UCombat .. meh.
UCampaign ... meh. About the only thing we touch are the retraining rules (which has added a great deal for the players). The "RAW" for investments and businesses is entirely too random to be useful. I'd streamline it in a hurry for anything I run. I don't want/need "Abacuses and Accountants". "Invest 100k gp into Hookers-n-Blow-R-Us, you make back [top shelf cost of living] +500 gp a month" or something similar.
Unchained I like the new rogue, the monk is incompatible with, what, 4 or 5 previous hardcovers' worth of archetypes? Not the brightest idea in the world. There's some neat stuff, but yoinking their good Will save ... blecch.
The thing I'm most using at present from Unchained is the automatic bonus progression [albeit only paying lip service to the inherent bonus restriction, depending on the villain/foe]. The bauble/trinket/geegaw progressive items are a very nice touch ... but they need a lot more of them IMO.
The costs for the "Blergle of the Month" stuff isn't worth the content. Bluntly, there's too much of it. *Shrugs* But hey, s'long as I can legally Mark 1 Eyeball the stuff for free online, they can crank it out all that they like.
Turin the Mad |
Awwww, man ...
(with artistic license taken for my amusement)
GM for Giantslayer: "You are not allowed to make a dwarf that can beat the end-boss to death, naked, with no ability score bonuses, using just a pet rock and one class feature." Class Feature: terrain dominance (mountains) +20 via ranger 6/horizon walker 10, resulting attack bonus +36/weapon damage +20 ^________^
Me: "Soooooo, my plan to fashion a masterwork pet rock that at the end-game is a +5 skullsmashing pet rock is also a no-go?"
GM: *sighs* " No villain should die by pet rock. Also, no magic pet rock. Dammit."
I don't want to gimp him at a paltry +8 cap on favored nastiness. Must figure something else out ...
Ghufufin |
Thinking up new concepts is always a funny process... Here are some concepts I had for Giantslayers:
A Mountain man that hurls the giant's rocks back at them
A dwarf cavalier that follows classic knight tropes
A Crazy gnomish fighter that uses the ripsaw glaive
And a thrown weapons slayer
From what I have heard having a mount can work out quite well in this AP.
Hopes this helps spark some ideas.
Talking Skull |
...I think you should roll a paladin.
no wait don't go hear me out
At level 11, you'd get aura of justice. For 2 uses of smite evil, you can grant party members in 10 ft. the ability to smite using your bonii.
"But Talking Skull, you putrescent hot air balloon, that only lasts 1 minute! There's better uses for Smite. I only get 6/day, max!"
Even if the duration was one round, it would be worth it! ...as long as one of the beneficiaries was an arcane spellcaster with magic missile, or one of your variants, which I'd comment on if I had any notion of spell design. That magic missile spell will now do 1d4+17 damage per missile. If you have one of those magic items that boosts the level of your class abilities(Silver Smite Bracelet, Bracers of Avenging Knight, etc.), that's 1d4+21 damage per missile. Against evil-aligned dragons, which I've heard exist in this AP, that's 1d4+41 damage per missile. An archer with rapid shot and manyshot or a two-weapon-fighting build would also be ideal targets.
This isn't quite the same as your previous build, capable of doing so much worse without needing to expend dailies, but it serves much the same purpose. And AoJ is just part of the basic Pally package, so you pretty much have carte blanche for builds.
Turin the Mad |
Just use the two adages of spell design: 1.) Is this too good for its spell level? 2.) Would you learn/acquire them if they aren't? So far I believe that Sir Hamster approves. I know I'm fine with them. It'd be neat to see a few more seals of approval - and of course any disapproval with reasons why. No point designing spells if they aren't subject to peer review.
(Since shield still thwarts them ...)
Aura of Justice, because of its wording, does indeed do horrible, horrible and HIGHLY entertaining things with magic missile q.v. "all damage rolls", not "all weapon damage rolls". NICE! The doubled-up smite evil damage bonus is only on the first damage roll, so one missile would enjoy that massive (2x effective paladin level) damage bump. Has there been a FAQ for that one that you know of? I'm feeling a mite lazy at the moment.
Now, getting Snickers and Violet on board with a Paladin in the group is the tricky part, since I don't know how they feel about Paladins. A dwarf paladin is a bit gimped right out of the gate with the dwarf Charisma penalty.
Ripsaw Glaive just sounds all sorts of amusing. And who doesn't love them some chakram?
My dwarf ranger/horizon walker starts out carrying several of them. He's a proponent of "let them come to me" - crossbow --> chakram --> dwarven waraxe. Since giants have comparatively crappy ranged attack bonuses, it's much smarter to take cover and pew pew the big buggers until they get tired of missing or run out of boulders, in his opinion.
It was pretty gratifying hearing, basically, " You win Giantslayer. Now play something that won't make me homebrew all but 10 of the bad guys after 9th/10th level. Bastich. "
Talking Skull |
Only thing I can find on the subject is a couple threads dating back to the playtest. No mention of errata or FAQ clarifications.
Obviously, this is all rhetorical until your fellow party members yay/nay, but...Well, despite all the Pally abilities that use Charisma, and the obvious benefits that come with a higher score, it doesn't need to be any higher than a 14. The main places you'll be feeling the low(er) CHA will be save boosts and smite attack rolls...and saves will receive some compensation early on from Dwarfdom, in the Hardy racial ability and, if you want, Steel Soul. Spells are only good for buffs, and you can use a feat and likely a magic item to increase the daily uses of Lay on Hands and/or Channel, if you use either of those a lot.
Concerning the spells, the only one that looks too powerful for it's level is Volley, and that's just because all the 2nd level damage spells are...underachievers. Volley's a late bloomer, comparatively, but it hits it's stride after Scorching Ray loses it's luster. I never questioned that Barrage is fine where it's at, and I'd certainly get some use out of it(especially with a Magus). Swarm I vacillated on, because it has more competition than the others at it's spell level, but ultimately I think it's fine where it is now. So, yeah, these spells receive my Seal of Approval.
I suppose it is pretty neat for the GM to outright confirm that, yes, you would be powerful enough to solo this AP.
Turin the Mad |
Only thing I can find on the subject is a couple threads dating back to the playtest. No mention of errata or FAQ clarifications.
Obviously, this is all rhetorical until your fellow party members yay/nay, but...Well, despite all the Pally abilities that use Charisma, and the obvious benefits that come with a higher score, it doesn't need to be any higher than a 14. The main places you'll be feeling the low(er) CHA will be save boosts and smite attack rolls...and saves will receive some compensation early on from Dwarfdom, in the Hardy racial ability and, if you want, Steel Soul. Spells are only good for buffs, and you can use a feat and likely a magic item to increase the daily uses of Lay on Hands and/or Channel, if you use either of those a lot.
Concerning the spells, the only one that looks too powerful for it's level is Volley, and that's just because all the 2nd level damage spells are...underachievers. Volley's a late bloomer, comparatively, but it hits it's stride after Scorching Ray loses it's luster. I never questioned that Barrage is fine where it's at, and I'd certainly get some use out of it(especially with a Magus). Swarm I vacillated on, because it has more competition than the others at it's spell level, but ultimately I think it's fine where it is now. So, yeah, these spells receive my Seal of Approval.
I suppose it is pretty neat for the GM to outright confirm that, yes, you would be powerful enough to solo this AP.
That's the kind of feedback on the spells that I was hoping for, Talking Skull.
And yes, it was gratifying that I had a character build without factoring any gear that the GM says "please, don't". ^________^
Turin the Mad |
3rd Arodus 4714 A.R. (August)
Our Heroes return kitted to the gills to the weathered statue of Sorshen in the center of the Community with No Name, including having done 8 hours' worth of incense of meditation via Use Magic Device - so their spells are all Maximized for the next 24 hours. They each have 4 spare blocks of the stuff with a request that more of them be made to replenish that inventory.
Kit Kat floats up to the sigil in the statue's abdomen, pricks her finger and daubs the rune with her blood.
The Rune of Lust coalesces into a 6' diameter sphere of nothingness, consuming the statue as if it were a miniature black hole before descending through the center of the pedestal burrowing into the stone.
With a mnemonic vestment, Abba Zabba casts overland flight from one of his many scrolls and follows Kit Kat. Snickers takes the lead carrying Viole(n)t Crumble on his broad shoulders by way of his +6 Wisdom headband of aerial agility.
The oversized sphere of annihilation carves Sorshen's exit from the mastaba from the anti-magic-warded stone around its non-magical core that descends into the earth before following a path that only a Medium or smaller creature capable of extended flight could properly utilize. At an estimated distance of 30 miles, it takes 7 1/2 hours to carve this path before exiting dead center in the ceiling of the mastaba's uppermost level.
In the brilliant illumination shed by the Sihedron and the flamma horacalcum an 80' deep underground coliseum opens beneath the heroes' floating feet. The arena extends easily a hundred yards in either direction in three tiers above the sand of the arena floor, itself 20' beneath the lowest tier. Elaborate carvings, frescoes, paintings, tapestries, hand-sewn silk cushions, comfortable divans, fans made from wood and plants long thought extinct, etched electrum services atop marble pedestals and more greet their eyes. A great many other items fashioned from preserved human bone are all around these upper tiers as well.
Four dozen slender women wearing luxurious and scandalously cut outfits of varicolored silk worked in various clusters around the vast chamber. They are all armed with a double-bladed guisarme seemingly missing one of the blades. The distinguish themselves from each other with a staggering variety of body art, piercings, hair styles and colorations. Some sport mohawks, some elaborate braids hanging down to their waists, most are between these two extremes. Pouches clearly containing a small tome hang at their waists.
Their deathly white pallor, dimly glowing red pupils and pronounced canines betray that they are vampires.
They all are clearly Sorshens.
The sphere of annihilation descends to the center of the arena floor and devours a cylinder to a depth of 60' whilst a ring of Thassilonian runes emit an emerald glow about this new passage.
Snickers descends to a position directly over the latest terrain feature, reading his +5 impervious adamantine nodachi to receive all comers. Kit Kat and Abba Zabba promptly incinerate three dozen of the vampire Sorshens with sunbursts, one by way of Kit Kat's shiny new greater metamagic rod of Quicken Spell. Abba Zabba, after dropping his sunburst upon a hapless grouping of Sorshens, descends to Crumble's side and graces her with a Quickened death ward.
During the surprise round two dozen cloudkills were tossed atop the trio of heroes loitering about the shaft descending below.
The remaining dozen Sorshens' during their one remaining round of existence is to close the gap via their boots of speed and blast Snickers and Abba Zabba with a dozen cones of cold, in sum delivering 164 points of cold damage each to Snickers (by way of 3 failed saves and 9 successful ones) and Abba Zabba, for which the oracle was profoundly grateful to have been wearing a ring of evasion, as all of that damage came to him by way of shield other. As they close, the vampire-Sorshens ready their double-headed guisarmes and activate the "missing" brilliant energy heads of their weapons.
Violet Crumble annihilates two of the remaining 12 vampire-Sorshens with a quartet of holy silvered arrows, two of which were confirmed critical hits against the already-damaged vampires. A third sunburst from Kit Kat obliterates seven more whilst a flame strike from Abba Zabba is partially absorbed by two of the three survivors via their rings of elemental shroud before he drops his custom swift fireball spell and incinerates the remaining pair.
Unlike normal vampires, all of these upon hitting 0 hp collapse into a disgusting mush of ashes, blood and show. Exploring the coliseum's side chambers, they come across the source of all of the bones and the monsters' only supply of blood.
A "clone sarcophagus" that, on average, generates a new clone of Sorshen every 5 months. For more than ten eons a new body has been created herein. For more than ten eons four dozen hungry vampires have devoured every scrap of flesh and drained every drop of blood from that one body.
All told, Crumble estimates that 24,268 human skeletons have provided much of the bone decor and nearly all of the decorations.
After policing up all of the loot - a staggering sum resulting in each of the four characters having 835,000 gp of swag to somehow pawn off - they turn their attentions to the emerald runes encircling the shaft descending into the rock beneath them.
"A leap of faith, Death awaits. Cheat and death is certain."
After some discussion, Snickers gets tired of waiting and leaps into the shaft, passes unharmed through the sphere of annihilation to plummet 200' onto the stone of the chamber below. Adding injury to injury, a Grim Reaper sliced into him with the attack of opportunity provoked by the falling fighter's passage through its threatened space.
One by one Our Heroes plummet down the shaft, passing through otherwise utter annihilation and kersplat onto the pavers below. The Grim Reaper does its level best to slay them all. A full-round attack and his one quickened destruction of the day sadly failed to slay the mighty fighter, although he was below 100 hp in short order thanks to being too distant for Abba Zabba's shield other to protect him.
When the entire group was in various states of splatter-cation on the floor, the Grim Reaper let loose with his 1/day wail of the banshee. Sadly, the one "kill" he would have otherwise claimed is thwarted by the expenditure of a hero point and a spot-on-successful Fortitude saving throw by Violet Crumble. The Grim Reaper's incorporeality helped him survive Snickers' bladed ministrations until the Gnomish Gatling Gun (now sporting Improved Precise Shot) riddled him with holy ghost touch arrows and send him back to Abbadon.
The sphere of annihilation descends from the shaft overhead and continues further into the complex after a wall opens up, revealing a riotous collection of vegetation and beastial sounds.
Runelord Sorshen's voice via programmed image. " Thank you for visiting my coliseum. If you will please proceed into the Arboretum and Menagerie. "
The entire ceiling overhead grinds to life, slowly lowering, conveniently encouraging the Candybar Brigade to enter the menagerie/arboretum lest they be squashed into a gruesome paste.
The passage ahead is broad, curving and descending gently ahead of them before their ever-sharp ears detect the noisome inhabitants of a vast chamber not far around the bend. A smidge of magical reconnaissance reveals their foes: a bizarre plant-like winged monstrosity of truly colossal size and 8 cottage-sized 'birds'. Specifically, a magically created version of this horror and eight jubjub birds.
With a combination of disgustingly high Knowledge (nature) checks, they identify the horror as Volnagur, the End Singer and that the huge birds are jubjub birds. I upgraded Volnagur's blindsense to blindsight. Blindsense is pointless for a Spawn of Rovagug with no area effect abilities other than a fear aura. Derpa.
Abba Zabba uses his one 25,000 gp diamond with a miracle to grace Snickers' nodachi and Violent Crumble's shortbow with a temporary magical beast bane enchantment. The two weapon-using characters now have epic weapons with which to violate the hapless Spawn.
Getting the drop on their opposition after liberally applying an assortment of "buff spells", the group is impervious to fear via greater heroisms and resistant to bunches of stuff, including ignoring the lethal jubjub bird's potential decapitating beaks by way of Kit Kat's use of Extend metamagic rods and giving everyone extended displacement. Bastiches.
Abba Zabba proceeds to barf fire all over the immense chamber that the jubjub birds and Volnagur are dwelling in. Over the subsequent rounds only one jubjub bird got a nip in on Kit Kat that her wise displacement thwarted a potentially decapitating bite from taking off her head. A mass forbid action rooted the remaining jubjub birds inside the inferno floating overhead. Kit Kat uses a fiery body to cure herself of the damage inflicted by that bite.
Violent Crumble had to use a second hero point to attempt to save herself from the deleterious effects of Volnagur's eye rays, sadly, she was unsuccessful in not being both nauseated and (rolling the d6 herself) stunned for a minute without outside aid. Snickers grabbed her and her bow to shelter behind Kit Kat's 30' high 70' long wall of force.
Having but a 7 INT, Volnagur closes, successfully administering bleeding tongues - the first a critical blow upon Kit Kat - upon Kit Kat, Violet Crumble and Snickers. Taking advantage of her Dimensional Agility feat, Kit Kat Quickened dimension door'd herself, Abba Zabba and Crumble to just outside of Volnagur's reach before using a second dimension door to remove herself and the Gnomish Gatling Gun very near the roaring waterfall that precipotates to the lower level of the arboretum/menagerie.
Snickers flew into melee with the horror, got nomm'd on by a full-round melee attack that sadly delivered but a single tongue and four wing buffets. Luckily for Snickers, Abba Zabba made use of a Metamagic Rod of Reach to replace their standard shield other with a now-Medium-range shield other so that he wouldn't have to remain in such dangerous proximity to a Colossal monstrosity.
Predictably after this point, Snickers chopped the fake Volnagur into chunky ashen bloody snow-salsa.
" Please proceed to the lower level of the arboretum and menagerie. There you can enjoy a respite before continuing. "
The ceiling of the entire upper level grinds down, pulverizing the ichor and worse from the charred jubjub and gibletized Volnagur carcasses.
Now literally dripping with filthy lucre, Our Heroes advance to 20th level in anticipation of the final session of the campaign next weekend. Kit Kat makes use of her shiny new interplanetary teleport and over the next week in cooperation with Abba Zabba sells off their swag for diamonds that they promptly use to bestow the rest of the party with a full set of +5 inherent bonuses to all six of their ability scores.
Yep, this means the Gnomish Gatling Gun is sporting a Skill Mastered-Stealth bonus of +64, higher with greater heroism. She still won't be able to see herself. Why, she can barely hear herself breathing...
Stay tuned for the grand gruesome finale gentlecritters. Same Hack Time, Same Hack Channel.
Turin the Mad |
And of course, what would a Turin journal be without posting the stat blocks of those custom creations that Our Heroes stomped mudholes into?
First up, the "vampire Sorshens":
dread vampire simulacrum Enchanter [Manipulator] Wizard 11th (Thassilonian Lust Specialist) = CR 14 each.
LE female Medium Undead (augmented Azlanti human)
Initiative +13 {1 arcane temper +8 Dexterity +4 improved initiative}
Speed: 30’, climb 30’ w/ uncanny climbing, fly 15’ (su, perfect); boots of speed 60’, climb 60’, fly 30’; Climb +30, Fly +31, Stealth +32 (+52 invisible)
Senses: blindsight 20’, darkvision 120’, scent, see invisibility; Perception/Sense Motive +35; Feint/Call Out DC: 45
BAB +5; CMB +25 (+27 grapple)
SA: arcane bond (double-headed guisarme), beguiling touch, blood drain variant after pin: energy drain [2 levels, DC 18 to recover] plus 1d6 Wisdom damage, change shape, children of the night, dominate (DC 24, 30’), gaseous form (fly 40’), shape emotions (30’ aura for 11 rounds: enemies -2 all saves against mind-affecting), swarm shape, uncanny climber; +13 ranged touch attacks
+2/+2 brilliant energy double-headed guisarme +48 Feint/+16 brilliant energy (2d4+11 S/x3 = 6d4+33; reach, trip) or 2 slams +14 (1d4+9)
using boots of speed +48 Feint/+17 brilliant energy/+17 brilliant energy [this extra attack does not enjoy the benefits of a successful Feint]
HP: 176 +42 temporary hp each, DR 10/good and silver, fast healing 5, destroyed at 0 hp {66 +99 Charisma bonus +11 favored class bonus}
Immune: cold, undead traits
Resist: acid 10, electricity 10, fire 10, sonic 10; channel +6
1/day (immediate) to negate all damage from a fire effect into an elemental aura (2d6 fire, DC 14 1/2 & negate catching fire), 13 rds.
Fort +17 {base 3 +9 Charisma +5 resistance}
Reflex +18 = +19 using boots of speed {base 3 +8 Dexterity +2 lightning reflexes +5 resistance}
Will +19 {base 7 +7 Wisdom +5 resistance}
CMD: 45, 47 vs. grapple {10 +5 base attack +9 Str +8 Dex +11 Int +2 deflection}
AC: 35, 27 flat-footed - boots of speed AC 36 {touch +4 enhanced armor +1 shield +10 toughened natural armor [8 +2 toughening]}
Touch AC: 20, 12 flat-footed - boots of speed Touch AC 21 {10 +2 deflection +8 Dexterity}
Weaknesses: dread vampire weaknesses, does not have dread rejuvenation
Prepared Wizard Spells: Int --/+3/+3/+3/+2/+2/+2 plus +1x2 each 0-6th; concentration +25 [CL 11th +11 Int +1 trait +2], CL 11th ✓
- 6th Level (DC 27) [3+1x2]: banshee blast, cold ice strike (2), eyebite (2)
- 5th Level (DC 26) [4+1x2]: cloudkill, cone of cold (2), feeblemind (2) [DC 30 for arcane casters/(Sp)], vampiric shadow shield [personal, 11 rounds (D), attackers take 1d6+11 negative energy damage - attackers that take damage from this heal her of 25% of the damage taken]
- 4th Level (DC 25) [5+1x2]: arcane eye, charm monster (2), enervation (2) ✓, greater false life ✓ [22 temp hp (2d10+11) for hours], greater invisibility ✓
- 3rd Level (DC 24) [7+1x2]: dispel magic, ice spears (2), ray of exhaustion (2, Fort partial), suggestion (2), vampiric touch (2) [5d6 damage to living creature = temporary hp gained for 1 hour]
- 2nd Level (DC 23) [7+1x2]: ice slick (2), see invisibility (2) ✓ [~2 hours], spectral hand ✓ [AC 33, 29 touch, 1d4 hp, minutes], stricken heart (2), unnatural lust (2)
- 1st Level (DC 22) [7+1x2]: lock gaze (2), magic missile (4), ray of enfeeblement, snowball (2)
- Cantrips [4]: bleed (DC 21), detect magic, prestidigitation, ray of frost
Spell-like Abilities: CL 11th, concentration +23
3/day - darkness, fog cloud
1/day - deeper darkness
TACTICS - conveniently pre-cast: greater false life, see invisibility, enervation (20 temp hp [1d4x5]), spectral hand (+15 melee touch)
(Round 1) greater invisibility, fly to ceiling to stand upside down (move actions throughout combat, generally speaking)
(Round 2) vampiric shadow shield
(Round 3) spectral hand delivering vampiric touch (SR) then stricken heart (SR) is preferred
(Ranged Combat Progression) enervation (SR)
Casters: feeblemind (SR), ray of exhaustion (SR), ray of enfeeblement (SR), eyebite (SR) to sicken, ice slick beneath
Non-Casters: ray of enfeeblement (SR), ray of exhaustion (SR), eyebite (SR) to sicken, suggestion (SR) to leave until after sunset, ice slick beneath
(Direct Combat Preference) - “friendly fire” is not a concern due to their own immunities
cone of cold (SR) + cold ice strike (SR)
cone of cold (SR) + cold ice strike (SR)
banshee blast (SR)
ice spears
ice spears
cloudkill
snowball - 5d6 cold + staggered 1 round
snowball - 5d6 cold + staggered 1 round
magic missile (SR) 5d4+5
magic missile (SR) 5d4+5
magic missile (SR) 5d4+5
magic missile (SR) 5d4+5
melee with double-headed guisarme to feint/strike
NOTES: boots are not used until engaged in melee; vampiric touch via direct melee touch if severely wounded (60 hp or less); against high SR foes they skip using (SR) marked spells, proceeding into melee once they use those up.
As usual, their intended tactics disappeared in a hurry. ;)
Statistics:
29 Str (+9) [+20 Str checks to break or lift], 26 Dex (+8), -- Con, 32 Int (+11), 25 Wis (+7), 29 Cha (+9)
Feats/Arcane Discoveries: Alertness (B), Combat Expertise (-2 atk/+2 AC), Combat Reflexes (B), Double Slice, Exotic Weapon Proficiency (double-headed guisarme), Fast Study, Improved Grapple (B), Improved Initiative (B), Knowledge is Power, Lightning Reflexes (B), Opposition Research (Necromancy), Skill Focus (Bluff), Two-Weapon Defense, Two-Weapon Feint, Two-Weapon Fighting
Traits (3): Arcane Temper [+1 initiative; +1 concentration], Clever Wordplay (Bluff), Witty Repartee (Bluff as class skill; +1 trait Bluff)
Skills (13): Appraise +19, Bluff +48, Craft (weapons) +25, Climb +30, Fly +31, Knowledge (arcana, planes, religion) +25, Linguistics +25, Perception +35, Profession (courtesan) +21, Sense Motive +35, Spellcraft +25, Stealth +32; Diplomacy/Intimidate +15, Perform (oratory) +11
Background Skills: Artistry (painting/tattoos) +25, Craft (sculptures) +25
92,500 gp of gear each: +2/+2 attuned brilliant energy double-headed guisarme (20 lbs. 32,318 gp, 2d4 S/x3; reach, trip; hardness 9, 30 hp); robe of components (5,000 gp; 1 lb.); tunic of careful casting (5,000 gp; 1 lb. [+2 concentration]); a pair of duelist’s vambraces (2 lbs. 7,000 gp; 1/round no -2 penalty with an attack with her off hand); boots of speed (12,000 gp; 1 lb.); ring of energy shroud (19,500 gp); ring of eloquence (3,500 gp; +2 competence Bluff, Diplomacy, Intimidate and Perform (oratory); when deafened only 10% chance of spell failure; wearer can speak Giant, Goblin, Orc and Undercommon); blessed book (variant - 500 pages instead of the customary 1,000 pages; 14,350 gp, 1 lb.); +3 attuned silken ceremonial armor {+4 enhanced armor bonus, 0% ASF, no check penalty, 4 lbs; hardness 8, 40 hp} // PCs LOOT VALUE (each, including house rules) 69,375 gp - split four ways = 17,343.75 gp per player character per simulacrum x 48 simulacrums results in a loot haul of 835,000 gp PER PC.
Spellbook:
CANTRIPS - acid splash, arcane mark, bleed (DC 21), daze, detect magic, detect poison, light, prestidigitation, ray of frost, touch of fatigue (DC 21)
1st level (DC 22): cause fear, charm person, chill touch, color spray, disguise self, disguise weapon, interrogation, lock gaze, floating disk, mage armor, magic missile, mount, ray of enfeeblement, ray of sickening, repair undead, shield, silent image, snowball, unseen servant, vanish, ventriloquism
2nd level (DC 23): blood transcription, command undead, false life, ice slick, see invisibility, spectral hand [AC 33/touch AC 29, 2 hp], stricken heart, unnatural lust
3rd level (DC 24): blood biography, dispel magic, gentle repose, halt undead, ice spears, ray of exhaustion, suggestion, vampiric touch
4th level (DC 25): arcane eye, bestow curse, boneshatter, charm monster, dragon’s breath, enervation, greater false life, greater invisibility
5th level (DC 26): blood boil, cloudkill, cone of cold, feeblemind, hold monster, mass repair undead, suffocation, vampiric shadow shield
6th level (DC 27): banshee blast, cold ice strike, eyebite, major curse, shadow walk
Turin the Mad |
Asides from a smidge of weakening of Volnagur, I used stock stat blocks for it and the jubjub birds.
The Advance Grim Reaper, however, its stat block is all kinds of messed up, forcing me to fix it. Otherwise, this is/should be a RAW stat block.
Advanced Grim Reaper (CR 21) - this is an accurate stat block - the one I found is FUBAR.
NE Large undead (evil, extraplanar, incorporeal)
Init +8; Senses darkvision 60 ft., low-light vision, true seeing 120’; Perception +37
Aura fear aura (40 ft., DC 35 vs. panicked for 2 minutes [cowers if cornered]; success = shaken for 1 round)
DEFENSE
AC 40, touch 26 (+11 deflection, +4 Dex, +14 natural,-1size, +2 insight); cannot be caught flat-footed/surprised
hp 434 (28d8+308)
Fort +20 [9+11], Ref +13 [9+4+2i], Will +22 [16+6]
Defensive Abilities channel resistance +4, incorporeal; DR 15/cold iron and good; Immune undead traits; SR 32
OFFENSE
Speed 40 ft., fly 60 ft. (perfect)
Melee +3 ghost touch scythe +34/+29/+24/+19 (2d6+19, 19–20/×4 plus death touch); add +4 to confirm
Power Attack +3 ghost touch scythe +28/+23/+18/+13 (2d6+37, 19-20/x4 plus death touch); add +4 to confirm
Vital Strike +34 (4d6+19) or Vital Strike Power Attack +28 (4d6+37)
Space 10 ft.; Reach 15 ft.
Spell-Like Abilities (CL 20th; concentration +31/+35 casting defensively)
Constant—fly, foresight, true seeing
At will—circle of death (DC 27), control undead (DC 28), invisibility, plane shift (DC 28), polymorph
3/day—energy drain (DC 30, 2d4 negative levels via ray @ +24 ranged touch; #x5 = temp hp for undead), finger of death (DC 28 Fort reduces 200 hp death attack to 3d6+20 hp), soul bind (DC 30), summon minor reapers (level 8, 1d4 minor reapers), unwilling shield (DC 27 Will negates; 2 min.)
1/day—quickened destruction (DC 28 Fort reduces a 200 hp death attack to 10d6, which may still be sufficient to slay the target & consume their remains in unholy fire), wail of the banshee (DC 30 Fort negates 200 damage via death attack to the closest 20 living creatures within a 40’ radius spread)
STATISTICS
Str 32 (+11), Dex 19 (+4 = 5 AoO/round), Con —, Int 20 (+5), Wis 23 (+6), Cha 33 (+11)
Base Atk +21; CMB +33 (+35 disarm); CMD 48, 50 vs. disarm (can’t be tripped)
Feats Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Critical Focus, Great Cleave, Greater Weapon Focus (scythe), Improved Critical (scythe), Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (destruction), Vital Strike, Weapon Focus (scythe)
Skills Diplomacy +39, Disguise +42, Fly +41, Knowledge (planes) +33, Perception +37, Sense Motive +37, Stealth +31
Languages Abyssal, Celestial, Daemonic, Infernal, Thassilonian; truespeech
SPECIAL ABILITIES
Death Touch (Su)
Creatures hit by either a grim reaper’s touch attack or by a weapon wielded by a grim reaper must succeed at a DC 35 Fortitude save or gain 2d4 negative levels. The save DC is Charisma-based. A grim reaper can channel this ability through any weapon it wields. A humanoid slain by a reaper’s death touch is consumed in unholy fire and has its remains destroyed as the destruction spell. This is a death effect.
Summon Minor Reapers (Sp)
Three times per day, a reaper can summon 1d4 minor reapers as a standard action. Each of these minor reapers is assigned a single creature to attack, and the targeted creature must battle the minor reaper by itself. The target that the grim reaper assigns to its minor reapers need not be in sight, but it must be on the same plane on which the minor reaper was summoned. A grim reaper may only assign one minor reaper to any creature at a given time, even if it uses this ability multiple times.
carborundum RPG Superstar 2010 Top 32 |
Turin the Mad |
What a spectacular session though! With dozens of opponents at that level, we'd be busy for about a month!
Putting the vampire-simulacrum-Sorshens in groups of 12 making 1 save, until they obliterated the first three groups, accelerated play nicely. Especially since Kit Kat's and Abba Zabba's save DCs put the v-s-Sorshen's required d20 roll on the "more likely to fail" side of the scale. I toyed, oh did I toy, with the idea of making troops out of them, but ultimately I didn't make the time for it.
Talking Skull |
They beat Volnagur, the End-Singer.
Volnagur. The End-Singer. And eight jubjub birds.
okay maybe not against the real thing, but they could probably pull that off too
Your PCs have hit critical mass, Turin. I'm looking forward to the final write-up with their slobberknocker session against Sorshen.
Turin the Mad |
They beat Volnagur, the End-Singer.
Volnagur. The End-Singer. And eight jubjub birds.
okay maybe not against the real thing, but they could probably pull that off tooYour PCs have hit critical mass, Turin. I'm looking forward to the final write-up with their slobberknocker session against Sorshen.
** spoiler omitted **
They're now 20th level, and are fully loaded for bear with a bunch of diamonds. Sorshen is gonna bring the pain as best she can. So far, 3 have bled. One more to go ... ;)
Turin the Mad |
Well, well, well. I go looking for one thing and find another.
In this case, I found Mesmelatu's stat block.
Mhah. Mwahhahhah.
Mesmalatu
female awakened demilich Oracle (Old Gods; curse: forsaken) 16th = CR 19
Symbol of Pain on her forehead
Patron Gawd: Nyarlathotep
6 Str (-2), 17 Dex (+3), -- Con (0), 24 Int (+7), 27 Wis (+8), 33 Cha (+11); BAB +12/+7/+2
Languages: Azlanti, Thassilonian, Aklo, Necril, Gug, Abyssal, Infernal, Daemonic, Druidic, Aquan, Auran, Ignan, Terran, Draconic, Giant, Undercommon (native/Int/learned)
Hit Points: 320, DR 20/-- (vorpal), rejuvenation (DC 26) (1d6 hours instead of 2d6 days!) (128 {16d8} +176 Cha bonus +16 f.c.)
Senses: darkvision 60 ft; true seeing (constant); Perception/Sense Motive +35; blindsight 40 ft. via echolocation
Speed: fly 30 ft. (perfect); Fly +34, Stealth +38; 480’/day personal teleportation (su, not Sp) used in 5-foot increments; std.
AC: 41, 38 flat-footed (touch +4 natural armor [27 ff, 30 w/ Dex bonus] +7 ironskin = +11 enhanced natural armor bonus)
Touch AC: 30, 27 flat-footed (10 +2 size +11 profane {Cha} +3 Dex [23 ff, 26 w/ Dex bonus] +4 deflection shield of faith)
CMD: 38, 35 ff (10 -2 size -2 Strength +16 defensive combat training +11 profane [31] +3 Dexterity; +4 deflection)
Special: stunning barrier - greater (q.v.)
Fort +31 (base 5 +11 Cha +13 profane {Cha bonus +2} [+29] +2 resistance stunning barrier - greater)
Reflex +23 (base 5 +3 Dex +13 profane {Cha bonus +2} [+21] +2 resistance stunning barrier - greater)
Will +33 (base 10 +8 Wis +13 profane {Cha bonus +2} [+31] +2 resistance stunning barrier - greater)
Immune: acid, cold, electricity, magic (all that allows SR except dispel evil, holy smite, PW kill & shatter), polymorph, undead traits [q.v.] Desecrated creation: +2 profane hp/HD, +2 add’l profane saves, +2 profane attack rolls
Resist: channel resistance +11, 75% fortification; resist fire 30 (via resist energy)
Special Attacks: Attack Bonus +19/+14/+9 (base 12 +2 size +3 Dexterity +2 profane)
devour soul (su, std, range: 300 ft) DC 31 Fort partial vs. soul trapped [body corrupts into dust the same round] / 2 permanent negative levels on a successful saving throw; 24 hours later she can devour a trapped soul to cure herself of (soul’s HD in d6s) - once this occurs, only a miracle or a wish can return the deceased to life [10 +8 +11 Cha +2 ability focus]
telekinetic storm (q.v.)
Spell-like Abilities (CL 20th, concentration +31, +24 vs. SR)
Constant: true seeing
At Will:
bestow greater curse (melee touch, SL 6th, SR? Y, DC 27 Will negates one of: (a) 25% chance to act normally; (b) -8 penalty on ability checks, attack rolls, saving throws and skill checks; (c) -6 to two ability scores of her choice; or (d) -12 to one ability score of her choice)
telekinesis (DC 26) w/ telekinetic storm (su) option (concentration = ongoing 20-foot-radius spread that deals 12d6 damage on her turn & obscures others’ vision as per fog cloud - DC 26 Reflex half]
wail of the banshee ([death, sonic] DC 30 Fort negates 200 damage @ 20-foot-radius spread/burst)
Known Spells: +20 vs. SR; concentration +27 Close: 65 ft; Medium: 260 ft; Long: 1,040 ft.
8th (4/day, DC 29) fire storm (SR? Y, medium range, 32 10-foot cubes (S), Reflex half of 16d6 fire damage - those that fail catch fire to the tune of 4d6 fire damage/round), mass inflict critical wounds (4d8+16), summon monster VIII [1]
7th (7/day, DC 28) blasphemy (40-ft. r. burst, [evil, sonic], non-evil DC 28 Will save to not be dazed for 1 round & weakened {Strength decreased by 2d6} for 2d4 rounds), destruction (close range to targeted creature, SR? Y, Fort reduces 160 death attack damage to 10d6 damage - those who failed a save and were slain can only be returned to life by either a True Rez or miracle/wish followed by resurrection), hungry darkness (close range to a 60-ft.-r. spread lasting 16 rounds (D); intense darkness noms on all creatures that begin their turn within, dealing 3d6 force & 2 Con damage per round - once a creature leaves the cloud they suffer 1d6 hp bleed damage/round until magical healing or enters bright light; SR applies against being eaten but not against the area of magical darkness), mass inflict serious wounds (3d8+16), restoration - greater
6th (8/day, DC 27) banshee blast ([death, fear, mind-affecting, sonic] - especially well suited to follow up against those affected by her vision of Leng (q.v.) / 30-ft. cone, SR? Y, 15d4, Reflex half *and* negates becoming panicked for 16 rounds), cold ice strike (swift, 30-ft line, 15d6 cold, SR? Y, Reflex half), harm (150 pts personal or by touch), hellfire ray (close range ray+19 touch; SR? Y; 15d6 damage: half fire, half profane - any creature killed must succeed on a DC 27 Will save or their soul is condemned to Hell), mass inflict moderate wounds (2d8+16), planar ally; extended spells: echolocation [duration = 320 min.]
5th (8/day -1, DC 26) cleanse (personal, 4d8+16 plus q.v.), contact other plane, echolocation, forbid action - greater, mass inflict light wounds (1d8+16), symbol of pain (each living creature affected suffers -4 penalties on ability checks, attack rolls and skill checks for 1 hour after they move more than 60 feet away from the symbol; SR? Y, Fort save negates), unholy ice ( either a wall of ice that deals profane damage as per unholy water [regenerates herself] or 15 unholy ice javelins that hurl themselves towards one or more targets that are all within 10 feet of each other: AB +23, 1d6 P/x2 +1 pt. cold +1 pt. unholy water <good outsiders>; SR? Y)
4th (8/day -0, DC 25) debilitating portent (medium range to targeted creature: no save, SR? Y; for 16 rounds (D) when the target makes an attack or casts a spell it must succeed on a DC 25 Will save - failure results in the target dealing half damage with the attack or spell), inflict critical wounds (4d8+16), planar ally - lesser, restoration, spell immunity (boneshatter, holy smite, shatter, silence), spiritual ally (medium range “faceless angel” equipped with a punching dagger: speed 30 ft, fly 30 ft [perfect], swift action to command; +23/+18/+13 1d10+5/x3 force damage); extended spells: stunning barrier - greater [32 rounds]
3rd (9/day -0, DC 24) bestow curse, chain of perdition (close range = hooked chain Medium object w/ 10-ft. reach for 16 rounds (D) - SR? Y, no save / AC 21 vs. certain touch attacks / move action = chain moved up to 30 ft / ignores concealment-based miss chances / +27 CMB to perform dirty trick [blind], drag, reposition or trip combat maneuver - usually this is deployed to either blind or otherwise “pin in place” a ranged attacker/caster), inflict serious wounds (3d8+15), protection from energy, speak with dead, stunning barrier - greater (personal +2 deflection bonus to AC & +2 resistance bonus on saving throws for 16 rounds; additionally, those striking her in melee must succeed on a Will saving throw to not be stunned for 1 round - the barrier is discharged until it has successfully stunned 16 creatures or the duration expires), vision of Leng (variant) (no SR, 50’ emanation for 16 minutes (D) from Medium range or from herself - Will negates becoming shaken with an additional -2 penalty on saves vs. fear effects, such as banshee blast); extended spells: ironskin [32 min.]
2nd (9/day -1, DC 23) darkness, death knell, grace (swift), inflict moderate wounds (2d8+10), ironskin (+7 for 16 min. (D)), make whole, resist energy (30 for 160 min.), spiritual weapon (punching dagger: medium range, +23/+18/+13 attack, 1d8+5 force/x3 {3d8+15}, 16 rounds (D), move action req’d. to change target); extended spells: divine favor [2 min.]
1st (9/day -1, DC 22) bane, command, curse water, divine favor (+3 luck bonus attack & weapon damage rolls for 1 min.), forbid action, inflict light wounds (1d8+5), shield of faith (+4 deflection bonus to AC for 16 min.)
Orisons (DC 21) bleed, create water, detect magic, enhanced diplomacy, guidance, mending, purify food and drink, read magic, spark
She does not need to provide a divine focus (ever) nor material components/costly foci of up to 5,000 gp value for any spell.
Upon first rising from her torpor, she casts the following spells in order:
echolocation (2 1/2 hours)
resist energy (fire 30) (2 1/2 hours)
protection from energy (fire) (120 pts / 2 1/2 hours)
shield of faith (15 min.)
ironskin (15 min.)`
vision of Leng (15 min.)
stunning barrier - greater, extended [gives her 3 minutes to patrol the area before returning to her torpor]
TACTICS: If her foes demonstrate knowledge of what it takes to harm her via magic she will cast spell immunity on herself.
Otherwise, in general (as scripted): devours soul, wail of the banshee, festival of the servant to call in a flying polyp [only if the generator has been destroyed], blasphemy, hungry darkness - plus she will liberally use cold ice strike on swift actions if foes are within range in combination with everything else. She “holds in reserve” at least 1 6th level spell slot for a harm should the need arise.
The tricky part is that she adapts to her foes. If effectively attacked in melee, Blasphemy is her first order of business, followed swiftly by devour soul. She uses her swift actions either for Grace or Cold Ice Strike, depending on how the fight is developing.
If the weapon-using foes are ineffective, then she generally devours the souls of any spellcasters (especially ones that figured out here weaknesses, once she counters them with spell immunity) before “playing with her food”: hungry darkness, banshee blasts, cold ice strikes (not more than 4, more if she uses higher level spell slots to fuel them), fire storms, etc.
TORPOR is what saves the PCs’ asses: she arises only when (a) someone touches her stuff; (b) someone destroys the reactor in E5; or (c) performs the correct ritual to activate the portal in E3.
Feats: Eschew Materials (B), Still Spell (all spells without increased casting time & spell level), Flyby Attack (B); Ability Focus (devour soul), Craft Wondrous Item, Extend Spell, Defensive Combat Training, Greater Spell Penetration
Skills (12):
Craft (sculptures) +26 (16 +3 +7 Int)
Knowledge (arcana, dungeoneering, history, planes, religion) +26 (16 +3 +7 Int)
Fly +34 (16 +3 +3 Dex +8 maneuverability +4 size)
Perception +35 (16 +3 +8 Wis +8 racial)
Sense Motive +35 (16 +3 +8 Wis +8 racial)
Spellcraft +26 (16 +3 +7 Int)
Stealth +38 (16 +3 +3 Dex +8 size +8 racial)
Use Magic Device +30 (16 +3 +11 Cha)
Revelations (1st, 3rd, 7th, 11th, 15th):
Aberrant Lord (channel energy to command aberrations as if they are undead 14/day [DC 29])
From Beyond (75% fortification)
Festival of the Servants (Sp, 1/day, FRA greater planar ally that calls forth a flying polyp with which she does not need to negotiate - it acts as directed)
Eldritch Knowledge (adds spells from the sorcerer/wizard spell list: 3rd level, 5th level, 6th level, 7th/8th level)
Through Ancient Doorways (su variant of dimensional steps - total of 480 ft/day of teleportation used in 5-foot increments)
Turin the Mad |
*
*
*
And of course, the advanced dhole I used:
Advanced Dhole (CR 18)
CN Colossal magical beast
Init +5;
Senses darkvision 60 ft., low-light vision, tremorsense 120 ft.; Perception +30
Aura frightful presence (300 ft., DC 28)
DEFENSE
AC 39, touch 3, flat-footed 38, ff touch 2 (+1 Dex, +36 natural, –8 size)
hp 330 (20d10+220)
Fort +23, Reflex+15, Will +13
DR 10/—;
Immune acid, disease, fire, magical control, paralysis, poison, sleep, stunning effects; SR 29
OFFENSE
Speed 50 ft., burrow 50 ft.
Melee bite +34 (6d6+31/ 19–20 plus grab), slam +33 (3d8+31/ 19–20)
Power Attack bite +28 (6d6+49), slam +27 (3d8+49)
Greater Vital Strike bite +34 (24d6+31 plus grab/ 19-20 = 6d6x5+62)
Greater Vital Strike Power Attack bite +28 (24d6+49/ 19-20 = 30d6+98)
Space 30 ft.; Reach 60 ft.
Special Attacks breath weapon, overwhelming strength, swallow whole (20d6 acid damage, AC 28, hp 31), trample (2d8+42, DC 41)
STATISTICS Str 52 (+21), Dex 12 (+1), Con 32 (+11), Int 3, Wis 25 (+7), Cha 27 (+8)
Base Atk +20; CMB +49 (+53 grapple); CMD 60 (can’t be tripped)
Feats (11) Improved Critical (bite), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike/Improved Vital Strike/Greater Vital Strike, Weapon Focus (Bite)
Skills Perception +30
Languages Aklo (rarely speaks)
SPECIAL ABILITIES
Breath Weapon (Su) Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a DC 31 Fortitude save to avoid being stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a DC 31 Reflex save to avoid becoming entangled by the slime. Bhole slime persists for 2d6 hours—bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty. The save DC is Constitution-based.
Turin the Mad |
Due to Snickers having finally thrown a nat-1 on his hp HD, the Candybar Brigade spends 27 days' game time training him up to be all that he can be, to the tune of 400 hp 'running around'.
Viole(n)t Crumble picks up Opportunist along with her capstone ability.
Snickers' nodachi is now a x3 weapon, with expectedly messy results...
30th Arodus, 4714 A.R. August
Note: the group is APL 23. The final encounter by my reckoning is a CR 26. As it turns out, I was spot on.
Our Heroes, now swaddled with a full set of +5 inherent bonuses to all six ability scores and 300,000+ gp worth of diamonds and diamond dust after a whirlwind tour of Golarion's largest markets, return to the serene 'resting spot' on the 3rd level of Sorshen's arboretum and menagerie. They traipse through a steadily descending ramp amidst a riotous growth of exotic plants and plant monsters, including an assortment of stench-bomb plants, moonflowers, maintenance automatons, bound minor demons and assorted "of insufficient CR to warrant XP awards" critters for a few hours before attaining the entry point carved out by Sorshen's sphere of annihilation while they were gone.
They note upon arrival that said sphere had carved out the exit path from the lower levels to the passage they entered the mastaba from nearly a month ago.
They enter a 15' x15' chamber gloriously decorated with a souvenir to Sorshen from Xanderghul. The entire chamber was laden with programmed permanent images depicting a bewildering variety of bipedal equines, some winged, some with unicorn horns, one purplish one in particular featuring feathered wings and a unicorn horn. Said equines, upon the characters' touching of feet upon floor, flowed into animate and amorous life with an impressive variety of adult toys whilst a short song played in chorus from the chamber about them:
My Little Jimmies, My Little Jimmies
Aaaaaaaaaaaah
My Little Jimmies
I used to wonder what ecstasy could be
Until you all shared its magic with me!
Big adventure!
Tons of fun!
A beautiful dong
Faithful and strong
Sharing orgasms
It's an easy feat
And magic makes it all complete!
My Little Jimmies
Did you know, you are my very best friends.
Once they laughed and laughed and laughed some more, Our Heroes slather on every buff spell in their repertoire (almost) before heading into the chamber that the 5' hallway exits into from the 'reception room'.
A massive 30' high vaulted chamber is resplendent with gorgeous marble tiling upon floor, walls and ceiling. A dozen ceiling-height statues of Sorshen performing various lewd acts with various devices and partners decorate the perimeter of the chamber. A pleasant perfume, one both relaxing and arousing, would have been noted by the characters had they the need to breathe outside air.
A magnificent varicolored silken tapestry bars entry into what is presumably Sorshen's resting chamber, its animate threads writhing in depictions of various races performing various acts of debauchery is determined to hold a particularly potent symbol of debauchery by Viole(n)t Crumble before Kit Kit promptly disintegrates the thing. A natural 1 on its saving throw, goodbye tapestry of lust.
At the far side, Sorshen awaits, her pair of lamia matriarch bodyguards in front of her, the sphere of annihilation to her left and behind very nearly in the corner of her blood-and-gore-filled bath. You see, all the gwilch compressed from the upper levels funneled along various channels imbedded in the stone to this tub, awakening the Runelord and infusing her with all of her "goodies".
The sword of lust attempts to commandeer the Gnomish Gatling Gun to no avail, her willpower (courtesy of a mind blank and greater heroism from Kit Kat) is more than sufficient to repel the DC 25 Ego check. Whilst Sorshen's bodyguards have the perceptive capacity of a donut, she does not, especially after garnering a bloodsight with those who bled upon the upper levels. Regardless of mind blank or non-artifact items, she can see them in a manner similar to blindsight within 40 yards so long as they have blood in their veins.
Sorshen releases her mated pair of pet confounding frumious bandersnatches from their imprisonment behind the party whilst maintaining her defensive posture behind her bodyguards.
Attempting a round-by-round recollection is ... daunting. To sum up:
Swarms of magic missiles fly thick and fast whilst the heroes soften up the bodyguards and eventually get rid of Sorshen's source severance, contingency, greater arcane sight, moment of prescience and moment of greatness. Slathered in abjurations, Abba Zabba's dreaded fire breath steadily gnaws on her pair of protection from fire spells from her bodyguards.
Sorshen steadily gnaws on their defenses in turn, as do the bodyguards and to a limited degree the bandersnatches. Her attempts with overwhelming presence, a clenched fist and mage's sword to beat/chop upon the Gnomish Gatling Gun, lightning arc and overwhelming grief the various characters were either counterspelled by hero point expenditures or simply resisted by successful saving throws.
The Gnomish Gatling Gun by herself mows down both of the bandersnatches, although she was the worst off before Abba Zabba's single mass heal of the session patched everyone up right as rain. Snickers softened up both of the bodyguards - one of whom used In Harm's Way to take a blow for her sister - before the mobility provided by the Dimensional Agility and dimension doors of Kit Kat permitted Viole(n)t Crumble to deliver two successful killing arrows to the brain upon BOTH of Sorshen's beloved bodyguards.
Stepping into full attack range, Snickers' hope to chop the Runelord of Lust seems hopeless when she makes use of Mirror Dodge to neener-neener the big guy's meat cleaver on a stick, teleporting in prime full attack range for her weapon of office's Greater Two-Weapon Fighting plus haste vorpal double weapon barrage of nastiness.
Yes, that's right, Sorshen's double-headed guisarme sports a magi staff core with +5 dominant runeforged ghost touch vorpal business ends on both tips. Gotta love automatic bonus progression. Rawr. Violet skedaddles via Hero Point and withdraw so that she doesn't end up eating a whole bunch of attempted decapitations. Sorshen's initial blow rebounds from Kit Kat's emergency force sphere, resulting in Sorshen (after Violet's withdraw) casting wreath of blades with a quartet of mithral bloodthirst daggers.
Sadly for Sorshen, Our Heroes clicked on all cylinders perfectly for this specific round of combat.
Kit Kat *bamfs* over to Snickers, and *bamfs* him back behind Sorshen. Abba Zabba casts an antimagic field and gives her an American Rude Eagle. Snickers, grinning ear to ear as he only has to deduct the +5 magic bonus of his weapon from his attack and weapon damage rolls, is chopping gleefully through her greatly reduced AC. A full-round attack hacks her into reeling hamburger, a scant 9 hit points from death (since all of her temporary hit points are unavailable). Crumble zips in a cheap shot arrow of master's strike via Opportunist, dealing 29 hp and killing her by more than enough.
They maintain sufficient antimagic fields to administer Sorshen's permanent death, loot the incinerated remains of her and her bodyguards, attain a mythic tier apiece and conclude the campaign.
Although humorously enough they may whack each other over the loot. ;)
Stat blocks to follow!
Turin the Mad |
Staff Bodyguards:
Advanced Lamia Matriarchs (CR 9 +1 for Fighter 1st +10 for Eldritch Knight 10th = CR 20 each = CR 21 w/ lvl 20 PC gear);
LE Large monstrous humanoid (shapechanger)
Villain Points: 1 temporary each via cans of Villain Lite Beer.
Init +6 [6 Dex];
Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 47, incorporeal touch 37, touch 20 (+6 Dex, +10 natural, -1 size, +8 bracers, +9 ghost touch shield, +5 deflection) [FF: 41, 31 incorp touch, 14 touch]
hp 361 each (66 [12d10] +10 [1d10] +55 [10d10] +207 Con (23 total HD x9) +23 toughness)
Fort +25 [4+2+5+9 Con+5r], Ref +25 [8+0+3+9 Dex+5r], Will +25 [8+0+3+9 Wis+5r]
Immune mind-affecting effects, magic missile via shield; SR 22 {they have previously voluntarily lowered their SR}
Weaknesses dismissal or banishment can force them back into Sorshen’s weapon for 24 hours/1 week respectively. ‘Sorshen’ (the clone that is Kit Kat IMC) by default increases a banishment DC by 4 against them. If a disjunction hits them, they are automatically returned into Sorshen’s weapon of office for 24 hours. If successfully slain, Sorshen takes advantage of their resonant ioun stones at her earliest convenience.
OFFENSE
Speed 40 ft., climb 40 ft., swim 40 ft. // Acrobatics +28 (+32 jump), Climb/Swim take 10 = 50
Melee +5 ghost touch adamantine falcata +40/+35/+30/+25 (1d8+19 S, 17–20/x3 plus Spell Critical (swift), preferably one of their nastier versions of magic missile || plus 1 Wis drain on first hit each round) or touch +16 (1d4 Wis drain, Will DC 34 negates both versions)
Space 10 ft.; Reach 5 ft.
Special Attacks wisdom drain
AoO 9/round (1 used to give Sorshen +2 AC every round)
Spell-Like Abilities (CL 20th // 21st w/ +25 to penetrate SR; concentration +30/+31)
At will—charm monster (DC 27), ventriloquism (DC 24)
3/day—deep slumber (DC 26), dream, major image (DC 26), mirror image, suggestion (DC 26)
Spells Known (CL 23rd // 24th w/ +28 to penetrate SR; concentration +33/+34; spells @ Sorc 15th)
- 7th (8/day, DC 30) limited wish, waves of ecstasy || Quickened spells favored: dispel magic, protection from energy
- 6th (8/day, DC 29) heal (150 hp), magic missile swarm (10 targets take 10d4+10 each, ignoring 23 hardness), wind walk || Quickened spells favored: magic missile volley (10d4+10), resist energy (30), stone discus || Empowered spells favored: magic missile barrage (5 @ [(5d4+5)+50%])
- 5th (9/day -1 = 8, DC 28) breath of life (5d8+23 // +24), cleanse (4d8+23 // +24), invigorating repose ✓ [their next breath of life is Empowered <(5d8+23 // 4d8+24)+50%> & can bring back a creature deceased for not more than 11 // 12 rounds; lasts 1 hour or until discharged] || Quickened Spells favored: divine favor, magic missile, shield || Empowered spells favored: diamond spray [(10d6)+50%]
- 4th (9/day -3 = 6, DC 27) cure critical wounds (4d8+20), flaming aura ✓ [fire subtype for minutes, personal], magic missile barrage (5 targets take 5d4+5 each, ignoring 23 // 24 hardness), spell immunity ✓✓ [5 spells for nearly 4 hours: debilitating portent, diamond spray, dimensional anchor, enervation, and limp lash] (twice on Sorshen between the two of them, once each on themselves)
- 3rd (9/day -7 = 3, DC 26) cure serious wounds (3d8+15), dispel magic, diamond spray [10d6 adamantine and cold iron slashing damage, Reflex half, 20’ cone], protection from energy (120 pts) = cold 120/electricity 120/fire 120 each & again on Sorshen
- 2nd (9/day -7 = 2, DC 25) cure moderate wounds (2d8+10), magic missile volley (10d4+10), resist energy (30) = cold 30/electricity 30/fire 30 each & again on Sorshen, shield other [on Sorshen] ✓, stone discus [3 discus @ +30 ranged dealing choice of B or S when created: 4d6 B or S adamantine, cold iron, magic and silver]
- 1st (10/day -1, DC 24) cure light wounds (1d8+5), divine favor (+3/+3), magic missile (5d4+5), shield ✓, wave shield [immediate to provide DR/-- and resist fire against one attack equal to 1/2 CL = 11 or 12]
- Cantrips (9) breeze, dancing lights, detect magic, drench, jolt, mage hand, mending, prestidigitation, purify food and drink
STATISTICS
Str 34 (+12), Dex 29 (+9), Con 29 (+9), Int 18 (+4), Wis 28 (+9), Cha 37 (+13)
Base Atk +22; CMB +35 [base 22 +1 size +12 Str]; CMD 53 (can’t be tripped) [base 22 +1 size +12 Str +9 Dex +5 deflection +4 buckler]
Feats (12+1Ftr+3EK) Combat Reflexes, Bodyguard, In Harm’s Way, Seize the Moment, Allied Spellcaster, Improved Caster Level (x2), Simple Weapons Proficiency, Martial Weapons Proficiency (all), EWP (falcata), Shields Proficiency, Toughness, Shield Focus, Greater Shield Focus, Shield Specialization (buckler), Eschew Materials, Eschew Foci, Empower Spell, Quicken Spell, Taldan Duelist, WF (falcata), Quick Draw, WS (falcata), Improved Critical (falcata), GWS (falcata)
Skills (48+2+20+92: 162 total skill ranks +22 background skill ranks) Acrobatics +28 (+32 jump), Bluff +35, Climb +40 = 50, Diplomacy +32, Disguise +32, Intimidate +20, Knowledge (dungeoneering) +23, Knowledge (arcana) +23, Perform (sing) +27, Profession (courtesan) +27, Spellcraft +23, Swim +40 = 50, Use Magic Device +38; Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Languages Aklo, Azlanti, Draconic, Thassilonian;
Gear +8 bracers of armor; +5 adamantine ghost touch falcata; +5 ghost touch buckler {+9 shield bonus [1+1+1+1+5]}; ring of sustenance; ring of splendid security [+5 deflection, +5 resistance]; +6 belt of physical perfection; +6 headband of mental prowess (Wis/Cha); platinum ring (50 gp); necklace with 160k gp of diamonds and a resonant pale orange ioun stone.
SQ change shape (fixed Medium humanoid form, alter self), undersized weapons
SPECIAL ABILITIES
Spells
A lamia matriarch casts spells as a 6th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a lamia matriarch. This pair of matriarchs knows spells as a 15th-level sorcerer with a caster level of 23rd (24th with Allied Spellcaster).
Wisdom Drain (Su)
A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 34 Will save negates the Wisdom drain [10 +11 +13 Cha]. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain*. The save DC is Charisma-based.
TACTICS: Every round they use one attack of opportunity via Bodyguard to provide Sorshen with an additional 4 AC. If an attack will still hit her, they use an immediate action to intercept that blow. Otherwise, their tactics vary by the range of engagement and if any foes are actually able to threaten Sorshen. Those threatening Sorshen they do their level best to chop into chunky salsa. Remaining attacks of opportunity are used to capitalize on their Seize the Moment teamwork feats, taking every AoO they can when their partners confirm threatened critical hits against foes that they both threaten.
SPELL ORDER
(Daily) Shield Other on Sorshen (24 hours (D)) “A” takes half, “B” takes half of the remainder
(Pre-Combat) Spell Immunity (once on themselves & once each on Sorshen), Invigorating Repose, Flaming Aura, Shield
If they are aware of a more eminent combat: resist cold 30, electricity 30, fire 30. Protection from cold, electricity and fire 120 points each. They then repeat this process on Sorshen. Total time to cast: 9 rounds (yes, Sorshen receives 2 sources of each!).
Funny enough, resist energy, protection from energy and spell immunity lack the (D) tag on their duration. So when the bought it, Sorshen still enjoyed their benefits.
Turin the Mad |
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Last, but assuredly not remotely least, the Runelord of Lust.
Runelord Sorshen
Enchanter (Manipulator) 20 (Thassilonian Specialist of Lust), Trickster 3rd, CR 25
Call Out/Feint DC: 66
Beyond Morality Dread Vampire-infused Female Inveigler Suzerain Azlanti Human
Medium Humanoid (human)
Initiative +25 {3 amazing initiative +15 Dexterity +1 trait +2 insight +4 improved initiative}
Mythic Power: 8/day, surge (1d6) [9 -1 in reserve for rejuvenation]
Aura: 30’ (allies are immune to fear; enemies save at -2 against mind-affecting), enchanting presence (DC 40); overwhelming undead.
Senses: blindsight 20’, bloodsight 120’, darkvision 120’, scent; Perception/Sense Motive +56, Knowledge (all) [archaic: geography, history, local, nobility]/Spellcraft +48
Social Bluff +87, Diplomacy +75, Intimidate +63
Villain Points: 5 +3 temporary via a can of Villain Beer.
Speed: 70’, climb 70’ w/ uncanny climber, fly 20’ (perfect) 90’ (perfect) w/ boots; Acrobatics/Escape Artist +42 (jumps +58), Climb/Swim +30, Stealth +52
BAB +20; sudden strike [1 mythic power: swift action, makes 1 attack (ranged w/in 30’) against a target that is considered flat-footed regardless of any abilities or class features; +3 attack bonus; bypasses any form of damage reduction], threatens 5’ & 10’ w/ weapon of office in polearm form.
CMB +44, +46 grapple {base 20 +13 Strength +21 Intelligence}
Combat Reflexes 13 AoO/round; ranged touch attack +36
Melee +5 dominant runeforged ghost touch vorpal/+5 dominant runeforged ghost touch vorpal double-headed guisarme (2d4+28 S, 19-20/x4: 8d4+112 S; automatically confirms threatened critical hits; a threatened decapitation must still be confirmed); if not fighting a foe with similar or greater reach, she can replace an attack with a trip attempt, adding her +21 Intelligence bonus to the normal attack bonus to do so. AoO @ added +5 attack.
+51/+46/+41/+36/+51 = +49/+49/+49/+44/+44/+39/+39/+34 or greater feint +87/+49/+49/+44/+44/+39/+39/+34
antimagic field +42/+42/+42/+37/+37/+32/+32/+27 or greater feint +84/+42/+42/+37/+37/+32/+32/+27 (2d4+21 S, 19-20/x4: 8d4+84 S); Added +5 attack bonus with attacks of opportunity and readied actions. 10 AoO/round with combat reflexes.
HP: 372 +120 temporary +20 temporary every round, fast healing 5, self healing 1 hp/10 minutes, DR 10/good and silver, hard to kill, rejuvenation, contingency w/ heal (CL 20th: 150 hp+) triggered when she has taken 300 hp of lethal damage; blood rejuvenation {120 [20d6 class HD, trained to maximum] +240 Charisma +12 3rd tier trickster}; death threshold: -100 hp; staggered when at 0 and negative hp ((AMF: 312 hp +20 temp/round, fast healing 5, death threshold -88 hp, staggered at 0/negative hp))
AC: 55 = 59 w/ bodyguard’s presence = 63 w/ both bodyguards using their Bodyguard feat, 38 FF {incorporeal touch +13 enhanced natural armor}
Incorporeal Touch AC: 42 = 46 w/ bodyguard’s presence, 25 flat-footed {touch +8 ghost touch attuned armor}
Touch AC: 34 = 38 w/ bodyguard’s presence, 17 flat-footed {10 +7 deflection +17 dodge [1 staff +1 boots +15 Dexterity]
CMD: 78 (80 vs. grapple; 82 vs. bull rush and trip), 61 flat-footed {10 +20 base attack +13 Strength +7 deflection +21 Intelligence +17 dodge}
Fort +37 = +42 vs. divine {base 6 +7 resistance +20 Charisma +4 morale}
Reflex +32 = +37 vs. divine {base 6 +7 resistance +2 lightning reflexes +12 Dexterity +1 dodge +4 morale}
Will +38 = +43 vs. divine | successful save against Enchantments rebounds upon the caster {base 12 +7 resistance +15 Wisdom +4 morale}
Antimagic Field: AC 39+, Touch AC 31+, CMD 69 (71 vs. grapple, 73 vs. bull rush & trip), Fort +34, Reflex +29, Will +35
Immune: ability damage to Strength/Dexterity/Constitution, bleed, cold, damage from channeled negative and positive energy, death attacks, disease, fatigue/exhaustion, fear [two sources], paralysis, poison [two sources], sleep, stunning / source severance vs. divine (CL 23/dispel DC 34)
Not Subject to: Fortitude saves incurred from effects that do not also affect objects or are harmless, death from massive damage, ability drain, energy drain, nonlethal damage. CL 24th (from bodyguards): resist cold 30, resist electricity 30, resist fire 30, protection cold 120 +120, electricity 120 +120, fire 85 +120; spell immunity (x2): debilitating portent, diamond spray, dimensional anchor, enervation, magic missile. CL 15th from ring (q.v.)
Resist: acid 10, electricity 10, sonic 10; mental ability damage 6 (N/A in antimagic field); ability score penalties 6 (N/A in antimagic field).
Special: does not need to breathe, drink or eat (implanted ioun stones), absorbs 6 harmful Transmutation effects/day (staff, no action), Mirror Dodge [immediate action & 1 mythic power when she is struck by a melee or ranged attack to replace herself with an illusory duplicate whilst simultaneously teleporting to any open square within 30’ that she has line of effect to - she takes no damage from the attack (said attack destroying her illusory duplicate)]
Prepared Wizard Spells: CL 22nd, concentration +44 [22 +21 Int +1 trait]; spells marked (R) are CL 23rd (concentration +45), +1 DC, -1 metamagic level increase; DC 84+ Sense Motive check to notice that she has cast a spell unless its origin is obvious. (Perf) is her perfected spell: CL 24th [22 +2 eldritch researcher], concentration +46. No V or S components; M/F components do not require a free hand to manipulate.
Infectious Charms: any charm or compulsion spell, marked (C), that she successfully affects a single targeted creature with, she may use a swift action immediately after effecting its initial target to cause that spell to carry over to the nearest creature within 30’, behaving in all ways as if the second target were the original target of the spell.
Allied Spellcaster (teamwork, either bodyguard): +1 CL (23rd, 24th for (R), 26th for (Perf); +27/+28/+34 vs. SR respectively Blood Magic spells that have modifiers for knowing something about the target further increase the saving throw DC accordingly. However, she gets but one use of +10 DC per target for each bleeding wound they suffered within the mastaba - doing so also deactivates bloodsight.
9th Level (DC 40, 8/day, +1/day + (1x2)/day)
power word kill x3 [bonus slots] (C, M, R, Perf) (slay a target with 100 hp or fewer; death ward permits a Will saving throw against a DC of 50; CL 24th - Allied Spellcaster: CL 26th @ +34 vs. SR - i.e., this spell ignores spell resistance of 35 or less.
overwhelming presence -X (DC 44; CL 22 or 23; q.v.)
imprisonment x2 (DC 44, touch)
ride the lightning x2 (swift, rounds = immune to electricity, standard action: line up to 120’ at the end of which she re-materializes as a free action; deals 60 electricity & staggered 1 round: Reflex 1/2 & negates staggered)
wish x3 - 1 precast for granting herself source severance against divine casters (5’ r. personal for 3 1/2 hours)
8th Level (DC 39, 9/day, +1/day + (1x2)/day)
clenched fist x3 -1 (Medium range, speed 60’ @ 1 attack/round: +53 or +54 attack, deals 19 B damage & DC 39 Fort to negate stunned for 1 round, lasts 22 or 23 rounds, move action to direct to a new target / each Clenched Fist is a Large target with AC 20, Touch AC 9, 372 hp, saves as hers!)
euphoric tranquility [bonus slot from Sihedron Tome] (C, R) (no initial save; touch; DC 44 Will if attacked; duration: CL 23 or 24; q.v.)
irresistable dance (C, R, DC 44)
moment of prescience (precast) (1x +23 insight bonus, q.v.)
power word stun x2 (C, R, DC 44 if applicable) [bonus slots]
soulreaver x4 (120 hp death attack, Close range, 20’ radius spread, Fort = 1/2; SR? Y)
stormbolts x1 (160 points’ electricity damage in a 30’ radius spread from herself, selective, Fort = 80 hp & negates stunned for 1 round)
7th Level (DC 38, 9/day +1/day +(1x2)/day)
limited wish x3
arcane sight - greater (precast)
banishment (44 or 46 HD)
mage’s sword x3 (Close range, 1 attack/round @ +44 or +45, dealing 27 force damage/hit, 19-20/x2 = 54 force damage)
power word blind x3 [bonus slots] (C, R, DC 43 if applicable)
6th Level (DC 37, 9/day +1/day + (1x2)/day)
contingency [in effect]
dispel magic - greater x2
magic missile swarm x6 (R) (10 x (10d4+10) hp = 10 x50 hp = 500 hp, CL 23rd or 24th)
suggestion - mass x3 [bonus slots] (DC 41)
5th Level (DC 36, 9/day, +1/day + (1x2)/day)
feeblemind x3 [bonus slots] (C) (Medium range, DC 40, permanent Int & Cha scores of 1 until remedied)
lightning arc (90 points’ electricity in a 60’ line between 2 targets; Reflex 1/2)
wreath of blades - uses her 4 mithral bloodthirst daggers (creatures that start their turn within 5’ of her suffer 42 hp magical silver S damage & accumulate bleeding wounds; lasts rounds)
wracking ray x7 (Medium range ray; Fort 1/2 reduces 20 Strength and Dexterity damage to 10 Strength and Dexterity damage - can’t reduce below 1)
4th Level (DC 35, 10/day, +1/day + (1x2)/day)
magic missile barrage x10 (R) (5x (5d4+5) ea. = 5x 25 hp = 125 hp, CL 23rd or 24th)
overwhelming grief x3 (C) (DC 39) [bonus slots]
3rd Level (DC 34, 10/day, +1/day + (1x2)/day)
dispel magic x5 (+22 or +23)
diamond spray x5 (20’ cone, 60 hp adamantine and cold iron S damage, Reflex 1/2, bypasses 10 hardness)
suggestion x3 (DC 38) (C) [bonus slots]
2nd Level (DC 33, 10/day, +1/day + (1x2)/day)
magic missile volley x10 (R) (10d4+10 = 10 x5 hp = 50 hp, CL 23rd or 24th)
hideous laughter x3 (C, R) (DC 35, Close)
1st Level (DC 32, 10/day, +1/day + (1x2)/day) [magic missile - Sorshen won’t cast this spell as it fulfills her Allied Spellcaster requirement when adjacent to her bodyguards - if they’ve been slain/removed, that’s a different story], x9 more: magic missile x10 (5 x5 hp = 25 hp); moment of greatness x3 (R) (precast = minutes/herself and her allies benefiting from a morale bonus can double that bonus on a single check - doing so discharges this spell) [bonus slots]
Cantrips (DC 31) 4 = who cares.
Spell-like Abilities (CL 20th, concentration +41)
1/day - power word kill (as above including CL, DC & other benefits)
24/day beguiling touch (Will save DC 41 negates charm monster by touch for 10 rounds)
STATISTICS
36 STR (+13; +34 on checks to break or lift objects), 35 DEX (+12), 25 CON (+7), 52 INT (+21), 40 WIS (+15), 50 CHA (+20)
Traits: Arcane Temper, Clever Wordplay (Bluff), Witty Repartee
Feats/Arcane Discoveries (Wizard) (16)/Fighter Combat Feats (11): Alertness (B), Combat Reflexes (B), EWP (double-headed guisarme), Fast Study, Improved Feint (B), Improved Grapple (B), Improved Initiative (B), Knowledge is Power [+INT Str checks, CMB, CMD], Lightning Reflexes (B), Prohibited School Research (Necromancy), Persuasive (B), Skill Focus (Bluff), Allied Spellcaster, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Mythic Spell Focus (Enchantment) [total +4 Enchantment save DCs] (B), Leadership (B), Eldritch Researcher (completed) [+1 CL, +1 save DC, -1 metamagic level for spells that she created], Gifted Mesmerist (achievement), Coaxing Spell, Ectoplasmic Spell, Quicken Spell, Spell Perfection (Power Word Kill), Combat Expertise; Infectious Charms, Extra Path Ability (3rd tier: Beyond Morality), Weapon Focus/Greater Weapon Focus (double-headed guisarme) (Ftr 1/8), Weapon Specialization/Greater Weapon Specialization (double-bladed guisarme) (Ftr 4/12), Improved Critical (double-bladed guisarme) (Ftr 10), Two-Weapon Fighting/Improved Two-Weapon Fighting/Greater Two-Weapon Fighting (Ftr 2/14/16), Double Slice (Ftr 6), Two-Weapon Feint (Ftr 18), Greater Feint (Ftr 20).
Dread Vampire Infused: alchemical bonuses: +8 Str, +6 Dex, +4 Int, +4 Wis, +6 Cha; movement modes, senses, defensive abilities, most undead traits, Fort save bonus and additional hit points from her Charisma modifier instead of her Constitution modifier; her Charisma score determines her death threshold. Blood rejuvenation: she has to be properly dispatched while reforming in her Everdawn Pool.
Inherent Bonuses: +5 to all six ability scores.
Immortal via Everdawn Pool: +3 age bonus to Int, Wis and Cha; no physical ability score penalties from age; must replenish every century.
Polearm Grand Master via Everdawn Pool: she has the base attack bonus, class features and bonus combat feats of a 20th level fighter with the polearm master archetype.
ABP: legendary body 2, legendary mind 2, legendary double weapon attunement +10, other benefits.
Arcane Bond: Staff of Libidinous Desire
Mythic Abilities: Subtle Magic, Path Dabbling (Crafting Mastery), Beyond Morality, Mirror Dodge (3rd tier)
Stomach Rune: This is her own version of the Sin Rune of Lust (it reforms when she reforms from being slain via blood rejuvenation): she casts all of her spells without verbal and somatic components at no increase in casting time nor spell level.
SQ: hidden enchantment, taken to the grave, truth be told, undetectable nature, undetectable thoughts; born to lead [+4 morale bonus to AC, weapon damage rolls and on all checks so long as she has a free-willed follower within line of sight that is able to observe her], inspiring example (+20 morale bonus on all checks and weapon damage rolls for all allies within 60’ of her than can see and hear her), stirring speech (20 rounds/day, standard action to initiate, free action to maintain, all allies within 30’ when she does this gain the benefits of the bard ability inspire greatness [2d10 bonus HD, +1 competence Fort, +2 competence attack]. There is some irony in that her staff bodyguards cannot benefit from either her inspiring example nor any stirring speech she cares to give. Should she acquire a new champion, however, this changes drastically.
SA: 1/day charming falsehood (Sense Motive opposing her Bluff - failure by 4 or less = charm monster; failure by 5+ = dominate monster)
Skills (24): racial +8 Bluff, +14 Diplomacy, +6 Intimidate; +4 competence Sleight of Hand; +8 competence Bluff & Diplomacy; +1 trait Bluff (uses Int bonus instead of Cha bonus for Bluff); +6 enhancement Bluff, Diplomacy, Intimidate; Bluff: +6 skill focus; Persuasive: +4 Diplomacy/Intimidate -2 Diplomacy runeforged weapon of office; Alertness: +4 Perception/Sense Motive
Acrobatics +38 +4 morale = +42 {20+3+15}
Bluff +83 +4 morale = +87 {20rks+3cl+21Int+18rc+8comp+1t+6e+6skf
Climb +26 +4 morale = +30 {10+3+13}
Craft (sculptures, weapons) +44 +4 morale = +48; masterwork tools = +50 {20/20+3+21}
Diplomacy +71 +4 morale = +75 {20+3+20+14rc+8comp+6e+4Pers-4dominantdoubleweapon}
Escape Artist +38 +4 morale = +42 {20+3+15}
Intimidate +59 +4 morale = +63 {20+3+20+6rc+6e+4Pers}
Knowledge (all) +44 +4 morale = +48 {20 ea. +3+21}
Perception +52 +4 morale = +56 {20+3+15+10rc+4Alert}
Perform (dance) +43 +4 morale = +47 {20+3+20}
Sense Motive +52 +4 morale = +56 {20+3+15+10rc+4Alert}
Sleight of Hand +42 +4 morale = +46 {20+3+15+4comp}
Spellcraft +44 +4 morale = +48 {20+3+21}
Stealth +48 +4 morale = +52 {20+3+15+10rc}
Swim +26 +4 morale = +30 {10+3+13}
Use Magic Device +43 +4 morale = +47 {20+3+20}
Background Skills: Artistry (paintings/tattoos) +44 +4 morale +2 tools = +50 {20+3+21}, Profession (courtesan) +38 +4 morale = +42 {20+3+15}
GEAR:
Gown of Xin-Eurythnia [major artifact; +7 resistance, +7 deflection, fly 60’ (perfect), Diplomacy can improve attitudes by 3 steps, +8 attuned ghost touch armor bonus; +1 CL; provides all non-costly arcane foci and material spell components without requiring her to have a free hand available]
Sihedron Tome of Wanton Arcana [minor artifact; prepares spells as if INT were 6 higher; lewd spell themes; misc. benefits]
Magi Staff of Libidinous Desire: dominant runeforged ghost touch/dominant runeforged ghost touch Staff of the Magi that assumes double-headed guisarme form as a free action; she has attuned her weapon of office as a +5 skullcrushing/+5 skullcrushing weapon that becomes a +5 vorpal/+5 vorpal weapon when in the form of a double-headed guisarme, in addition to its integral dominant runeforged ghost touch double weapon properties. When wielded as a double-headed guisarme, she enjoys a +4 polearms weapon training bonus on all attack, CMB and weapon damage rolls; automatically confirms all threatened critical hits; critical damage multiplier is improved from x3 to x4; cannot be disarmed (as an artifact, it cannot be sundered); +5 bonus on attacks of opportunity and readied attacks. Sorshen has undertaken specialized training that exchanges polearm parry for the ability to threaten at both 5’ and 10’ without penalty or requirement of action.
A pair of gloves of dueling {no aura; +2 polearm weapon training; +4 bonus against effects that cause her to lose her weapon; doesn’t drop her weapon if she is panicked or stunned}
A pair of stagger-proof boots of the wanton warrior {minor artifact; she can stand up from prone without provoking AoOs; +4 CMD vs. bull rush and trip maneuvers; continuous greater heroism and haste}
A ring of greater inner fortitude.
A ring of obviation (Intelligent ring of the godless +5; base value: 50,000 gp [Ego 4]. CL 15th, LE, 20 Int (+5), 20 Wis (+5), 20 Cha (+5) [Ego 19, value +32,000 gp]. SP: protect Sorshen from all who oppose her (Ego +4, value +182,000 gp) via at-will CL 15th Widened emergency force sphere [hardness 20, 150 hp, 10’ radius emanation hemisphere] - the ring itself activates this on its own immediate action, dismissing it as its standard action on the following round to permit Sorshen to act normally unless she is buried under a mound of rubble or a similar effect. Languages: Aklo, Azlanti, Celestial, Draconic, Necril, Thassilonian [value +500 gp]. Telepathy with wearer [Ego +1, value +1,000 gp]. Senses 120’ w/ blindsense and darkvision [Ego +1, value +6,500 gp]. The ring itself uses its versions of arcane sight and detect magic on its own actions. Skills: Knowledge (arcana, engineering, planes, religion)/Spellcraft +15, Perception/Sense Motive +15 [Ego +14, value +70,000 gp].
3/day each (CL 15th) on Sorshen using its own actions: cure critical wounds (4d8+15 hp cured), remove blindness/deafness, remove paralysis, remove sickness [Ego +6, value +60,000 gp] Total Ego: 45. Total Value: 410,000 gp, including 8,000 gp value as an item of jewelry.
A tattoo of the sphere (minor artifact; as a talisman of the sphere: control range 200’; total +82 control check [20 +20 +21 +21]. Natural 1 = 83 [speed 60’/round @ move action]; natural 3 = 85 [65’]; 8 = 90 [70’]; 13 = 95 [75’]; 18+ = 100 [80’] (antimagic field control check +76)
(Both rings are worn beneath her gloves - the tattoo is on the back of her left hand.)
1x 1,000 gp miniature platinum sword.
4x +2 wounding mithral bloodthirst daggers (62,000 gp each) - each additional bleeding wound suffered by a victim adds +1 damage/dagger (max. +10)
Wishes: Sorshen has previously used a wish to proof her against destruction from any one retributive strike. She has used a second wish to transport her remains and all of her gear to the Everdawn Pool when she is slain, regardless of plane or planet. She has used a third wish to maintain her shape emotions aura permanently until such time as she is slain. She has used a fourth wish to ignore the next mage’s disjunction that affects her.
Implanted Ioun Stones: 24 emerald ellipsoids [replenishes every sunset], 1 orange prism, 1 clear spindle, 1 iridescent spindle, 1 gamboge nodule, 1 pearly white spindle.
2 50 gp platinum rings (foci for her bodyguards’ shield other spells).
An electrum necklace of exquisite workmanship studded with 20 1,500 gp diamonds (for limited wish), featuring 8 25,000 gp diamonds (for wish) inset around a ‘snifter’ that provides her the benefits of a block of incense of meditation whenever she prepares spells. Purely as an art object without diamonds the necklace is worth 9,000 gp (total value of 58,000 gp with just the magical ‘snifter’, presuming 1,000 gp value = ‘masterwork item’).
Sihedron Tome of Wanton Arcana - bonus spells prepared as if she has a 58 INT [--/+6/+6/+6/+6/+5/+5/+5/+5/+4]; prepare +1 Enchantment spell per spell slot in addition to her (x2) bonus Enchantment spell slot/spell level. Minor artifact, 4 lbs.
Turin the Mad |
A few tidbits of wrapping up by the players:
Abba Zabba plucked one of Sorshen's big diamonds and used it to fuel a miracle, pleading with Sarenrae to have a palaver with Pharasma regarding Sorshen's return from the Boneyard by way of undiscovered clones.
Given that a 20th level Oracle with a fresh mythic tier and an unwavering commitment to Sarenrae's clerical code was making this request after just having been cooperatively responsible for having sent said soul packing on her eons-overdue meeting with Pharasma, the answer was " sure thing ".
No word on bloodshed over the lootz. ;)
Snickers wanted to do naughty things to Sorshen's still-warm remains nearly got him sent packing to a meeting with Pharasma, courtesy of his player's wife by way of Viole(n)t Crumble: " Hey, I haven't shot YOU in the back of the head yet, trouser-boy. Go ahead, cut your AC even lower ya perv. " " She's got a 50 Charisma, even as a dismembered pile of carrion she's smoking hot!! " *Gibbs-slapping ensues*
They agree that trying to deal with Xanderghul is best left for an AP of its own.
Magnimar is now well protected. Snickers is running a casino with an attached brothel. People don't see him much without an almost permanent grin on his face.
Crumble is learning the finer points of the culinary arts from a certain 20th level gnome alchemist.
Kit Kat is contemplating which tropical island to stake a claim on.
Abba Zabba is going to oversee the construction of a proper cathedral dedicated to Sarenrae. And resume overseeing his chain of bar-n-grill joints.
Life is good in 4714 A.R.
Although strangely, the sphere of annihilation is just sitting there ... or rather, was.
Turin the Mad |
After a bit of playtesting in the campaign finale and with feedback from Abba Zabba, Snickers and Kit Kat's players, here are the revised magic missile spells (previously presented on page 4 of this thread):
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). As with magic missile, a shield spell stops these missiles.
Magic Missile Barrage
School evocation [force]; Level arcanist 3, magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range Medium (100’ + 10’/level)
Targets up to 5 creatures, 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 creatures: 2 creatures at 6th level +1 additional target at 9th, 12th and 15th level. At 6th level two creatures are struck with 3 missiles each. At 7th level two creatures are struck with 4 missiles each. Three creatures are struck by 5 missiles each at 9th level. 4 creatures are struck by 5 missiles each at 12th level. The maximum is 5 creatures each being struck by 5 missiles at 15th level. As with magic missile, a shield spell stops these missiles.
Magic Missile Swarm
School evocation [force]; Level arcanist 6, magus 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range Long (400’ + 40’/level)
Targets up to 10 creatures, 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 creature as per magic missile volley (10 missiles per creature at 19th level) against 1 creature per 2 levels (to a maximum of 10 creatures at 20th level). As with magic missile, a shield spell stops these missiles.
carborundum RPG Superstar 2010 Top 32 |
Talking Skull |
No comments on Sorshen's +87 Bluff bonus? Add on a +23 from moment of prescience, the Runelord of Lust can lie to a friggin' Gawd and probably pull it off with a +110 bonus on a Bluff check.
*le sigh*
I didn't catch that combo, which is admittedly very sweet, because I'm still working my way through Sorshen's...comprehensive spell list. That, and I start to weep uncontrollably when I see that many 9th level spell slots on one individual.
One question I have is : What is the Automatic Bonus Progression? You mentioned it gave you some extra vorpal nastiness with the already unbelievably nasty weapon, but it looks like it's giving her some other bonus.
Turin the Mad |
+6 enhancement bonuses to all six ability scores, +5 enhancement to natural armor, +5 enhancement to something else I forget ... the +5 resistance and deflection bonuses are replaced by the gown's +7 bonuses.
I assumed that the ABP bonuses turn off in an anti-magic field. Her preferred melee schtick is Greater TW Feint (pretty much guaranteed) followed by 7 attempted decapitations,assuming the raw hp damage doesn't do the trick.
psionichamster |
Wowza.
I skip outta town for a few weeks and Turin tosses up one of the nastiest critter sets ever.
Sorshen is quite formidable, I must say. How you keep that many high level abilities in mind and run everything at the same time is impressive.
I know I tend to forget half of my high level baddy's stuff in the heat of the moment.
Of course, they tend to only get 2-4 rounds at that level, so there's that too...
Turin the Mad |
Wowza.
I skip outta town for a few weeks and Turin tosses up one of the nastiest critter sets ever.
Sorshen is quite formidable, I must say. How you keep that many high level abilities in mind and run everything at the same time is impressive.
I know I tend to forget half of my high level baddy's stuff in the heat of the moment.
Of course, they tend to only get 2-4 rounds at that level, so there's that too...
Sorshen is the nastiest stat block I've fielded that I'd actually dig up and use again.
Turin the Mad |
This blog. Re-tooling Rasputin the Mad Monk as a CR 17 stat block using the new Occult Adventures material. Prize is winner-take-all: $25 store credit ... and a custom messageboard avatar.
Regarding Sorshen, her stat block as-written above I would use again without a thought. I would finish her of course, as I didn't get around to the contents of her Sihedron Tome of Wanton Arcana. Granted, I circular filed about 80% of what I envisioned for "Chapter 7" due to the group simply not having enough real-life time available to finish the extended campaign in a more thorough 3-4 session "Chapter".
symbols of debauchery for her were a starting point on the magical traps I had in mind. A *much* more extensive mini-system for the blood magic, as her bloodsight was an ad-hoc resolution of a much nastier initial concept. Sadly, Occult Adventures didn't touch on that concept if memory serves. Maybe one of the supplements does...
Turin the Mad |
For the Loyal Readers who're wondering what the crazed carnivorous hobbit is up to these days, asides from an entry in the revised Rasputin stat block contest that will be resolved at the end of this week, I have the first entry in Homes' adventures in the Giantslayer AP posted. Wish me luck in keeping a YDFC Cavalier alive for any length of time!
Talking Skull |
I have the first entry in Homes' adventures in the Giantslayer AP posted. Wish me luck in keeping a YDFC Cavalier alive for any length of time!
Alive or dead, doesn't sound like it'll be boring. You're running around with an MMO staple, a leftover Candybar, and two writers.
Looking forward for the gigantocide to come!
Turin the Mad |
Turin the Mad wrote:I have the first entry in Homes' adventures in the Giantslayer AP posted. Wish me luck in keeping a YDFC Cavalier alive for any length of time!Alive or dead, doesn't sound like it'll be boring. You're running around with an MMO staple, a leftover Candybar, and two writers.
Looking forward for the gigantocide to come!
'Healbot' is Missus Turin's character. She is slated to begin the 'work-all-the-weekends' job in the first week of October, so she'll be doing well to play past a second session for the entire campaign.
Kipling (Viole(n)t Crumble) and Chaucer (Snickers) are wife and handcuff, whilst Skittles is their daughter's character.
Abba Zabba, aka Da Fighter (Savage Tide), aka King Ranco (CotCT PF beta), aka Da Monkette (CoT/KM mashup) is the GM.
I expect to die like flies. ;)