Astrianna Sparacello |
Bri's first channel in round 1 did not benefit Jenkie, who was at full health a presume.
Jenkie took -16hp damage round 4, drank a CLW potion for +5hp round 5.
Chell channeled round 6 for +13 hp.
Round 7 Jenkie took -2hp damage and 2 dex damage from the cockatrice, and then -10 damage from the crossbow bolts.
So in total, Jenkie-
Round 4: -16hp, +5 hp
Round 6: +13 hp
Round 7 -12 hp -2 dex
Net: -10 hp, - 2 dex for Jenkie
Sorrin the Wayward |
I find it amazing/incredulous that in all these types of situations there are no defectors who either just surrender or turn on their side.
We fight among ourselves, yet the bad guys are all lock n step of one mind with never a morale issue.
This, even as they are confronted by their side taking casualties, fatalities, etc... Our sheer awesomeness.
baldwin the merciful |
Sorrin feel free to defect.
Why would they defect and surrender? You've killed 3 archers that are out of sight from others (it took you 6 rounds to do that task) and you've made a chimera cautious as he waits to attack.
From the enemy POV they out number you, have made you use resources healing and casting spells while they pepper you with arrows from a distance neutralizing your melee abilities. They have a score of hungry dangerous beasties to attack you...chimera, cockatrices, and other surprises. Plus, they have sergeants and the nasty boss guy who they fear above all else. The odds are stacked against you from their POV, so that begs the question why don't you surrender?
Astrianna Sparacello |
If they run away, we can't loot them!
Torgue, you are Astrianna's kind of companion. If only Torgue didn't smell so bad...
Yeah, they don't quite understand what kind of insanity they're up against. We're crazy adventurers! Well, Astrianna always keeps an invisibility spell handy in case she needs to retreat... she will preserve her own life first and foremost unless given no other choice.
I'm hoping a coordinated poisoned arrow attack between Cir, Astri, and Sorrin will stack blue whiinis poison on Bonegnaw, make him fail his save and knock him unconscious, making it look like we killed him. Should be easier to get them to surrender after that.
In the meantime Astri cares not how many widows she makes, a dead man's loot is her loot!
Sorrin the Wayward |
Baldwin, sorry to bug you. But...
Dervish Dance says no weapon or shield in the other hand... How do you feel about a bow (which isn't acting as a weapon, cannot be used as a weapon, does not threaten)?
I spirit is to limit attacks and AC bonus, I think.
baldwin the merciful |
baldwin the merciful |
The 3PP Gravity elemental is way more powerful than core rule book elemental when you compare them that is the danger of mixing non-core items into a game.
By way of example:
CR 1
XP 400
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (DC 12, 10-20 ft.)
STATISTICS
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Paizo Core
This content is from
the Paizo Core Rules.
See here for more details.
Image of Reaper Miniatures' 02778: Air Elemental
Concept art by: by Tim "Talin" Collier
See this Model at the Reaper Store
ECOLOGY
Environment Plane of Air
Organization solitary, pair, or gang (3–8)
Treasure none
Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.
Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.
An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
A small air elemental is 4 feet long and weighs 1 pound.
CR 1
XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
STATISTICS
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Paizo Core
This content is from
the Paizo Core Rules.
See here for more details.
Source: Chris Malidore
ECOLOGY
Environment any (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Treasure none
Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.
When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.
A small earth elemental is 4 feet long and weighs 80 pounds
CR 1
XP 400
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold
OFFENSE
Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)
STATISTICS
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, or gang (3–8)
Treasure none
Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.
A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).
Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.
A small fire elemental is 4 feet long and weighs 2 pounds.
Here is example of an elemental added in a subsequent bestiary.
CR 1
XP 400
N Small outsider (earth, elemental, extraplanar, water)
Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5
DEFENSE
AC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +2, Will +0
Immune acid, elemental traits
OFFENSE
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
Melee slam +5 (1d4+3 plus entrap)
Special Attacks entrap (DC 12, 10 minutes, hardness 5, hp 5)
STATISTICS
Str 14, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 12
Feats Improved Bull RushB, Power Attack
Skills Climb +6, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +10; Racial Modifiers +8 Swim
Language Terran
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Entrap (Ex)
The mud from an elemental’s entrap ability can be washed away in 1d3 rounds of immersion in water.
You will see that the above elementals CR 1, small creatures have a single method of attack (melee) and one SU/EX ability. When compared to the gravity elemental they are weak but that is expected for a CR 1 creature. The GE has melee and range attack, SU and EX abilities, expanded immunities, defenses abilities, and multiple tiers of how to use its abilities. From a challenge rating the GE is off and it's closer to a CR 3 creature than a CR 1.
CR 1
XP 400
N Small outsider (elemental, extraplanar, gravity)
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 size)
hp 13 (2d10+2)
Fort +1; Ref +5; Will +3
Defensive Abilities distortion; Immune elemental traits, missile weapons, mass-dependent spells
OFFENSE
Speed fly 100 ft. (perfect)
Melee slam+5 (1d3+1)
Ranged missile +5 (damage by type)
Special Attacks engulf, gravity field (crush 1/day, 5 ft. radius, DC 12, 2d4 bludgeoning)
STATISTICS
Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 16
Feats Throw AnythingB, Weapon Finesse
Skills Fly +12, Perception +5, Sense Motive +5, Stealth +11
SQ perfect flier
SPECIAL ABILITIES
Distortion (Su)
The manipulation of light waves around a gravity elemental grants it a +2 deflection bonus to its Armor Class.
Engulf (Ex)
A gravity elemental that starts its turn grappling a creature or holding an object up to one size smaller than itself can absorb the creature or object into its swirling form as a full-round action. An engulfed creature or object takes damage equal to the elemental’s slam attack each round it remains engulfed and can take no action other than trying to break free by rolling its CMB vs. the gravity elementals CMD. The gravity elemental gains the grappled condition as long as it has a creature engulfed, and it can only engulf one creature at a time.
A creature that dies while engulfed by a gravity elemental is smashed into atoms and can only be restored to life by a miracle, wish, or the intervention of a deity. An object that is destroyed while it is engulfed by a gravity elemental is destroyed forever and cannot be restored. There is a 1% non-cumulative chance each round that an engulfed creature or object is sent to a random plane.
Gravity Field (Su)
A gravity elemental’s manipulation of gravity function like the reverse gravity and telekinesis spells (CL equal to HD). The maximum weight an Elder gravity elemental can lift with its telekinesis is not restricted to 375 lbs. The effects of the gravity field are centered on the gravity elemental and move with it. Additionally, by increasing the pull of gravity around itself a gravity elemental can make creatures within a certain radius too heavy to move, or crush them to a pulp.
Hold: As a full-round action a gravity elemental can cause all corporeal creatures in its area of effect to become too heavy to move. Creatures in the gravity elemental’s gravity field must succeed on a Fortitude save or gain the held condition until the gravity elemental releases them or they break free. A flying creature has a –4 penalty applied to the save; failure means it is unable to remain airborne and must land. The check DC is Strength-based. The gravity elemental can maintain this ability each round as a full-round action. The area of effect and save DC depend on the size of the elemental. If the gravity elemental maintains this ability, on successive rounds a held creature can break free by succeeding on a Strength check with a DC equal to the initial Fortitude save. Any land-bound creature two size categories smaller less than the elemental has its speed automatically reduced by half, even if the Strength check is successful. This ability only works on creatures with weight and mass; incorporeal and gaseous creatures are immune to this power.
Crush: Once per day per 2 HD, as a standard action, a
gravity elemental can increase the gravity around itself to crushing proportions. Anything within the gravity elemental’s gravity field takes bludgeoning damage. A successful Fortitude save reduces the damage by half. The area of effect and save DC depend on the elemental’s size. The save DC is Strength-based.
Immunity to Missile Weapons (Ex)
A gravity elemental is immune to any attack from thrown or hurled weapons, arrows, bolts, stones, and similar weapons with a size equal to or less than its own. Any such ranged attack against a gravity elemental automatically fails and the weapon is
pulled into the elemental’s body. Captured missiles orbit the gravity elemental’s form as long as it desires, and it can release one such missile each
round as an improvised thrown weapon. The weapon deals its normal damage plus the gravity elemental’s Strength modifier, and has a range increment of 20 ft. A gravity elemental has the Throw Anything feat as a bonus feat.
Immunity to Spells (Ex)
A gravity elemental is immune to all spells, spell-like abilities, and effects that depend on weight or mass.
Perfect Flier (Ex)
A gravity elemental has perfect control over the forces of gravity, and never needs to make a Fly check when attempting a complex maneuver. It must still make Fly checks to resist external influences on its flight, such as strong winds.
Astrianna Sparacello |
I'm awake... I'm awake...
Huh I didn't know about the Inspire Courage was competence, I also thought it was morale. I'll put that in my tagline!
Well Chell at least you can prepare a different spell other than moment of greatness and you're not stuck with a 1,900gp hat of disguise with a DC 11 will save because you didn't understand how magic items worked at the time. It could be worse!
Also, Inspire Competence coming right up Sorrin. I'm glad to find a reason to use it!
Astrianna Sparacello |
Damn their trickiness.
I found something you can use moment of greatness that I can do, Chell!
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Just have to wait until level 15. +8 to saving throw is pretty nice though.
Chell Silves |
And prayer is a luck bonus.
I will think of some way to not be able to use the gravity elemental again. It is a extremely OP. But what about the Positive Energy elemental? It heals a little with attacks and amplifies channel ability. I should really use something other then the pfsrd.
-Posted with Wayfinder
baldwin the merciful |
So, they bold faced ignored the gravity elemental? Because they felt it was harmless? And it didn't get an AoO?
No meta gaming, boss! And max damage crit is just dirty pool!
They took their crush damage and made their saves.
You do get an AOO on the archer still shooting at you. neither of the other tow provoke an AOO from you but they GE does get an AOO on one since it moved through a threatened hex.
Sorrin the Wayward |
He stepped away, no AoO for me.
I know the dice were rolled, accounting done. But, they are treating it like it's not even there... Not a threat, and every day occurrence.
We've responded in action to every "treat". Seems off. Especially if they felt it try to crush the life out of them. They'd pay more attention to an Orc.
Astrianna Sparacello |
I was not expecting all these special treats! Just for us, you're so sweet Baldwin!
Bonegnaw has quite the menagerie. This probably isn't even all of it... I'm not sure where the Chuul came from, it could have been released from the barge where the fog cloud is. However, Chuul are quite intelligent, I wonder if it's more of an ally rather than a pet, and came from elsewhere? Hmm.
Both the Chuul and the Chimera are chaotic evil, the smugglers may get a surprise if the monsters decide we're not worth the effort anymore.
Astrianna Sparacello |
Hopefully with Chell's healing, Cir's ranged support, Sorrin and Torgue's melee'in and whatever Embri has up her spell-sleeves we can power through these guys on the Galley and take cover for a few moments of recuperation. If we show any weakness the chimera is probably going to start attacking again, in which case its breath weapon has a good chance of killing a few of us.
baldwin the merciful |
What checks does she have to make to Tarzan in and grab him?
I'm not sure how you would do this. You are higher then him but there are now vines or ropes to swing on. You do have your grappling hook to the crows nest and you could slide down to the that area but that won't get you to him.
To slide down you could use either acro or climb which ever skill is higher and since your are descending you could basically zip line it if you use cloth or small rope.
Sorrin the Wayward |
Chell, can that thing at least flank? A little help!
Cir, cut the crap just shoot the other guy, hopefully after I tag him. +13 my arse for an "enforcer". The support is more potent than the PCs. Love it.