DM Beckett's "The Penumbral Accords" Game Day PbP (Inactive)

Game Master Beckett

MAP

Called into the brink once more, the Pathfinders have been asked to venture into the Blakros Museum to rescue two Blakros daughters before the Plane of Shadow can steal them away in an ancient bargain, and if possible destroy the machine that makes it all possible.

INIT:

[dice=Darvan]1d20+4[/dice
[dice=Grace]1d20+9[/dice
[dice=Kurvast]1d20+3[/dice
[dice=Morvius]1d20+6[/dice
[dice=Mur]1d20+2[/dice
[dice=Virgil]1d20+2[/dice

[dice=]1d20+[/dice
[dice=]1d20+[/dice

DM notes:

Female fetchling alchemist 4 (Pathfinder RPG Advanced Player’s
Guide 26, Pathfinder RPG Bestiary 2 123)
CE Medium outsider (native)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
hp 22/27 (4d8+6)
Fort +6, Ref +8, Will +1; +2 vs. poison
Resist cold 5, electricity 5
Offense
Speed 30 ft.
Melee bite +6 (1d8+3), 2 claws +6 (1d6+3)
Ranged bomb +7 (2d6+2 fire)
Special Attacks bomb 8/day (2d6+2 fire, DC 14)
Spell-Like Abilities (CL 4th; concentration +4)
1/day—disguise self (humanoid only)
Alchemist Extracts Known (CL 4th)
2nd—invisibility, spider climb
1st—comprehend languages, cure light wounds, identify, true strike
Tactics
Before Combat If Mazzel Gol hears the sounds of combat in
the next room, she immediately drinks her mutagen (already
included in her stats). If time further permits, she drinks her
extracts of spider climb and invisibility, and readies her true
strike extract.
During Combat Mazzel Gol initiates combat by throwing an acid
bomb into the largest group of PCs she can target. She fights
recklessly with her claws and bite, climbing up the walls if
she’s cornered or facing an opponent she can neither hit nor
effectively damage, and then resorting to bombs from range.
Morale While under the effect of her extract, Mazzel Gol is
maniacal and fights to the death.
Base Statistics When not under the effect of her mutagen,
Mazzel Gol has the following stats: AC 16, flat 13; Melee dagger
+4 (1d4+1/19–20); Ranged bomb +7 (2d6+3 fire); Skills Appraise
+10, Craft (alchemy) +10, Knowledge (arcana) +10, Knowledge
(planes) +6, Spellcraft +10
Statistics
Str 16, Dex 16, Con 13, Int 14, Wis 8, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Brew Potion, Extra Bombs*, Improved Initiative, Throw
Anything
Skills Appraise +9, Craft (alchemy) +9, Disable Device +10, Heal +6,
Knowledge (arcana) +9, Knowledge (planes) +5, Perception +6,
Spellcraft +9, Stealth +6; Racial Modifiers +2 Knowledge (planes),
+2 Stealth
Languages Aklo, Common, Draconic, D’ziriak (cannot speak)
SQ alchemy (alchemy crafting +4, identify potions), mutagen
(+4 Str/–2 Int, +2 natural armor, 40 minutes), discoveries (acid
bomb, feral mutagen), poison use, swift alchemy
Combat Gear potions of cure light wounds (2), alchemical grease* (2),
weapon blanch (adamantine)*; Other Gear masterwork studded
leather, dagger, cloak of resistance +1, alchemist’s lab, 38 gp
Special Abiliti es
Shadow Blending (Su) Attacks against a fetchling in dim light have
a 50% miss chance instead of the normal 20% miss chance.
This ability does not grant total concealment; it just increases
the miss chance.
* See the Pathfinder RPG Advanced Player’s Guide.


Shadow Lodge

CURRNTLY RECRUITMENT IS CLOSED. All "seats" are reserved for an existing group.

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