Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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Hamza Mīnakshi wrote:

1d20+11 Hamza has both darkvision out to 60' and See in Darkness.

Once more, I see all the things!

Hamza:

The demon detects a powerful mechanical rumble emanating throughout the entire complex, as if some sort of vast machine had just been set in motion.

Examining the area, it appears the blood of the mysterious beasts which drained into the channels surrounding the sacrificial pit is the source of this unnerving activity in the complex.

It seems very likely that the slaking of the sacrificial pit has awakened the defenses of the tombs, and that the party will need to be extremely vigilant in their further explorations, as many guardians will likely have been either aroused or alerted.

Moreover, deep in the catacombs of this vast mortuary, Hamza detects a shrill cry, as if of a wailing lupine, or a the vicious mating call of a predatory bird, or a bereaved widow... suggesting perhaps the throes of some evil that has just awakened...


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

After adressing Hamza, Amunet-Ra looks to her companions askingly.
What is your opinion on th..
Suddenly, very alerted, she falls into a ready stance, just as you would if you feel an earthquake coming or the ground rumbling.
Whoa, what was that? Did you hear and feel that? What's going on?
Her gaze flits around fixating on the blood spilled in the fight before slowly but steadily running through the sacrificial pits drainage system..

Kreen! What exactly is this drainage system for and what does blood going there do?

Ri'Kli'Klek is really a cool name by the way!


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

In an effort to prove he was at least somewhat trustworthy, Hamza informs everyone of what he just heard and saw.

Feel free to read Hamza's spoiler above, as he leaves nothing out.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

”The blood spilt seems to have awakened the defenses of this tomb. If ye plan to advance then we should be on our guard.” Rilkus did not address the issue of the artifacts or the use thereof.


In the midst of this unlikely convocation of schemers, wanderers, dreamers, and fools, a startling commotion is detected proceeding from the far end of the vast central arcade of the six tombs, a gargantuan aperture whose far reaches appear to extend miles into the darkness.

The curious current of air that flows down the immense corridor, proceeding from some distant location deep within the mountain fastness, carries a strange sound, as if a storm had opened within the tunnel.

As soon as the unseen tempest abates, the air bears the guttural intonations of what appear to be monstrous voices.

Soon, the darkness parts to reveal a group of reptilian humanoids whose scaly hide is dull gray. Their frame resembles that of a cave lizard, with a long tail, spine-ridden crests on the back of their diamond-shaped heads, and fin-ornamented backs. Moreover, they wears a studded hide over their dull scales.

Beginning without any introduction, one of the creatures begins to speak in an extremely rough, though still understandable, version of the trade tongue common to the various city-states of the Tablelands.

"Stop! We serve are Sons of the Mazeborn, and you have killed the hounds of our masters."

The creature gestures at the corpses of the recently-fallen abominations, their distended frames still freely-leaking ichor into the sacrificial pits.

"The Masters of the Ochre Dome will not be slighted! Now, you shall feel the wrath of Mazefather."

With the commencement of this abrupt pronouncement, the creatures appear to bristle in anticipation of the melee, the spines of their dorsal and parietal ridges twitching violently.

Unless you find a way to avoid combat somehow, we have another melee on our hands, and I'll draw up the battlemap accordingly.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

To Amunet: No, not suspicious of the Dreadseer, per se. But it is remarkable the events that have converged here and it was her decision to send us here. That is all I know.

As soon as she freezes and starts looking around, Rokan goes similarly vigilant. At Rilkus' explanation he becomes concerned. Did we only awaken the defenses of this place, or did we also signal our current location to them?

He continues looking back and forth, similar to Amunet, expecting the next hazard to emerge at any moment... until the demanding lizards appear.

He answers them matter-of-factly.

They died in attacking us outright upon our entry into this place. We had no prior disposition to seek them out and slay them!


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Hamza bows politely at the lizardfolk, and spreads wide his hands, to show he is no threat. "Forgive my companions, but as this one here" He gestures towards Rokan. "Said, they were set upon as they opened the massive doors to this place. I did not partake in the fight, but I saw that your master's hounds attacked them right away. They were slain in self defense."

1d20 + 9 ⇒ (12) + 9 = 21 Diplomacy

Anyone wanna aid another? or able to roll better, and I'll aid?


Troglodyte War Party

Achillobator (Enlightened Troglodyte War Chemist (Warpriest/Alchemist) 7/Venom Blade (Alchemist/Rogue) 7 (x1)
Troodon (Troglodyte Ichormancer (Druid/Alchemist)/War Chanter (Barbarian/Bard 6 (x1))

Sassochus (Dire Crocodile (x1))
Mazeborn Sentinels (Troglodyte, Advanced (x2))

Achillobator: Herald of the Ochre Dome:

Enlightened Troglodyte War Chemist (Warpriest/Alchemist) 7/Venom Blade (Alchemist/Rogue) 7
CE Medium humanoid (reptilian)
Init +2; Senses darkvision 90 ft.; Perception +13
Aura stench (30 ft., DC 21, 10 rounds)

DEFENSE:

AC 24, touch 10, flat-footed 24 (+8 armor, +6 natural)
Wounds 42; Vigor 58
Fort +17, Ref +6, Will +10 (+1 vs. fear)
Defensive Abilities bravery +1

OFFENSE:

Speed 20 ft.
Melee +1 battleaxe +15/+10 (1d8+6/×3), bite +8 (1d4+2), claw +8 (1d4+2) or bite +14 (2d8+12 plus grab and poison), 2 claws +13 (1d4+5)
Ranged javelin +10/+5 (1d6+5)
Special Attacks channel negative energy 5/day (DC 15, 4d6), fury of the Abyss (+3, 8/day)
Spell-Like Abilities (CL 7th; concentration +12)
8/day—strength surge (+3)
Cleric Spells Prepared (CL 7th; concentration +12)
3rd—bestow curse (DC 18), prayer, rageD, searing light
2nd—amplify stench, bull’s strengthD, cure moderate wounds, hold person (DC 17), spiritual weapon
1st—bless, command (DC 16), cure light wounds (3), entropic shield, protection from goodD
0 (at will)—bleed (DC 15), detect magic, guidance, stabilize
D domain spell; Domains Evil (Demon subdomain), Strength

TACTICS:

Before Combat Achillobator casts amplify stench on himself and bull’s strength on a trusted ally. He then uses his wand of bear’s endurance.
During Combat When combat begins, Achillobator casts rage on his allies—though he doesn’t concentrate on it.
Base Statistics Without amplify stench and bear’s endurance, the tyrant’s statistics are Aura stench (30 ft., DC 19, 10 rounds); Fort +15; Con 18.

STATISTICS:

Str 20, Dex 15, Con 22, Int 14, Wis 20, Cha 14
Base Atk +8; CMB +13; CMD 25
Feats Ability Focus (stench), Combat Casting, Lightning Reflexes, Power Attack, Quick Draw, Selective Channeling, Toughness, Weapon Focus (battleaxe), Agile Maneuvers, Augment Summoning, Improved/Greater Trip, Craft Wondrous Item, Critical Focus/Blinding, Exhausting, Sickening, Staggering, Tiring Critical, Critical Mastery, Deadly Aim, Exotic Weapon Proficiency, Extend Spell, Extra Channeling, Improved Initiative, Improved Unarmed Strike, Deflect Arrows/Snatch Arrows, Lunge, Mounted Combat/Mounted Archery/Ride By Attack/Spirited, Point-Blank Shot, Precise Shot, Improved Rapid Shot, Manyshot, Power Attack, Cleave, Greater, Selective Channeling, Spell Focus, Greater, Step Up, Weapon Finesse, Additional Traits, Bashing Finish, Bodyguard/In Harm’s Way, Crippling Critical, Go Unnoticed, Improved Dirty Trick, Greater, Improved Share Spells, Keen Scent, Ki Throw, Point Blank Master, Racial Heritage, Spell Perfection, Steel Soul, Swift Aid, Divine Interference, Eldritch Heritage, Improved, Greater, Arc Slinger, Cleaving Finish, Improved, Crusader’s Flurry, Destructive Dispel, Devastating Strike, Improved, Dispel Synergy, Dispelling Fist, Disposable Weapon, Pin Down, Quick Dirty Trick, Sap Adept/Master, Stalwart, Improved, Two Handed Thrower, Dual Enhancement Jabbing Style/Dancer/Master, Lunging Spell Touch, Quicken Blessing, Slashing Grace, Advanced Weapon Training, Martial Focus, Advanced, Compulsory Mastery, Illusion Mastery, Vision Mastery, Empty Quiver Style/Flexibility/Flurry, Ace Trip, Burrowing Shot, Ricochet Toss, Weapon Material Mastery, Weapon Style Mastery, Overwatch Style/Tactician/Vortex, Startoss Style/Shower/Comet, Stylish Riposte, Close Sweep, Quick Brace, Hindering Shot, Cleaving Smash, Two Handed Menace, Blessed Hammer, Butterfly Sting, Cornugon Smash, Cunning Caster, Destroy Identity, Dirty Fighting, Drunken Brawler, Expanded Knowledge, Familiar Bound, Improved, Fencing Grace, Fey Foundling, Hurtful, Indomitable Mount, Jaguar Pounce, Lob Shot, Monstrous Mount, Mastery, Motivating Display, Mountain-Splitting Strike, Mounted Blade, Nature Soul/Animal Ally/Boon Companion, Piranha Strike, Ranged Trip, Reckless Aim, Totem Spirit, To the Last, Undersized Mount, Violent Display, Weapon Versatility, Wheeling Charge, Extra Discover, Extra Traits, Improved Initiative, Die for Your Master, Leadership, Ability Focus, Extra Bombs, Dodge, Master Alchemist, Planar Preservationist, Close Quarters Thrower
Skills Intimidate +13, Knowledge (planes) +11, Knowledge (religion) +13, Perception +13, Sense Motive +16, Spellcraft +11, Stealth +0 (+4 in rocky areas)
Languages Abyssal, Draconic, Undercommon
Combat Gear potions of cure moderate wounds (2), wand of bear’s endurance (6 charges); Other Gear mwk half-plate, +1 battleaxe, javelins (6), belt of giant strength +2, headband of inspired wisdom +2, gold crown set with jet and bloodstones (worth 500 gp), 44 gp

ECOLOGY:

Environment any underground

SPECIAL ABILITIES:

Bonus Skills and Ranks: The inspired exalt may select three investigator skills to add to his class skills in addition to the normal warpriest class skills. The inspired exalt gains a number of ranks at each level equal to 6 + Int modifier.

The venom blade can select six rogue skills to add to his list of class skills in addition to normal alchemist class skills, one of which must be Stealth. The venom blade gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The inspired exalt is proficient with all simple and martial weapons, all alchemical weapons, plus the favored weapon of his deity. He is also proficient withal types of armor (heavy, light, and medium) and with shields (except tower shields). If the inspired exalt worships a deity with unarmed strike as its favored weapon, the inspired exalt gains Improved Unarmed Strike as a bonus feat.

The venom blade is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. The venom blade is proficient with light armor, but not with shields.eapon and Armor Proficiency

Spellcasting: A war chemist casts divine spells drawn from the cleric spell list and the alchemist formulae list. If a spell appears on both the warpriest spell list and alchemist formulae list, the war chemist uses the lower of the two spell levels listed for the spell. A war chemist otherwise learns, prepares, and casts spells as a warpriest of his war chemist level. He also gains bonus spells for a high Wisdom.

Essences (Ex): At 1st level, a war alchemist can prepare a number of essences or basic alchemical substances each day, as noted in the 0-level spell column on Table: War Chemist.

Essences are mundane alchemical substances that are quickly created through divine magic. Like an alchemist’s extracts, when a war chemist creates an essence, he infuses the chemicals and reagents in the essence with magic siphoned from his own divine aura. An essence immediately becomes inert if it leaves the war chemist's possession, reactivating as soon as it returns to his keeping—a war chemist cannot normally pass out his essences for allies to use (but see the “infusion” discovery below). An essence, once created, remains potent for 1 day before becoming inert, so a war chemist must re-prepare his essences every day. Mixing an essence takes 1 minutes of work—most war chemists prepare many essences at the start of the day or just before going on an adventure, but it's not uncommon for a war chemist to keep some (or even all) of his daily essence slots open so that he can prepare essences in the field as needed. Each prepared essence yields one dose of his chosen alchemical substance.

At 1st level, a war chemist can create the following initial substances at 1st level: acid, alchemist’s fire, fireworks (fire cracker), fireworks (jumping jenny), fireworks (paper candle), fireworks (star candle), holy water, holy weapon balm, keros oil, pellet grenade (iron).

At 3rd level, a war chemist adds the following alchemical creations to his list: alkali flask, bottled lightning, burst jar, fireworks (banshee ballerina), fireworks (skyrocket), fireworks (spirit), flash powder, liquid ice, pellet grenade (cold iron), pellet grenade (silver), sneezing powder, thunder stone, weapon blanch (cold iron), weapon blanch (silver).

At 5th level, a war chemist adds the following alchemical creations to his list: fireworks (flame fountain), fireworks (starfountain), fuse grenade, ghast retch flask, itching powder, pellet grenade (adamantine), weapon blanch (adamantine).

When used, an essence exactly duplicates the alchemical substance upon which it is based, including effect. Creating essences consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an essence normally has a costly material component, that component is expended during the creation of that particular essence. This ability replaces orisons.

War Alchemy (Su): At 1st level, a war chemist gains the alchemist’s alchemy ability. He can use his war alchemy to create mundane alchemical substances, bombs, essences (see Essences), and blanches that he can use against his enemies or to enhance his weapons and armor (see Alchemical Weapon and Alchemical Armor abilities). In addition, war chemist can use Craft (alchemy) to identify weapons and armor as if using detect magic. He must hold the weapon or armor (including shields) for 1 round to make such a check. This ability and weapon blanch replace sacred weapon.

Bonus Feats: This is exactly like the warpriest’s ability of the same name. In addition, a war chemist can select the following alchemist discoveries in place of a bonus feat: acid bomb, anarchic bomb, axiomatic bomb, blinding bomb, cognatogen, concussive bomb, defoliant bomb, delayed bomb, demolition charge, directed bomb, dispelling bomb, ectoplasmic bomb, explosive bomb, explosive missile, fast bombs, fire brand, force bomb, frost bomb, grand cognatogen, grand mutagen, greater cognatogen, greater mutagen, healing bomb, healing touch, holy bombs, immolation bomb, infusion, lingering spirit, madness bomb, mutagen, precise bombs, profane bombs, ranged baptism, shock bomb, spontaneous healing, sticky bomb, strafe bomb, sunlight bomb, tanglefoot bomb, underwater demolition. A war chemist treats his level as his alchemist level for the purpose of qualifying for discoveries. He must meet the prerequisites of any discovery he selects as normal.

Alchemy (Ex): This is exactly like the alchemist ability of the same name. Due to his narrow focus, venom blade’s can only use his Craft (alchemy) to create poisons, whether of a plant, animal, or alchemical origin, but not bombs, extracts or mutatgens. Poisons can be made using Craft (alchemy). The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes the venom blade to the poison. A venom blade can create any poison listed on Table 16–2: Sample Poisons (see page 559 of the Core Rulebook) if he has acquired the appropriate components for an individual poison.

Once a venom blade has gained the poison use class feature, he does not risk poisoning himself when using Craft to make poison. When using his Craft (alchemy) to create a poison, a venom blade gains a competence bonus equal to his venom blade level on the Craft (alchemy) check. In addition, a venom blade can use Craft (alchemy) to identify poisons or poisonous plants as if using detect poison. He must hold the poison filled vial or study the plant for 1 round to make such a check. This ability otherwise functions and replaces alchemy.

Sneak Attack: The venom blade gains the rogue’s sneak attack ability. This extra damage is 1d6 at 1st level, and increases by 1d6 every three venom blade levels thereafter, to a maximum of +7d6 at 19th level. Sneak attack bonuses from multiple sources stack. This ability and venom bile replace bombs.

Poison Resistance (Ex): This is exactly like the alchemist ability of the same name, except that the venom blade gains a bonus on all saving throws against poison of +2 at 2nd level, and increases to +4 at 4th level, and again to +6 at 6th level. At 8th level, a venom blade becomes completely immune to poison.

Discovery (Su): This is exactly like the alchemist ability of the same name, except that the venom blade gains a discovery at 3rd level and every three levels thereafter. However, the venom blade can only select from the following poison discoveries: Concentrate Poison*, Dilution* (poisons only), Enhance Poison, Extend Poison, Poison Conversion†, and Sticky Poison*. (*Advanced Player’s Guide, †Ultimate Combat)

In addition, whenever a venom blade could select a discovery, he can select a rogue talent that he qualifies for instead.

At 12th level, the venom blade can choose advanced rogue talents whenever he could choose a rogue talent, or when he selects the Extra Rogue Talent feat. A venom blade treats his level as his rogue or alchemist level for the purpose of qualifying for rogue talents and discoveries with level-dependent requirements that he's chosen.

Divine Extract (Su): At 3rd level, a war chemist learns to create extracts drawn from the war chemist’s spell list. When preparing his spells, he can create any extract of a prepared spell that appears on the alchemist’s formulae list and uses a spell slot equal to the alchemist’s formula level. The war chemist can choose to create his extracts at the start of the day, or create them in the field as needed by creating an extract of a prepared spell. In either case, mixing an extract takes 1 minute of work.

Like an alchemist, when a war chemist creates an extract, he infuses the concoction with a tiny fraction of his own magical power (from his aura), binding the effects to himself (the creator). At 3rd level, the war chemist can create 1st–level extracts from his spells. Every three levels thereafter, the war chemist can create each subsequent level of extracts from her spells, up to a maximum of 6th–level extracts at 18th level.

A war chemist does not use a formulae book and does not need to reference one to create his extracts. This ability and swift alchemy replaces the bonus feat gained at 3rd level.

Swift Alchemy (Ex): At 3rd level, a war chemist gains the alchemist’s swift alchemy ability.

Master Poisoner (Ex): At 3rd level, a venom blade can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The venom blade also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 his venom blade level. This ability replaces brew potion.

Channel Bombs (Su): At 4th level, a war chemist can channel the power of his faith to create bombs. This ability functions as the alchemist’s bomb ability, except that a war chemist’s bombs inflict damage equal to his fervor damage dice and splash damage is equal to the bomb’s minimum damage + the war chemist’s Wisdom modifier (if any). Using this ability is a standard action that expends two uses of fervor. At 6th level, the war chemist gains the anarchic bombs, axiomatic bombs, holy bombs, or profane bombs discovery, as determined by his alignment. This ability replaces channel energy.

Weapon Blanch (Su): At 4th level, a war chemist gains the ability to enhance one of his weapons through weapon blanches as a swift action. Applying the blanch grants the weapon a +1 alchemical enhancement bonus to attack and damage rolls, and is treated as magic for the purpose of overcoming damage reduction. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the war chemist has more than one blanched weapon, he can enhance another on the following round by using another swift action. The war chemist can use this ability a number of minutes per day equal to his war chemist level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing enhancement bonuses the weapon might have, to a maximum of +5. The war chemist can enhance a weapon with any of the following weapon special abilities: energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the war chemist is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 alchemical bonus before any other special abilities can be added.

Evasion (Ex): At 4th level, the venom blade gains the rogue’s evasion ability. This ability, uncanny dodge, and improved uncanny dodge replace the alchemist’s extracts ability.

Merged Poison: At 5th level, the venom blade can merge two different ingested type poisons into one. When the poisons are ingested, both poisons take effect. The newly merged poison has a save DC two points higher than the poison with highest DC used in the merging. At 8th level, the venom blade can merge two injury type poisons. At 13th level, a venom blade can merge two contact poisons. This ability replaces throw anything.

Uncanny Dodge (Ex): At 6th level, the venom blade gains the rogue’s uncanny dodge ability.

At 7th level, whenever a war chemist applies a weapon blanch, his is also treated as cold iron and silver for the purpose of damage reduction.

At 16th level, whenever a war chemist applies a weapon blanch, his is also treated as adamantine for the purpose of damage reduction.

If multiple weapons are enhanced, each one consumes rounds of use individually. The alchemical bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the war chemist's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the war chemist's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the war chemist uses this ability on a double weapon, the effects apply to only one end of the weapon.

Armor Blanch (Su): At 7th level, a war chemist gains the ability to enhance his armor through armor blanches as a swift action. This blanch grants the armor a +1 alchemical enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The war chemist can use this ability a number of minutes per day equal to his war chemist level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing enhancement bonuses the armor might have, to a maximum of +5. The war chemist can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 alchemical bonus before any other special abilities can be added.

At 10th level, whenever a war chemist applies an armor blanch, his armor is treated as being constructed from cold iron and silver. At 19th level, whenever a war chemist applies an armor blanch, his armor is treated as being constructed from adamantine.

The alchemical enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the war chemist is wearing the armor, and end immediately if the armor is removed or leaves the war chemist's possession. This ability can be ended as a free action at the start of the war chemist's turn. This ability cannot be applied to a shield.

When the war chemist uses this ability, he can also use his weapon blanch ability as a free action by expending one minute of his weapon blanch’s daily duration. This ability replaces sacred armor.

Poison (Ex): Bite; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.

Troodon: Shield of the Mazeweavers:

Troglodyte Ichormancer (Druid/Alchemist)/War Chanter (Barbarian/Bard) 6
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Perception +12
Aura stench (30 ft., DC 14, 10 rounds)
Defense

AC 21, touch 11, flat-footed 21 (+4 armor, +9 natural, –2 rage)
Wounds 34; Vigor 36
Fort +14, Ref +4, Will +10; +2 vs. abilities of aberrations and oozes
Defensive Abilities uncanny dodge; Resist fire 10

OFFENSE:

Speed 50 ft.
Melee +1 greataxe +15/+10 (1d12+8/×3), +1 bite +10 (1d4+4) or bite +14 (2d8+12 plus grab and poison), 2 +1 claws +15 (1d4+8)
Ranged javelin +7 (1d6+7)
Special Attacks fire bolt (1d6+3 fire, 6/day), rage (7 rounds/day), rage powers (moment of clarity), wild shape 1/day (can adopt ooze form but not plant form)
Druid Spells Prepared (CL 6th; concentration +9)
3rd—fireballD (DC 16), greater magic fang (2), swarm of fangs (DC 16)
2nd—barkskin, bull’s strength (2), produce flameD, stone callAPG
1st—burning handsD (DC 14), cure light wounds (2), longstrider, pass without trace
0 (at will)—create water, detect magic, know direction, mending
D domain spell; Domain Fire

TACTICS:

Before Combat Troodon casts bull’s strength and greater magic fang on both himself and one ally, then casts barkskin on himself.
During Combat While his enemies are still at range, Troodon casts swarm of fangs, stone call, and other attack spells. When cornered in melee, he rages and attacks with his greataxe.
Base Statistics When he’s not raging, and without barkskin, bull’s strength, and greater magic fang, the chieftain’s statistics are AC 20, touch 13, flat-footed 20; hp 84; Fort +12, Will +8; Melee +1 greataxe +13/+8 (1d12+6/×3), bite +7 (1d4+2) or bite +12 (1d4+5), 2 claws +12 (1d4+5); Ranged javelin +7 (1d6+7); Str 16, Con 13; CMB +12, CMD 22.

STATISTICS:

Str 24, Dex 11, Con 17, Int 10, Wis 16, Cha 13
Base Atk +7; CMB +14; CMD 22
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Power Attack, Toughness, Aspect of the Beast, Natural Spell, Planar Wild Shape, Powerful Shape, Quick Wild Shape, Shaping Focus, Spell Focus (Conjuration), Augment Summoning, Wild Speech, Discordant Voice, Dodge, Extra Performance, Harmonic Sage, Intimidating Performance, Leaf Singer, Lingering Performance, Master Combat Performer, Mocking Dance, Spellsong, Stone Singer, War Singer, Dazzling Display
Skills Diplomacy +7, Intimidate +10, Knowledge (dungeoneering) +2, Knowledge (religion) +6, Perception +12, Sense Motive +9, Spellcraft +9, Stealth +3, Survival +5
Languages Draconic, Druidic
SQ fast movement, lightfoot, nature bond (Fire domain), nature sense, tunnelrunner, wild empathy +7 (influence oozes, not magical beasts)
Combat Gear potions of cure moderate wounds (2), scroll of meld with stone; Other Gear mwk chain shirt, +1 greataxe, javelins (5), belt of incredible dexterity +2, bag of gemstones

ECOLOGY:

Environment any underground

SPECIAL ABILITIES:

Bonus Skills and Ranks: The ichormancer selects three alchemist skills to add to her class skills in addition to the normal druid class skills. The ichormancer gains a number of ranks at each level equal to 4 + Int modifier.

The war chanter is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower).

Weapon and Armor Proficiency: The ichormancer is proficient with all simple weapons, natural attacks, light and medium armor, and with shields (except tower shields).

The war chanter may select three bard skills to add to his class skills in addition to the normal barbarian class skills, one of which must be Perform (sing). The war chanter gains a number of ranks at each level equal to 4 + Int modifier.

Extracts: At 1st level, an ichormancer gains the ability to create extracts as an alchemist of equal level, and gains extra extracts per day if she has a high intelligence score. An ichormancer removes all “bomb” extracts from the alchemist’s formulae list (such as Shadow Bomb Admixture and Bombers Eye), and adds the following spell to her formulae list at the indicated extract levels: 1st–grease, hydraulic push, mudball, ray of sickening, summon nature’s ally I*, web bolt; 2nd–accelerate poison, ichorous rupture, pernicious poison, slipstream, summon nature’s ally II*, tar ball, web, web shelter; 3rd–aqueous orb, hydraulic torrent, muddy buddy, ooze burst, spit venom, summon nature’s ally IV*; 4th–poison, slowing mud, summon nature’s ally V*, touch of ooze, web cloud; 5th–blessing of the salamander, conjure black pudding, obsidian flow, summon nature’s ally VII*, tar pool; 6th–flesh to ooze, summon nature’s ally VIII*. *(An ichormancer can only summon oozes with summon nature’s ally extracts, and must use Table: Summon Nature's Ally Alternatives below). This ability replaces the druid’s spellcasting ability.

Table: Summon Nature’s Ally (Alternatives)
1st Level
Type
Source
Phlegmatic ooze swarm
Ooze
AP 43
Sanguine ooze swarm
Ooze
AP 43
2nd Level
Type
Source
Amoeba, giant
Ooze
B2
Amoeba swarm
Ooze
B2
Boilborn
Ooze
B4
Melancholoc ooze swarm
Ooze
AP 43
Ooze, amber
Ooze
THC
3rd Level
Type
Source
Choleric ooze swarm
Ooze
AP 43
Diger
Ooze
THC
Gelantinous orb
Ooze
RR
Jelly, tar
Ooze
RR
Jelly, whip
Ooze
THC
Mold, slime
Ooze
B2
Ooze, garden
Ooze
B3

Alchemy (Su): At 1st level, an ichormancer gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items and extracts. The ichormancer cannot create bombs or mutagens. This ability and brew potion replace nature sense.

Bottled Ooze (Su): At 1st level, an ichormaster gains the bottled ooze alchemist discovery, allowing her to trade any prepared extract to create an ooze of similar power to the extract's level. This ability replaces spontaneous casting.

Brew Potion (Ex): At 1st level, an ichormancer gains Brew Potion as a bonus feat.

Ichor Bond (Su): This is exactly like the druid’s nature bond ability, except fot the following changes. If the ichormancer chooses to bond with the natural world, the ichormancer chooses from the following cleric domains and animal and terrain domains

Domains: The ichormancer can choose from the Earth, Plant, or Water domains, the new Ooze or Poison domains, the Venom (Scalykind) or Blood (War) subdomains, or the new Slime (Ooze) and Brew (Poison/Artifice) subdomains.

Animal and Terrain Domains: The ichormancer can choose from the Aquatic, Cave, Frog, Jungle, or Swamp domains, or the new Mudbog and Volcanic domains.

An ichormancer gains one domain extract slot for each level of alchemist extract she can create, from 1st on up. Each day, an ichormancer can prepare one of the spells from her domain in that slot. If a domain spell is not on the alchemist formulae list, an ichormancer can prepare it only in her domain extract slot. Domain spells cannot be used to create extracts spontaneously. In regards to domain spells, the ichormancer treats her 1st and 2nd level domains spells as 1st– and 2nd–level extracts, but treats her 3rd and 4th level domain spells as 3rd–level extracts, 5th and 6th level domain spells as 4th–level extracts, 7th level domain spell as a 5th–level extract, and 8th level domain spell as a 6th–level extract. If an ichormancer has a spell granted by her domain on her formulae list already, she uses the spell as an extract at its earliest level.

As the second option, the ichormancer can choose to bond with the power of oozes and slimes instead of gaining an animal companion. At 1st level, the ichormancer gains a specially prepared bottle called an ichor jar. When preparing her daily extracts, an ichormancer can use her ichor jar to prepare a special bottled ooze. As a standard action that does not provoke attacks of opportunity, an ichormancer can release this ooze from the jar to fight at her side. While in the jar, the ooze heals naturally, as would a druid’s animal companion. An ichormancer can also use “cure” extracts to heal her ooze magically. To do so, she must either pour or prepare the “cure” extract directly into the ichor jar for it to take effect. Once released, the ooze remains until placed back into the ichor jar by the ichormance (a standard action) or is slain. If the ooze is slain, it is immediately sent back to its ichor jar and cannot be summoned again until the following day.

When an ichormancer uses her ichor jar, she can prepare an ooze as if she had cast summon nature’s ally I using Table: Summon Nature’s Ally Alternatives below. The type of ooze must be chosen when the ooze is prepared. Once prepared, the ooze cannot be changed until the next time she prepares it. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to prepare more powerful oozes (to a maximum of summon monster IX at 17th level). An ichormancer cannot have more than one prepared ooze active in this way at one time.

If an ichor jar is damaged, it is restored to full hit points the next time the ichormancer prepares her extracts spells. If the ichor jar is lost or destroyed, it can be replaced 1 week later through a special ritual that costs 200 gp per ichormancer level plus the cost of the masterwork jar. This ritual takes 8 hours to complete. Ichor jars replaced in this way do not possess any of the additional enchantments of the previous ichor jar, if they’ve been enchanted. An ichormancer can designate an existing magic bottle or similar container as her ichor jar. This functions in the same way as replacing a lost or destroyed ichor jar except that the new magic jar retains its abilities while gaining the benefits and drawbacks of becoming an ichor jar.

Ooze Empathy (Ex): This is exactly like the druid’s wild empathy ability, except that the ichormancer can influence and creatures of the ooze type instead of animals. In addition, the ichormancer adds Knowledge (dungeoneering) to her list of class skills and gains a competence bonus on all Knowledge (dungeoneering) skill checks to identify oozes equal to 1/2 her ichormancer level.

Studied Alchemy: An ichormancer can choose one of the following alchemist discoveries in place of a normal feat: combine extracts, concentrate poison, dilution, enhance potion, eternal potion, extend potion, infusion, malignant poison, poison conversion, sticky poison. She must meet the prerequisites of a selected discovery as normal.

Craft Ooze (Su): At 2nd level, an ichormancer gains the Craft Ooze item creation feat as a bonus feat, even if she does not meet the prerequisites. Oozes crafted by the ichormancer have a starting attitude of friendly rather than unfriendly when using ooze empathy. This ability replaces woodland stride.

Poison Use (Ex): At 2nd level, an ichormancer gains the alchemist’s poison use ability. This ability replaces trackless step.

War Chant: This is exactly like the bard’s bardic performance ability, but applies only to Perform (sing) checks made by the war chanter. In addition, the war chanter uses the following performances in place of those accessed by the bard. This ability and battle cry replace trap sense.

Battle Cry (Su): At 2nd level, a war chanter can use his performance to counter the effects of fear effects. Each round of the battle cry, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself) that hears the battle cry gains a +1 morale bonus to saves against fear. If an ally within range of the battle cry is already under the effect of a fear type spell, it gains another saving throw against the fear effect each round it hears the battle cry. At 6th level and every four levels thereafter, this bonus against fear effects increases by +1, to a maximum of +5 at 18th level. Battle cry relies on audible components to function. This ability and war chant replace trap sense.

Fog of War (Sp): At 2nd level, a war chanter can use his performance to create a fog of war. The war chanter makes a Perform (sing) skill check. If he succeeds, he unleashes a single low, reverberating note that creates a rolling fog to spew from his mouth and cover the battle field. Fog of war otherwise functions as the obscuring mist spell, with a caster level equal to the war chanter’s level. Fog of war relies on audible components to function. This ability replaces rage power at 2nd level.

Hymn of Battle (Su): At 4th level, a war chanter can use his performance to sing an energizing hymn that inspires those around him to greater prowess in battle. Each round of the hymn of battle, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself) that hears the hymn of battle gains a +1 morale bonus to attack and damage rolls. At 9th level and every five levels thereafter, these bonuses to attack and damage rolls increase by +1, to a maximum of +4 at 19th level. These bonuses remain as long as the war chanter maintains his hymn of battle. Hymn of battle relies on audible components to function. This ability replaces indomitable will.

Strain of Defense (Su): At 5th level, a war chanter can use his performance to grant added protection to his allies. Each round of the strain of defense, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself ), up to a maximum number of creatures equal to his Cha modifier that hears the strain of defense gains a +2 deflection bonus to AC. At 11th level and every six levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. This bonus remains as long as the war chanter maintains his strain of defense. Strain of defense relies on audible components to function. This ability replaces rage power at14th level.

Slime Resistance (Ex): At 3rd level, an ichormancer gains a +2 bonus on all saving throws against poison and acid resistance 5. This bonus increases to +4 and acid resistance increases to 10 at 5th level, and then again to +6 and acid resistance 15 at 7th level. At 9th level, an ichormancer becomes completely immune poison and gains acid resistance 20. This ability replaces venom immunity.

Swift Alchemy (Ex): At 3rd level, an ichormancer gains the alchemist’s swift alchemy ability. This ability and instant alchemy replace orisons.

Rage Powers (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter may select a rage power at 3rd level and every three levels thereafter.

Uncanny Dodge (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter gains it at 3rd level.

Amorphous Shape (Su): This is exactly like the druid’s wild shape ability, except for the following changes. At 4th level, the ichormancer can assume the form of an amorphous alchemical creature, and is treated as being under the rag doll mutagen and tentacle alchemist discoveries whenever he uses the amorphous shape ability.

At 4th level, an ichormancer gains the ability to turn herself into any Small or Medium slime and back again once per day. This ability functions like the vermin shape I spell. An ichormancer loses her ability to speak while in ooze form because she is limited to the sounds that a normal, untrained ooze can make, but she can communicate normally with other oozes of the same general grouping as her new form.

As an ichormancer gains in levels, this ability allows the ichormancer to take on the form of larger and smaller vermin, oozes, and elementals. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, an ichormancer can use amorphous shape to change into a Large or Tiny slime or a Small magma, mud, or water elemental. When taking the form of a slime, an ichormancer's amorphous shape now functions as vermin shape II. When taking the form of an elemental, the ichormancer's amorphous shape functions as elemental body I.

At 8th level, an ichormancer can use amorphous shape to change into a Small or Medium ooze, or a Medium magma, mud or water elemental. When taking the form of an ooze, an ichormancer's amorphous shape now functions as beast shape III, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body II.

At 10th level, an ichormancer can use amorphous shape to change into a Large magma, mud, or water elemental. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body III. Also, while in his amorphous shape the ichormancer may secrete extracts from her body as if she had the Natural Spell feat. Extracts are automatically expended upon creating them, as if they were a spell, but are still classified as extracts for the use of feats and abilities.

At 12th level, an ichormancer can use amorphous shape to change into a Tiny or Large ooze, or a Huge magma, mud, or water elemental. When taking the form of an ooze, an ichormancer's amorphous shape now functions as beast shape IV, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body IV.

Regardless of what form the ichormancer takes, she has no discernible anatomy and is immune to poison, sneak attacks, and critical hits. Though she is treated as an ooze for the purposes of spells and abilities that would affect her. An ichrormancer cannot assume the form of an animal, plant, or other creature not described above.

Resist Slimy Malignance (Ex): Starting at 4th level, an ichormancer gains a +4 bonus on saving throws against the extraordinary, spell-like, and supernatural abilities of ooze. This bonus also applies to spells and effects that target ooze. This ability replaces resist nature’s lure.

Ooze Anatomy (Su): Starting at 5th level, an ichormancer’s internal body becomes more amorphous and gains the preserve organs alchemist discovery. This grants her a 25% of negating critical wounds and sneak attack damage. At 11th level, and again at 17th level, she gains the preserve organs one additional time, increase her chance of negating critical hits and sneak attack damage to 50% and 75% respectively. This ability, deadly excretions, and nauseating flesh replace the druid’s 7th, 8th, and 9th level spells.

Improved Uncanny Dodge (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter gains it at 7th level.

Poison (Ex): Bite; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.

Sassochus: Mouth of the Maze:

Crocodile, Dire
N Gargantuan animal
Init +4; Senses low-light vision; Perception +14

DEFENSE:

AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
Wounds 50; Vigor 100
Fort +15, Ref +8, Will +8

OFFENSE:

Speed 20 ft., swim 30 ft.; sprint
Melee bite +18 (3d6+13/19–20 plus grab) and tail slap +13 (4d8+6)
Space 20 ft.; Reach 15 ft.
Special Attacks death roll (3d6+19 plus trip), swallow whole (3d6+13, AC 16, 13 hp)

STATISTICS:

Str 37, Dex 10, Con 25, Int 1, Wis 14, Cha 2
Base Atk +9; CMB +26 (+30 grapple); CMD 36 (40 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception, Stealth)
Skills Perception +14, Stealth +0 (+8 in water), Swim +21; Racial Modifiers +8 Stealth in water
SQ hold breath

ECOLOGY:

Environment warm rivers and marshes
Organization solitary, pair, or colony (3–6)
Treasure none

The immense sarcosuchus, or dire crocodile, is an enormous predator capable of catching and eating prey as large as the largest dinosaurs.

Mazeborn Sentinels:

Advanced Troglodyte
CE Medium humanoid (reptilian)
Init +1; Senses darkvision 90 ft.; Perception +4; Aura stench (30 ft., DC 15, 10 rounds)

OFFENSE:

AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
Wounds 36; Vigor 14
Fort +9, Ref +1, Will +2

OFFENSE:

Speed 30 ft.
Melee 2 claws +4 (1d4+3), bite +4 (1d4+3)

STATISTICS:

Str 16, Dex 13, Con 18, Int 12, Wis 15, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Great Fortitude
Skills Intimidate +4, Perception +4, Stealth +7 (+11 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Common, Draconic


Male Thri'Kreen UMonk 5/Psychic 5|Champion 3 | Vigor 71/71 Wounds 28/28 T14 | AC:38 T:27 Fl:31 | CMB: +10 CMD: 34 | F +9 R +10 W +9 | Init +10 | Perc: +12 Sense Motive +12
Resources:
Spells: 1st 5/7 2nd 4/5 | Ki pool 4/5 | Mythic Power 8/9
Current Effects:
Mage Armor, Resist Energy (Acid), Shield

"These were for the blood of sacrifices, that their power might feed the Red God and his works. It is..."

Ri'Kli'Klek stops as the creatures interrupt them. He shifts his stance slightly to focus on this new threat. Silently he focuses his energies to heighten his defenses, anticipating that this will end in violence.

He's casting shield if he can get away with it.


Just for people joining -- I post stats so you can appreciate the effort I take to build you interesting encounters, as well as the cool builds of the NPCs. You just have to separate character from player knowledge. So you're free to look at all the spoilers, they're just hidden to organize like 12 pages of stats. I may tinker with some details, but those are the basic characters you're up against if you decide to fight.


The party before the emissaries of House Vordon and their new companions consists of four gray-scaled reptilian creatures and a crocodile of enormous proportions.

Of these the reptilian creatures, the one that spoke is adorned with warpaint of the same ochre hue as were the previously-dispatched abominations, and grimaces noticeably after finishing his pronouncement.

Two other gray reptoids are similarly adorned with the ochre war paint.

However, another of the company is contrastingly marked with war paint of a bight vermilion hue, as is the immense crocodile.

The ochre-painted reptoid that spoke first, speaks again,

"I am Achillobator, and I bring you the word of the Mazefather. His servants are greatly angry with you, but will accept your submission."

Waiting on adjudicating the Diplomacy check to see if we have any aid coming to Hamza.


Had to fix some formatting details of my stat-blocks, and adjusted a few things: reposting. There's also some fluff about each character if you're interested.

HERE is the link to the new battlemap, depending on how this goes

Troglodyte War Party

Servants of the so-called ‘serpent-spiders, these troglodytes have been strengthened by the enigmatic powers of their mysterious superiors, the savants, respectively, of the Ochre and Vermilion Dome of the great serpent-spider archologies deep beneath Kalidnay.

BOSSES:
Achillobator (Enlightened Troglodyte War Chemist (Warpriest/Alchemist) 7/Venom Blade (Alchemist/Rogue) 7 (x1))
Troodon (Troglodyte Ichormancer (Druid/Alchemist) 6/War Chanter (Barbarian/Bard 6 (x1))

MINIONS:
Sassochus (Dire Crocodile (x1))
Mazeborn Sentinels (Troglodyte, Advanced (x2))

Achillobator: Herald of the Ochre Dome:

Among the greatest servants of the slassan necromancers who dominate the Conventicle of Carcarraccoytususs, Achillobator is a devoted Evangelist of the Mazefather, the enigmatic entity worshipped by the troglodytes masters. He is reviled by the alchemists of the Vermilion Dome as a traitor, a once loyal servant who turned to the teachings and doctrine of the Mazefather and its servants within the Ochre Dome.

Enlightened Troglodyte War Chemist (Warpriest/Alchemist) 7/Venom Blade (Alchemist/Rogue) 7
CE Medium humanoid (reptilian)
Init +2; Senses darkvision 90 ft.; Perception +13
Aura stench (30 ft., DC 21, 10 rounds)

DEFENSE:

AC 24, touch 10, flat-footed 24 (+8 armor, +6 natural)
Wounds 42; Vigor 58
Fort +17, Ref +6, Will +10 (+1 vs. fear)
Defensive Abilities bravery +1

OFFENSE:

Speed 20 ft.
Melee +1 battleaxe +15/+10 (1d8+6/×3), +1 bite +14 (4d8+12 plus grab), +1 claw +13 (4d6+5), or bite +14 (4d8+12 plus grab and poison), +2 claws +13 (4d6+5)
Ranged javelin +10/+5 (1d6+5)
Special Attacks channel negative energy 5/day (DC 15, 4d6), fury of the Abyss (+3, 8/day)
Spell-Like Abilities (CL 7th; concentration +12)
8/day—strength surge (+3)
Cleric Spells Prepared (CL 7th; concentration +12)
3rd—bestow curse (DC 18), prayer, rageD, searing light
2nd—amplify stench, bull’s strengthD, cure moderate wounds, hold person (DC 17), spiritual weapon
1st—bless, command (DC 16), cure light wounds (3), entropic shield, protection from goodD
0 (at will)—bleed (DC 15), detect magic, guidance, stabilize
D domain spell; Domains Evil (Demon subdomain), Strength

TACTICS:

Before Combat Achillobator casts amplify stench on himself and bull’s strength on a trusted ally. He then uses his wand of bear’s endurance.
During Combat When combat begins, Achillobator casts rage on his allies—though he doesn’t concentrate on it.
Base Statistics Without amplify stench and bear’s endurance, the tyrant’s statistics are Aura stench (30 ft., DC 19, 10 rounds); Fort +15; Con 18.

STATISTICS:

Str 20, Dex 15, Con 22, Int 14, Wis 20, Cha 14
Base Atk +8; CMB +13; CMD 25
Feats Ability Focus (stench), Combat Casting, Lightning Reflexes, Power Attack, Quick Draw, Selective Channeling, Toughness, Weapon Focus (battleaxe), Agile Maneuvers, Augment Summoning, Improved/Greater Trip, Craft Wondrous Item, Critical Focus/Blinding, Exhausting, Sickening, Staggering, Tiring Critical, Critical Mastery, Deadly Aim, Exotic Weapon Proficiency, Extend Spell, Extra Channeling, Improved Initiative, Improved Unarmed Strike, Deflect Arrows/Snatch Arrows, Lunge, Mounted Combat/Mounted Archery/Ride By Attack/Spirited, Point-Blank Shot, Precise Shot, Improved Rapid Shot, Manyshot, Power Attack, Cleave, Greater, Selective Channeling, Spell Focus, Greater, Step Up, Weapon Finesse, Additional Traits, Bashing Finish, Bodyguard/In Harm’s Way, Crippling Critical, Go Unnoticed, Improved Dirty Trick, Greater, Improved Share Spells, Keen Scent, Ki Throw, Point Blank Master, Racial Heritage, Spell Perfection, Steel Soul, Swift Aid, Divine Interference, Eldritch Heritage, Improved, Greater, Arc Slinger, Cleaving Finish, Improved, Crusader’s Flurry, Destructive Dispel, Devastating Strike, Improved, Dispel Synergy, Dispelling Fist, Disposable Weapon, Pin Down, Quick Dirty Trick, Sap Adept/Master, Stalwart, Improved, Two Handed Thrower, Dual Enhancement Jabbing Style/Dancer/Master, Lunging Spell Touch, Quicken Blessing, Slashing Grace, Advanced Weapon Training, Martial Focus, Advanced, Compulsory Mastery, Illusion Mastery, Vision Mastery, Empty Quiver Style/Flexibility/Flurry, Ace Trip, Burrowing Shot, Ricochet Toss, Weapon Material Mastery, Weapon Style Mastery, Overwatch Style/Tactician/Vortex, Startoss Style/Shower/Comet, Stylish Riposte, Close Sweep, Quick Brace, Hindering Shot, Cleaving Smash, Two Handed Menace, Blessed Hammer, Butterfly Sting, Cornugon Smash, Cunning Caster, Destroy Identity, Dirty Fighting, Drunken Brawler, Expanded Knowledge, Familiar Bound, Improved, Fencing Grace, Fey Foundling, Hurtful, Indomitable Mount, Jaguar Pounce, Lob Shot, Monstrous Mount, Mastery, Motivating Display, Mountain-Splitting Strike, Mounted Blade, Nature Soul/Animal Ally/Boon Companion, Piranha Strike, Ranged Trip, Reckless Aim, Totem Spirit, To the Last, Undersized Mount, Violent Display, Weapon Versatility, Wheeling Charge, Extra Discover, Extra Traits, Improved Initiative, Die for Your Master, Leadership, Ability Focus, Extra Bombs, Dodge, Master Alchemist, Planar Preservationist, Close Quarters Thrower
Skills Intimidate +13, Knowledge (planes) +11, Knowledge (religion) +13, Perception +13, Sense Motive +16, Spellcraft +11, Stealth +0 (+4 in rocky areas)
Languages Abyssal, Draconic, Undercommon
Combat Gear potions of cure moderate wounds (2), wand of bear’s endurance (6 charges); Other Gear mwk half-plate, +1 battleaxe, javelins (6), belt of giant strength +2, headband of inspired wisdom +2, gold crown set with jet and bloodstones (worth 500 gp), 44 gp

ECOLOGY:

Environment any underground

SPECIAL ABILITIES:

Bonus Skills and Ranks: The inspired exalt may select three investigator skills to add to his class skills in addition to the normal warpriest class skills. The inspired exalt gains a number of ranks at each level equal to 6 + Int modifier.

The venom blade can select six rogue skills to add to his list of class skills in addition to normal alchemist class skills, one of which must be Stealth. The venom blade gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The inspired exalt is proficient with all simple and martial weapons, all alchemical weapons, plus the favored weapon of his deity. He is also proficient withal types of armor (heavy, light, and medium) and with shields (except tower shields). If the inspired exalt worships a deity with unarmed strike as its favored weapon, the inspired exalt gains Improved Unarmed Strike as a bonus feat.

The venom blade is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. The venom blade is proficient with light armor, but not with shields.eapon and Armor Proficiency

Spellcasting: A war chemist casts divine spells drawn from the cleric spell list and the alchemist formulae list. If a spell appears on both the warpriest spell list and alchemist formulae list, the war chemist uses the lower of the two spell levels listed for the spell. A war chemist otherwise learns, prepares, and casts spells as a warpriest of his war chemist level. He also gains bonus spells for a high Wisdom.

Essences (Ex): At 1st level, a war alchemist can prepare a number of essences or basic alchemical substances each day, as noted in the 0-level spell column on Table: War Chemist.

Essences are mundane alchemical substances that are quickly created through divine magic. Like an alchemist’s extracts, when a war chemist creates an essence, he infuses the chemicals and reagents in the essence with magic siphoned from his own divine aura. An essence immediately becomes inert if it leaves the war chemist's possession, reactivating as soon as it returns to his keeping—a war chemist cannot normally pass out his essences for allies to use (but see the “infusion” discovery below). An essence, once created, remains potent for 1 day before becoming inert, so a war chemist must re-prepare his essences every day. Mixing an essence takes 1 minutes of work—most war chemists prepare many essences at the start of the day or just before going on an adventure, but it's not uncommon for a war chemist to keep some (or even all) of his daily essence slots open so that he can prepare essences in the field as needed. Each prepared essence yields one dose of his chosen alchemical substance.

At 1st level, a war chemist can create the following initial substances at 1st level: acid, alchemist’s fire, fireworks (fire cracker), fireworks (jumping jenny), fireworks (paper candle), fireworks (star candle), holy water, holy weapon balm, keros oil, pellet grenade (iron).

At 3rd level, a war chemist adds the following alchemical creations to his list: alkali flask, bottled lightning, burst jar, fireworks (banshee ballerina), fireworks (skyrocket), fireworks (spirit), flash powder, liquid ice, pellet grenade (cold iron), pellet grenade (silver), sneezing powder, thunder stone, weapon blanch (cold iron), weapon blanch (silver).

At 5th level, a war chemist adds the following alchemical creations to his list: fireworks (flame fountain), fireworks (starfountain), fuse grenade, ghast retch flask, itching powder, pellet grenade (adamantine), weapon blanch (adamantine).

When used, an essence exactly duplicates the alchemical substance upon which it is based, including effect. Creating essences consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an essence normally has a costly material component, that component is expended during the creation of that particular essence. This ability replaces orisons.

War Alchemy (Su): At 1st level, a war chemist gains the alchemist’s alchemy ability. He can use his war alchemy to create mundane alchemical substances, bombs, essences (see Essences), and blanches that he can use against his enemies or to enhance his weapons and armor (see Alchemical Weapon and Alchemical Armor abilities). In addition, war chemist can use Craft (alchemy) to identify weapons and armor as if using detect magic. He must hold the weapon or armor (including shields) for 1 round to make such a check. This ability and weapon blanch replace sacred weapon.

Bonus Feats: This is exactly like the warpriest’s ability of the same name. In addition, a war chemist can select the following alchemist discoveries in place of a bonus feat: acid bomb, anarchic bomb, axiomatic bomb, blinding bomb, cognatogen, concussive bomb, defoliant bomb, delayed bomb, demolition charge, directed bomb, dispelling bomb, ectoplasmic bomb, explosive bomb, explosive missile, fast bombs, fire brand, force bomb, frost bomb, grand cognatogen, grand mutagen, greater cognatogen, greater mutagen, healing bomb, healing touch, holy bombs, immolation bomb, infusion, lingering spirit, madness bomb, mutagen, precise bombs, profane bombs, ranged baptism, shock bomb, spontaneous healing, sticky bomb, strafe bomb, sunlight bomb, tanglefoot bomb, underwater demolition. A war chemist treats his level as his alchemist level for the purpose of qualifying for discoveries. He must meet the prerequisites of any discovery he selects as normal.

Alchemy (Ex): This is exactly like the alchemist ability of the same name. Due to his narrow focus, venom blade’s can only use his Craft (alchemy) to create poisons, whether of a plant, animal, or alchemical origin, but not bombs, extracts or mutatgens. Poisons can be made using Craft (alchemy). The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes the venom blade to the poison. A venom blade can create any poison listed on Table 16–2: Sample Poisons (see page 559 of the Core Rulebook) if he has acquired the appropriate components for an individual poison.

Once a venom blade has gained the poison use class feature, he does not risk poisoning himself when using Craft to make poison. When using his Craft (alchemy) to create a poison, a venom blade gains a competence bonus equal to his venom blade level on the Craft (alchemy) check. In addition, a venom blade can use Craft (alchemy) to identify poisons or poisonous plants as if using detect poison. He must hold the poison filled vial or study the plant for 1 round to make such a check. This ability otherwise functions and replaces alchemy.

Sneak Attack: The venom blade gains the rogue’s sneak attack ability. This extra damage is 1d6 at 1st level, and increases by 1d6 every three venom blade levels thereafter, to a maximum of +7d6 at 19th level. Sneak attack bonuses from multiple sources stack. This ability and venom bile replace bombs.

Poison Resistance (Ex): This is exactly like the alchemist ability of the same name, except that the venom blade gains a bonus on all saving throws against poison of +2 at 2nd level, and increases to +4 at 4th level, and again to +6 at 6th level. At 8th level, a venom blade becomes completely immune to poison.

Discovery (Su): This is exactly like the alchemist ability of the same name, except that the venom blade gains a discovery at 3rd level and every three levels thereafter. However, the venom blade can only select from the following poison discoveries: Concentrate Poison*, Dilution* (poisons only), Enhance Poison, Extend Poison, Poison Conversion†, and Sticky Poison*. (*Advanced Player’s Guide, †Ultimate Combat)

In addition, whenever a venom blade could select a discovery, he can select a rogue talent that he qualifies for instead.

At 12th level, the venom blade can choose advanced rogue talents whenever he could choose a rogue talent, or when he selects the Extra Rogue Talent feat. A venom blade treats his level as his rogue or alchemist level for the purpose of qualifying for rogue talents and discoveries with level-dependent requirements that he's chosen.

Divine Extract (Su): At 3rd level, a war chemist learns to create extracts drawn from the war chemist’s spell list. When preparing his spells, he can create any extract of a prepared spell that appears on the alchemist’s formulae list and uses a spell slot equal to the alchemist’s formula level. The war chemist can choose to create his extracts at the start of the day, or create them in the field as needed by creating an extract of a prepared spell. In either case, mixing an extract takes 1 minute of work.

Like an alchemist, when a war chemist creates an extract, he infuses the concoction with a tiny fraction of his own magical power (from his aura), binding the effects to himself (the creator). At 3rd level, the war chemist can create 1st–level extracts from his spells. Every three levels thereafter, the war chemist can create each subsequent level of extracts from her spells, up to a maximum of 6th–level extracts at 18th level.

A war chemist does not use a formulae book and does not need to reference one to create his extracts. This ability and swift alchemy replaces the bonus feat gained at 3rd level.

Swift Alchemy (Ex): At 3rd level, a war chemist gains the alchemist’s swift alchemy ability.

Master Poisoner (Ex): At 3rd level, a venom blade can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The venom blade also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 his venom blade level. This ability replaces brew potion.

Channel Bombs (Su): At 4th level, a war chemist can channel the power of his faith to create bombs. This ability functions as the alchemist’s bomb ability, except that a war chemist’s bombs inflict damage equal to his fervor damage dice and splash damage is equal to the bomb’s minimum damage + the war chemist’s Wisdom modifier (if any). Using this ability is a standard action that expends two uses of fervor. At 6th level, the war chemist gains the anarchic bombs, axiomatic bombs, holy bombs, or profane bombs discovery, as determined by his alignment. This ability replaces channel energy.

Weapon Blanch (Su): At 4th level, a war chemist gains the ability to enhance one of his weapons through weapon blanches as a swift action. Applying the blanch grants the weapon a +1 alchemical enhancement bonus to attack and damage rolls, and is treated as magic for the purpose of overcoming damage reduction. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the war chemist has more than one blanched weapon, he can enhance another on the following round by using another swift action. The war chemist can use this ability a number of minutes per day equal to his war chemist level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing enhancement bonuses the weapon might have, to a maximum of +5. The war chemist can enhance a weapon with any of the following weapon special abilities: energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the war chemist is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 alchemical bonus before any other special abilities can be added.

Evasion (Ex): At 4th level, the venom blade gains the rogue’s evasion ability. This ability, uncanny dodge, and improved uncanny dodge replace the alchemist’s extracts ability.

Merged Poison: At 5th level, the venom blade can merge two different ingested type poisons into one. When the poisons are ingested, both poisons take effect. The newly merged poison has a save DC two points higher than the poison with highest DC used in the merging. At 8th level, the venom blade can merge two injury type poisons. At 13th level, a venom blade can merge two contact poisons. This ability replaces throw anything.

Uncanny Dodge (Ex): At 6th level, the venom blade gains the rogue’s uncanny dodge ability.

At 7th level, whenever a war chemist applies a weapon blanch, his is also treated as cold iron and silver for the purpose of damage reduction.

At 16th level, whenever a war chemist applies a weapon blanch, his is also treated as adamantine for the purpose of damage reduction.

If multiple weapons are enhanced, each one consumes rounds of use individually. The alchemical bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the war chemist's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the war chemist's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the war chemist uses this ability on a double weapon, the effects apply to only one end of the weapon.

Armor Blanch (Su): At 7th level, a war chemist gains the ability to enhance his armor through armor blanches as a swift action. This blanch grants the armor a +1 alchemical enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The war chemist can use this ability a number of minutes per day equal to his war chemist level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing enhancement bonuses the armor might have, to a maximum of +5. The war chemist can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 alchemical bonus before any other special abilities can be added.

At 10th level, whenever a war chemist applies an armor blanch, his armor is treated as being constructed from cold iron and silver. At 19th level, whenever a war chemist applies an armor blanch, his armor is treated as being constructed from adamantine.

The alchemical enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the war chemist is wearing the armor, and end immediately if the armor is removed or leaves the war chemist's possession. This ability can be ended as a free action at the start of the war chemist's turn. This ability cannot be applied to a shield.

When the war chemist uses this ability, he can also use his weapon blanch ability as a free action by expending one minute of his weapon blanch’s daily duration. This ability replaces sacred armor.

Poison (Ex): Bite; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.

Troodon: Shield of the Mazeweavers:

A representative of the Vermilion Dome, Troodon is renowned for his knowledge of the lore of the flesh-changers of the Red Chromatic Society alchemists that dominate this second most powerful of the great arcologies. He is famed for his ability to inspire the loyal servants of the Vermilion Dome with incantations pronouncing the great blessings of the tenebrian seeds.

Troglodyte Ichormancer (Druid/Alchemist) 6/War Chanter (Barbarian/Bard) 6
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Perception +12
Aura stench (30 ft., DC 14, 10 rounds)

DEFENSE:

AC 21, touch 11, flat-footed 21 (+4 armor, +9 natural, –2 rage)
Wounds 34; Vigor 36
Fort +14, Ref +4, Will +10; +2 vs. abilities of aberrations and oozes
Defensive Abilities uncanny dodge; Resist fire 10

OFFENSE:

Speed 50 ft.
Melee +1 greataxe +15/+10 (1d12+8/×3), +1 bite +10 (1d4+4), +1 claw +15 (1d4+8), or bite +14 (2d8+12 plus grab and poison), +2 claws +15 (1d4+8), or bite +14 (2d8+12 plus grab and poison), +1 claw +15 (1d4+8), + 1 tail slap +14 (2d8+12)
Ranged javelin +7 (1d6+7)
Special Attacks fire bolt (1d6+3 fire, 6/day), rage (7 rounds/day), rage powers (moment of clarity), wild shape 1/day (can adopt ooze form but not plant form)
Druid Spells Prepared (CL 6th; concentration +9)
3rd—fireballD (DC 16), greater magic fang (2), swarm of fangs (DC 16)
2nd—barkskin, bull’s strength (2), produce flameD, stone callAPG
1st—burning handsD (DC 14), cure light wounds (2), longstrider, pass without trace
0 (at will)—create water, detect magic, know direction, mending
D domain spell; Domain Fire

TACTICS:

Before Combat Troodon casts bull’s strength and greater magic fang on both himself and one ally, then casts barkskin on himself.
During Combat While his enemies are still at range, Troodon casts swarm of fangs, stone call, and other attack spells. When cornered in melee, he rages and attacks with his greataxe.
Base Statistics When he’s not raging, and without barkskin, bull’s strength, and greater magic fang, the chieftain’s statistics are AC 20, touch 13, flat-footed 20; Fort +12, Will +8; Melee +1 greataxe +13/+8 (1d12+6/×3), bite +7 (1d4+2) or bite +12 (1d4+5), 2 claws +12 (1d4+5); Ranged javelin +7 (1d6+7); Str 16, Con 13; CMB +12, CMD 22.

STATISTICS:

Str 24, Dex 11, Con 17, Int 10, Wis 16, Cha 13
Base Atk +7; CMB +14; CMD 22
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Power Attack, Toughness, Aspect of the Beast, Natural Spell, Planar Wild Shape, Powerful Shape, Quick Wild Shape, Shaping Focus, Spell Focus (Conjuration), Augment Summoning, Wild Speech, Discordant Voice, Dodge, Extra Performance, Harmonic Sage, Intimidating Performance, Leaf Singer, Lingering Performance, Master Combat Performer, Mocking Dance, Spellsong, Stone Singer, War Singer, Dazzling Display
Skills Diplomacy +7, Intimidate +10, Knowledge (dungeoneering) +2, Knowledge (religion) +6, Perception +12, Sense Motive +9, Spellcraft +9, Stealth +3, Survival +5
Languages Draconic, Druidic
SQ fast movement, lightfoot, nature bond (Fire domain), nature sense, tunnelrunner, wild empathy +7 (influence oozes, not magical beasts)
Combat Gear potions of cure moderate wounds (2), scroll of meld with stone; Other Gear mwk chain shirt, +1 greataxe, javelins (5), belt of incredible dexterity +2, bag of gemstones

ECOLOGY:

Environment any underground

SPECIAL ABILITIES:

Bonus Skills and Ranks: The ichormancer selects three alchemist skills to add to her class skills in addition to the normal druid class skills. The ichormancer gains a number of ranks at each level equal to 4 + Int modifier.

The war chanter is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower).

Weapon and Armor Proficiency: The ichormancer is proficient with all simple weapons, natural attacks, light and medium armor, and with shields (except tower shields).

The war chanter may select three bard skills to add to his class skills in addition to the normal barbarian class skills, one of which must be Perform (sing). The war chanter gains a number of ranks at each level equal to 4 + Int modifier.

Extracts: At 1st level, an ichormancer gains the ability to create extracts as an alchemist of equal level, and gains extra extracts per day if she has a high intelligence score. An ichormancer removes all “bomb” extracts from the alchemist’s formulae list (such as Shadow Bomb Admixture and Bombers Eye), and adds the following spell to her formulae list at the indicated extract levels: 1st–grease, hydraulic push, mudball, ray of sickening, summon nature’s ally I*, web bolt; 2nd–accelerate poison, ichorous rupture, pernicious poison, slipstream, summon nature’s ally II*, tar ball, web, web shelter; 3rd–aqueous orb, hydraulic torrent, muddy buddy, ooze burst, spit venom, summon nature’s ally IV*; 4th–poison, slowing mud, summon nature’s ally V*, touch of ooze, web cloud; 5th–blessing of the salamander, conjure black pudding, obsidian flow, summon nature’s ally VII*, tar pool; 6th–flesh to ooze, summon nature’s ally VIII*. *(An ichormancer can only summon oozes with summon nature’s ally extracts, and must use Table: Summon Nature's Ally Alternatives below). This ability replaces the druid’s spellcasting ability.

Table: Summon Nature’s Ally (Alternatives)
1st Level Type Source
Phlegmatic ooze swarm Ooze AP 43
Sanguine ooze swarm Ooze AP 43
2nd Level Type Source
Amoeba, giant Ooze B2
Amoeba swarm Ooze B2
Boilborn Ooze B4
Melancholoc ooze swarm Ooze AP 43
Ooze, amber Ooze THC
3rd Level Type Source
Choleric ooze swarm Ooze AP 43
Diger Ooze THC
Gelantinous orb Ooze RR
Jelly, tar Ooze RR
Jelly, whip Ooze THC
Mold, slime Ooze B2
Ooze, garden Ooze B3
4th Level Type Source
Cube, frost Ooze DDR
Cube, gelatinous Ooze B1
Freezing flow Ooze B4
Hungry flesh Ooze B4
Jelly, stun Ooze THC
Lightning bladder Ooze TH4
Mudbog Ooze THC
Ooze, crystal Ooze B1
Ooze, emerald Ooze RR
Ooze, gray Ooze B1
Ooze, hag eye Ooze AP 72
Ooze, id Ooze B1
Ooze, mercury Ooze THC
Sewer sludge Ooze TH4
Slime mold Ooze THC
Slithering tracker Ooze B2
5th Level Type Source
Cube, ebony Ooze DDR
Cube, electric Ooze DDR
Ectoplasm Ooze THC
Globster Ooze B3
Hungry fog Ooze B3
Jelly, jolly Ooze TH4
Jelly, ochre Ooze B1
Livingstone Ooze THC
Ooze, ebon Ooze TH4
Ooze, glacial Ooze THC
Ooze, metallic Ooze THC
Ooze, undead Ooze THC
Ooze, vendrous Ooze AP 35
Pudding, blood Ooze THC
Pudding, white Ooze THC
Sea scourge Ooze IS
Spawn of Jubelix Ooze TH4
Tear of burning flame Ooze LCG
Tear of nuruu'gal Ooze LCG
6th Level Type Source
Jelly, mustard Ooze THC
Ooze, brain Ooze B3
Ooze, deathtrap Ooze B3
Ooze, magma Ooze B2
Ooze, vampiric Ooze THC
Pudding, black Ooze B1
Pudding, brown Ooze THC
Pudding, dun Ooze THC
Shard slag Ooze B4
Trapper Ooze FF
7th Level Type Source
Color out of space Ooze B4
Jelly, tyrant Ooze B4
Living mirage Ooze OLP
Ooze, coven Ooze AP 72
Ooze, entropic Ooze THC
Pudding, stone Ooze THC
8th Level Type Source
Ooze, capacitor Ooze NLFS
Ooze, carnivorous crystal Ooze B3
Ooze, putrid Ooze AP 76
Vespergaunt Ooze ISB
9th Level Type Source
Carnivorous blob Ooze B2
Living monolith Ooze TH4

*AP (Pathfinder RPG Adventure Path), B1 (Bestiary), B2 (Bestiary 2), B3 (Bestiary 3), B4 (Bestiary 4), DDR (Dungeon Denizens Revisited), FF (Forgotten Foes), IS (Isle of Shackles), ISB (Inner Sea Bestiary), LCG (Lost Cities of Galorian), NLFS (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars ), OLP (Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs ), RR (Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition), TH4 (Tome of Horrors 4), THC (Tome of Horrors Complete)

Alchemy (Su): At 1st level, an ichormancer gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items and extracts. The ichormancer cannot create bombs or mutagens. This ability and brew potion replace nature sense.

Bottled Ooze (Su): At 1st level, an ichormaster gains the bottled ooze alchemist discovery, allowing her to trade any prepared extract to create an ooze of similar power to the extract's level. This ability replaces spontaneous casting.

Brew Potion (Ex): At 1st level, an ichormancer gains Brew Potion as a bonus feat.

Ichor Bond (Su): This is exactly like the druid’s nature bond ability, except fot the following changes. If the ichormancer chooses to bond with the natural world, the ichormancer chooses from the following cleric domains and animal and terrain domains

Domains: The ichormancer can choose from the Earth, Plant, or Water domains, the new Ooze or Poison domains, the Venom (Scalykind) or Blood (War) subdomains, or the new Slime (Ooze) and Brew (Poison/Artifice) subdomains.

Animal and Terrain Domains: The ichormancer can choose from the Aquatic, Cave, Frog, Jungle, or Swamp domains, or the new Mudbog and Volcanic domains.

An ichormancer gains one domain extract slot for each level of alchemist extract she can create, from 1st on up. Each day, an ichormancer can prepare one of the spells from her domain in that slot. If a domain spell is not on the alchemist formulae list, an ichormancer can prepare it only in her domain extract slot. Domain spells cannot be used to create extracts spontaneously. In regards to domain spells, the ichormancer treats her 1st and 2nd level domains spells as 1st– and 2nd–level extracts, but treats her 3rd and 4th level domain spells as 3rd–level extracts, 5th and 6th level domain spells as 4th–level extracts, 7th level domain spell as a 5th–level extract, and 8th level domain spell as a 6th–level extract. If an ichormancer has a spell granted by her domain on her formulae list already, she uses the spell as an extract at its earliest level.

As the second option, the ichormancer can choose to bond with the power of oozes and slimes instead of gaining an animal companion. At 1st level, the ichormancer gains a specially prepared bottle called an ichor jar. When preparing her daily extracts, an ichormancer can use her ichor jar to prepare a special bottled ooze. As a standard action that does not provoke attacks of opportunity, an ichormancer can release this ooze from the jar to fight at her side. While in the jar, the ooze heals naturally, as would a druid’s animal companion. An ichormancer can also use “cure” extracts to heal her ooze magically. To do so, she must either pour or prepare the “cure” extract directly into the ichor jar for it to take effect. Once released, the ooze remains until placed back into the ichor jar by the ichormance (a standard action) or is slain. If the ooze is slain, it is immediately sent back to its ichor jar and cannot be summoned again until the following day.

When an ichormancer uses her ichor jar, she can prepare an ooze as if she had cast summon nature’s ally I using Table: Summon Nature’s Ally Alternatives below. The type of ooze must be chosen when the ooze is prepared. Once prepared, the ooze cannot be changed until the next time she prepares it. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to prepare more powerful oozes (to a maximum of summon monster IX at 17th level). An ichormancer cannot have more than one prepared ooze active in this way at one time.

If an ichor jar is damaged, it is restored to full hit points the next time the ichormancer prepares her extracts spells. If the ichor jar is lost or destroyed, it can be replaced 1 week later through a special ritual that costs 200 gp per ichormancer level plus the cost of the masterwork jar. This ritual takes 8 hours to complete. Ichor jars replaced in this way do not possess any of the additional enchantments of the previous ichor jar, if they’ve been enchanted. An ichormancer can designate an existing magic bottle or similar container as her ichor jar. This functions in the same way as replacing a lost or destroyed ichor jar except that the new magic jar retains its abilities while gaining the benefits and drawbacks of becoming an ichor jar.

Ooze Empathy (Ex): This is exactly like the druid’s wild empathy ability, except that the ichormancer can influence and creatures of the ooze type instead of animals. In addition, the ichormancer adds Knowledge (dungeoneering) to her list of class skills and gains a competence bonus on all Knowledge (dungeoneering) skill checks to identify oozes equal to 1/2 her ichormancer level.

Studied Alchemy: An ichormancer can choose one of the following alchemist discoveries in place of a normal feat: combine extracts, concentrate poison, dilution, enhance potion, eternal potion, extend potion, infusion, malignant poison, poison conversion, sticky poison. She must meet the prerequisites of a selected discovery as normal.

Craft Ooze (Su): At 2nd level, an ichormancer gains the Craft Ooze item creation feat as a bonus feat, even if she does not meet the prerequisites. Oozes crafted by the ichormancer have a starting attitude of friendly rather than unfriendly when using ooze empathy. This ability replaces woodland stride.

Poison Use (Ex): At 2nd level, an ichormancer gains the alchemist’s poison use ability. This ability replaces trackless step.

War Chant: This is exactly like the bard’s bardic performance ability, but applies only to Perform (sing) checks made by the war chanter. In addition, the war chanter uses the following performances in place of those accessed by the bard. This ability and battle cry replace trap sense.

Battle Cry (Su): At 2nd level, a war chanter can use his performance to counter the effects of fear effects. Each round of the battle cry, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself) that hears the battle cry gains a +1 morale bonus to saves against fear. If an ally within range of the battle cry is already under the effect of a fear type spell, it gains another saving throw against the fear effect each round it hears the battle cry. At 6th level and every four levels thereafter, this bonus against fear effects increases by +1, to a maximum of +5 at 18th level. Battle cry relies on audible components to function. This ability and war chant replace trap sense.

Fog of War (Sp): At 2nd level, a war chanter can use his performance to create a fog of war. The war chanter makes a Perform (sing) skill check. If he succeeds, he unleashes a single low, reverberating note that creates a rolling fog to spew from his mouth and cover the battle field. Fog of war otherwise functions as the obscuring mist spell, with a caster level equal to the war chanter’s level. Fog of war relies on audible components to function. This ability replaces rage power at 2nd level.

Hymn of Battle (Su): At 4th level, a war chanter can use his performance to sing an energizing hymn that inspires those around him to greater prowess in battle. Each round of the hymn of battle, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself) that hears the hymn of battle gains a +1 morale bonus to attack and damage rolls. At 9th level and every five levels thereafter, these bonuses to attack and damage rolls increase by +1, to a maximum of +4 at 19th level. These bonuses remain as long as the war chanter maintains his hymn of battle. Hymn of battle relies on audible components to function. This ability replaces indomitable will.

Strain of Defense (Su): At 5th level, a war chanter can use his performance to grant added protection to his allies. Each round of the strain of defense, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself ), up to a maximum number of creatures equal to his Cha modifier that hears the strain of defense gains a +2 deflection bonus to AC. At 11th level and every six levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. This bonus remains as long as the war chanter maintains his strain of defense. Strain of defense relies on audible components to function. This ability replaces rage power at14th level.

Lay of the Land (Su): At 8th level, a war chanter can use his performance to increase an ally’s luck when accomplishing difficult tasks. The war chanter makes a Perform (sing) skill check. If he succeeds, any ally within 30 feet of the war chanter (including the war chanter himself ), up to a maximum number of creatures equal to his Cha modifier that hears the lay of the land gains +2 bonus on initiative checks, and Knowledge (geography), Perception, Stealth, and Survival skill checks. These bonuses remain for a number of rounds equal to 1/2 the war chanter’s level + his Cha modifier. Lay of the land relies on audible components to function. This ability replaces rage power at 20th level.

Slime Resistance (Ex): At 3rd level, an ichormancer gains a +2 bonus on all saving throws against poison and acid resistance 5. This bonus increases to +4 and acid resistance increases to 10 at 5th level, and then again to +6 and acid resistance 15 at 7th level. At 9th level, an ichormancer becomes completely immune poison and gains acid resistance 20. This ability replaces venom immunity.

Swift Alchemy (Ex): At 3rd level, an ichormancer gains the alchemist’s swift alchemy ability. This ability and instant alchemy replace orisons.

Rage Powers (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter may select a rage power at 3rd level and every three levels thereafter.

Uncanny Dodge (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter gains it at 3rd level.

Amorphous Shape (Su): This is exactly like the druid’s wild shape ability, except for the following changes. At 4th level, the ichormancer can assume the form of an amorphous alchemical creature, and is treated as being under the rag doll mutagen and tentacle alchemist discoveries whenever he uses the amorphous shape ability.

At 4th level, an ichormancer gains the ability to turn herself into any Small or Medium slime and back again once per day. This ability functions like the vermin shape I spell. An ichormancer loses her ability to speak while in ooze form because she is limited to the sounds that a normal, untrained ooze can make, but she can communicate normally with other oozes of the same general grouping as her new form.

As an ichormancer gains in levels, this ability allows the ichormancer to take on the form of larger and smaller vermin, oozes, and elementals. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, an ichormancer can use amorphous shape to change into a Large or Tiny slime or a Small magma, mud, or water elemental. When taking the form of a slime, an ichormancer's amorphous shape now functions as vermin shape II. When taking the form of an elemental, the ichormancer's amorphous shape functions as elemental body I.

At 8th level, an ichormancer can use amorphous shape to change into a Small or Medium ooze, or a Medium magma, mud or water elemental. When taking the form of an ooze, an ichormancer's amorphous shape now functions as beast shape III, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body II.

At 10th level, an ichormancer can use amorphous shape to change into a Large magma, mud, or water elemental. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body III. Also, while in his amorphous shape the ichormancer may secrete extracts from her body as if she had the Natural Spell feat. Extracts are automatically expended upon creating them, as if they were a spell, but are still classified as extracts for the use of feats and abilities.

At 12th level, an ichormancer can use amorphous shape to change into a Tiny or Large ooze, or a Huge magma, mud, or water elemental. When taking the form of an ooze, an ichormancer's amorphous shape now functions as beast shape IV, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body IV.

Regardless of what form the ichormancer takes, she has no discernible anatomy and is immune to poison, sneak attacks, and critical hits. Though she is treated as an ooze for the purposes of spells and abilities that would affect her. An ichrormancer cannot assume the form of an animal, plant, or other creature not described above.

Resist Slimy Malignance (Ex): Starting at 4th level, an ichormancer gains a +4 bonus on saving throws against the extraordinary, spell-like, and supernatural abilities of ooze. This bonus also applies to spells and effects that target ooze. This ability replaces resist nature’s lure.

Ooze Anatomy (Su): Starting at 5th level, an ichormancer’s internal body becomes more amorphous and gains the preserve organs alchemist discovery. This grants her a 25% of negating critical wounds and sneak attack damage. At 11th level, and again at 17th level, she gains the preserve organs one additional time, increase her chance of negating critical hits and sneak attack damage to 50% and 75% respectively. This ability, deadly excretions, and nauseating flesh replace the druid’s 7th, 8th, and 9th level spells.

Improved Uncanny Dodge (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter gains it at 7th level.

Poison (Ex): Bite; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.

Vengeful Stinger (Ex): When a creature adjacent to him hits Troodon with a melee attack, he can make an attack of opportunity with his stinging tail, even if his opponent’s attack would not otherwise provoke an attack of opportunity. Troodon must otherwise be eligible to make an attack of opportunity to use this ability. The attack is made with your full attack bonus, and with a +2 sacred bonus on the attack roll. The stinging tail is considered a light weapon with a critical range of 19–20/×2. On a successful hit, the target takes 2d8 points of damage plus an amount of damage equal his Strength modifier and must succeed at a Fortitude save or it takes 1d4 points of Dexterity damage. This poison damage is also modified on a confirmed critical hit.

Sassochus: Mouth of the Maze:

A great servant of the Ochre Dome, Sassochus was dispatched with Achillobator by the necromancers that command the Evangelist.

Crocodile, Dire
N Gargantuan animal
Init +4; Senses low-light vision; Perception +14

DEFENSE:

AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
Wounds 50; Vigor 100
Fort +15, Ref +8, Will +8

OFFENSE:

Speed 20 ft., swim 30 ft.; sprint
Melee bite +18 (3d6+13/19–20 plus grab) and tail slap +13 (4d8+6)
Space 20 ft.; Reach 15 ft.
Special Attacks death roll (3d6+19 plus trip), swallow whole (3d6+13, AC 16, 13 hp)

STATISTICS:

Str 37, Dex 10, Con 25, Int 1, Wis 14, Cha 2
Base Atk +9; CMB +26 (+30 grapple); CMD 36 (40 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception, Stealth)
Skills Perception +14, Stealth +0 (+8 in water), Swim +21; Racial Modifiers +8 Stealth in water
SQ hold breath

ECOLOGY:

Environment warm rivers and marshes
Organization solitary, pair, or colony (3–6)
Treasure none

The immense sarcosuchus, or dire crocodile, is an enormous predator capable of catching and eating prey as large as the largest dinosaurs.

Mazeborn Sentinels:

Rank and file minions of the Ochre Dome, these troglodytes have been strengthened by extended exposure to the mutagenic effects of the tenebrian seeds.

Advanced Troglodyte
CE Medium humanoid (reptilian)
Init +1; Senses darkvision 90 ft.; Perception +4; Aura stench (30 ft., DC 15, 10 rounds)

OFFENSE:

AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
Wounds 36; Vigor 14
Fort +9, Ref +1, Will +2

OFFENSE:

Speed 30 ft.
Melee 2 claws +4 (1d4+3), bite +4 (1d4+3)

STATISTICS:

Str 16, Dex 13, Con 18, Int 12, Wis 15, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Great Fortitude
Skills Intimidate +4, Perception +4, Stealth +7 (+11 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Common, Draconic


The reptilian painted with red dye interjects, speaking mostly to the first one who spoke,

"Yes, Archillobator, the Conventicle of Carcarraccoytususs, the Emenators Sepharabarsus and Issyussoran mostly, are quite angry. My master Coelophysis has no feeling on this. The desires of your masters and mine are what they are."


The reptilian entity that first voiced it's displeasure, this Archillobator the Evangelist, turns its fierce attention to the second one to speak,

"Indeed, Troodon of the Vermilion Dome, the will of the Emenators is as it is, and is still."

He turns from his comrade and again regards the strange collection of travelers before him,

"What is your answer?"

The creature snorts threateningly


Fixed some more formatting etc. issues, here we go again.

Battlemap

Troglodyte War Party

Servants of the so-called ‘serpent-spiders, these troglodytes have been strengthened by the enigmatic powers of their mysterious superiors, the savants, respectively, of the Ochre and Vermilion Dome of the great serpent-spider arcologies deep beneath Kalidnay.

BOSSES:
Achillobator (Enlightened Troglodyte War Chemist (Warpriest/Alchemist) 7/Venom Blade (Alchemist/Rogue) 7 (x1))
Troodon (Troglodyte Ichormancer (Druid/Alchemist) 6/War Chanter (Barbarian/Bard 6 (x1))

MINIONS:
Sassochus (Dire Crocodile (x1))
Mazeborn Sentinels (Troglodyte, Advanced (x2))

Achillobator: Herald of the Ochre Dome:

Among the greatest servants of the slassan necromancers who dominate the Conventicle of Carcarraccoytususs, Achillobator is a devoted Evangelist of the Mazefather, the enigmatic entity worshipped by the troglodytes masters. He is reviled by the alchemists of the Vermilion Dome as a traitor, a once loyal servant who turned to the teachings and doctrine of the Mazefather and its servants within the Ochre Dome.

Enlightened Troglodyte War Chemist (Warpriest/Alchemist) 7/Venom Blade (Alchemist/Rogue) 7
CE Medium humanoid (reptilian)
Init +2; Senses darkvision 90 ft.; Perception +13
Aura stench (30 ft., DC 21, 10 rounds)

DEFENSE:

AC 24, touch 10, flat-footed 24 (+8 armor, +6 natural)
Wounds 42; Vigor 58
Fort +17, Ref +6, Will +10 (+1 vs. fear)
Defensive Abilities bravery +1

OFFENSE:

Speed 20 ft.
Melee +1 battleaxe +15/+10 (1d8+6/×3), +1 bite +14 (4d8+12 plus grab), +1 claw +13 (4d6+5), or bite +14 (4d8+12 plus grab and poison), +2 claws +13 (4d6+5)
Ranged javelin +10/+5 (1d6+5)
Special Attacks channel negative energy 5/day (DC 15, 4d6), fury of the Abyss (+3, 8/day)
Spell-Like Abilities (CL 7th; concentration +12)
8/day—strength surge (+3)
Warpriest Spells Prepared (CL 7th; concentration +12)
3rd—bestow curse (DC 18), prayer, rageD, searing light
2nd—amplify stench, bull’s strengthD, cure moderate wounds, hold person (DC 17), spiritual weapon
1st—bless, command (DC 16), cure light wounds (3), entropic shield, protection from goodD
0 (at will)—bleed (DC 15), detect magic, guidance, stabilize
D domain spell; Domains Evil (Demon subdomain), Strength

TACTICS:

Before Combat Achillobator casts amplify stench on himself and bull’s strength on a trusted ally. He then uses his wand of bear’s endurance.
During Combat When combat begins, Achillobator casts rage on his allies—though he doesn’t concentrate on it.
Base Statistics Without amplify stench and bear’s endurance, the Achillobator’s statistics are Aura stench (30 ft., DC 19, 10 rounds); Fort +15; Con 18.

STATISTICS:

Str 20, Dex 15, Con 22, Int 14, Wis 20, Cha 14
Base Atk +8; CMB +13; CMD 25
Feats Ability Focus (stench), Combat Casting, Lightning Reflexes, Power Attack, Quick Draw, Selective Channeling, Toughness, Weapon Focus (battleaxe), Agile Maneuvers, Augment Summoning, Improved/Greater Trip, Craft Wondrous Item, Critical Focus/Blinding, Exhausting, Sickening, Staggering, Tiring Critical, Critical Mastery, Deadly Aim, Exotic Weapon Proficiency, Extend Spell, Extra Channeling, Improved Initiative, Improved Unarmed Strike, Deflect Arrows/Snatch Arrows, Lunge, Mounted Combat/Mounted Archery/Ride By Attack/Spirited, Point-Blank Shot, Precise Shot, Improved Rapid Shot, Manyshot, Power Attack, Cleave, Greater, Selective Channeling, Spell Focus, Greater, Step Up, Weapon Finesse, Additional Traits, Bashing Finish, Bodyguard/In Harm’s Way, Crippling Critical, Go Unnoticed, Improved Dirty Trick, Greater, Improved Share Spells, Keen Scent, Ki Throw, Point Blank Master, Racial Heritage, Spell Perfection, Steel Soul, Swift Aid, Divine Interference, Eldritch Heritage, Improved, Greater, Arc Slinger, Cleaving Finish, Improved, Crusader’s Flurry, Destructive Dispel, Devastating Strike, Improved, Dispel Synergy, Dispelling Fist, Disposable Weapon, Pin Down, Quick Dirty Trick, Sap Adept/Master, Stalwart, Improved, Two Handed Thrower, Dual Enhancement Jabbing Style/Dancer/Master, Lunging Spell Touch, Quicken Blessing, Slashing Grace, Advanced Weapon Training, Martial Focus, Advanced, Compulsory Mastery, Illusion Mastery, Vision Mastery, Empty Quiver Style/Flexibility/Flurry, Ace Trip, Burrowing Shot, Ricochet Toss, Weapon Material Mastery, Weapon Style Mastery, Overwatch Style/Tactician/Vortex, Startoss Style/Shower/Comet, Stylish Riposte, Close Sweep, Quick Brace, Hindering Shot, Cleaving Smash, Two Handed Menace, Blessed Hammer, Butterfly Sting, Cornugon Smash, Cunning Caster, Destroy Identity, Dirty Fighting, Drunken Brawler, Expanded Knowledge, Familiar Bound, Improved, Fencing Grace, Fey Foundling, Hurtful, Indomitable Mount, Jaguar Pounce, Lob Shot, Monstrous Mount, Mastery, Motivating Display, Mountain-Splitting Strike, Mounted Blade, Nature Soul/Animal Ally/Boon Companion, Piranha Strike, Ranged Trip, Reckless Aim, Totem Spirit, To the Last, Undersized Mount, Violent Display, Weapon Versatility, Wheeling Charge, Extra Discover, Extra Traits, Improved Initiative, Die for Your Master, Leadership, Ability Focus, Extra Bombs, Dodge, Master Alchemist, Planar Preservationist, Close Quarters Thrower
Skills Intimidate +13, Knowledge (planes) +11, Knowledge (religion) +13, Perception +13, Sense Motive +16, Spellcraft +11, Stealth +0 (+4 in rocky areas)
Languages Abyssal, Draconic, Undercommon, Common
Combat Gear potions of cure moderate wounds (2), wand of bear’s endurance (6 charges); Other Gear mwk half-plate, +1 battleaxe, javelins (6), belt of giant strength +2, headband of inspired wisdom +2, gold crown set with jet and bloodstones (worth 500 gp), 44 gp

ECOLOGY:

Environment any underground

SPECIAL ABILITIES:

Bonus Skills and Ranks: The war chemist may select three alchemist skills to add to his class skills in addition to the normal warpriest class skills. The war chemist gains a number of ranks at each level equal to 4 + Int modifier.

The venom blade can select six rogue skills to add to his list of class skills in addition to normal alchemist class skills, one of which must be Stealth. The venom blade gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: The inspired exalt is proficient with all simple and martial weapons, all alchemical weapons, plus the favored weapon of his deity. He is also proficient withal types of armor (heavy, light, and medium) and with shields (except tower shields). If the inspired exalt worships a deity with unarmed strike as its favored weapon, the inspired exalt gains Improved Unarmed Strike as a bonus feat.

The venom blade is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. The venom blade is proficient with light armor, but not with shields.

Spellcasting: A war chemist casts divine spells drawn from the cleric spell list and the alchemist formulae list. If a spell appears on both the warpriest spell list and alchemist formulae list, the war chemist uses the lower of the two spell levels listed for the spell. A war chemist otherwise learns, prepares, and casts spells as a warpriest of his war chemist level. He also gains bonus spells for a high Wisdom.

Essences (Ex): At 1st level, a war alchemist can prepare a number of essences or basic alchemical substances each day, as noted in the 0-level spell column on Table: War Chemist.

Essences are mundane alchemical substances that are quickly created through divine magic. Like an alchemist’s extracts, when a war chemist creates an essence, he infuses the chemicals and reagents in the essence with magic siphoned from his own divine aura. An essence immediately becomes inert if it leaves the war chemist's possession, reactivating as soon as it returns to his keeping—a war chemist cannot normally pass out his essences for allies to use (but see the “infusion” discovery below). An essence, once created, remains potent for 1 day before becoming inert, so a war chemist must re-prepare his essences every day. Mixing an essence takes 1 minutes of work—most war chemists prepare many essences at the start of the day or just before going on an adventure, but it's not uncommon for a war chemist to keep some (or even all) of his daily essence slots open so that he can prepare essences in the field as needed. Each prepared essence yields one dose of his chosen alchemical substance.

At 1st level, a war chemist can create the following initial substances at 1st level: acid, alchemist’s fire, fireworks (fire cracker), fireworks (jumping jenny), fireworks (paper candle), fireworks (star candle), holy water, holy weapon balm, keros oil, pellet grenade (iron).

At 3rd level, a war chemist adds the following alchemical creations to his list: alkali flask, bottled lightning, burst jar, fireworks (banshee ballerina), fireworks (skyrocket), fireworks (spirit), flash powder, liquid ice, pellet grenade (cold iron), pellet grenade (silver), sneezing powder, thunder stone, weapon blanch (cold iron), weapon blanch (silver).

At 5th level, a war chemist adds the following alchemical creations to his list: fireworks (flame fountain), fireworks (starfountain), fuse grenade, ghast retch flask, itching powder, pellet grenade (adamantine), weapon blanch (adamantine).

When used, an essence exactly duplicates the alchemical substance upon which it is based, including effect. Creating essences consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an essence normally has a costly material component, that component is expended during the creation of that particular essence. This ability replaces orisons.

War Alchemy (Su): At 1st level, a war chemist gains the alchemist’s alchemy ability. He can use his war alchemy to create mundane alchemical substances, bombs, essences (see Essences), and blanches that he can use against his enemies or to enhance his weapons and armor (see Alchemical Weapon and Alchemical Armor abilities). In addition, war chemist can use Craft (alchemy) to identify weapons and armor as if using detect magic. He must hold the weapon or armor (including shields) for 1 round to make such a check. This ability and weapon blanch replace sacred weapon.

Bonus Feats: This is exactly like the warpriest’s ability of the same name. In addition, a war chemist can select the following alchemist discoveries in place of a bonus feat: acid bomb, anarchic bomb, axiomatic bomb, blinding bomb, cognatogen, concussive bomb, defoliant bomb, delayed bomb, demolition charge, directed bomb, dispelling bomb, ectoplasmic bomb, explosive bomb, explosive missile, fast bombs, fire brand, force bomb, frost bomb, grand cognatogen, grand mutagen, greater cognatogen, greater mutagen, healing bomb, healing touch, holy bombs, immolation bomb, infusion, lingering spirit, madness bomb, mutagen, precise bombs, profane bombs, ranged baptism, shock bomb, spontaneous healing, sticky bomb, strafe bomb, sunlight bomb, tanglefoot bomb, underwater demolition. A war chemist treats his level as his alchemist level for the purpose of qualifying for discoveries. He must meet the prerequisites of any discovery he selects as normal.

Alchemy (Ex): This is exactly like the alchemist ability of the same name. Due to his narrow focus, venom blade’s can only use his Craft (alchemy) to create poisons, whether of a plant, animal, or alchemical origin, but not bombs, extracts or mutatgens. Poisons can be made using Craft (alchemy). The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes the venom blade to the poison. A venom blade can create any poison listed on Table 16–2: Sample Poisons (see page 559 of the Core Rulebook) if he has acquired the appropriate components for an individual poison.

Once a venom blade has gained the poison use class feature, he does not risk poisoning himself when using Craft to make poison. When using his Craft (alchemy) to create a poison, a venom blade gains a competence bonus equal to his venom blade level on the Craft (alchemy) check. In addition, a venom blade can use Craft (alchemy) to identify poisons or poisonous plants as if using detect poison. He must hold the poison filled vial or study the plant for 1 round to make such a check. This ability otherwise functions and replaces alchemy.

Sneak Attack: The venom blade gains the rogue’s sneak attack ability. This extra damage is 1d6 at 1st level, and increases by 1d6 every three venom blade levels thereafter, to a maximum of +7d6 at 19th level. Sneak attack bonuses from multiple sources stack. This ability and venom bile replace bombs.

Poison Resistance (Ex): This is exactly like the alchemist ability of the same name, except that the venom blade gains a bonus on all saving throws against poison of +2 at 2nd level, and increases to +4 at 4th level, and again to +6 at 6th level. At 8th level, a venom blade becomes completely immune to poison.

Discovery (Su): This is exactly like the alchemist ability of the same name, except that the venom blade gains a discovery at 3rd level and every three levels thereafter. However, the venom blade can only select from the following poison discoveries: Concentrate Poison*, Dilution* (poisons only), Enhance Poison, Extend Poison, Poison Conversion†, and Sticky Poison*. (*Advanced Player’s Guide, †Ultimate Combat)

In addition, whenever a venom blade could select a discovery, he can select a rogue talent that he qualifies for instead.

At 12th level, the venom blade can choose advanced rogue talents whenever he could choose a rogue talent, or when he selects the Extra Rogue Talent feat. A venom blade treats his level as his rogue or alchemist level for the purpose of qualifying for rogue talents and discoveries with level-dependent requirements that he's chosen.

Divine Extract (Su): At 3rd level, a war chemist learns to create extracts drawn from the war chemist’s spell list. When preparing his spells, he can create any extract of a prepared spell that appears on the alchemist’s formulae list and uses a spell slot equal to the alchemist’s formula level. The war chemist can choose to create his extracts at the start of the day, or create them in the field as needed by creating an extract of a prepared spell. In either case, mixing an extract takes 1 minute of work.

Like an alchemist, when a war chemist creates an extract, he infuses the concoction with a tiny fraction of his own magical power (from his aura), binding the effects to himself (the creator). At 3rd level, the war chemist can create 1st–level extracts from his spells. Every three levels thereafter, the war chemist can create each subsequent level of extracts from her spells, up to a maximum of 6th–level extracts at 18th level.

A war chemist does not use a formulae book and does not need to reference one to create his extracts. This ability and swift alchemy replaces the bonus feat gained at 3rd level.

Swift Alchemy (Ex): At 3rd level, a war chemist gains the alchemist’s swift alchemy ability.

Master Poisoner (Ex): At 3rd level, a venom blade can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The venom blade also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 his venom blade level. This ability replaces brew potion.

Channel Bombs (Su): At 4th level, a war chemist can channel the power of his faith to create bombs. This ability functions as the alchemist’s bomb ability, except that a war chemist’s bombs inflict damage equal to his fervor damage dice and splash damage is equal to the bomb’s minimum damage + the war chemist’s Wisdom modifier (if any). Using this ability is a standard action that expends two uses of fervor. At 6th level, the war chemist gains the anarchic bombs, axiomatic bombs, holy bombs, or profane bombs discovery, as determined by his alignment. This ability replaces channel energy.

Weapon Blanch (Su): At 4th level, a war chemist gains the ability to enhance one of his weapons through weapon blanches as a swift action. Applying the blanch grants the weapon a +1 alchemical enhancement bonus to attack and damage rolls, and is treated as magic for the purpose of overcoming damage reduction. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the war chemist has more than one blanched weapon, he can enhance another on the following round by using another swift action. The war chemist can use this ability a number of minutes per day equal to his war chemist level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing enhancement bonuses the weapon might have, to a maximum of +5. The war chemist can enhance a weapon with any of the following weapon special abilities: energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the war chemist is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 alchemical bonus before any other special abilities can be added.

Evasion (Ex): At 4th level, the venom blade gains the rogue’s evasion ability. This ability, uncanny dodge, and improved uncanny dodge replace the alchemist’s extracts ability.

Merged Poison: At 5th level, the venom blade can merge two different ingested type poisons into one. When the poisons are ingested, both poisons take effect. The newly merged poison has a save DC two points higher than the poison with highest DC used in the merging. At 8th level, the venom blade can merge two injury type poisons. At 13th level, a venom blade can merge two contact poisons. This ability replaces throw anything.

Uncanny Dodge (Ex): At 6th level, the venom blade gains the rogue’s uncanny dodge ability.

At 7th level, whenever a war chemist applies a weapon blanch, his is also treated as cold iron and silver for the purpose of damage reduction.

At 16th level, whenever a war chemist applies a weapon blanch, his is also treated as adamantine for the purpose of damage reduction.

If multiple weapons are enhanced, each one consumes rounds of use individually. The alchemical bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the war chemist's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the war chemist's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the war chemist uses this ability on a double weapon, the effects apply to only one end of the weapon.

Armor Blanch (Su): At 7th level, a war chemist gains the ability to enhance his armor through armor blanches as a swift action. This blanch grants the armor a +1 alchemical enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The war chemist can use this ability a number of minutes per day equal to his war chemist level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing enhancement bonuses the armor might have, to a maximum of +5. The war chemist can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 alchemical bonus before any other special abilities can be added.

At 10th level, whenever a war chemist applies an armor blanch, his armor is treated as being constructed from cold iron and silver. At 19th level, whenever a war chemist applies an armor blanch, his armor is treated as being constructed from adamantine.

The alchemical enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the war chemist is wearing the armor, and end immediately if the armor is removed or leaves the war chemist's possession. This ability can be ended as a free action at the start of the war chemist's turn. This ability cannot be applied to a shield.

When the war chemist uses this ability, he can also use his weapon blanch ability as a free action by expending one minute of his weapon blanch’s daily duration. This ability replaces sacred armor.

Poison (Ex): Bite; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.

Troodon: Shield of the Mazeweavers:

A representative of the Vermilion Dome, Troodon is renowned for his knowledge of the lore of the flesh-changers of the Red Chromatic Society alchemists that dominate this second most powerful of the great arcologies. He is famed for his ability to inspire the loyal servants of the Vermilion Dome with incantations pronouncing the great blessings of the tenebrian seeds.

Troglodyte Ichormancer (Druid/Alchemist) 6/War Chanter (Barbarian/Bard) 6
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Perception +12
Aura stench (30 ft., DC 14, 10 rounds)

DEFENSE:

AC 21, touch 11, flat-footed 21 (+4 armor, +9 natural, –2 rage)
Wounds 34; Vigor 66
Fort +14, Ref+4, Will +10; +2 vs. abilities of aberrations and oozes
Defensive Abilities uncanny dodge; Resist fire 10

OFFENSE:

Speed 50 ft.
Melee +1 greataxe +15/+10 (1d12+8/×3), +1 bite +10 (1d4+4), +1 claw +15 (1d4+8), or bite +14 (2d8+12 plus grab and poison), +2 claws +15 (1d4+8), or bite +14 (2d8+12 plus grab and poison), +1 claw +15 (1d4+8), + 1 tail slap +14 (2d8+12)
Ranged javelin +7 (1d6+7)
Special Attacks fire bolt (1d6+3 fire, 6/day), rage (7 rounds/day), rage powers (moment of clarity), wild shape 1/day (can adopt ooze form but not plant form)
Druid Spells Prepared (CL 6th; concentration +9)
3rd—fireballD (DC 16), greater magic fang (2), swarm of fangs (DC 16)
2nd—barkskin, bull’s strength (2), produce flameD, stone callAPG
1st—burning handsD (DC 14), cure light wounds (2), longstrider, pass without trace
0 (at will)—create water, detect magic, know direction, mending
D domain spell; Domain Fire

TACTICS:

Before Combat Troodon casts bull’s strength and greater magic fang on both himself and one ally, then casts barkskin on himself.
During Combat While his enemies are still at range, Troodon casts swarm of fangs, stone call, and other attack spells. When cornered in melee, he rages and attacks with his greataxe.
Base Statistics When he’s not raging, and without barkskin, bull’s strength, and greater magic fang, Troodon’s statistics are AC 20, touch 13, flat-footed 20; Fort +12, Will +8; Melee +1 greataxe +13/+8 (1d12+6/×3), bite +7 (1d4+2) or bite +12 (1d4+5), 2 claws +12 (1d4+5); Ranged javelin +7 (1d6+7); Str 16, Con 13; CMB +12, CMD 22.

STATISTICS:

Str 24, Dex 11, Con 17, Int 10, Wis 16, Cha 13
Base Atk +7; CMB +14; CMD 22
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Power Attack, Toughness, Aspect of the Beast, Natural Spell, Planar Wild Shape, Powerful Shape, Quick Wild Shape, Shaping Focus, Spell Focus (Conjuration), Augment Summoning, Wild Speech, Discordant Voice, Dodge, Extra Performance, Harmonic Sage, Intimidating Performance, Leaf Singer, Lingering Performance, Master Combat Performer, Mocking Dance, Spellsong, Stone Singer, War Singer, Dazzling Display
Skills Diplomacy +7, Intimidate +10, Knowledge (dungeoneering) +2, Knowledge (religion) +6, Perception +12, Sense Motive +9, Spellcraft +9, Stealth +3, Survival +5
Languages Draconic, Druidic, Common
SQ fast movement, lightfoot, nature bond (Fire domain), nature sense, tunnelrunner, wild empathy +7 (influence oozes, not magical beasts)
Combat Gear potions of cure moderate wounds (2), scroll of meld with stone; Other Gear mwk chain shirt, +1 greataxe, javelins (5), belt of incredible dexterity +2, bag of gemstones

ECOLOGY:

Environment any underground

SPECIAL ABILITIES:

Bonus Skills and Ranks: The ichormancer selects three alchemist skills to add to her class skills in addition to the normal druid class skills. The ichormancer gains a number of ranks at each level equal to 4 + Int modifier.

The war chanter may select three bard skills to add to his class skills in addition to the normal barbarian class skills, one of which must be Perform (sing). The war chanter gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The ichormancer is proficient with all simple weapons, natural attacks, light and medium armor, and with shields (except tower shields).

The war chanter is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower).

Extracts: At 1st level, an ichormancer gains the ability to create extracts as an alchemist of equal level, and gains extra extracts per day if she has a high intelligence score. An ichormancer removes all “bomb” extracts from the alchemist’s formulae list (such as Shadow Bomb Admixture and Bombers Eye), and adds the following spell to her formulae list at the indicated extract levels: 1st–grease, hydraulic push, mudball, ray of sickening, summon nature’s ally I*, web bolt; 2nd–accelerate poison, ichorous rupture, pernicious poison, slipstream, summon nature’s ally II*, tar ball, web, web shelter; 3rd–aqueous orb, hydraulic torrent, muddy buddy, ooze burst, spit venom, summon nature’s ally IV*; 4th–poison, slowing mud, summon nature’s ally V*, touch of ooze, web cloud; 5th–blessing of the salamander, conjure black pudding, obsidian flow, summon nature’s ally VII*, tar pool; 6th–flesh to ooze, summon nature’s ally VIII*. *(An ichormancer can only summon oozes with summon nature’s ally extracts, and must use Table: Summon Nature's Ally Alternatives below). This ability replaces the druid’s spellcasting ability.

Table: Summon Nature’s Ally (Alternatives)
1st Level Type Source
Phlegmatic ooze swarm Ooze AP 43
Sanguine ooze swarm Ooze AP 43
2nd Level Type Source
Amoeba, giant Ooze B2
Amoeba swarm Ooze B2
Boilborn Ooze B4
Melancholoc ooze swarm Ooze AP 43
Ooze, amber Ooze THC
3rd Level Type Source
Choleric ooze swarm Ooze AP 43
Diger Ooze THC
Gelantinous orb Ooze RR
Jelly, tar Ooze RR
Jelly, whip Ooze THC
Mold, slime Ooze B2
Ooze, garden Ooze B3
4th Level Type Source
Cube, frost Ooze DDR
Cube, gelatinous Ooze B1
Freezing flow Ooze B4
Hungry flesh Ooze B4
Jelly, stun Ooze THC
Lightning bladder Ooze TH4
Mudbog Ooze THC
Ooze, crystal Ooze B1
Ooze, emerald Ooze RR
Ooze, gray Ooze B1
Ooze, hag eye Ooze AP 72
Ooze, id Ooze B1
Ooze, mercury Ooze THC
Sewer sludge Ooze TH4
Slime mold Ooze THC
Slithering tracker Ooze B2
5th Level Type Source
Cube, ebony Ooze DDR
Cube, electric Ooze DDR
Ectoplasm Ooze THC
Globster Ooze B3
Hungry fog Ooze B3
Jelly, jolly Ooze TH4
Jelly, ochre Ooze B1
Livingstone Ooze THC
Ooze, ebon Ooze TH4
Ooze, glacial Ooze THC
Ooze, metallic Ooze THC
Ooze, undead Ooze THC
Ooze, vendrous Ooze AP 35
Pudding, blood Ooze THC
Pudding, white Ooze THC
Sea scourge Ooze IS
Spawn of Jubelix Ooze TH4
Tear of burning flame Ooze LCG
Tear of nuruu'gal Ooze LCG
6th Level Type Source
Jelly, mustard Ooze THC
Ooze, brain Ooze B3
Ooze, deathtrap Ooze B3
Ooze, magma Ooze B2
Ooze, vampiric Ooze THC
Pudding, black Ooze B1
Pudding, brown Ooze THC
Pudding, dun Ooze THC
Shard slag Ooze B4
Trapper Ooze FF
7th Level Type Source
Color out of space Ooze B4
Jelly, tyrant Ooze B4
Living mirage Ooze OLP
Ooze, coven Ooze AP 72
Ooze, entropic Ooze THC
Pudding, stone Ooze THC
8th Level Type Source
Ooze, capacitor Ooze NLFS
Ooze, carnivorous crystal Ooze B3
Ooze, putrid Ooze AP 76
Vespergaunt Ooze ISB
9th Level Type Source
Carnivorous blob Ooze B2
Living monolith Ooze TH4

*AP (Pathfinder RPG Adventure Path), B1 (Bestiary), B2 (Bestiary 2), B3 (Bestiary 3), B4 (Bestiary 4), DDR (Dungeon Denizens Revisited), FF (Forgotten Foes), IS (Isle of Shackles), ISB (Inner Sea Bestiary), LCG (Lost Cities of Galorian), NLFS (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars ), OLP (Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs), RR (Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition), TH4 (Tome of Horrors 4), THC (Tome of Horrors Complete)

Alchemy (Su): At 1st level, an ichormancer gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items and extracts. The ichormancer cannot create bombs or mutagens. This ability and brew potion replace nature sense.

Bottled Ooze (Su): At 1st level, an ichormaster gains the bottled ooze alchemist discovery, allowing her to trade any prepared extract to create an ooze of similar power to the extract's level. This ability replaces spontaneous casting.

Brew Potion (Ex): At 1st level, an ichormancer gains Brew Potion as a bonus feat.

Ichor Bond (Su): This is exactly like the druid’s nature bond ability, except fot the following changes. If the ichormancer chooses to bond with the natural world, the ichormancer chooses from the following cleric domains and animal and terrain domains

Domains: The ichormancer can choose from the Earth, Plant, or Water domains, the new Ooze or Poison domains, the Venom (Scalykind) or Blood (War) subdomains, or the new Slime (Ooze) and Brew (Poison/Artifice) subdomains.

Animal and Terrain Domains: The ichormancer can choose from the Aquatic, Cave, Frog, Jungle, or Swamp domains, or the new Mudbog and Volcanic domains.

An ichormancer gains one domain extract slot for each level of alchemist extract she can create, from 1st on up. Each day, an ichormancer can prepare one of the spells from her domain in that slot. If a domain spell is not on the alchemist formulae list, an ichormancer can prepare it only in her domain extract slot. Domain spells cannot be used to create extracts spontaneously. In regards to domain spells, the ichormancer treats her 1st and 2nd level domains spells as 1st– and 2nd–level extracts, but treats her 3rd and 4th level domain spells as 3rd–level extracts, 5th and 6th level domain spells as 4th–level extracts, 7th level domain spell as a 5th–level extract, and 8th level domain spell as a 6th–level extract. If an ichormancer has a spell granted by her domain on her formulae list already, she uses the spell as an extract at its earliest level.

As the second option, the ichormancer can choose to bond with the power of oozes and slimes instead of gaining an animal companion. At 1st level, the ichormancer gains a specially prepared bottle called an ichor jar. When preparing her daily extracts, an ichormancer can use her ichor jar to prepare a special bottled ooze. As a standard action that does not provoke attacks of opportunity, an ichormancer can release this ooze from the jar to fight at her side. While in the jar, the ooze heals naturally, as would a druid’s animal companion. An ichormancer can also use “cure” extracts to heal her ooze magically. To do so, she must either pour or prepare the “cure” extract directly into the ichor jar for it to take effect. Once released, the ooze remains until placed back into the ichor jar by the ichormance (a standard action) or is slain. If the ooze is slain, it is immediately sent back to its ichor jar and cannot be summoned again until the following day.

When an ichormancer uses her ichor jar, she can prepare an ooze as if she had cast summon nature’s ally I using Table: Summon Nature’s Ally Alternatives below. The type of ooze must be chosen when the ooze is prepared. Once prepared, the ooze cannot be changed until the next time she prepares it. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to prepare more powerful oozes (to a maximum of summon monster IX at 17th level). An ichormancer cannot have more than one prepared ooze active in this way at one time.

If an ichor jar is damaged, it is restored to full hit points the next time the ichormancer prepares her extracts spells. If the ichor jar is lost or destroyed, it can be replaced 1 week later through a special ritual that costs 200 gp per ichormancer level plus the cost of the masterwork jar. This ritual takes 8 hours to complete. Ichor jars replaced in this way do not possess any of the additional enchantments of the previous ichor jar, if they’ve been enchanted. An ichormancer can designate an existing magic bottle or similar container as her ichor jar. This functions in the same way as replacing a lost or destroyed ichor jar except that the new magic jar retains its abilities while gaining the benefits and drawbacks of becoming an ichor jar.

Ooze Empathy (Ex): This is exactly like the druid’s wild empathy ability, except that the ichormancer can influence and creatures of the ooze type instead of animals. In addition, the ichormancer adds Knowledge (dungeoneering) to her list of class skills and gains a competence bonus on all Knowledge (dungeoneering) skill checks to identify oozes equal to 1/2 her ichormancer level.

Studied Alchemy: An ichormancer can choose one of the following alchemist discoveries in place of a normal feat: combine extracts, concentrate poison, dilution, enhance potion, eternal potion, extend potion, infusion, malignant poison, poison conversion, sticky poison. She must meet the prerequisites of a selected discovery as normal.

Craft Ooze (Su): At 2nd level, an ichormancer gains the Craft Ooze item creation feat as a bonus feat, even if she does not meet the prerequisites. Oozes crafted by the ichormancer have a starting attitude of friendly rather than unfriendly when using ooze empathy. This ability replaces woodland stride.

Poison Use (Ex): At 2nd level, an ichormancer gains the alchemist’s poison use ability. This ability replaces trackless step.

War Chant: This is exactly like the bard’s bardic performance ability, but applies only to Perform (sing) checks made by the war chanter. In addition, the war chanter uses the following performances in place of those accessed by the bard. This ability and battle cry replace trap sense.

Battle Cry (Su): At 2nd level, a war chanter can use his performance to counter the effects of fear effects. Each round of the battle cry, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself) that hears the battle cry gains a +1 morale bonus to saves against fear. If an ally within range of the battle cry is already under the effect of a fear type spell, it gains another saving throw against the fear effect each round it hears the battle cry. At 6th level and every four levels thereafter, this bonus against fear effects increases by +1, to a maximum of +5 at 18th level. Battle cry relies on audible components to function. This ability and war chant replace trap sense.

Fog of War (Sp): At 2nd level, a war chanter can use his performance to create a fog of war. The war chanter makes a Perform (sing) skill check. If he succeeds, he unleashes a single low, reverberating note that creates a rolling fog to spew from his mouth and cover the battle field. Fog of war otherwise functions as the obscuring mist spell, with a caster level equal to the war chanter’s level. Fog of war relies on audible components to function. This ability replaces rage power at 2nd level.

Hymn of Battle (Su): At 4th level, a war chanter can use his performance to sing an energizing hymn that inspires those around him to greater prowess in battle. Each round of the hymn of battle, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself) that hears the hymn of battle gains a +1 morale bonus to attack and damage rolls. At 9th level and every five levels thereafter, these bonuses to attack and damage rolls increase by +1, to a maximum of +4 at 19th level. These bonuses remain as long as the war chanter maintains his hymn of battle. Hymn of battle relies on audible components to function. This ability replaces indomitable will.

Strain of Defense (Su): At 5th level, a war chanter can use his performance to grant added protection to his allies. Each round of the strain of defense, he makes a Perform (sing) skill check. Any ally within 30 feet of the war chanter (including the war chanter himself ), up to a maximum number of creatures equal to his Cha modifier that hears the strain of defense gains a +2 deflection bonus to AC. At 11th level and every six levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. This bonus remains as long as the war chanter maintains his strain of defense. Strain of defense relies on audible components to function. This ability replaces rage power at14th level.

Lay of the Land (Su): At 8th level, a war chanter can use his performance to increase an ally’s luck when accomplishing difficult tasks. The war chanter makes a Perform (sing) skill check. If he succeeds, any ally within 30 feet of the war chanter (including the war chanter himself ), up to a maximum number of creatures equal to his Cha modifier that hears the lay of the land gains +2 bonus on initiative checks, and Knowledge (geography), Perception, Stealth, and Survival skill checks. These bonuses remain for a number of rounds equal to 1/2 the war chanter’s level + his Cha modifier. Lay of the land relies on audible components to function. This ability replaces rage power at 20th level.

Slime Resistance (Ex): At 3rd level, an ichormancer gains a +2 bonus on all saving throws against poison and acid resistance 5. This bonus increases to +4 and acid resistance increases to 10 at 5th level, and then again to +6 and acid resistance 15 at 7th level. At 9th level, an ichormancer becomes completely immune poison and gains acid resistance 20. This ability replaces venom immunity.

Swift Alchemy (Ex): At 3rd level, an ichormancer gains the alchemist’s swift alchemy ability. This ability and instant alchemy replace orisons.

Rage Powers (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter may select a rage power at 3rd level and every three levels thereafter.

Uncanny Dodge (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter gains it at 3rd level.

Amorphous Shape (Su): This is exactly like the druid’s wild shape ability, except for the following changes. At 4th level, the ichormancer can assume the form of an amorphous alchemical creature, and is treated as being under the rag doll mutagen and tentacle alchemist discoveries whenever he uses the amorphous shape ability.

At 4th level, an ichormancer gains the ability to turn herself into any Small or Medium slime and back again once per day. This ability functions like the vermin shape I spell. An ichormancer loses her ability to speak while in ooze form because she is limited to the sounds that a normal, untrained ooze can make, but she can communicate normally with other oozes of the same general grouping as her new form.

As an ichormancer gains in levels, this ability allows the ichormancer to take on the form of larger and smaller vermin, oozes, and elementals. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, an ichormancer can use amorphous shape to change into a Large or Tiny slime or a Small magma, mud, or water elemental. When taking the form of a slime, an ichormancer's amorphous shape now functions as vermin shape II. When taking the form of an elemental, the ichormancer's amorphous shape functions as elemental body I.

At 8th level, an ichormancer can use amorphous shape to change into a Small or Medium ooze, or a Medium magma, mud or water elemental. When taking the form of an ooze, an ichormancer's amorphous shape now functions as beast shape III, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body II.

At 10th level, an ichormancer can use amorphous shape to change into a Large magma, mud, or water elemental. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body III. Also, while in his amorphous shape the ichormancer may secrete extracts from her body as if she had the Natural Spell feat. Extracts are automatically expended upon creating them, as if they were a spell, but are still classified as extracts for the use of feats and abilities.

At 12th level, an ichormancer can use amorphous shape to change into a Tiny or Large ooze, or a Huge magma, mud, or water elemental. When taking the form of an ooze, an ichormancer's amorphous shape now functions as beast shape IV, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body IV.

Regardless of what form the ichormancer takes, she has no discernible anatomy and is immune to poison, sneak attacks, and critical hits. Though she is treated as an ooze for the purposes of spells and abilities that would affect her. An ichrormancer cannot assume the form of an animal, plant, or other creature not described above.

Resist Slimy Malignance (Ex): Starting at 4th level, an ichormancer gains a +4 bonus on saving throws against the extraordinary, spell-like, and supernatural abilities of ooze. This bonus also applies to spells and effects that target ooze. This ability replaces resist nature’s lure.

Ooze Anatomy (Su): Starting at 5th level, an ichormancer’s internal body becomes more amorphous and gains the preserve organs alchemist discovery. This grants her a 25% of negating critical wounds and sneak attack damage. At 11th level, and again at 17th level, she gains the preserve organs one additional time, increase her chance of negating critical hits and sneak attack damage to 50% and 75% respectively. This ability, deadly excretions, and nauseating flesh replace the druid’s 7th, 8th, and 9th level spells.

Improved Uncanny Dodge (Ex): This is exactly like the barbarian ability of the same name, except that the war chanter gains it at 7th level.

Poison (Ex): Bite; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.

Vengeful Stinger (Ex): When a creature adjacent to him hits Troodon with a melee attack, he can make an attack of opportunity with his stinging tail, even if his opponent’s attack would not otherwise provoke an attack of opportunity. Troodon must otherwise be eligible to make an attack of opportunity to use this ability. The attack is made with your full attack bonus, and with a +2 sacred bonus on the attack roll. The stinging tail is considered a light weapon with a critical range of 19–20/×2. On a successful hit, the target takes 2d8 points of damage plus an amount of damage equal his Strength modifier and must succeed at a Fortitude save or it takes 1d4 points of Dexterity damage. This poison damage is also modified on a confirmed critical hit.

Sassochus: Mouth of the Maze:

A great servant of the Ochre Dome, Sassochus was dispatched with Achillobator by the necromancers that command the Evangelist.

Crocodile, Dire
N Gargantuan animal
Init +4; Senses low-light vision; Perception +14

DEFENSE:

AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
Wounds 50; Vigor 100
Fort +15, Ref +8, Will +8

OFFENSE:

Speed 20 ft., swim 30 ft.; sprint
Melee bite +18 (3d6+13/19–20 plus grab) and tail slap +13 (4d8+6)
Space 20 ft.; Reach 15 ft.
Special Attacks death roll (3d6+19 plus trip), swallow whole (3d6+13, AC 16, 13 hp)

STATISTICS:

Str 37, Dex 10, Con 25, Int 1, Wis 14, Cha 2
Base Atk +9; CMB +26 (+30 grapple); CMD 36 (40 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception, Stealth)
Skills Perception +14, Stealth +0 (+8 in water), Swim +21; Racial Modifiers +8 Stealth in water
SQ hold breath

ECOLOGY:

Environment warm rivers and marshes
Organization solitary, pair, or colony (3–6)
Treasure none

The immense sarcosuchus, or dire crocodile, is an enormous predator capable of catching and eating prey as large as the largest dinosaurs.

Mazeborn Sentinels:

Rank and file minions of the Ochre Dome, these troglodytes have been strengthened by extended exposure to the mutagenic effects of the tenebrian seeds.

Advanced Troglodyte
CE Medium humanoid (reptilian)
Init +1; Senses darkvision 90 ft.; Perception +4; Aura stench (30 ft., DC 15, 10 rounds)

OFFENSE:

AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
Wounds 36; Vigor 28
Fort +9, Ref +1, Will +2

OFFENSE:

Speed 30 ft.
Melee 2 claws +4 (1d4+3), bite +4 (1d4+3)

STATISTICS:

Str 16, Dex 13, Con 18, Int 12, Wis 15, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Great Fortitude
Skills Intimidate +4, Perception +4, Stealth +7 (+11 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Common, Draconic, Common


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Gonna attempt some knowledge checks, see if I can learn anything about the three named NPCs

1d20 + 9 ⇒ (2) + 9 = 11 Local

1d20 + 10 ⇒ (4) + 10 = 14 Religion

1d20 + 9 ⇒ (20) + 9 = 29 Nobility


Hamza Mīnakshi wrote:

Gonna attempt some knowledge checks, see if I can learn anything about the three named NPCs

1d20+9 Local

1d20+10 Religion

1d20+9 Nobility

Knowledge Local:

Hamza recalls nothing.

Knowledge Religion:

Hamza recalls nothing.

Knowledge Nobility:

Fenriz the Cambion, Master of the Aerie, mentioned that the serpent-spiders took under their guidance a number of troglodyte tribes that had dwelt for generations in the underdark beneath Kalidnay. Included among these tribes were two known as the Clutch of Lazzagabad and the Venomdrinkers. They were hardly peaceful and used to war incessantly with one another as much as their foes in the underworld. It seems likely that old rivalries may have persisted even in their new status as servants of the serpent-spiders.


Ri'Kli'Klek wrote:

"These were for the blood of sacrifices, that their power might feed the Red God and his works. It is..."

Ri'Kli'Klek stops as the creatures interrupt them. He shifts his stance slightly to focus on this new threat. Silently he focuses his energies to heighten his defenses, anticipating that this will end in violence.

He's casting shield if he can get away with it.

I'm not really sure about the rules for out of combat buffing. I'm okay with it since I assume the troglodytes already had time to get all their buffs in place before they showed up.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Diplomacy: 1d20 + 15 ⇒ (6) + 15 = 21

If that's Troglodytes, i bet we can smell them.

Indeed it was not our intention to raid and slay your masters subjects. We were merely taking a walk outside, when suddenly this door opened. Next thing your trustworthy beasts charged us outside, annihilating one of ours and trying to do the same to us. With his last breath though, our dying friend slew them all.

Bluff: 1d20 + 20 ⇒ (12) + 20 = 32

This seemed to have set something in motion, so we came in to take a look if everything is allright. Also to enjoy the shade and mourn our friend. You know, shade is rare outside.

Out of combat buffing: Either beforehand where foes don't see it, or in a situation like this, where it is witnessed, it depends on the foes abilities. Spells if not concealed are certainly seen. Might be identified, or at least understood magic is being used. Usualy not a good thing on Athas. Psionics depends on the manifestation effects, but might be known as well.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

Telekenisis Grapple. Achillobator: Mythic for move action, ie 1 action point: 1d20 + 11 ⇒ (15) + 11 = 26 vs CMD25: works
Advanced Action Bull’s Strength, ie 2 action points

Trapped as he was under horrific torture, betrayed by these creatures, Rilkus’ mind was filled with hatred. His body swelled with the power of nature even as his mind lashed out against Achillobator, pinning the Troglodyte’s arms to his sides.

”Betrayers.” His voice dripped with scorn. ”For how long did ye torture me? And ye think we’re daft enough to fall for ye wiles?” His anger caused the invisible psychic bonds to tighten on the troglodyte leader. ”These folks are nay with me. They blundered in here, as they say. But I! I Rilkus Stonehand stand free, and ye will torture me no longer!”

Rilkus has been tortured for elementals knows how long, put into that machine by these creature. He has been released for under a minute and already they show up. He is not in the frame of mind for subtlety. On the plus side though, the caster is now grappled!


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Guess that triggers initiative? Which might come before Rilkus action?

Anyway, i'm not entirely sure about how much Amunet-Ra would know about those even with knowledge rolls. My take so far is, that their existance and the existance of those gian underground complexes were unknown to her and elven lorekeepers, or at least she was not initiated into that kind of knowledge. I would make some knowledge rolls, but more to see about their abilities i guess.

kn:local: 1d20 + 15 ⇒ (10) + 15 = 25

@Rilkus: all good, logical reaction :D

Seeing Rilkus actions, Amunet-Ra speaks out again, directed at Troodon:
Troodon it is? Please stand aside, there is no need of violence between us. When i understood it correctly, this fine dwarf was betrayed and tortured by your ochre companions there while he enjoyed their hospitality. Perhaps we can talk this out. Doesn't have to concern you at all.

Diplomacy: 1d20 + 15 ⇒ (10) + 15 = 25


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Well, it appears they have incensed the dwarf and nothing short of *their* submission will avoid violence now...

It appears your master's will comes with consequences, and he would leave you to suffer them. Will you die fanatics, as tools of this will? We have no problem dispatching mindless agents of misguided powers who torture free people, but you still have choices if you can overcome your blindness and see them.

Intimidate, mythic surge: 1d20 + 1d6 ⇒ (15) + (4) = 19

Rokan has little faith in "negotiation" right now, as the aggressors have demonstrated they are single-minded in their servitude.


Amunet-Ra wrote:

Guess that triggers initiative? Which might come before Rilkus action?

Anyway, i'm not entirely sure about how much Amunet-Ra would know about those even with knowledge rolls. My take so far is, that their existance and the existance of those gian underground complexes were unknown to her and elven lorekeepers, or at least she was not initiated into that kind of knowledge. I would make some knowledge rolls, but more to see about their abilities i guess.

[dice=kn:local]1d20+15

@Rilkus: all good, logical reaction :D

Seeing Rilkus actions, Amunet-Ra speaks out again, directed at Troodon:
Troodon it is? Please stand aside, there is no need of violence between us. When i understood it correctly, this fine dwarf was betrayed and tortured by your ochre companions there while he enjoyed their hospitality. Perhaps we can talk this out. Doesn't have to concern you at all.

[dice=Diplomacy]1d20+15

kn:local: 1d20 + 15 ⇒ (10) + 15 = 25:

The Dreadseer is aware that some new force stirs in the depths of the mines, but not its exact nature or design. This power has a awakened the spirit of Kalid-Ma, and thus the Great Orrery which bridges the gap between Athas and distant worlds. It seems likely these two are representatives of that new power.

Diplomacy: 1d20 + 15 ⇒ (10) + 15 = 25:

The reptilian painted with red hues, and identified as Troodon, appears to indicate some degree of hesitation to enter combat on behalf of his fellow, this Archillobator, and appears to purposefully keep himself towards the rear of the melee.

"The mouths of the Ochre Dome are hungry and grasping."


Amunet-Ra wrote:

Diplomacy: 1d20 + 15 ⇒ (8) + 15 = 23

If that's Troglodytes, i bet we can smell them.

Indeed it was not our intention to raid and slay your masters subjects. We were merely taking a walk outside, when suddenly this door opened. Next thing your trustworthy beasts charged us outside, annihilating one of ours and trying to do the same to us. With his last breath though, our dying friend slew them all.

Bluff: 1d20 + 20 ⇒ (9) + 20 = 29

This seemed to have set something in motion, so we came in to take a look if everything is allright. Also to enjoy the shade and mourn our friend. You know, shade is rare outside.

Out of combat buffing: Either beforehand where foes don't see it, or in a situation like this, where it is witnessed, it depends on the foes abilities. Spells if not concealed are certainly seen. Might be identified, or at least understood magic is being used. Usualy not a good thing on Athas. Psionics depends on the manifestation effects, but might be known as well.

Sense Motive check: 5d20 ⇒ (6, 11, 5, 13, 1) = 36

Bluff: Amunet-Ra:

All of the reptilians except for Achillobator seem to believe the elf's story.


If Hamza and Amunet want to 'aid another', they might have more success, as it is, those aren't high rolls for the situation.

I don't think you can do things like Intimidate that potentially have combat effects on opponents without rolling Initiative.


Rilkus Ironhand wrote:

[dice=Telekenisis Grapple. Achillobator: Mythic for move action, ie 1 action point]1d20+11 vs CMD25: works

Advanced Action Bull’s Strength, ie 2 action points

Trapped as he was under horrific torture, betrayed by these creatures, Rilkus’ mind was filled with hatred. His body swelled with the power of nature even as his mind lashed out against Achillobator, pinning the Troglodyte’s arms to his sides.

”Betrayers.” His voice dripped with scorn. ”For how long did ye torture me? And ye think we’re daft enough to fall for ye wiles?” His anger caused the invisible psychic bonds to tighten on the troglodyte leader. ”These folks are nay with me. They blundered in here, as they say. But I! I Rilkus Stonehand stand free, and ye will torture me no longer!”

Rilkus has been tortured for elementals knows how long, put into that machine by these creature. He has been released for under a minute and already they show up. He is not in the frame of mind for subtlety. On the plus side though, the caster is now grappled!

You can't do combat actions like that without rolling Initiative.


Rokan the Ascetic wrote:

Well, it appears they have incensed the dwarf and nothing short of *their* submission will avoid violence now...

It appears your master's will comes with consequences, and he would leave you to suffer them. Will you die fanatics, as tools of this will? We have no problem dispatching mindless agents of misguided powers who torture free people, but you still have choices if you can overcome your blindness and see them.

[dice=Intimidate, mythic surge]1d20+1d6

Rokan has little faith in "negotiation" right now, as the aggressors have demonstrated they are single-minded in their servitude.

You can't do combat actions like this without rolling Initiative.


Let me explain the battlemap set up a bit. There's a corridor with raised ramps on each side -- the ramps are how Hamza avoided the sacrificial pits that are spaced out on the corridor. The Aztec stela in the floor is the door to the sacrificial pit. It is between you and the troglodytes. You can maneuver around it on each side, but not walk directly across without triggering the pit trap. So, for now both sides are separated unless one undertakes a move action to ease around the side. Let me know where you want to be positioned. Archillobator has his two mooks positioned in front of him to be meat shields to absorb ranged attacks of all kinds. Troodon is in the back with his crocodile.


There's still some possibility of talking to these characters more -- they'll probably answer questions or give more information if it is elicited. Right now, you're trying to manipulate or bully them, and the ones that have high wisdom scores aren't as easily susceptible to those kinds of effects.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Not to start an argument with the GM, but I believe Rokan is attempting to use Intimidate as a 'substitute' for Diplomacy:

Intimidate:

Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

I do not believe it would or should be considered a combat action.

Also, you *could* rule that Rilkus' telekinetic grapple is a 'surprise' round action, prior to actual combat. Almost like an ambush. While we are all aware of one another, the potential of impending combat, and thus we would not be flat-footed, there's no reason somebody on either side couldn't say 'screw this' and attack. Which is what Rilkus did.

This would then be the GM prompt to call for initiative.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Aiding Hamza is good, forgot to write that.

Before things go out of hand here, i want to say something. I was informed that seemingly there is a new power in the depths of the mines. Seemingly you are part of it? Are you and your masters aware that you awakened the spirit of Kalid-Ma, and thus the Great Orrery which bridges the gap between Athas and distant worlds? Do you come from a distant world? Or somewhere from Athas?

I'm not sure i understand what you are saying there, Troodon. Do they eat dwarves? Or people? Like the kreen here used to and some still do?


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

How far away are the enemies from Hamza? Need actual feet, if possible.

Also, since Amunet rolled higher on her diplomacy, Hamza will aid her.

Finally, since she's also attempting to bluff our enemies, Hamza will attempt to aid her with that as well. 1d20 + 11 ⇒ (12) + 11 = 23 Bluff


Hamza Mīnakshi wrote:

Not to start an argument with the GM, but I believe Rokan is attempting to use Intimidate as a 'substitute' for Diplomacy:

** spoiler omitted **

I do not believe it would or should be considered a combat action.

Also, you *could* rule that Rilkus' telekinetic grapple is a 'surprise' round action, prior to actual combat. Almost like an ambush. While we are all aware of one another, the potential of impending combat, and thus we would not be flat-footed, there's no reason somebody on either side couldn't say 'screw this' and attack. Which is what Rilkus did.

This would then be the GM prompt to call for initiative.

First, I'm always okay if someone wants to challenge me about rules -- there are an endless number of them, and I consistently forget things, so feel free to correct me if you think something's awry. That said, are you sure about that? Intimidate can stagger an enemy -- that seems like a combat effect to me, and also makes me think the NPCs should roll for Intimidate to stagger the PCs if that's a possibility. I think an ambush would require a Perception check or something. Don't the NPCs get a chance to anticipate Rilkus' action and fire off some response?


Ok, I was assuming it was demoralize opponent -- I see there's also an influence opponent's attitude.

Can Rokan please clarify which use he intended?


Hamza Mīnakshi wrote:

How far away are the enemies from Hamza? Need actual feet, if possible.

Also, since Amunet rolled higher on her diplomacy, Hamza will aid her.

Finally, since she's also attempting to bluff our enemies, Hamza will attempt to aid her with that as well. 1d20+11 Bluff

About 25' feet away from the front group of Achillobator and his two guards, if everyone is standing basically on the far side of the sacrificial pit. About 50' from Troodon and his gator.

I need to redo/retcon the Bluff and Diplomacy rolls based on aid another -- let's see what other actions I need to deal with and I'll adjust based on that.


Amunet-Ra wrote:

Aiding Hamza is good, forgot to write that.

Before things go out of hand here, i want to say something. I was informed that seemingly there is a new power in the depths of the mines. Seemingly you are part of it? Are you and your masters aware that you awakened the spirit of Kalid-Ma, and thus the Great Orrery which bridges the gap between Athas and distant worlds? Do you come from a distant world? Or somewhere from Athas?

I'm not sure i understand what you are saying there, Troodon. Do they eat dwarves? Or people? Like the kreen here used to and some still do?

"The Mazeborn have come recently to this world. I doubt not that the masters of the Ochre Dome have disturbed the dead on behalf of the Mazefather. We, the servants of the Mazeborn, are of this world. The Mazeborn came from another place, which they call Serran."


Amunet-Ra wrote:

Aiding Hamza is good, forgot to write that.

Before things go out of hand here, i want to say something. I was informed that seemingly there is a new power in the depths of the mines. Seemingly you are part of it? Are you and your masters aware that you awakened the spirit of Kalid-Ma, and thus the Great Orrery which bridges the gap between Athas and distant worlds? Do you come from a distant world? Or somewhere from Athas?

I'm not sure i understand what you are saying there, Troodon. Do they eat dwarves? Or people? Like the kreen here used to and some still do?

"The Ochre Dome takes and has what it wills."


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Thanks Hamza, I was about to fish up that explanation. Yes, I'm using intimidate as an alternate means of coercing their behavior, pre-combat.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

Jimbli clamps his mouth shut.. he knows his words would end the brief parley. He places his hand on the hilt of his sheathed sword, and hears it speak to his mind. "Name me, wield me, strike down your foes."

He'd witnessed how his sword appeared to absorb the force emanating from the Celabadon as it perished.. Jimbli nods, grins devilishly, and responds aloud in a low murmur "I will"

Jimbli then telepathically asks about its properties as the talks with the trogs continued.

Legendary Item from Mythic level:
Legendary Item
Cela Fang: Soul of the Celabadon (Silver Sword)
Int 12
Wis 16
Cha 14
Ego 8
Legendary Surge 4/day
Telepathy
Unyielding (double hardness: 20, triple hit points: 25)
Foe-biting (use surge to double damage - including precision)
Sonic Ray 3/day (45' range, 5d8 sonic damage, Saving Throw none, SR yes)

3 points
>Intelligent: A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability. It can speak Common plus a number of additional languages based on its Intelligence score. The additional languages can be any that the bonded creature wants, except for secret languages (such as Druidic). The item gains senses with a range of 30 feet. Furthermore, this item always has the alignment of the bonded creature who first selected this ability. An intelligent legendary item has an Ego score, just like a non-mythic intelligent item, but it can never become dominant in its relationship with its bonded creature as long as the bonded creature’s alignment corresponds to the item’s (using the normal rules for intelligent items). This is a persistent ability. An intelligent legendary item gains a +4 bonus to its Ego when interacting with non-mythic wielders. You can select this ability more than once. Each time you do, you can increase its ability scores (to a maximum of 20 each) and select one of the following special abilities. You can increase all three of its ability scores by 2 points, or one of these ability scores by 4 points and one other ability score by 2 points. The special abilities are listed below. Some have another ability as a prerequisite.

-->Spellcasting (Silent Ray): This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it’s taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class’s spell list. No spell can have a level higher than the bonded creature’s tier. The caster level for these spells is equal to double the bonded creature’s tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature’s tier.

-->Telepathy: This item can hold private mental conversations with its bearer, regardless of whether they share a known language. The item must be in physical contact with a creature to communicate this way.

1 point
>Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled. This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.

1 point
>Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.

1 point
>Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it’s immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

Initiative: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

Next time I’ll roll Initiative first. Though I think that a psychic attack could well be a surprise round as it’s hard to predict someone grappling you with their mind. And even with a grapple, it is feasible for conversation to continue, though it’s far less likely


I'm okay with the idea of a surprise round, but I don't think the possibility of there being one means the party automatically gets the surprise, and not the NPCs. I think we'd have to do opposed Perception roles or something like that, so that the NPCs have an opportunity to surprise you instead.


Just so we have this already done in case a fight breaks out.

Jimbli: 1d20 + 8 ⇒ (3) + 8 = 11
Rokan: 1d20 + 5 ⇒ (11) + 5 = 16
Amunet: 1d20 + 18 ⇒ (2) + 18 = 20
Hamza: 1d20 + 15 ⇒ (3) + 15 = 18
Ri'Kli'Kek: 1d20 + 7 ⇒ (7) + 7 = 14
Cae: 1d20 + 3 ⇒ (3) + 3 = 6
Troglodyte War Party: 1d20 + 4 ⇒ (8) + 4 = 12


Okay, that works because Rilkus would go first anyway, we'll suspend Rilkus' actions for a second till we finish adjudicating the Diplomacy and Bluff from Hamza and Amunet, but that sets up the course of action afterwards.

Where does everyone want to be positioned?


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Diplomacy, bluff, *and* the intimidate? Or did it already not success in swaying them?


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2
Sebecloki wrote:

Just so we have this already done in case a fight breaks out.

[dice=Jimbli]1d20+8
[dice=Rokan]1d20+5
[dice=Amunet]1d20+18
[dice=Hamza]1d20+15
[dice=Ri'Kli'Kek]1d20+7
[dice=Cae]1d20+3
[dice=Troglodyte War Party]1d20+4

Actually, I'm going to spending a mythic power point to treat my initiative as if I rolled a 20, as per Mythic Improved Initiative. Thus, I end up with a 35.


Rokan the Ascetic wrote:
Diplomacy, bluff, *and* the intimidate? Or did it already not success in swaying them?

Intimidate succeeds against the two Mazeborn Sentinels and Troodon, but not against Archillobator and Sossochus.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Gotcha, thanks!


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Can you swap the old battlemap on your header for the new one? Will be easier to answer where I wanna be lol


Bluff succeeds against all foes. Diplomacy fails against Archillobator and the Mazeborn Sentinels, but succeeds with Sassohus and Troodon.


Hamza Mīnakshi wrote:
Can you swap the old battlemap on your header for the new one? Will be easier to answer where I wanna be lol

Swapped out battlemaps.

Just to recap:

*Intimidate succeeds against the two Mazeborn Sentinels and Troodon, but not against Archillobator and Sassochus.

*Bluff succeeds against all foes. Diplomacy fails against Archillobator and the Mazeborn Sentinels, but succeeds with Sassohus and Troodon.

Order of Initiative:

Hamza
Rilkus
Amunet
Rokan
Ri'Kli'Kek

Troglodyte War Party

Jimbli
Cae

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