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

Is there any way I can move within about 40' of our foes(I have a speed of 55'), but still remain on that seemingly raised section(is that one of the ramps you mentioned before?)


Yes, you can move along the ramps one the sides (those should be visible on each side of the corridor on the image) to get in that range.


Re-posting since we're about to move into combat it seems, and we're off the last page where the stats are.

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 +1 bite +14 (2d8+12 plus grab and poison), +2 claws +15 (1d4+8), or +1 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

Yeah, ok, then move Hamza so he's around 40' or so from Achillobator.

I believe we're ready to learn the results of our aided rolls, and the non aided intimidate, yes?


Hamza Mīnakshi wrote:

Yeah, ok, then move Hamza so he's around 40' or so from Achillobator.

I believe we're ready to learn the results of our aided rolls, and the non aided intimidate, yes?

I already posted those results, look on the previous page.


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

So, while a fair amount was successful, nothing was successful enough to avoid or otherwise alter combat?


1 person marked this as a favorite.

It only effected some of the potential combatants -- it will have an effect on how restrained some of them are in the melee. Achillobator and his mooks and Troodon and his mook are, as you can probably already tell, respectively parts of non-harmonious entities in slassan/serpent-spider society, and the degree to which Troodon is going to help Achillobator has been influenced by the proceedings thus far.


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

Wow, I'm away for a day and there's almost 50 posts. XD

Ri'Kli'Klek is a Psychic, so his 'spells' are psionic abilities. They probably would have been able to see some kind of manifestation when he cast, so let's say it was his action for the first round of combat.

In a situation like this where one side attacks the other without warning, I think the usual method for determining if there's surprise is for the attacker to roll Bluff and the defender to roll Sense Motive--if the defender rolls higher, than they notice the attacker is about to attack in time to avoid being surprised. It's ultimately a GM call, though.

Ri'Kli'Klek finishes calling up his shield of force. To the others, he says, "See that more blood is not shed here, lest worse happen than already has. But if these have disturbed the tomb they must not be allowed to continue."

Having said this, he moves with blinding swiftness, getting right up in front of the nearest troglodyte.

Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8

The scent of the things is nauseating, but Ri'Kli'Klek stands firm as he prepares to strike.


Ri'Kli'Klek wrote:

Wow, I'm away for a day and there's almost 50 posts. XD

Ri'Kli'Klek is a Psychic, so his 'spells' are psionic abilities. They probably would have been able to see some kind of manifestation when he cast, so let's say it was his action for the first round of combat.

In a situation like this where one side attacks the other without warning, I think the usual method for determining if there's surprise is for the attacker to roll Bluff and the defender to roll Sense Motive--if the defender rolls higher, than they notice the attacker is about to attack in time to avoid being surprised. It's ultimately a GM call, though.

Ri'Kli'Klek finishes calling up his shield of force. To the others, he says, "See that more blood is not shed here, lest worse happen than already has. But if these have disturbed the tomb they must not be allowed to continue."

Having said this, he moves with blinding swiftness, getting right up in front of the nearest troglodyte.

[dice=Fortitude]1d20+7

The scent of the things is nauseating, but Ri'Kli'Klek stands firm as he prepares to strike.

I'll take that method under advisement next time -- here it wouldn't work b/c some of the opponents saved.

Woah there people, we need to fix where everyone is -- also we have an order of initiative here which I am re-posting. The method we've been using is the monsters roll together, and the heroes go before or after the monsters. We deal with the 'before' and the 'after' in order, so let's please clarify, starting with Hamza, where everyone in the 'before' group is and what they're doing.

Order of Initiative:

Hamza
Rilkus
Amunet
Rokan
Ri'Kli'Kek

Troglodyte War Party

Jimbli
Cae

Also, just a final warning -- these opponents are not beasts like the last battle, they are not stupid, they were prepared to fight when they came, and they have some tricks up their sleeves, so try to think about what you're doing. You have a slight advantage in that some of them are more invested in the battle than the others, but try to anticipate what you might do in this situation if you were smart opponents.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Cae west a couple of squares.


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 |

I think Amunet-Ra is fine, but she will move anyway.

Sensing where this goes, Amunet-Ra moves towards the east wall and jumps up on the ballustrade, unleashing volleys of shuriken at Achillobator, who seems like the main threat to her.

Acrobatics to jump: 1d20 + 28 ⇒ (19) + 28 = 47

First Attack:

Flurry of Stars vs flat-footed Achillobator, -4 AC after first hit Debilitating Injury: Bewildered -2/-4, 1 STR damage for every hit with sneak attack from pressure points. Second Shuriken will be a Dehydrating Strike, will save DC 18 or fatigued.

Shuriken: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 231d8 + 6 + 2d6 ⇒ (8) + 6 + (6, 1) = 21
Shuriken: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 251d8 + 6 + 2d6 ⇒ (8) + 6 + (4, 5) = 23 = hit -4AC; -1 STR; willsave DC 18 or fatigued
Shuriken: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 231d8 + 6 + 2d6 ⇒ (1) + 6 + (2, 6) = 15 = hit -1 STR
Shuriken: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = 241d8 + 6 + 2d6 ⇒ (2) + 6 + (5, 4) = 17 = hit -1 STR
Shuriken: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 171d8 + 6 + 2d6 ⇒ (5) + 6 + (2, 4) = 17

Second Attack:

Flurry of Stars vs flat-footed Achillobator, -4 AC after first hit Debilitating Injury: Bewildered -2/-4, 1 STR damage for every hit with sneak attack from pressure points.

Shuriken: 1d20 + 15 - 5 - 2 ⇒ (13) + 15 - 5 - 2 = 211d8 + 6 + 2d6 ⇒ (7) + 6 + (3, 1) = 17 = hit -1 STR
Shuriken: 1d20 + 15 - 5 - 2 ⇒ (4) + 15 - 5 - 2 = 121d8 + 6 + 2d6 ⇒ (8) + 6 + (3, 5) = 22
Shuriken: 1d20 + 15 - 5 - 2 ⇒ (12) + 15 - 5 - 2 = 201d8 + 6 + 2d6 ⇒ (4) + 6 + (5, 6) = 21 = hit -1 STR
Shuriken: 1d20 + 15 - 5 - 2 ⇒ (20) + 15 - 5 - 2 = 281d8 + 6 + 2d6 ⇒ (5) + 6 + (3, 6) = 20 = hit -1 STR; crit
Shuriken: 1d20 + 15 - 5 - 2 ⇒ (17) + 15 - 5 - 2 = 251d8 + 6 + 2d6 ⇒ (3) + 6 + (5, 1) = 15 = hit -1 STR

crit confirmation: 1d20 + 15 - 5 - 2 ⇒ (12) + 15 - 5 - 2 = 201d8 + 6 ⇒ (5) + 6 = 11 = hit

139 damage, -7 STR and -2 AC for the rest of the round vs everyone. Might actually make sense to target his minions after he goes down.


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

Ri'Kli'Klek should probably start near the wall, since he just climbed down.


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)

Rokan is going to stay at the edge of the room where he is now, and move no further ahead than his teammates to start with.


Updated battlemap in my profile, is everyone good now?


Amunet-Ra wrote:

I think Amunet-Ra is fine, but she will move anyway.

Sensing where this goes, Amunet-Ra moves towards the east wall and jumps up on the ballustrade, unleashing volleys of shuriken at Achillobator, who seems like the main threat to her.

[dice=Acrobatics to jump]1d20 + 28

** spoiler omitted **

** spoiler omitted **

139 damage, -7 STR and -2 AC for the rest of the round vs everyone. Might actually make sense to target his minions after he goes down.

Achillobator has Improved Cover as long as his sentinels are alive. You have to kill them first, or calculate the cover into the attack rolls.

Improved Cover:

Improved Cover

In some cases, such as attacking a target hiding behind an arrowslit, cover may provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Stealth checks.


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)

Looks good! Five targets. Perfect for energy missile...


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

I have a lot that I need to look up before I can post my actions, so my post will need to wait till tomorrow. I had to finish Daredevil season 3 tonight


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

Don't forget that you have to make Fortitude saves or be nauseated thanks to these guys having cast amplify stench once you get within 30', if I understand their stat blocks correctly. And yes, that seems like a fine location for Ri'Kli'Klek.


That's correct, they have a nauseous aura -- also note that Archillobator has improved cover from using his flunkies as meat shields, as does Troodon, who is using his dire alligator in the same fashion (as I said, not stupid, they came prepared to fight, and you haven't even seen all their tricks yet, so don't get cocky).

How does everyone feel about this house rule for the Unchained Action Economy. The RAW has Swift Actions as 1AP. Hamza is proposing based on a another game we're doing that we move Swift Actions to the 'Reaction' category for the purposes of the Unchained Action Economy.


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

Sounds good to me! I lik that. Also for rnd 1 Rilkus has Psychicly grappled their caster


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 |

I would greatly profit from more "free" swift actions^^, so i'm fine with that.

Please just guide the attacks to the 2 standing in front of Achillobator first then and if there's anything left, on him afterwards.


Ok, make any necessary adjustments based on this swift action house rule implementation, and I'll adjudicate the first round of action.


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 |

Actually, since i made a little mistake there forgetting about how swift actions work here, in the second attack routine i have to strike out the last attack, because i don't have the actions left for another swift action. So it's one hit less. The crit still stands though.

We might consider handling such stuff in the discussion thread?


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)

Actions 1&2:
Manifest energy missile, augmented by 1 power point

Missile vs. Achillobator, cold damage : 4d6 + 4 ⇒ (6, 1, 4, 4) + 4 = 19 Fortitude DC17 for half

Missile vs. Troodon, cold damage : 4d6 + 4 ⇒ (5, 2, 6, 6) + 4 = 23 Fortitude DC17 for half

Missile vs. Sassochus, cold damage : 4d6 + 4 ⇒ (1, 3, 5, 4) + 4 = 17 Fortitude DC17 for half

Missile vs. Mazeborn Sentinel #1, cold damage : 4d6 + 4 ⇒ (2, 3, 6, 1) + 4 = 16 Fortitude DC17 for half

Missile vs. Mazeborn Sentinel #2, cold damage : 4d6 + 4 ⇒ (3, 5, 5, 5) + 4 = 22 Fortitude DC17 for half

Action 3:
Ready the reaction, triggered if a foe enters adjacent space.

Reaction:
unarmed strike attack: 1d20 + 8 ⇒ (6) + 8 = 14

unarmed strike damage, psionic focus: 1d8 + 4 ⇒ (4) + 4 = 8


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

Hamza fires a bolt from his crossbow, aiming not at Achillobator, but rather his weapon. With a clattering blow, the shadowy warrior knocks the battle axe from his hand. Action 1, initiating Disarming Shot, spending a mythic power point for the attack roll, and another for the disarm attempt, down to 4 mythic power.

He then teleports behind the leader, and strikes a quick blow. Action 2, initiating Fading Strike, allowing me to teleport up to 55' and make an attack, as Hamza is now behind Achillobator, he should be attacking his normal AC.

Calling forth his inner darkness, he reaches out with supernatural evil and marks several of his foes. Swift action, using Dark Claim, on Achillobator, and his two minions. They take a -3 penalty on their attacks vs Hamza for 2 rounds. He also recovers both of his expended maneuvers.

Upon claiming the three troglodytes, Hamza once more delivers a quick strike, and this time, teleports back to his companions. Action 3 Initiating Fading Strike again, and teleporting up to 70' away in the direction of the PCs.

Hamza's actions:

GM, important to note, until he acts, Achillobator is flat-footed. That doesn't change his AC, but it does activate a class ability for Hamza.

1d20 + 11 + 1d6 ⇒ (14) + 11 + (3) = 28 Disarming Shot, for 1d4 + 1d6 ⇒ (1) + (5) = 6 damage and 1d20 + 10 + 1d6 ⇒ (14) + 10 + (6) = 30 disarm maneuver.

1d20 + 16 ⇒ (8) + 16 = 24 Fading Strike for 1d6 + 4 + 1d6 + 1d6 ⇒ (2) + 4 + (3) + (6) = 15 damage.

1d20 + 16 ⇒ (20) + 16 = 36 Second Fading Strike, possible crit.

1d20 + 16 ⇒ (12) + 16 = 28 Crit confirmed, for 2d6 + 8 + 1d6 + 1d6 ⇒ (4, 1) + 8 + (3) + (6) = 22

Total damage = 43, and Achillobator is now disarmed.


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 |

Sensing where this goes, Amunet-Ra moves towards the east wall and jumps up on the ballustrade, unleashing volleys of shuriken at the two guardians, taking both of them down.
Acrobatics to jump: 1d20 + 28 ⇒ (19) + 28 = 47

First Attack::

Flurry of Stars free swift action vs flat-footed guaridans first then Achillobator, -4 AC after first hit Debilitating Injury: Bewildered -2/-4, 1 STR damage for every hit with sneak attack from pressure points.

Shuriken: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = [color=red]23[/color]
1d8 + 6 + 2d6 ⇒ (8) + 6 + (6, 1)[color=red]= 21 = hit -4AC; -1 STR[/color]
Shuriken: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = [color=red]25[/color]
1d8 + 6 + 2d6 ⇒ (8) + 6 + (4, 5) [color=red]= 23 = hit -1 STR[/color]
Shuriken: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = [color=red]23[/color]
1d8 + 6 + 2d6 ⇒ (1) + 6 + (2, 6) [color=red]= 15 = hit -1 STR[/color]
Shuriken: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = [color=red]24[/color]
1d8 + 6 + 2d6 ⇒ (2) + 6 + (5, 4) [color=red]= 17 = hit -1 STR[/color]
Shuriken: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = [color=red]17[/color]
1d8 + 6 + 2d6 ⇒ (5) + 6 + (2, 4) [color=red] 17; -4AC; -1 STR[/color]

First 4 attacks annihilate one guardian, last one damages the second one.

Second Attack::

Shuriken Attack vs flat-footed at guardians, then at Achillobator, -4 AC after first hit Debilitating Injury: Bewildered -2/-4, 1 STR damage for every hit with sneak attack from pressure points.

Shuriken: 1d20 + 15 - 5 - 2 ⇒ (13) + 15 - 5 - 2 = [color=red]21 hit[/color] 1d8 + 6 + 2d6 ⇒ (7) + 6 + (3, 1) [color=red]= 17; -1 STR[/color]
Shuriken: 1d20 + 15 - 5 - 2 ⇒ (4) + 15 - 5 - 2 = [color=red]12 miss[/color]

Shuriken: 1d20 + 15 - 5 - 2 ⇒ (12) + 15 - 5 - 2 = [color=red]20 hit[/color]
1d8 + 6 + 2d6 ⇒ (4) + 6 + (5, 6) [color=red] 21; -1 STR[/color]
Shuriken: 1d20 + 15 - 5 - 2 ⇒ (20) + 15 - 5 - 2 = [color=red]28 hit[/color]
1d8 + 6 + 2d6 ⇒ (5) + 6 + (3, 6) [color=red] 20; -1 STR; crit[/color]

crit confirmation: 1d20 + 15 - 5 - 2 ⇒ (12) + 15 - 5 - 2 = [color=red]20[/color]
1d8 + 6 ⇒ (5) + 6 = [color=red]11[/color]

Second attacks kills the second guardian.


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 |

Attack breakdown:

First Attack Round:
Shuriken 1: 23 hits for 21 damage and -4AC; -1 STR
Shuriken 2: 25 hits for 23 damage and -1 STR
Shuriken 3: 23 hits for 15 damage and -1 STR
Shuriken 4: 24 hits for 17 damage and -1 STR
Shuriken 5: 17 hits for 17 damage and -1 STR

Secnd Attack Round:
Shuriken 1: 21 hits for 17 damage and -1 STR
Shuriken 2: 12 miss
Shuriken 3: 20 hits for 21 damage and -1 STR
Shuriken 4: 28 hits for 20 damage and -1 STR; crit
crit confirmation: 20 hits for additional 11 damage


Rokan the Ascetic wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Two sentinels already dead

Fortitude Save: 3d20 ⇒ (19, 14, 7) = 40


Archillobator takes 43 damage from Hamza and is disarmed, 10 from Rokan, and is grappled by Rilkus,

Troodon takes 12 damage from Rokan.

Sassocus takes 9 damage from Rokan.

Mazeborn Sentinels are dead from Amunet's attack.

Ri'Kli'Kek still needs to post his actions, then the monsters will have their turn to act.


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 |
Ri'Kli'Klek wrote:


Ri'Kli'Klek finishes calling up his shield of force. To the others, he says, "See that more blood is not shed here, lest worse happen than already has. But if these have disturbed the tomb they must not be allowed to continue."

Having said this, he moves with blinding swiftness, getting right up in front of the nearest troglodyte.

Fortitude 1d20+7 ⇒ (1) + 7 = 8

The scent of the things is nauseating, but Ri'Kli'Klek stands firm as he prepares to strike.


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

Yes, that's still what he's doing, though that save roll means he failed his save.


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

Seeing Round 2 actions. Should I post round 2 or wait?


Still need to post monster actions and Jimbli and Cae have to go, so not yet.

How does grapple work, does Archillobator get a save against it at some point? I haven't used manuever rules before, and what I'm looking up just describes the condition, not how to get out of it.

Troodon attempts to use his War Chant power to cast Fog of War over the area Performance: 1d20 + 4 ⇒ (3) + 4 = 7 and fails.

Troodon uses his Amorphous Shape to turn into a water elemental and slide into the space beneath the door of the pit trap (1 AP to change), 1 move action 1 AP), giving him Complete Cover and the extra abilities that come with Elemental Body 1:

Elemental Body:

School transmutation (polymorph); Level alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4; Elemental School air 4, earth 4, fire 4, water 4

CASTING

Casting Time 1 standard action
Components V, S, M (the element you plan to assume)

EFFECT

Range personal
Target you
Duration 1 min/level (D)

DESCRIPTION

When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

Archillobator retreats behind Sasochus to get Cover.


Rilkus Ironhand wrote:
Seeing Round 2 actions. Should I post round 2 or wait?

And, sorry, I can't believe I forgot (given the amount of time I spent on this stat block): Archillobator's invisible bodyguard is going to sneak attack Rilkus to try to break his grapple on her master.

Paralititan: Sneak Attack vs. Rilkus: 3d20 ⇒ (11, 5, 20) = 36

So, she hits once, doing a critical 1d6+12, with sneak attack adding 5d6.

Confirm crit:

Paralititan: Confirm Critical Hit: 1d20 ⇒ 20

Woah, rolling to confirm second critical

Paralititan: Confirm Second Critical Hit: 1d20 ⇒ 1

Ok, so rolling damage against Rilkus:

Paralititan: Sneak Attack Damage: 7d6 + 12 ⇒ (2, 2, 4, 4, 2, 3, 2) + 12 = 31

Ok, so 31 damage to Rilkus, and DC 14 for Rilkus to avoid poison effects from her short sword

EDIT: I realized after my post Archillobator can't move while grappled: thus, Sassochus will move in front of him to the same effect.

EDIT: For understanding your options: Paralitian has Great Invisibility cast on her by one of her masters, and thus still has + 20 vs. any Perception attempts to discern her presence, and is still invisible.


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

To break out of a grapple, you have to roll a grapple check against the person grappling you--so d20 + CMB vs. their CMD. I think it's a standard action to do so? I'm rusty on it.


Does the sneak attack also break Rilkus' hold? I'd think he'd need a Concentration check or something to maintain his power, right?

The two guards which Archillobator had brought on this reconnoiter in an attempt to shield his person from harm collapse under the fierce hail of the elf maiden Amunet's shiruken assault.

As well, the leader of the troglodyte expedition struggles as he is grappled by Rilkus' supernatural anger.

In response, the massive bulk of the expedition's war beast, a massive crocodile, imposes itself between Archillobator and their enemies.

Troodon summons his arcane talents to transform himself into a native of the Elemental Stronghold of Water, before slipping beneath the floor of the tomb via the many deep furrows traced by the blood gutters of the sacrificial pit. He is now secure behind the massive bulk of the floor stella.

Rilkus is suddenly assaulted by an unseen force, a sharp weapon piercing his stony side with massive force.

Apparently, all of the company's enemies dispatched by the hands of the serpent-spiders have yet to reveal themselves...


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

I am still getting used to my classes, and their abilities, as this is the first time I've played a Harbinger above level 1. Stalker I know pretty well as I had a higher level PC with that class for quite some time.

Anyway, one of my class features adds a +1 to hit and damage using a chosen disciplines maneuvers, and Hamza chose Veiled Moon, which is what Fading Strike is from, meaning Archillobator took 46 damage from him.

Also, I forgot I had Deft Maneuvers, giving me a +2 on my disarm attempt. That means my roll would have been a 26 without using a surge boost, which hits Archillobator's CMD. GM, would it be OK if I took back that power point, leaving Hamza at 5?


That's fine.


Also, I forgot Paralititan also gets an additional 2d6 damage from her Investigator's Studied Strike ability

Studied Strike: 2d6 ⇒ (4, 1) = 5

Paralititan actually does 36 damage to Rilkus


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

Can you move to the space below and between Rilkus and Jiblli please.

Also, is it obvious Rilkus was attacked from a hidden assailant?


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

Ri'Kli'Klek finds that the foul odor of the enemy is too much for him. He has to spend much of his focus simply to not vomit from the smell. But his defenses are as strong as ever, so he simply stays close to the foe, hoping to distract him even if he cannot attack.


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

Cant find anything saying that taking damage breaks a Grapple, but it seems like a reasonable rule. Anyone able to help me find something?

Also Rilkus has blind sense. Because of that ability mundane Stealth won’t work within 30ft of him, so no sneak attack damage, right?


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Leonidas runs up the wall, stopping in front of Amunet-Ra. He begins to sing a discordant song and takes on a ghostly appearance before gesturing at the large crocodile, willing it to sleep.

-------------------------------------------------------------------

Move(AP:1): Wall Stunt(North of Amunet-Ra)
Fort(stench-DC:14): 1d20 + 18 ⇒ (19) + 18 = 37

Initiate Performance(AP:0)(Lightning Performance)(DC:18): Moaning Spirit(Su): At 3rd level, a keening soul can use his performance to cause himself to appear translucent like a ghost and emit a frightening moan. While moaning soul is in effect, any enemy with 30 feet that hears and sees the keening soul must make a successful Will save or become shaken. At 7th level, if the target fails its Will save, he must make a second Will save the following round or becomes frightened. Moaning soul uses audible and visual components.
Perform: Sing: 1d20 + 12 ⇒ (8) + 12 = 20

Hex: Slumber(Su)(AP:2)(Target:Sassochus)(DC:20)(4rounds): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Vigor: 33/33
Wounds: 40/40
MP: 6/7
BP: 17/18


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

Hit: 1d20 + 16 ⇒ (14) + 16 = 30
Damage with 2d6 acid: 1d6 + 2d6 + 24 ⇒ (3) + (2, 6) + 24 = 35

Hit: 1d20 + 16 - 5 ⇒ (6) + 16 - 5 = 17
Damage with 2d6 acid: 1d6 + 2d6 + 24 ⇒ (3) + (3, 6) + 24 = 36

Mythic Telekenisis, Grapple or Pin depending on whether damage caused Rilkus to lose last Grapple status. Don’t think it did but waiting on GM ruling, using surge: 1d20 + 1d6 + 11 ⇒ (13) + (6) + 11 = 30

So, no sneak attack damage due to blind sense. So without that how much damage did Rilkus take? He also has DR/5

Rilkus grunted as a blade hit him. Keeping his focus on the enemy spell caster to keep the foe from moving, he turned and swung his stone blade. The blade dripped with acid. He felt the blade impact with the enemy, but this foe wasn’t his main focus. It was the enemy spell caster. The creature had to be kept immobilized.


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 blinks underneath the massive crocodile.. behind the creature's left foreleg, and slashes.

shortsword+surge: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (6) = 21
damage: 1d4 + 2d6 + 7 ⇒ (2) + (1, 6) + 7 = 16
shortsword: 1d20 + 10 ⇒ (14) + 10 = 24
damage with legendary surge: 2d4 + 4d6 + 14 ⇒ (4, 1) + (4, 5, 3, 1) + 14 = 32
shortsword surprise strike ignores DR: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1d4 + 2d6 + 7 ⇒ (1) + (1, 1) + 7 = 10

total damage 58 .. + debilitating injury -2 to AC

if struck this round:
Using Mirror Dodge (Su)

When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.


Rilkus Ironhand wrote:

[dice=Hit]1d20+16

[dice=Damage with 2d6 acid]1d6+2d6+24

[dice=Hit]1d20+16-5
[dice=Damage with 2d6 acid]1d6+2d6+24

[dice=Mythic Telekenisis, Grapple or Pin depending on whether damage caused Rilkus to lose last Grapple status. Don’t think it did but waiting on GM ruling, using surge]1d20+1d6+11

So, no sneak attack damage due to blind sense. So without that how much damage did Rilkus take? He also has DR/5

Rilkus grunted as a blade hit him. Keeping his focus on the enemy spell caster to keep the foe from moving, he turned and swung his stone blade. The blade dripped with acid. He felt the blade impact with the enemy, but this foe wasn’t his main focus. It was the enemy spell caster. The creature had to be kept immobilized.

Grapple is apparently not broken by damage per Cae's post in the Discussion Threat.

She's under a Greater Invisibility spell, does that make a difference for the Stealth issue? What about for the Studied Srike?

How are you attacking -- are these second round actions?

You still have to roll to resist her poison


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

Blindsense Let’s him know if anyone is within 30ft. Rilkus can fight blind and vs invisible foes. Studied strike hurts him as normal. Rilkus will only take sneak attack if flanked or if he hasn’t acted yet. And yes, second round actions. 3 actions: attack/attack/and telekenisis using Mythic point to make it 1 point

Fort vs poison: 1d20 + 13 ⇒ (3) + 13 = 16
1/day reroll: 1d20 + 13 ⇒ (19) + 13 = 32


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

Rilkus, unless I'm mistaken, the Fort save is 14, which means your 16 should pass. No need for a re-roll.


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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

Thank you!


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)

Rokan continues to meditate over his cold energy focus, releasing another volley of bursts.

Manifest energy missile, augmented by 1 power point
Missile vs. Achillobator, cold damage: 4d6 + 4 ⇒ (4, 2, 1, 5) + 4 = 16 Fortitude DC17 for half
Missile vs. Troodon, cold damage: 4d6 + 4 ⇒ (4, 3, 1, 1) + 4 = 13 Fortitude DC17 for half
Missile vs. Sassochus, cold damage: 4d6 + 4 ⇒ (5, 4, 4, 2) + 4 = 19 Fortitude DC17 for half
Missile vs. Mazeborn Sentinel #1, cold damage: 4d6 + 4 ⇒ (4, 5, 6, 5) + 4 = 24 Fortitude DC17 for half
Missile vs. Mazeborn Sentinel #2, cold damage: 4d6 + 4 ⇒ (2, 2, 1, 1) + 4 = 10 Fortitude DC17 for half

I'm going to keep distance until I run out of this energy...

He glides back around the corner next to the Bard and looks to see how their foes are faring.

20', move action

Readied Reaction:

unarmed strike attack: 1d20 + 8 ⇒ (8) + 8 = 16
unarmed strike damage, psionic focus: 1d8 + 4 ⇒ (8) + 4 = 12

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