
Sebecloki |
1 person marked this as a favorite. |

Two of these things
his shambling fungus creature bears a strong resemblance to a rotund human, but with a mushroom cap for a head.
Mythic Myceloid Shrieker
Pathfinder Roleplaying Game Bestiary 3
NE Medium plant (mythic)
Init +6MF; Senses darkvision 60 ft., low-light vision, scent, taste emotionMA; Perception +6
Defense
AC 18, touch 10, flat-footed 18 (+8 natural)
Wounds 100; Vigor 2058
Fort +8, Ref +1, Will +4
Defensive Abilities DR 5/epic and slashing; Immune plant traits; Resist cold 10, fire 10, sonic 10
Weaknesses vulnerable to electricity
Offense
Speed 20 ft.
Melee 2 claws +52 (20d6+52 plus disease)
Special Attacks mythic power (2/day, surge 1d6), one of usMA, poison, spore cloud
Spell-Like Abilities (CL 6th; concentration +6)
1/day—spore domination (DC 14)
Statistics
Str 117, Dex 11, Con 18, Int 9, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 16
Feats Improved InitiativeMF, Iron Will, Skill Focus (Stealth)
Skills Perception +6, Sense Motive +5, Stealth +9, Survival +5; Racial Modifiers +4 Sense Motive, +4 Survival
Languages Undercommon; telepathy 60 ft. (myceloids, fungi, and purple pox sufferers only)
SQ fungal rapportMA
Ecology
Environment any underground
Organization solitary, pair, band (3–24), or colony (25–250)
Treasure standard
Special Abilities
Disease (Su) Purple Pox: inhaled or injury; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d2 Wis and 1d2 Con damage; cure 2 consecutive saves. A creature that dies of the purple pox becomes bloated over the course of 24 hours, after which its body bursts open, releasing a fully grown myceloid. Additionally, as long as a creature takes at least 7 points of Wisdom damage from the purple pox, it must make a DC 16 Will save each day to avoid becoming affected by a lesser geas (no HD limit) that compels the afflicted character to seek out the nearest myceloid colony in order to offer itself up for spore domination. The save DCs are Constitution-based.
Fungal Rapport (Su) A mythic myceloid shrieker’s telepathy allows it to communicate with all fungi and fungal creatures, as if using continuous speak with plants but affecting only molds, slimes, and fungi. A mythic myceloid shriekercan spend one use of its mythic power to use clairaudience/clairvoyance (caster level 5th) on any location within range where mold, slime, or fungus is present.
One of Us (Sp) As a standard action, a mythic myceloid shrieker can polymorph a willing creature afflicted with purple pox into a myceloid, as if that creature had cast plant shape I (caster level 5th). If it spends one use of its mythic power, a mythic myceloid shrieker can use this ability on an unwilling creature that is not afflicted with purple pox (DC 16 Fortitude negates). If the target fails its saving throw, it becomes charmed by the mythic myceloid shrieker as long as it remains in myceloid form. The mythic myceloid shrieker can increase the duration of this effect to 5 hours by spending one use (or an additional use) of its mythic power. The save DC is Constitution-based.
Spore Cloud (Ex) Once per day as a standard action, a myceloid shrieker can expel a 10-foot-radius burst of spores centered on itself. This cloud persists for 1d3 rounds. Any creature caught in this cloud or that moves through it is exposed to the myceloid’s purple pox disease— a creature need save only once against any one spore cloud, however, before becoming permanently immune to that particular spore cloud’s effects. The spore cloud does not hamper vision.
Spore Domination (Sp) This spell-like ability functions as charm monster, but functions only against creatures currently infected with purple pox.
Taste Emotion (Su) Mythic myceloids shriekers detect the presence of creatures affected by fear effects, effects with the emotion descriptor, or effects that provide a morale bonus as if they had blindsense in a 30-foot radius and blindsight in a 5-foot radius. When a creature adjacent to a creature that gains a morale bonus from any effect, a mythic myceloid shrieker can spend one use of its mythic power to gain the same morale bonus(es) for 1 minute.
Unstoppable Titan (Ex) A mythic myceloid shrieker can move through difficult terrain and the space of Huge or smaller creatures without hindrance, and Huge or smaller creatures can likewise move through its space without impediment (although such movement provokes an attack of opportunity). It cannot be flanked except by Huge or larger creatures. A mythic myceloid shrieker is immune to ability damage, ability drain, temporary ability penalties, and effects that would cause it to become entangled, exhausted, fatigued, or staggered.

Hamza Mīnakshi |

What's the stats for the 500 myceloids? Are they just the same as the ones we fought before? And how many Shroomammoth are there?

Sebecloki |
1 person marked this as a favorite. |

Needed to fix a couple of things: this is the updated stat block
Mythic Myceloid Shrieker
NE Medium plant (mythic)
Init +6MF; Senses darkvision 60 ft., low-light vision, scent, taste emotionMA; Perception +6
Defense
AC 38, touch 3, flat-footed 30 (+8 natural)
Wounds 236; Vigor 2,058
Fort +18, Ref +11, Will +14
Defensive Abilities DR 5/epic and slashing; Immune plant traits; Resist cold 10, fire 10, sonic 10
Weaknesses vulnerable to electricity
Offense
Speed 20 ft.
Melee 2 claws +52 (20d6+52 plus disease)
Special Attacks mythic power (2/day, surge 1d6), one of usMA, poison, spore cloud
Spell-Like Abilities (CL 6th; concentration +6)
1/day—spore domination (DC 14)
Statistics
Str 117, Dex 11, Con 118, Int 9, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 16
Feats Improved InitiativeMF, Iron Will, Skill Focus (Stealth)
Skills Perception +6, Sense Motive +5, Stealth +9, Survival +5; Racial Modifiers +4 Sense Motive, +4 Survival
Languages Undercommon; telepathy 60 ft. (myceloids, fungi, and purple pox sufferers only)
SQ fungal rapportMA
Ecology
Environment any underground
Organization solitary, pair, band (3–24), or colony (25–250)
Treasure standard
Special Abilities
Disease (Su) Purple Pox: inhaled or injury; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d2 Wis and 1d2 Con damage; cure 2 consecutive saves. A creature that dies of the purple pox becomes bloated over the course of 24 hours, after which its body bursts open, releasing a fully grown myceloid. Additionally, as long as a creature takes at least 7 points of Wisdom damage from the purple pox, it must make a DC 16 Will save each day to avoid becoming affected by a lesser geas (no HD limit) that compels the afflicted character to seek out the nearest myceloid colony in order to offer itself up for spore domination. The save DCs are Constitution-based.
Fungal Rapport (Su) A mythic myceloid shrieker’s telepathy allows it to communicate with all fungi and fungal creatures, as if using continuous speak with plants but affecting only molds, slimes, and fungi. A mythic myceloid shriekercan spend one use of its mythic power to use clairaudience/clairvoyance (caster level 5th) on any location within range where mold, slime, or fungus is present.
One of Us (Sp) As a standard action, a mythic myceloid shrieker can polymorph a willing creature afflicted with purple pox into a myceloid, as if that creature had cast plant shape I (caster level 5th). If it spends one use of its mythic power, a mythic myceloid shrieker can use this ability on an unwilling creature that is not afflicted with purple pox (DC 16 Fortitude negates). If the target fails its saving throw, it becomes charmed by the mythic myceloid shrieker as long as it remains in myceloid form. The mythic myceloid shrieker can increase the duration of this effect to 5 hours by spending one use (or an additional use) of its mythic power. The save DC is Constitution-based.
Spore Cloud (Ex) Once per day as a standard action, a myceloid shrieker can expel a 10-foot-radius burst of spores centered on itself. This cloud persists for 1d3 rounds. Any creature caught in this cloud or that moves through it is exposed to the myceloid’s purple pox disease— a creature need save only once against any one spore cloud, however, before becoming permanently immune to that particular spore cloud’s effects. The spore cloud does not hamper vision.
Spore Domination (Sp) This spell-like ability functions as charm monster, but functions only against creatures currently infected with purple pox.
Taste Emotion (Su) Mythic myceloids shriekers detect the presence of creatures affected by fear effects, effects with the emotion descriptor, or effects that provide a morale bonus as if they had blindsense in a 30-foot radius and blindsight in a 5-foot radius. When a creature adjacent to a creature that gains a morale bonus from any effect, a mythic myceloid shrieker can spend one use of its mythic power to gain the same morale bonus(es) for 1 minute.
Unstoppable Titan (Ex) A mythic myceloid shrieker can move through difficult terrain and the space of Huge or smaller creatures without hindrance, and Huge or smaller creatures can likewise move through its space without impediment (although such movement provokes an attack of opportunity). It cannot be flanked except by Huge or larger creatures. A mythic myceloid shrieker is immune to ability damage, ability drain, temporary ability penalties, and effects that would cause it to become entangled, exhausted, fatigued, or staggered.

Sebecloki |
1 person marked this as a favorite. |

Couple of things fixed here too:
Shroomammoth
NE Gargantuan planet (mythic)
Init +13/-7MF, dual initiativeMA; Senses darkvision 60 ft., low-light vision; Perception +28
Defense
AC 41, touch 41, flat-footed 41 (+35 natural, –4 size)
Wounds 420; Vigor 3,420
Fort +23, Ref +22, Will +21; second saveMA
Defensive Abilities DR 10/epic; Immune cold, mind-affecting effects, poison
Offense
Speed 10 ft., swim 40 ft., jet 280 ft.
Melee 2 arms +62 (2d20+62/19–20 plus grab), 8 tentacles +62 (1d20+62/19–20 plus grab), bite +62 (2d20+62)
Space 20 ft.; Reach 20 ft. (40 ft. with tentacles, 60 ft. with arms)
Special Attacks battle podsMA, compel plants, constrict (1d4+5), create spawn, energy drainMA (2 levels, DC 24), entrapMA (DC 21, 1d10 rounds, hardness 5, hp 10), mythic power (5/day, surge 1d8)
Spell-Like Abilities (CL 9th; concentration +17)
Constant—detect good, speak with plants, tongues
At will—veil (self only) (DC 24)
3/day—charm monster (DC 22), detect thoughts (DC 20), suggestion (DC 21)
1/day—dominate person (DC 23), mind fog (DC 23), slow (DC 21)
Statistics
Str 134, Dex 10, Con 133, Int 21, Wis 20, Cha 21
Base Atk +20; CMB +36 (+40 grapple, +38 trip); CMD 48 (can’t be tripped)
Feats Arms of the DeepMF, Bleeding CriticalMF, Blind-Fight, Combat Expertise, Critical Focus, Improved Critical (arms), Improved Critical (tentacles), Improved InitiativeMF, Improved Trip, Inescapable GraspMF, Multiattack, Power AttackMF
Skills Intimidate +25, Knowledge (geography) +25, Knowledge (nature) +25, Perception +28, Stealth +11, Swim +43, Use Magic Device +25
Languages Aquan, Common
SQ clouds of darknessMA, tenacious grapple
Ecology
Environment any underground
Organization solitary
Treasure triple
Special Abilities
Battle Pods (Su) A mythic shroomammoth fights in coordination with her sporepods. Sporepods count as allies to the fungus queen and to one another and can provide flanking. In addition, her tentacles are treated as having 10-foot reach when she designates them to attack through a sporepod. Until the beginning of her next turn, they threaten all squares within 10 feet and can make any number of attacks of opportunity, though tentacles that are grappling cannot be used to make attacks of opportunity.
Compel Plants (Su) A mythic shroomammoth’s mind-affecting powers and spell-like abilities (and spells, should the shroomammoth gain the ability to cast them) affect plant creatures, including mindless plant creatures, as if they weren’t immune to mind-affecting effects. In addition, she can communicate with ordinary plants and compel them to answer her questions as if using a constant speak with plants effect.
Create Spawn (Su) A creature that would normally be slain by a shroomammoth’s energy drain attack is not killed. Instead, it immediately loses all negative levels imparted by the shroomammoth and transforms into a fungus-infested minion of the shroomammoth. Such creatures gain the fungoid simple template. The creature’s type changes to plant, and it gains all of the traits of the plant type (increasing its CR by 1). The creature gains telepathy 100 ft. with other fungoid creatures and its alignment changes to chaotic evil. Fungoid creatures are under the control of the shroomammoth that created them, and remain enslaved until their mistress is destroyed or until they are cured of the infestation (see the facing page). A shroomammoth can communicate telepathically with her fungoid spawn at any range as long as they are on the same plane, and may have a number of Hit Dice worth of enslaved spawn totaling no more than twice her own Hit Dice; any spawn she creates that would exceed this limit become free-willed fungoid creatures. A shroomammoth may free an enslaved spawn in order to enslave a new spawn. Once freed, it can still be influenced by the shroomammoth’s compel plants and plant empathy abilities.
Energy Drain (Su) A mythic shroomammoth drains energy from a creature she lures into an act of passion, such as a kiss. An unwilling victim must be grappled or helpless before the shroomammoth can use this ability. Her kiss bestows two negative levels and has the effect of a suggestion spell, asking the victim to accept another act of passion from the shroomammoth. The victim must succeed on a DC 24 Will save to negate the suggestion. The DC is 24 for the Fortitude save to remove a negative level. Creatures killed by this attack do not die–they instead become infested with the shroomammoth’s spores (see Create Spawn). These save DCs are Charisma-based.
Fungus Legion (Su) A mythic shroomammoth can keep up to 60 Hit Dice of enslaved spawn under her command. If she frees one of her spawn from enslavement, she can spend one use of her mythic power as a full-round action to re-enslave the target (DC 24 Will negates), as long as doing so would not exceed her Hit Die limit.
Mycelial Mat (Ex) As a move action, a mythic shroomammoth can extrude a thick network of fungal filaments into the ground at her feet, filling all adjacent squares with this mycelial mat. Any non-fungal creature treats these squares as difficult terrain, and a non-fungal creature beginning its turn in one of these squares is subject to the shroomammoth’s entrap attack as the mycelial mat tries to wrap the creature in a filamentous cocoon. If the creature is prone, it takes a -4 penalty to its save against the entrap attack. Large targets gain a +4 bonus to its save against this attack. Huge or larger creatures cannot be entrapped.
Plant Empathy (Ex) This ability functions as the druid’s wild empathy, save that a shroomammoth can use this ability only on plant creatures. A shroomammoth gains a +4 racial bonus on this check. Mindless plant creatures are imparted a modicum of implanted intelligence when a shroomammoth uses this ability, allowing her to train such creatures as guardians.
Sporepod (Su) As a standard action, a shroomammoth can cause a Medium pod of fungal material to burst out of the ground at any point within 60 feet of her current location. Once created, a sporepod cannot move. If the shroomammoth travels more than 120 feet from a sporepod, it is destroyed. A shroomammoth can maintain a number of sporepods equal to her Charisma modifier (8 for a typical mythic fungus queen). As a move action, she can instantaneously travel to one of her sporepods as if using transport via plants. She can also choose to spread out her tentacle attacks among her sporepods, attacking a creature within 10 feet of any sporepod with a tentacle–she is still limited to making only four tentacle attacks as part of a full-attack action, or one as a standard action. A sporepod is an object that has an AC of 20 and 30 hit points; damage dealt to a sporepod does not harm the shroomammoth.

Tyren Lourofesh |

Tyren listened to the exchange and weighed the options carefully. Altogether, Tyren liked the odds against a Myceloid necromancer. Tyren himself was something of a master of the dead, and with the Droids eliminating the Myceloid threat, they were the only true threat left. "I'd say we extend an olive branch to this wraith-caller. Perhaps I can show him a better way."

Hamza Mīnakshi |

Hamza blinks a few times at Tyren's suggestion. "I'm sorry, what? You want to parlay with the undead defiler? I thought we had finally agreed that wasn't the way. Would it not make far more sense to attempt to ally with the Myceloids?"

Tyren Lourofesh |

Tyren shook his head, "That would be the wraith. If I'm understanding the explanation properly, the wraith's dominance over the Myceloids is the sole fault of their necromancer. He was likely blindly searching for further knowledge on mastering the Grey...Not something one does lightly.

Sebecloki |

Hamza blinks a few times at Tyren's suggestion. "I'm sorry, what? You want to parlay with the undead defiler? I thought we had finally agreed that wasn't the way. Would it not make far more sense to attempt to ally with the Myceloids?"
I think he means 'wraith-caller' to mean the myceloid shaman here.

Rokan the Ascetic |

Rokan hears Tyren's idea and snaps to attention at the possibility that it expedites their exit from this place.
Bard, if you think you can convince him to turn his myceloids against the defiler, that's all the less energy we may spend on this endeavor of dubious benefit.

Slavathras of the Deadlands |

Rokan hears Tyren's idea and snaps to attention at the possibility that it expedites their exit from this place.
Bard, if you think you can convince him to turn his myceloids against the defiler, that's all the less energy we may spend on this endeavor of dubious benefit.
"That's assuming, of course, my ascetical friend, that the fungus men will prevail in a conflict between them and the mechanical servants of the Inimitable One."
"Nevertheless, it may be worth the attempt. Shall we proceed?"

Tyren Lourofesh |

Rokan the Ascetic wrote:Rokan hears Tyren's idea and snaps to attention at the possibility that it expedites their exit from this place.
Bard, if you think you can convince him to turn his myceloids against the defiler, that's all the less energy we may spend on this endeavor of dubious benefit.
"That's assuming, of course, my ascetical friend, that the fungus men will prevail in a conflict between them and the mechanical servants of the Inimitable One."
"Nevertheless, it may be worth the attempt. Shall we proceed?"
Tyren smiled, "Ah, yes. That's right; we ought to offer them salvation while we're at it. But yes, I very well might be able to convince their necromancer; after all, I have what he wants."

Slavathras of the Deadlands |

Slavathras of the Deadlands wrote:Tyren smiled, "Ah, yes. That's right; we ought to offer them salvation while we're at it. But yes, I very well might be able to convince their necromancer; after all, I have what he wants."Rokan the Ascetic wrote:Rokan hears Tyren's idea and snaps to attention at the possibility that it expedites their exit from this place.
Bard, if you think you can convince him to turn his myceloids against the defiler, that's all the less energy we may spend on this endeavor of dubious benefit.
"That's assuming, of course, my ascetical friend, that the fungus men will prevail in a conflict between them and the mechanical servants of the Inimitable One."
"Nevertheless, it may be worth the attempt. Shall we proceed?"
"Well, they may believe that they shall prevail, even if there is no good warrant for such a conviction."
"However, as I have already stated, I am uncertain if the myceloids actually cherish such hopes or insurrection against their new masters, or if this notion is in fact a fond imagining of the Serpent Singers who repeated it to me, among them the Dreadseer Anubis Semonekeh with whom we discoursed at the entrance to this awful mausoleum."

Hamza Mīnakshi |

Hamza is quiet for a few moments, weighing their options. "I suppose if we were to devastate their incoming army, it might make them more seriously consider our offer. After all, losing five hundred or more soldiers on top of the losses they have already suffered at our hands, is going to make them a lot less capable of defending themselves, against any sort of threat."

Tyren Lourofesh |

Tyren nodded at both arguments; they were certainly both sound. "Truth be told, I haven't met any of these Serpent Singers save for Amunet-Ra, so I can't say I know how fanciful they're prone to be. I can say, however, that those Droids are likely to vaporize those five hundred Myceloids rather quickly. We're probably going to look very, very appealing in a few moments."

Sebecloki |

Tyren nodded at both arguments; they were certainly both sound. "Truth be told, I haven't met any of these Serpent Singers save for Amunet-Ra, so I can't say I know how fanciful they're prone to be. I can say, however, that those Droids are likely to vaporize those five hundred Myceloids rather quickly. We're probably going to look very, very appealing in a few moments."
The droids aren't about to vaporize the myceloids. They're moving down the hall, and the horde isn't opposing them. They're headed to try to excavate the creature in the pit at the end of the hall, and remove it to another location.

Tyren Lourofesh |

Tyren Lourofesh wrote:Tyren nodded at both arguments; they were certainly both sound. "Truth be told, I haven't met any of these Serpent Singers save for Amunet-Ra, so I can't say I know how fanciful they're prone to be. I can say, however, that those Droids are likely to vaporize those five hundred Myceloids rather quickly. We're probably going to look very, very appealing in a few moments."The droids aren't about to vaporize the myceloids. They're moving down the hall, and the horde isn't opposing them. They're headed to try to excavate the creature in the pit at the end of the hall, and remove it to another location.
Huh. Well, Tyren never really double-checked, so I suppose if I made that mistake in judgement, he likely would too.

Hamza Mīnakshi |

We're wiping out the incoming Myceloid army first, as leverage.

Tyren Lourofesh |

Do we need a new initiative roll for that? If so, now'd be a good time for me to mention SADIE can pretty trivially share her initiative with everyone.

Rokan the Ascetic |

I'm still in the midst of Rokan's rebuild using the unified rules. There's a *shot* I could have it ready for the weekend, but if this battle starts before that I'll stick with his current form.
Init: 1d20 + 12 ⇒ (2) + 12 = 14 ug

Hamza Mīnakshi |

1d20 + 42 ⇒ (16) + 42 = 58 Initiative.

Tyren Lourofesh |

Okay, I'd like to throw out that SADIE can share her Team Initiative Teamwork feat. It allows anyone who possesses it(which is everyone) to go before or after anyone else who possesses it.
initiative: 1d20 + 42 ⇒ (15) + 42 = 57

Jimbli Willit |

“Let’s get this done, and get out of here... the fungal gore stench is starting to get to me.”
Jimbli darts up near the ceiling, and tosses a few daggers to prepare himself for the incoming horde.
I’ll take that initiative, thank you... and adopting Tempest Gale stance

Miqeo |
1 person marked this as a favorite. |

I'll take the initiative too, and also i already have up my illusion covering the hole they are coming through. it covers the entire hole to a depth of 30ft. Theyll all have to make saves to get through, and any who fail i will have them turn right back around and move to the opposite edge of the illusion from me (potentially blocking or hitting others in reality, but there is no mechanical basis for that technically as they can let their allies through, but if they choose to attack i will have them attack their own allies).
the illusion is a dark storm brimming with lightning elementals. any who pass through will have to make a save DC 46 will save (rolling twice, taking worst). It fools the same host of senses that all my illusions fool, though i think that doesn't matter based on the stats you posted for them. On a pass, they take half damage (modified appropriately for vulnerability); on a fail, they take 53 lightning damage, 79 if they are vulnerable which i believe most of them are. If they choose to attack any lightning elementals, I redirect their attacks to other myceloids and mounts. they make the same attack rolls and damage against their new targets. I also redirect any spells and abilities accordingly.
i use my actions to direct these illusions this round. doesn't matter when in the round i go, the same thing happens as long as i go before the enemies

Hamza Mīnakshi |

I believe Hamza goes first, as he got a 58 vs SADIE's 57. Tyren, does that share initiative ability affect all the PCs as well as Hamza's 24 assassins? Or just the PCs?
Also, Tyren, you said something earlier about positioning the assassins to take advantage of one of your minions abilities? What exactly do they need to do?

Tyren Lourofesh |

You are indeed correct, Hamza has initiative here--Which is impressive, since I built SADIE with getting everyone first in mind!--But as to whether or not your assassins can go at the same time, actually depends on whether or not they're next to SADIE. If they are, then yes. If not, less so.
Anyway, they just need to be packed within 60 ft. of SADIE. If they are, then she can share either Paired Opportunist or Broken Wing Gambit. Paired Opportunist would allow anyone threatening the same area to proc the same AoOs, while Broken Wing Gambit would allow for everyone to proc AoOs off of enemies attacking them.

Hamza Mīnakshi |

Assassins are within 60ft of SADIE.
Seb, can we see the Myceloids yet?

Hamza Mīnakshi |

What's the vanguard comprised of?

Sebecloki |

I changed my mind and reworked some of the stats some; here is a re-summary of the vanguard.
Thorny Spellwarped Half-Fiend Fiendish Dire Tendriculos (Advanced Hit Dice) CR 162
Total XP Individual XP
1-3 4-5 6+
-600 -200 -150 -100
NE Colossal Plant
Init +7 (+3 dex, +4 Improved Initiative); Senses Perception -1
DEFENSE
AC 30 FF 27 Touch 5 (-8 size, +3 Dex , +25 natural)
Wounds 152: Vigor 8622 (442d8+6633)
Fort +239 Ref +228 Will +224
OFFENSE
Speed 20ft
Space 30 ft.; Reach 30 ft.
Special Attacks
STATISTICS
Str 56(+23), Dex 17(+3), Con 38(+14), Int 11(+0), Wis 8(-1), Cha 5(-3)
Base Atk +330; CMB +361; CMD 374
Feats: Ability Focus(Swallow Whole/Paralysis), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical(Bite), Improved Critical(Tendril), Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Armor, Improved Natural Attack(Bite), Improved Natural Attack(Tendril), Improved Overrun, Improved Sunder, Improved Toughness, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack, Run, Snatch Arrows, Toughness, Stunning Fist, Track, Whirlwind Attack, Total Feats 222
Skills: Perception -1 , Sense Motive +441 , Skill Points 884 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Temperate Forest
Organization: Solitary
Treasure: 1/10th coins, 50% goods, 50% items
SPECIAL ABILITIES
Improved Grab(Ex): To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.
Swallow Whole/Paralysis(Ex): Fortitude save DC 247(+221 HD, +0 Racial, +14 Con, +2 Feat) avoids paralysis.
A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant's mass, the opponent will be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant?s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos?s interior (AC 10 + 1/2 natural armor). Once the creature exits, the plant's regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Regeneration(Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.
Damage Reduction(Su): 10/magic
Cold Resistance(Ex): 10
Fire Resistance(Ex): 10
Darkvision(Ex): Darkvision up to 60ft.
Spell Resistance(Ex): 451
Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 440(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison(Ex): Immunities cannot be supressed for beneficial affect.
Spell Absorption(Su): Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature's base speed increases by a number of feat equal to 5X the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Thorns(Ex): 3d8+9 - A thorny creature's body is covered with sharp wooden thorns. Any creature attacking a thorny creature unarmed, with a handheld weapon or with natural attacks takes damage from the creature's sharp thorns. A creature that grapples with a thorny creature take the thorns damage each round. The amount of damage is based on the creatures size and its strength modifier is always applied as well.
Huge Thorny Spellwarped Dire Ogre, 4th-Level Barbarian, Barbarian 16 CR 53
Usually Chaotic Evil Huge Aberration
Init +7 (+3 dex, +4 Improved Initiative)
AC 43 FF 40 Touch 16
(-2 size, +3 Dex , +19 natural , +8 Studded Leather +5 , +5 deflection)
HD: 96
Wounds 152; Vigor 1808 (80d8+1120, 16d12+224)
Fort +73 Ref +55 Will +54
Speed 40 ft. in hide armor (8 squares); base speed 50 ft.
Base Atk +76 Grp +109
Special Attack - Thorns: 2d6+21
Attack: + greatclub +96 4d8+32
Full Attack: +1 greatclub +96/+91/+86/+81/+76/+71/+66/+61/+56/+51/+46/+41/+36/+31/+26/+21 4d8+32 (19-20/x2)
Full Attack: javelin +77 3d6+21 (19-20/x2)
Space 15 ft. (3 squares) Reach 15 ft. (3 squares)
Abilities Str 53(+21) Dex 17(+3) Con 38(+14) Int 20(+5) Wis 14(+2) Cha 4(-3)
Stat Points Gained From Advancement: 23
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Deflect Arrows, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical(+1 greatclub), Improved Critical(javelin), Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Armor, Improved Natural Attack(+1 greatclub), Improved Natural Attack(javelin), Improved Overrun, Improved Precise Shot, Improved Sunder
Skill Points: 725
Skills: Climb +62, Craft(All) +46, Handle Animal +38, Hide +44, Intimidate +38, Jump +62, Listen +43, Ride +44, Spot +43, Survival +43, Swim +62
Gear:
Amulet of Health +6 (36000gp) - worn
Amulet of Natural Armor +5 (25000gp) - worn
Belt of Giant Strength +6 (36000gp) - worn
Cloak of Resistance +5 (25000gp) - worn
Gauntlets of Ogre Power +2 (4000gp) - carried
Gloves of Dexterity +2 (4000gp) - worn
Headband of Intellect +6 (36000gp) - worn
Periapt of Wisdom +6 (36000gp) - worn
Ring of Protection + 5 (25000gp) - worn
Studded Leather +5 (25175gp) - worn
Total Cost of Gear: 252175gp
Darkvision(Ex): 60 ft.
low-light vision(Ex):
trap sense +(Ex): 1
uncanny dodge(Ex):
Spell Absorption(Su): Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature's base speed increases by a number of feat equal to 5X the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Spell Resistance(Ex): 91
Thorns(Ex): 2d6+19 - A thorny creature's body is covered with sharp wooden thorns. Any creature attacking a thorny creature unarmed, with a handheld weapon or with natural attacks takes damage from the creature's sharp thorns. A creature that grapples with a thorny creature take the thorns damage each round. The amount of damage is based on the creatures size and its strength modifier is always applied as well.
Rage(Ex): A barbarian can fly into a rage a certain number of times per day.
Level Uses/day
1 1
4 2
8 3
12 4
16 5
20 6
In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Indomitable Will(Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Greater Rage(Ex): At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Improved Uncanny Dodge(Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Trap Sense(Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
Damage Reduction(Ex): 1/-
Illiteracy(Ex): Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Advancement: By character class
The support myceloids are the same as the ones you've already encountered, and number 300.

Hamza Mīnakshi |

Forming a lance of pure unholy energy, Hamza blasts the giant plant monster. 1d20 + 28 ⇒ (20) + 28 = 48 Ranged touch attack. Possible crit.
1d20 + 28 ⇒ (10) + 28 = 38 Crit confirmed for 16d6 ⇒ (3, 4, 4, 2, 2, 3, 6, 5, 1, 5, 5, 1, 2, 6, 4, 3) = 56 profane damage. It needs to make a Fort save DC 29 or be stunned. Which, I realize needs to be a 1, but oh well, lol.
Hamza reaches out with his inner darkness, grasping at the souls of the shroomammoth and the pair of ogres. Swift action, claiming all 3 of my foes. They suffer a bunch of penalties, but most importantly, they are all cursed, which benefits some of my maneuvers.
Claimed creatures: Provoke AoO via withdraw. Can always be pinpointed, even unseen. Takes penalty to attack = to claimed foes. +2 claimed creatures, recover 2 maneuvers. Are cursed(affects Cursed Razor maneuvers) and take a -2 penalty on CMB and skill checks. +5ft to speed per claimed creature. Hamza can claim up to 14 creatures. Hamza gains 1 Vitae per creature claimed.
I will post my other 2 other actions tomorrow. This took a lot of time to look up, and I need to head to bed shortly.

Hamza Mīnakshi |

Hamza spins his kama around which magically grows in length, and lashes out at the shroomammoth from a good fifteen feet way. 1d20 + 60 ⇒ (15) + 60 = 75 Initiating Persecution for 1d6 + 60 + 8d8 + 4d6 + 4d6 ⇒ (1) + 60 + (6, 3, 7, 6, 3, 6, 2, 4) + (1, 5, 4, 4) + (2, 2, 5, 3) = 124
He then sizes up the massive creature, and makes a viper like jab with is kama, targeting it's vitals. 1d20 + 60 ⇒ (16) + 60 = 76 Initiating Shards of Steel Strike for 1d6 + 60 + 4d6 + 4d6 + 8d6 ⇒ (3) + 60 + (6, 5, 5, 3) + (2, 3, 3, 5) + (1, 2, 4, 2, 5, 5, 5, 3) = 122

Sebecloki |
1 person marked this as a favorite. |

Reposting vanguard stats with some adjustments to the last group -- it's fungi shriekers instead of myceloids, and I cut down the numbers to not have a replay of the last couple of months.
Thorny Spellwarped Half-Fiend Fiendish Dire Tendriculos (Advanced Hit Dice) CR 162
Total XP Individual XP
1-3 4-5 6+
-600 -200 -150 -100
NE Colossal Plant
Init +7 (+3 dex, +4 Improved Initiative); Senses Perception -1
DEFENSE
AC 30 FF 27 Touch 5 (-8 size, +3 Dex , +25 natural)
Wounds 152: Vigor 8622 (442d8+6633)
Fort +239 Ref +228 Will +224
OFFENSE
Speed 20ft
Space 30 ft.; Reach 30 ft.
Special Attacks
STATISTICS
Str 56(+23), Dex 17(+3), Con 38(+14), Int 11(+0), Wis 8(-1), Cha 5(-3)
Base Atk +330; CMB +361; CMD 374
Feats: Ability Focus(Swallow Whole/Paralysis), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical(Bite), Improved Critical(Tendril), Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Armor, Improved Natural Attack(Bite), Improved Natural Attack(Tendril), Improved Overrun, Improved Sunder, Improved Toughness, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack, Run, Snatch Arrows, Toughness, Stunning Fist, Track, Whirlwind Attack, Total Feats 222
Skills: Perception -1 , Sense Motive +441 , Skill Points 884 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Temperate Forest
Organization: Solitary
Treasure: 1/10th coins, 50% goods, 50% items
SPECIAL ABILITIES
Improved Grab(Ex): To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.
Swallow Whole/Paralysis(Ex): Fortitude save DC 247(+221 HD, +0 Racial, +14 Con, +2 Feat) avoids paralysis.
A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant's mass, the opponent will be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant?s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos?s interior (AC 10 + 1/2 natural armor). Once the creature exits, the plant's regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Regeneration(Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.
Damage Reduction(Su): 10/magic
Cold Resistance(Ex): 10
Fire Resistance(Ex): 10
Darkvision(Ex): Darkvision up to 60ft.
Spell Resistance(Ex): 451
Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 440(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison(Ex): Immunities cannot be supressed for beneficial affect.
Spell Absorption(Su): Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature's base speed increases by a number of feat equal to 5X the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Thorns(Ex): 3d8+9 - A thorny creature's body is covered with sharp wooden thorns. Any creature attacking a thorny creature unarmed, with a handheld weapon or with natural attacks takes damage from the creature's sharp thorns. A creature that grapples with a thorny creature take the thorns damage each round. The amount of damage is based on the creatures size and its strength modifier is always applied as well.
Huge Thorny Spellwarped Dire Ogre, 4th-Level Barbarian, Barbarian 16 CR 53
Usually Chaotic Evil Huge Aberration
Init +7 (+3 dex, +4 Improved Initiative)
AC 43 FF 40 Touch 16
(-2 size, +3 Dex , +19 natural , +8 Studded Leather +5 , +5 deflection)
HD: 96
Wounds 152; Vigor 1808 (80d8+1120, 16d12+224)
Fort +73 Ref +55 Will +54
Speed 40 ft. in hide armor (8 squares); base speed 50 ft.
Base Atk +76 Grp +109
Special Attack - Thorns: 2d6+21
Attack: + greatclub +96 4d8+32
Full Attack: +1 greatclub +96/+91/+86/+81/+76/+71/+66/+61/+56/+51/+46/+41/+36/+31/+26/+21 4d8+32 (19-20/x2)
Full Attack: javelin +77 3d6+21 (19-20/x2)
Space 15 ft. (3 squares) Reach 15 ft. (3 squares)
Abilities Str 53(+21) Dex 17(+3) Con 38(+14) Int 20(+5) Wis 14(+2) Cha 4(-3)
Stat Points Gained From Advancement: 23
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Deflect Arrows, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical(+1 greatclub), Improved Critical(javelin), Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Armor, Improved Natural Attack(+1 greatclub), Improved Natural Attack(javelin), Improved Overrun, Improved Precise Shot, Improved Sunder
Skill Points: 725
Skills: Climb +62, Craft(All) +46, Handle Animal +38, Hide +44, Intimidate +38, Jump +62, Listen +43, Ride +44, Spot +43, Survival +43, Swim +62
Gear:
Amulet of Health +6 (36000gp) - worn
Amulet of Natural Armor +5 (25000gp) - worn
Belt of Giant Strength +6 (36000gp) - worn
Cloak of Resistance +5 (25000gp) - worn
Gauntlets of Ogre Power +2 (4000gp) - carried
Gloves of Dexterity +2 (4000gp) - worn
Headband of Intellect +6 (36000gp) - worn
Periapt of Wisdom +6 (36000gp) - worn
Ring of Protection + 5 (25000gp) - worn
Studded Leather +5 (25175gp) - worn
Total Cost of Gear: 252175gp
Darkvision(Ex): 60 ft.
low-light vision(Ex):
trap sense +(Ex): 1
uncanny dodge(Ex):
Spell Absorption(Su): Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature's base speed increases by a number of feat equal to 5X the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Spell Resistance(Ex): 91
Thorns(Ex): 2d6+19 - A thorny creature's body is covered with sharp wooden thorns. Any creature attacking a thorny creature unarmed, with a handheld weapon or with natural attacks takes damage from the creature's sharp thorns. A creature that grapples with a thorny creature take the thorns damage each round. The amount of damage is based on the creatures size and its strength modifier is always applied as well.
Rage(Ex): A barbarian can fly into a rage a certain number of times per day.
Level Uses/day
1 1
4 2
8 3
12 4
16 5
20 6
In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Indomitable Will(Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Greater Rage(Ex): At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Improved Uncanny Dodge(Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Trap Sense(Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
Damage Reduction(Ex): 1/-
Illiteracy(Ex): Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Advancement: By character class
Thorny Spellwarped Flame-Spawned Fiendish Dire Fungus, Shrieker (Advanced Hit Dice) CR 21
NE Large Plant
Init -3 (-3 dex); Senses Perception -4
DEFENSE
AC 22 FF 22 Touch 3 (-4 size, -3 Dex , +19 natural)
Wounds 61; Vigor 377 (26d8+260)
Fort +25 Ref +12 Will +11
OFFENSE
Speed 0ft
Space 20 ft.; Reach 15 ft.
Special Attacks
STATISTICS
Str --, Dex --, Con 31(+10), Int --, Wis 2(-4), Cha 1(-5)
Base Atk +18; CMB +22; CMD 29
Feats: , Total Feats 0
Skills: Perception -4 , Skill Points 0 Racial Bonuses
ECOLOGY
Environment: Any warm climate or fire-based plane.
Organization: Solitary or patch(3-5)
Treasure: None
SPECIAL ABILITIES
Shriek(Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus's noise means there is food nearby.
Damage Reduction(Su): 10/magic
Darkvision(Ex): Darkvision up to 60ft.
Spell Resistance(Ex): 35
Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 24(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Fire(Ex): Immunity to Fire
Vulnerability to Cold(Ex): Creatures vulnerable to cold take half again as much (+50%) damage as normal from cold, regardless of whether the saving throw is allowed, or if the save is a success or failure.
Burn(Ex): Reflex save DC 33(+13 HD, +0 Racial, +10 Con, +0 Feat)
This creature deals 2d6 fire damage with any natural attack. Those hit must succeed on a Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a burning creature with natural weapons or unarmed attacks take fire damage the same as if being hit by the burning creature as above.
Fiery Aura(Ex): Fortitude save DC 33(+13 HD, +0 Racial, +10 Con, +0 Feat)
Anyone within 5 feet of a creature with fiery aura must succeed on a Fortitude save or take heat damage each round from the intense heat. The amount of damage equals the fire damage dealt by the creature's natural attack.
Spell Absorption(Su): Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature's base speed increases by a number of feat equal to 5X the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Thorns(Ex): 2d8+0 - A thorny creature's body is covered with sharp wooden thorns. Any creature attacking a thorny creature unarmed, with a handheld weapon or with natural attacks takes damage from the creature's sharp thorns. A creature that grapples with a thorny creature take the thorns damage each round. The amount of damage is based on the creatures size and its strength modifier is always applied as well.

Rokan the Ascetic |

Time to take partially (mostly) rebuilt Rokan for a spin... ignore his status line, that's not updated yet
In one of the instants in the time that the company is unchallenged in the chamber, before this latest wave of myceloids appeared, Rokan retreated into the recesses of his mind. It felt like hours to him, and in that time he wandered the energy channels of his own being. One by one, he found his blocked chakras, and defeated the haunted that were holding them hostage. Now past that instance, his body felt a resurgence that he had not felt in some time.
He attacks the nearest brood warrior one of the 50 to test his abilities.
full-round attack, flurry of blows.
unarmed strike attack: 1d20 + 61 ⇒ (10) + 61 = 71
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (5, 5) + 50 = 60
unarmed strike attack: 1d20 + 61 ⇒ (20) + 61 = 81
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (4, 5) + 50 = 59
confirm?: 1d20 + 61 ⇒ (18) + 61 = 79
critical damage: 4d6 + 100 ⇒ (5, 4, 2, 1) + 100 = 112
unarmed strike attack: 1d20 + 61 ⇒ (3) + 61 = 64
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (4, 3) + 50 = 57
unarmed strike attack: 1d20 + 56 ⇒ (15) + 56 = 71
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (4, 4) + 50 = 58
unarmed strike attack: 1d20 + 51 ⇒ (13) + 51 = 64
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (4, 1) + 50 = 55

Rokan the Ascetic |

doh, I forgot that his unarmed strikes also deal 1d4 bleed damage...
attack 1 bleed: 1d4 ⇒ 1
attack 2 bleed: 1d4 ⇒ 4
attack 3 bleed: 1d4 ⇒ 4
attack 4 bleed: 1d4 ⇒ 3
attack 5 bleed: 1d4 ⇒ 4
bleed doesn't stack, so really it's just the highest of those rolls if it's still alive.

Hamza Mīnakshi |

I believe all PCs go on SADIEs 57, right??

Jimbli Willit |

Jimbli hurls ghostly daggers at an impossible rate of speed - first, finishing off the one Rokan laid into, and then into the nearest fungal brood warrior.
ranged feint (super speed move action): 1d20 + 47 ⇒ (1) + 47 = 48 (natural one failure...)
mind dagger throw: 1d20 + 24 ⇒ (20) + 24 = 44
crit confirm: 1d20 + 24 ⇒ (20) + 24 = 44
crit damage: 2d4 + 52 ⇒ (3, 1) + 52 = 56
mind dagger throw (atypical): 1d20 + 24 ⇒ (2) + 24 = 26
damage: 1d4 + 2d6 + 26 ⇒ (2) + (6, 6) + 26 = 40
(should kill the first)
mind dagger throw: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 1d4 + 24 ⇒ (3) + 24 = 27
mind dagger throw (atypical): 1d20 + 15 ⇒ (15) + 15 = 30
damage: 1d4 + 2d6 + 24 ⇒ (2) + (3, 5) + 24 = 34
mind dagger throw (rapid shot): 1d20 + 22 ⇒ (7) + 22 = 29
damage: 1d4 + 2d6 + 24 ⇒ (2) + (3, 3) + 24 = 32
mind dagger throw (atypical): 1d20 + 22 ⇒ (13) + 22 = 35
damage: 1d4 + 2d6 + 24 ⇒ (2) + (3, 4) + 24 = 33
mind dagger throw (quickling rapid action attack): 1d20 + 22 ⇒ (2) + 22 = 24
damage: 1d4 + 2d6 + 24 ⇒ (3) + (2, 1) + 24 = 30
mind dagger throw (atypical): 1d20 + 22 ⇒ (4) + 22 = 26
damage: 1d4 + 2d6 + 24 ⇒ (2) + (1, 3) + 24 = 30
(189 total to second target)

Tyren Lourofesh |

Tyren
Tyren began playing once again; mist enshrouded him, and the Shroomamoths found themselves lurching clumsily. For his allies, the sound sent blood pounding through their veins; the rapid-paced, higher notes combined to form a battle anthem that provided both clarity and the will to succeed. For Rokan especially, it seemed to hone his psionic senses to a level that approached prescience.
+8 to everything Bardic Inspiration to everyone, +16 to Rokan
With his allies suitably bolstered, Tyren now focused on tying up the opposing forces. Assuming that the first few battle lines would fall quickly, Tyren instead targeted the third line of Myceloids, juggling his cackling artillery pieces. Unlike his previous shots, however, the bullets with an glinted iridescent light.
2 Acts worth of barrages.That'll total to 32 rounds going downfield, each one to a different Myceloid. Attack Bonus for this fight will be: 14+5(Knowledge Devotion)+8(Bardic Music)+2(Cae)-2(Barrage)-4(Dual Wielding)-4(Double Barrel)-8(estimating 4 range increments out, for a total of 300 ft.)=11. Damage will be +13. Poison will be Gelidburn Oil, DC: 26 1d3 fire/cold, stagger. Poison only procs on a 1, but in a case of 32 attacks...That's likely.
Myceloid 1 Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Myceloid 1 Damage: 1d20 + 13 ⇒ (8) + 13 = 21
Myceloid 1 Save: 1d20 + 25 ⇒ (16) + 25 = 41
Myceloid 2 Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Myceloid 2 Damage: 1d20 + 13 ⇒ (6) + 13 = 19
Myceloid 2 Save: 1d20 + 25 ⇒ (8) + 25 = 33
Myceloid 3 Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Myceloid 3 Damage: 1d20 + 13 ⇒ (18) + 13 = 31
Myceloid 3 Save: 1d20 + 25 ⇒ (11) + 25 = 36
Myceloid 4 Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Myceloid 4 Damage: 1d20 + 13 ⇒ (15) + 13 = 28
Myceloid 4 Save: 1d20 + 25 ⇒ (19) + 25 = 44
Myceloid 5 Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Myceloid 5 Damage: 1d20 + 13 ⇒ (14) + 13 = 27
Myceloid 5 Save: 1d20 + 25 ⇒ (17) + 25 = 42
Myceloid 6 Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Myceloid 6 Damage: 1d20 + 13 ⇒ (11) + 13 = 24
Myceloid 6 Save: 1d20 + 25 ⇒ (5) + 25 = 30
Myceloid 7 Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Myceloid 7 Damage: 1d20 + 13 ⇒ (13) + 13 = 26
Myceloid 7 Save: 1d20 + 25 ⇒ (18) + 25 = 43
Myceloid 8 Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Myceloid 8 Damage: 1d20 + 13 ⇒ (9) + 13 = 22
Myceloid 8 Save: 1d20 + 25 ⇒ (7) + 25 = 32
Myceloid 9 Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Myceloid 9 Damage: 1d20 + 13 ⇒ (19) + 13 = 32
Myceloid 9 Save: 1d20 + 25 ⇒ (9) + 25 = 34
Myceloid 10 Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Myceloid 10 Damage: 1d20 + 13 ⇒ (2) + 13 = 15
Myceloid 10 Save: 1d20 + 25 ⇒ (1) + 25 = 26
Myceloid 10 Poison Damage: 1d3 ⇒ 1
Myceloid 11 Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Myceloid 11 Damage: 1d20 + 13 ⇒ (7) + 13 = 20
Myceloid 11 Save: 1d20 + 25 ⇒ (19) + 25 = 44
Myceloid 12 Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Myceloid 12 Damage: 1d20 + 13 ⇒ (9) + 13 = 22
Myceloid 12 Save: 1d20 + 25 ⇒ (3) + 25 = 28
Myceloid 13 Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Myceloid 13 Damage: 1d20 + 13 ⇒ (17) + 13 = 30
Myceloid 13 Save: 1d20 + 25 ⇒ (13) + 25 = 38
Myceloid 14 Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Myceloid 14 Damage: 1d20 + 13 ⇒ (19) + 13 = 32
Myceloid 14 Save: 1d20 + 25 ⇒ (15) + 25 = 40
Myceloid 15 Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Myceloid 15 Damage: 1d20 + 13 ⇒ (6) + 13 = 19
Myceloid 15 Save: 1d20 + 25 ⇒ (19) + 25 = 44
Myceloid 16 Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Myceloid 16 Damage: 1d20 + 13 ⇒ (11) + 13 = 24
Myceloid 16 Save: 1d20 + 25 ⇒ (8) + 25 = 33
Myceloid 17 Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Myceloid 17 Damage: 1d20 + 13 ⇒ (15) + 13 = 28
Myceloid 17 Save: 1d20 + 25 ⇒ (13) + 25 = 38
Myceloid 18 Attack: 1d20 + 11 ⇒ (1) + 11 = 12
Myceloid 18 Damage: 1d20 + 13 ⇒ (9) + 13 = 22
Myceloid 18 Save: 1d20 + 25 ⇒ (7) + 25 = 32
Myceloid 19 Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Myceloid 19 Damage: 1d20 + 13 ⇒ (10) + 13 = 23
Myceloid 19 Save: 1d20 + 25 ⇒ (14) + 25 = 39
Myceloid 20 Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Myceloid 20 Damage: 1d20 + 13 ⇒ (18) + 13 = 31
Myceloid 20 Save: 1d20 + 25 ⇒ (13) + 25 = 38
Myceloid 21 Attack: 1d20 + 11 ⇒ (1) + 11 = 12
Myceloid 21 Damage: 1d20 + 13 ⇒ (8) + 13 = 21
Myceloid 21 Save: 1d20 + 25 ⇒ (15) + 25 = 40
Myceloid 22 Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Myceloid 22 Damage: 1d20 + 13 ⇒ (13) + 13 = 26
Myceloid 22 Save: 1d20 + 25 ⇒ (18) + 25 = 43
Myceloid 23 Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Myceloid 23 Damage: 1d20 + 13 ⇒ (3) + 13 = 16
Myceloid 23 Save: 1d20 + 25 ⇒ (10) + 25 = 35
Myceloid 24 Attack: 1d20 + 11 ⇒ (2) + 11 = 13
Myceloid 24 Damage: 1d20 + 13 ⇒ (19) + 13 = 32
Myceloid 24 Save: 1d20 + 25 ⇒ (9) + 25 = 34
Myceloid 25 Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Myceloid 25 Damage: 1d20 + 13 ⇒ (10) + 13 = 23
Myceloid 25 Save: 1d20 + 25 ⇒ (19) + 25 = 44
Myceloid 26 Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Myceloid 26 Damage: 1d20 + 13 ⇒ (18) + 13 = 31
Myceloid 26 Save: 1d20 + 25 ⇒ (6) + 25 = 31
Myceloid 27 Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Myceloid 27 Damage: 1d20 + 13 ⇒ (9) + 13 = 22
Myceloid 27 Save: 1d20 + 25 ⇒ (1) + 25 = 26
Myceloid 27 Poison Damage: 1d3 ⇒ 3
Myceloid 28 Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Myceloid 28 Damage: 1d20 + 13 ⇒ (15) + 13 = 28
Myceloid 28 Save: 1d20 + 25 ⇒ (14) + 25 = 39
Myceloid 29 Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Myceloid 29 Damage: 1d20 + 13 ⇒ (18) + 13 = 31
Myceloid 29 Save: 1d20 + 25 ⇒ (15) + 25 = 40
Myceloid 30 Attack: 1d20 + 11 ⇒ (4) + 11 = 15
Myceloid 30 Damage: 1d20 + 13 ⇒ (12) + 13 = 25
Myceloid 30 Save: 1d20 + 25 ⇒ (17) + 25 = 42
Myceloid 31 Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Myceloid 31 Damage: 1d20 + 13 ⇒ (10) + 13 = 23
Myceloid 31 Save: 1d20 + 25 ⇒ (18) + 25 = 43
Myceloid 31 Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Myceloid 31 Damage: 1d20 + 13 ⇒ (2) + 13 = 15
Myceloid 31 Save: 1d20 + 25 ⇒ (7) + 25 = 32

Hamza Mīnakshi |

The DC for Miqeo's maze of shadowy doom is 49.
2d20 ⇒ (16, 14) = 30 Mammoth saves, can only fail on a 1.
2d20 ⇒ (13, 5) = 18 Ogre 1, same.
2d20 ⇒ (10, 18) = 28 Ogre 2, also same.
Okay, since the myceloids can only make their saves on a 20, I'm just gonna check to see if they make that. Because there's 50 of them, and they have to roll twice and take the worse, I'm just going to roll 100 times.
100d20 ⇒ (9, 6, 18, 12, 12, 7, 10, 19, 8, 16, 13, 2, 13, 3, 14, 16, 20, 4, 19, 16, 17, 5, 12, 18, 6, 8, 12, 5, 9, 13, 18, 5, 15, 18, 16, 8, 8, 17, 8, 18, 15, 5, 16, 19, 3, 15, 4, 19, 12, 16, 5, 20, 7, 9, 16, 19, 16, 8, 12, 1, 10, 15, 5, 16, 6, 6, 18, 3, 14, 1, 8, 2, 5, 8, 20, 7, 7, 20, 3, 3, 10, 7, 12, 2, 17, 3, 3, 11, 2, 7, 10, 14, 7, 3, 1, 7, 10, 3, 16, 20) = 1052 None of them make their saves, as they would need double 20s.

Hamza Mīnakshi |

I think Amunet is the only PC who hasn't acted yet. I believe their player is also rather busy IRL.