Monsters and Madmen: Necromantics and Monstrous MadMen

Game Master Remnant

More on the dark side, the Powers in the Darklands and UnderLands will occasionally recruit the oddities, outcasts, and malcontents, to aid in their schemes.

Welcome to the Machinations of The Lady of Linen.


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Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

@Moving - Meh. One just need to increase the nr of lightning bolts/round then :P
______________________________________

On an earlier topic we debated: Grappling houses. I played around a bit and realized that the Tetori archetype is exactly what I wanted. They get to use Grab on creatures larger then themselves for a mere 2 ki-points. Ergo...

Enter the Thunderdome?:
Sprite Tetori Monk 8
LN Diminutive fey
Init +7; Senses detect evil, detect good, low-light vision; Perception +8

DEFENSE

AC 26, touch 26, flat-footed 14 (+7 Dex, +4 size, +2 wis, +2 monk, 1 dodge) +8 vs AoO
hp 68 (1d6+8d8+17)
Fort +7, Ref +15, Will +10 (+2 vs Enchantment)
DR 2/cold iron
Immune: Disease

OFFENSE

Speed 35 ft., fly 60 ft. (perfect)
Melee unarmed strike +18/13 (1d3+7 plus grab)
Ranged
Space 1 ft.; Reach 0 ft.
Special Attacks: Stunning Fist (DC 16), Ki pool (6/6)

Spell-Like Abilities (CL 5th; concentration +5)

Constant—detect evil, detect good
At will—dancing lights, daze (DC 9)
1/day—color spray (DC 10)

STATISTICS

Str 4, Dex 25, Con 13, Int 6, Wis 14, Cha 8
Base Atk +6; CMB 12 (+20 to grapple, +28 to escape grapple); CMD 24 (34 vs grapple)
Feats Weapon FinesseB, Agile ManoeuvresB, Deadly Agility, Dodge, Mobility, Underfoot, Defensive Combat Training, Improved Unarmed StrikeB, Stunning FistB, Improved GrappleB, Stunning PinB, Greater GrappleB
Skills Acrobatics +18 (+24 to tumble), Escape Artist +23, Fly +25, Perception +8, Sense Motive +7, Stealth +28
Languages Common, Sylvan
SQ luminous, AC bonus, Graceful Grappler, Unarmed Strike, Stunning Fist, Evasion, Fast Movement, Manoeuvre Training, Still Mind, Ki Pool, Ki Strike (magic, cold iron, silver), Counter-Grapple, Break Free, Purity of Body, Wholeness of Body

SPECIAL ABILITIES
Luminous (Su)

A sprite naturally sheds light equal to that provided by a torch. A sprite can control the colour and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.

Gear Pauldrons of the Serpent, Shadow Piercing (minor body), Belt of Dex +2

Edit: @Delyliath - *grumble grumble* Silly demonic immunities :P


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35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Oh, there's an invisible enemy in the room?

*arcane lock on door*

*quickened glitterdust, dimensional anchor, fear aura*

*Lich paralysis through spectral hand, land on invisible new friend.*

*coup de grace*

*create treasure map*

*animate dead*

"Take me to your stuff."


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Erp on the topic of anti-invisibility - the Acute Senses spell is really bonkers. Especially on an Inquisitor that already have good perception!

edit: Eek! I forgot that I should shove the Body Shield feat unto my last post ...

(Maybe something for your guy Death_Keeper :)?)


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Anaxian wrote:

Oh, there's an invisible enemy in the room?

*arcane lock on door*

*quickened glitterdust, dimensional anchor, fear aura*

*Lich paralysis through spectral hand, land on invisible new friend.*

*coup de grace*

*create treasure map*

*animate dead*

"Take me to your stuff."

This, Ladies and Gentlemen, is how a caster really thinks.


Grushdeva du kalt misht
Jhaelwyn wrote:

Erp on the topic of anti-invisibility - the Acute Senses spell is really bonkers. Especially on an Inquisitor that already have good perception!

edit: Eek! I forgot that I should shove the Body Shield feat unto my last post ...

(Maybe something for your guy Death_Keeper :)?)

Thats my next feat... My BAB is only 5 right now xD


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

@Mage Checklist/good stuff - Nice : )

To be honest, an invisible foe stuck inside a small room doesn't worry me. What I fear is that pesky outdoors mage, gently floating around somewhere around 700-800' in the air while invisible enjoying all those Long range spells.

Luckily, we are in the Darklands so the odds of that happening is sortof slim ^^

@Death_Keeper - It is a really nice choice :)

The best part is that there is nothing to stopping one from using the feat against the grappled creature itself (except maybe common sense. But bleh! to that :P)...

'Why are you hitting yourself?'


Male Weremonkey Rogue/Ranger/Trickster

Acute Senses is one of my automatic spells known playing an Inquisitor. Pretty much the first spell I choose once 2nd level spells become available.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21
Anaxian wrote:
Oh, there's an invisible enemy in the room?

The point is that the moment you KNOW there is an invisible enemy on the room, the invisible enemy already failed.

The point of being invisible for the sake of not being visible is a minor one, the real point of it is to make sure nobody knows you have ever been there on the first place.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Fear Aura + High Perception = I might not be able to see them, but I can spell them pee themselves.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

*shrug* all of these counter measures depend on the enemy in question being in an enclosed space or otherwise restricted in movement. Echolocation and other extrasensory abilities require you be within 30-60ft for it to work. Same deal with Anaxians fear aura.
Without knowing where the enemy is or restricting them to an area you can fill with an area of effect these ideas all fall flat.

Now manipulating the rules I do know one very easy answer.
Helping hand Which has no save, will automatically go to a creature you can define in the vaguest of terms and unerringly finds them.
But, you say that sounds quite divination-y doesn't it Sanriel?
Strangely enough Helping hand is Evocation. It is also one of the spells all of my high level characters keep in case of 'unfindable assassin' syndrome popping up.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision
Sanriel wrote:

Now manipulating the rules I do know one very easy answer.

Helping hand Which has no save, will automatically go to a creature you can define in the vaguest of terms and unerringly finds them.
But, you say that sounds quite divination-y doesn't it Sanriel?
Strangely enough Helping hand is Evocation. It is also one of the spells all of my high level characters keep in case of 'unfindable assassin' syndrome popping up.

T-that is ... beautiful! *Wipes away single tear*


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Amusingly, any ally with the ability to pierce invisibility (see invisibility, true sight, invisibility purge) can also follow the hand instead of just you.
Far as I can tell the hands forward movement finding a creature is 100/round and it speeds up on finding the creature in question.

And yes that spell is shenanigans.


Male Weremonkey Rogue/Ranger/Trickster

You still need a physical description, which would be hard to come by, if you're totally unaware of the creature you wish the hand to seek out.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Sanriel wrote:

Amusingly, any ally with the ability to pierce invisibility (see invisibility, true sight, invisibility purge) can also follow the hand instead of just you.

Far as I can tell the hands forward movement finding a creature is 100/round and it speeds up on finding the creature in question.

And yes that spell is shenanigans.

That's clearly not the purpose if the spell, but clever alternate use.

*hat tip*


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Correction: 60 feet.

Anaxian is a very scary adorable little dead dragon.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Monkeygod wrote:
You still need a physical description, which would be hard to come by, if you're totally unaware of the creature you wish the hand to seek out.

Actually, it doesn't specify that. Based on a reading of the spell, you could actually say "Help the closest invisible person within 100 feet." and the spell would act on those perimeters.

Since it lasts hours per level, you could get a pretty useful early warning system out of that spell. Handy for dungeon crawls. Bad if someone in your group goes invisible.

No hand, go away! Stop! You're not helping! Dammit!


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

BBEG Haha! adventurers you may have bested my defenses and spoiled my traps but my immunity to divination effects and invisibility will ensure my escape!

Cleric: Helping hand, please help the cheesey villian currently escaping.

BBEG GAH! No! bad hand!


Male Weremonkey Rogue/Ranger/Trickster

"When the spell is cast, you specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class."

I do not believe invisible is considered an actual appearance. If you do, that's a very liberal definition of appearance, imo.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21

actually the hand stands at a 10 feet and does not point at the creature but at you., that means there is no way to know in which exact direction the invisible creature is, only that is within a 10 ft radius from the hand.

besides it does requires a physical description.

I would argue that it either uses the senses of the caster or it's own set that it's not described as seeing invisibility nor as not capable of so it's based on DM judgement (honestly, considered how it searches by physical description and not by some metaphysical knowledge, I would say it is incapable to match something invisible with the description given. same for someone who uses any kind of metamorphosis)


Grushdeva du kalt misht

Invisible would be a viable description... just like "blond" or "male"... it describes their physical appearance... Invisible is still what they physically look like.

The spell can magically detect a "Purple eyed, Drow-elf" at a distance of five miles? so why can't it describe "Invisible, Humanoid"


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

I'm not saying I'd allow it as a GM. I'm pretty much just saying that the spell is terribly worded.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21
Death_Keeper wrote:
The spell can magically detect a "Purple eyed, Drow-elf" at a distance of five miles? so why can't it describe "Invisible, Humanoid"

Actually it does not magically detect anything at all, and not at distance.

It states that "the hand streaks off in search of a subject that fits the description" so it physically wanders around and search "manually" (pun intended) for someone that matches the physical description.

As Anaxian said it's terribly worded, but since it searches by looking around, I assume the target needs the capability of being seen and recognized.


Jhaelwyn wrote:
Meredian Adriatnaic wrote:
Jhaelwyn wrote:
I'd say, the odds of piercing Mind Blank is quite low at this level :P
Oh yea. I forgot. lol. Even see invisibility wouldn't work on me. In that case only the DM knows what happened once Mer turns invisible.

If it becomes a problem, we can always face a Vampire with the Twilight template.

The constant Glitterdust effect should do the trick :P

No shiny Vampires in my worlds

(Note to self make a Vampire entirely of Shadow and Darkness)


Jhaelwyn wrote:

@Meredian/Veil - Wheel of Time reference : )?

@Glitterdust - Yeah, but one need to target it. Hence bring something that can do it at-will and spam away :P

@Mind Blank - Its little brother Enchantment Foil is also nice. Perfect for messing with things like Succubi ; )

@Anti Mind Blank - Blindsight and the stuff works against it. Perhaps our resident druid want to take a look at the Echolocation spell? Myself, I have considered bottling up some bats : )

@Pet monster - Hmm whatever it was, it is probably the same thing that butchered all those dark folk (grumble stupid dark folk that doesn't leave corpses behind!)

That monster is heading your way (Upcoming Biggish Fight)


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Grushdeva du kalt misht

Again.... YAAAAAAY.... TIME TO TAKE OUR RIGHTFUL PLACE.

as murder-hobos

As was written into the stars by the great lord gygax


Sanriel wrote:

BBEG Haha! adventurers you may have bested my defenses and spoiled my traps but my immunity to divination effects and invisibility will ensure my escape!

Cleric: Helping hand, please help the cheesey villian currently escaping.

BBEG GAH! No! bad hand!

Hmmm Rings of Antimagic Hands suddenly will come into vogue


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Do we know the rats are aggressive yet or are we just waiting?


They do not seem to be too aggressive. The NPCs did call the Huge Rat Swarm their 'children'


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
GM_Remnant wrote:
They do not seem to be too aggressive. The NPCs did call the Huge Rat Swarm their 'children'

We're in the under dark. Plus this isn't even creepy considering who we hang around with.


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I got the Advanced Bestiary from Green Ronin today for myself as a birthday gift. So going to abuse that book.


Male Weremonkey Rogue/Ranger/Trickster

Speaking of books to potentially abuse:

Pact Magic


Male Hooman Threadjacker 7

Reminder on for that
I did back the Electrotech books, need to actually dig into and print those out


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Happy Birthday then : )!


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

happy birthday Remnant.

Also, a question. As I've had the book burning a hole in my pocket since I got hold of it earlier this year would you permit me to grab some spells from the Kobold press Deep Magic book?
there are some really cool earth spells in there and I'd love to use them. One of them generating an ant lion trap in earth/stone with you at the center. Also another one which generates big ol'e pillars of earth to squish people into the ceiling with.

The book also has a spell for witches/wizards which summons a swarm of burning screaming monkeys. *looks at Jhaelwyn*
Not that anyone would have an interest in screaming burning monkeys around here though.


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

*looks up*

Now those monkeys where both screaming and burning you say ?


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Certainly no screaming burning monkeys hiding in here.:

HA! THE SPOILER WAS RIGHT!

Certainly no screaming burning monkeys hiding in here.:

OH SO SAD NO MONKEY FOR YOU!

Certainly no screaming burning monkeys hiding in here.:

HA! THE SPOILER WAS RIGHT!

Certainly no screaming burning monkeys hiding in here.:

YOU DON'T SEEM VERY GOOD AT THIS

Certainly no screaming burning monkeys hiding in here.:

HARGLTE JARGLEFLARGEN!

Certainly no screaming burning monkeys hiding in here.:

BURNING MONKEY SWARM
School illusion (shadow, shadowflesh); Level sorcerer/
wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a monkey’s paw)
Range close (25 ft. +5 ft./2 levels)
Effect 1 summoned swarm
Duration 1 round/level (D)
Saving Throw none and Will partial (see below); SR no
You summon a shadowy, quasi-real swarm of monkeys
(Pathfinder Bestiary 2). These creatures appear as a howling
mass of primates and flames, and the entire swarm is
burning for the duration of the spell. The illusory flames
cause no damage to the monkeys despite their screaming
and chattering. The swarm appears on your turn and
understands and obeys your commands.
The monkey swarm deals three-fifths (60%) of normal
damage to disbelievers, and non-damaging effects are
60% likely to work against disbelievers. The monkeys
attack as a normal monkey swarm but cause a further 1d6
hp fire damage in melee. The save DC for distraction is
increased to 18.
Characters within 30 ft. of the screaming swarm must
make a Will save each round or be confused (as the
condition). Once the saving throw is made, the character
is no longer susceptible to the confusion effects.

Certainly no screaming burning monkeys hiding in here.:

PERHAPS THE WORLD DOESN'T THINK YOU DESERVE MONKEYS

Certainly no screaming burning monkeys hiding in here.:

You seriously thought it would be this one?


Loot Sheet | 28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Heh. Luckily I work by a bottom-up philosophy :P

And those monkeys does indeed seem to be both screaming and flaming : )


Male Weremonkey Rogue/Ranger/Trickster

I too own both a physical and PDF copy of Deep Magic. Its really frakin awesome.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Happy Birthday Remnant!


Male Hooman Threadjacker 7
Jhaelwyn wrote:
Happy Birthday then : )!

Thanks it was the big 52 for me


Sanriel wrote:

** spoiler omitted **

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...

Clap Clap Clap Clap Clap


Sanriel wrote:

happy birthday Remnant.

Also, a question. As I've had the book burning a hole in my pocket since I got hold of it earlier this year would you permit me to grab some spells from the Kobold press Deep Magic book?
there are some really cool earth spells in there and I'd love to use them. One of them generating an ant lion trap in earth/stone with you at the center. Also another one which generates big ol'e pillars of earth to squish people into the ceiling with.

The book also has a spell for witches/wizards which summons a swarm of burning screaming monkeys. *looks at Jhaelwyn*
Not that anyone would have an interest in screaming burning monkeys around here though.

I think I need this book now that you mention it


Male Weremonkey Rogue/Ranger/Trickster

Its spectacular Remnant, massive, but freakin spectacular!


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Although some of the spells either need correcting or removal. Chronal lance as an example. Auto-stagger magic missile with no real downsides really ought to not be a L1 spell.

The book is great though, I've used the Necrophage selections to great effect for my bad guys.

Also while we I have yet to reach it would I be correct in assuming that the monster Disqutar is examining is still headed in our direction?
Also on the same round is Sanriel still in close enough range of the caravan for communication with Illia? (100ft)

If not I'd imagine beating on this beastie would give the rest of the party a good enough answer.


Sanriel
Yes to the first and also to the second

It is about 190 away from the party, a small cavern then into a larger one


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Illia, unless I'm confused, still doesn't know the target's location, so she's waiting for a reply before tele-ganking.


Male Siabrae (undead) Druid6Inquisitor1 HP: 73 AC26/10/26, F+9R+2W+13(Channel resist+4) Init+0, Tremorsense60, Low light, Darkvision 60, Perception+24 DR/10Adamantine and bludgeoning, Fire immunity

Sanriel is in range to talk but doesn't know what he is looking at yet. He still has a round or two of movement before he can see whatever it is.
Drisquetar is out of range for telepathy right now.
Sounds like our spider lady and our human are both on the ceiling. Anaxian is steepling his little dragon hands and thinking. Then you and Delyliath are talking with the caravan that now has a swarm of rats.

Sounds like unless Dris chooses to do soemthing this round the monster will move into my vision next round and I should still be in range of telepathy to let the rest of our group know the deal.


I am sure Drisquar can handle my little critter on his own
None of the encounters so far have been that dangerous to the PCs yet


Just in case doing some design work for the Drow City.
Basic layout in progress, Throne Room Defenses thought of, 8 max HP Male Driders as an Honor Guard with some special magic items, Matriarch Concept Done Noble (Drow) 5, High Priestess of Llolth Cleric 15, Mother of most of the city. 6 some new magic items, 2 spells, 5 new organizations within the city, 2 creature ideas (just rough concepts), 3 ideas for significant NPCs. Along with ideas for 3 differing NPC Party Groups that may get used in part or total in following missions or separate games.

How is everyone else


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Been waiting for the shopkeeper's response since Sunday.

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