
Aerent Sephim |

I thought we were waiting to meet with Talon. I mean, based on the response to my other post, people still want to do research and other stuff.
I'm fine waiting a couple more days or pressing on at first light, but based on what I'm seeing, it doesn't seem like we're in a hurry.
Aerent is really bored in the city, but if the rest of the group wants to read books, then he'll start scouring the city for cute girls to recruit into his information network. :)

Sindran Eithe |

Sindran cannot be #@!&#^ to deal with it if it's not an emergency. He'll punch, err, kick you in the morning.
Sindran is planning to scout ahead into some parts of the forest, but not as far as the Horn yet. You can accompany him if you like, which would be good because he'll probably need someone to stop him from burning down the forest--I mean, he'll need back-up. He'll only go to the Horn is if everyone's coming along.
Order of places he'll go until we decide to go to the Horn:
> Edge of Caer Bryr, Karst (treasure, initial scouting)
> Northern parts of Caer Bryr (Old One-Eye)
> Southern parts of Caer Bryr (great stone spires)
P.S. Sindran has crap Survival. Expect gratuitous interrogation of nearby creatures for directions.

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"...Hello."
you clown, you. I lolled.
also, this is the first time I've found a reason to use a dinosaur in an RPG without being intentionally ridiculous.
FYI - the DC to find the Horn is 30. Once check is allowed per day - it's really that difficult. It's also quite a big thing that Talon already found it - and I hope you're starting to realize that finding the horn could've been a really tough and dangerous task.

Caladwhen |

By the way IB, I've switched up Cala's prepped spells. While in the wild, she'll be sure to have Endure Elements cast, daily if possible.... Cala doesn't like to be uncomfortable.
Also, as far as money goes... I should have mentioned this long ago, but Cala is going to hold onto her funds for now. When Caladwhen hits level 8, I want to spend that money to make a Headband of Vast Intelligence +2 or higher depending on what funds she has available.

Caladwhen |

FYI, from monday sep 2nd until next tuesday sep 10th I expect to have very few chances to post.
Sounds good. I'll be intermittent starting next week until about mid-September as the new-semester starts up and I settle in with my new classes, but I'll still be here.

Caladwhen |

Basically you add the zombie template. Essentially, they become tougher but slower. It looses all special attacks and feats, but retains any basic abilities. The big draw back with Zombies is that they inherit the staggered condition, which basically means they can either move or act... but never both in the same round. You can create fast zombies, but they're more costly to build in terms of hit dice.
For our purposes though, this dinosaur will serve nicely.

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hmmm that's pretty much how I played it now. I'm glad I didn't use its power attack, though.
so new stats...
ac22 + 3
str 27 => 29
dex 10 => 8
wis 10
cha 10
10d8 + 30 => 14d8 = 49 hp
and more - ok, bored. perhaps someone would like to do that in herolab or pcgen and spit out a Ankylosaurus + zombie template's stats?

Caladwhen |

Zombies also get the Toughness feat to replace their somewhat diminished constitution bonuses, so Dino Zombie gets an additional 14 HP bringing it to 63. It's also gets a few other goodies likes DR 5/Slash.
I'll put it together, and link it here for you. IB, can I just opt for average HP for d8's? At 4.5 HP per die, it would have a base of 63 + 14 for Constitution. Even at just 4 HP per die, it would still have more than 49.

Nylanfs |

ALLOSAURUS (ZOMBIE) CR 7
Male Allosaurus (Zombie) Animal 11 / Undead 4
NE Huge animal
Init +4; Senses Darkvision (60 ft.), Low-Light, Perception +28, Scent,
DEFENSE
AC 22, touch 8, flat-footed 22 (-2 size, +14 natural, )
hp 88 (11d8)+(4d8)+15
Fort +8, Ref +8, Will +11
DR 5/slashing
Immunities Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
OFFENSE
Speed 50 ft.
Space 15 ft.; Reach 15 ft.
Special Attacks Grab (bite), Pounce, Rake (2 talons +18, 1d8+9),
STATISTICS
Str 28, Dex 11, Con *, Int *, Wis 15, Cha 10
Base Atk +11; CMB +22 (+26 grapple); CMD 32
Feats Alertness, Improved Critical (Bite), Improved Initiative, Iron Will, Nimble Moves, Run, Toughness
Skills Acrobatics (Jump) +8, Climb +9, Fly -4, Heal +2, Linguistics +1, Perception +28, Sense Motive +4, Stealth -8, Survival +2, Swim +9,
Special Qualities Darkvision, Low-Light Vision, Scent, Staggered,
Possessions
SPECIAL ABILITIES
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Pounce (Ex) When you make a charge, you can make a full attack (including rake attacks if you also have the rake ability).
Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes. In addition to the options available to all grapplers, a monster with the rake ability gains two additional claw attacks that it can use only against a grappled foe. A monster with the rake ability must begin its turn already grappling to use its rake--it can't begin a grapple and rake in the same turn.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Staggered (Ex) Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

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Aerent - your efforts in setting up a network are noted.
I've said it before, but as with any other leadership-related issues, the goal is to minimize follower screen time. Followers take the attention away from you guys, and they rarely do anything interesting. You matter. Tools don't. Unless one of 'em should happen to gain Cohort status.
Every few days (or more, if you actively spend time on it, like you mentioned earlier) you can find a new serving girl who 'enjoys the company of a fine, handsome gentleman, who enjoys listening to her talk about guests and events.'

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hmm, thanks Nylanfs! buuut....that doesn't seem right; template mentions +4AC due to huge size; is that a bug in PCGen or in the source files? :)

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PCGen got it right in one go. <3
Ankylosaurus (Zombie)
Huge Animal
Hit Dice: (10d8)+(4d8) (63 hp)
Initiative: -1
Speed: 30 ft. (6 squares) ,
Armor Class: 25 ( -2 size, -1 Dex, +18 natural, ) touch 7, flatfooted 25
Base Attack/CMB/CMD: +10/+21/+30
Full Attack: Slam +17 melee ( 2d6+9 ); Tail +17 melee ( 3d6+13 );
Attack: Slam +17 melee ( 2d6+9 ); Tail +17 melee ( 3d6+13 );
Face/Reach: 15 ft./15 ft.
Special Attacks/Qualities:
Animal Traits,
Immunity to Ability Drain (Ex),
Immunity to Death Effects (Ex),
Immunity to Death from Massive Damage (Ex),
Immunity to Disease (Ex),
Immunity to Energy Drain (Ex),
Immunity to Exhaustion (Ex),
Immunity to Fatigue (Ex),
Immunity to Mind-Affecting Effects (Ex),
Immunity to Nonlethal Damage (Ex),
Immunity to Paralysis (Ex),
Immunity to Poison (Ex),
Immunity to Sleep (Ex),
Immunity to Stunning (Ex),
Scent (Ex),
Staggered (Ex),
Stun (Ex),
Undead Traits,
Damage Reduction 5/Slashing,
Darkvision (60 ft.),
Low-light,
Saves: Fort: +7, Ref: +7, Will: +8
Abilities: Str 28, Dex 8, Con *, Int *, Wis 12, Cha 8
Skills:
Acrobatics -1;
Climb +9;
Fly -5;
Heal +1;
Intimidate -1;
Perception +1;
Sense Motive +1;
Stealth -9;
Survival +1;
Swim +9;
Feats:
Toughness
Alignment: Neutral Evil

Caladwhen |

PCGen got it right in one go. <3
Fantastic, that saves me some work! The only thing I noted was that the Toughness Feat doesn't appear to be added into the HP. Here is my calculation below:
(14d8*4.5 HP per HD) + (14HD x 1 per HD Toughness)
= 63 + 14
= 77 hit points total
It's a minor point, since I doubt it will be doing much in the way of combat. However, if it does get in a scrap, the tougher it is the better.
On separate business, I'll be away until tomorrow night... so Cala will be quiet until then.

Sindran Eithe |
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In a different game:
GM: "Aaaand, sorry, the dragon guts you with his claws. Looks like you're dead."
Player 1: "Noooooo! *points at rest of the group* Give me vengeance!"
~Later~
GM: "Okay, the barbarian cuts off the dragon's head with one mighty cleave. He continues dismembering the rest of the dragon in his rage for his fallen ally. Player 1, do you want to roll up a new character while the rest of the group takes their revenge and mutilates the dragon's corpse?"
Player 2: "Wait! I cast animate dead!"
GM: "On the dragon? You guys kind of went overboard with the vengeance so there's not much--"
Player 2: "No, on Player 1's body!"
Player 1 "Awesome!"
GM "...Uhh."

Sindran Eithe |

The Green Arsonist sounds like a supervillain name.
Lessee... return to town, rest up. Get comfortable riding gear for the zombiebus! When it's time to go the Horn, he'll go the Horn. And burn stuff. He's ready to go to the Horn, he's just gathering resources so he'll have something to do while waiting for the others.
So if we're not headed for the Horn yet, Sindran will continue scouting the forest and looking for potential creatures he can negotiate with. Possibly on the zombiebus. He's done with the town because if he needs something there, he can talk to the Baron, the Seventh Knot, or someone in the orphanage.
Though I vote we go the Horn, or get a means to FIND the Horn. I think we're as prepared as we can be now, save for actually having a way to find the Horn. I don't think any of us can make the flat DC 30 Survival check, so we'll have to rely on Talon's flying or some other means (for example, Sindran trying to negotiate with forest creatures who know the way).

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The Green Arsonist sounds like a supervillain name.
well, aren't you? yet?
I vote we [...] get a means to FIND the Horn.
well now hold on - Talon has verified the map that Aerent found - and he's already seen the horn. My apologies if I've been misinforming you by making it seem impossibly difficult; It'll still be tricky and somewhat dangerous to get there, but it is now very doable.
Especially now that most of the wildlife will be scared away by the zom-bus; only the top of the food chain isn't scared of you, and Talon will probably see them coming from the air.BTW I really like that this undead monstrosity gives me an excuse to skip the (pun intended) walk-in-the-park random encounters with low level creatures and focus on the interesting encounters...That is, I assume that after Balentyne, you're quite done with fighting one-shot foes.

Aerent Sephim |

Good news, DM. :)
Avoiding 0th-level NPCs is absolutely fine with me. It's fun lay waste to a legion of troops to face their "leader" or whoever, but we can smite them down in exposition rather than dice mechanics IMO.
Aerent is ready to go to the Horn.

Sindran Eithe |

What he said. And my idea of a supervillain involves a lot of grandstanding!
*makes a note to be more dramatic*

Oret Stonechild |

...and this is the reason Oret took Crane Style/Crane Wing. He can deflect any single attack that would have landed each round. It would have been fun and humiliating to have him come out unscathed. Still, though - g'luck.