Monsters save the world (Inactive)

Game Master caster4life

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Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

Another question:

HP: Kineticist is a d8. So 5+con modifier? Or full HP since this is my first class?


Monsters build rules

Good question about hit points at first class level, Bob. We'll do full hit points for first class level HD then PFS standard after that. I'll add that to campaign info for easy reference.

The other things you get are just like you would expect. You get 1 feat just like a level 1 adventurer. You gain the class skills of your class (in addition to any you had from your monster). You assign skill ranks as you choose. Your attributes do not change except you can add 1 to any attribute every 4th class level you get.

Gorthug, you can certainly use those things as they are medium-sized. But you are only proficient with them if your monster is.

Undead proficiencies: Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.


Monsters build rules

Oh and Tina we'll try the full deal of bardic inspiration but will reduce to just inspire courage if necessary.


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

Ah, I see. So he can wear the chain armor (light, as he already has leather) but he can’t use the falchion as it isn’t simple or a greataxe. Got it.


Monsters build rules

Yep. Once you take a class level, you'll have access to a bunch more.

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

So at some point, probably next level up actually, I am going to want to simply turn him from a base creature of an orb to a gelatinous cube.

When that happens, will his attributes change and he will lose the orb special abilities and get the cube special abilities? That might also affect his HP and skills too.

That type of change would seem to mandate an attribute change. For example, an orb has a really good dexterity, but a cube dexterity should be 1. And the cube has a slightly higher constitution than an orb. (actually the orb's stats are generally better but the special abilities aren't as good as a cube's)

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

My intelligence is so low that I gain 4 skill points for my class but also subtract 4. Is that minimum 1 so I gain 1? Or do I miss out on all skill points? I suppose it is minimum 0. :( Otherwise it would get messy if I can get my intelligence up.

At least I have 6 background skills, and now I have class skills, so I might be able to get a few up to...er...after penalties, maybe 0 or so.


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

normally minimum is 1, and that's before racial bonuses and bonuses from your favored class :3
I'm curious...
@GM Monster: Do those of us that choose classes get the favored class bonus? And are we doing the normal minimum 1 skill point per level? :3


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA

Might take me a bit to level up. There's sooo many templates to choose between for Cindy. I'll have her done by tomorrow after work at the latest, but feel free to push the story I don't think we'll be in combat in the next 24 hours real-time

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

Ah, favored class! Yes! At least I can get a rank in stealth then. Bob is going to be the ooziest stealthiest ooze ever.

I have to pick traits and do my skills but otherwise I think I am leveled.


Monsters build rules

Yes Bob your stats can change when you switch monsters or add/subtract templates. Basically, consider your stats from your monster with its templates (and maybe items but not yet) then stack class levels on top of that. You do get to choose a favored class and the minimum skill ranks you can gain from your class at each level is 1.


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

What happens to our subtype?

Right now Gorthug is undead with water subtype.

Let’s say that he deals with a Fiend to get his soul back and takes the Half-Fiend archetype. Is he then an outsider (native) or an undead water outsider native?


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA

OK going with Nightmare Creature template.

It requires pushing from TN to NE, since nightmare needs to be evil and soulbound doll needs to be N in some way. That's not an issue but officially it changes one of my SLAs from Deep Slumber to Inflict Light Wounds (one of the doll SLAs is alignment based)

It's not a HUGE combat improvement, but it works really well aiming towards taking Lunar Oracle or Druid at next CR up. Cindy will be happily playing in the woods researching bears during free time over this level, which affects her dreams, gets her involved with the Green Mother, and soon-ish will get her some Oracle or Druid powers and ... a BEAR!!!

Question to GM: I had originally taken background skills in Alchemy since I had every intention of going one direction but I've fully changed my plans. Can I retroactively change those background points from Alchemy and put them into Handle Animal? No biggy if not, just curious

Second question to GM: Nightmare gives Regeneration. Regeneration doesn't work well with critters that have no CON score. Should I just change that to fast healing?


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

Why change it? You'll just be destroyed instead of getting Regeneration's benefits xD
Though I suppose Fast Healing would make it more clear that you won't be able to get back up...


Monsters build rules

Sure Cindy you can change that to fast healing. I'm also fine with that re-spec. I'm usually pretty open to free re-speccing when players ask.

Regeneration specifically states that creatures without a con score can't have it.

Gorthug, good question! Let's try stacking creature types so that you count as both. If that doesn't work, then order of templates will matter for over-writing previous creature types.


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:
GM Monster wrote:
Regeneration specifically states that creatures without a con score can't have it.

Orly? :o

*me: checks the rules*

the rules wrote:
A creature must have a Constitution score to have the regeneration ability.

Welp, that's a good reason to change it to fast healing xD


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Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

Things you learn. But it makes sense, since the key distinction is that creatures with Regen can't die, but things without con scores aren't alive to begin with.


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA

Yep. Constructs are destroyed at 0 HP, no chance at recovery due to the absence of a CON score. That kind of doesn't work when you have regeneration.


Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

I'm back from my vacation - I'll catch up on the main thread and advance Xeria.


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

Welcome back :D


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

Summon Anti-monster 1?
That sounds amazing xD
Where can I look it up? :3


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

Ask your friendly GM.

Also, Finally, I'm not the grappled one. It feels so freeing.


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

@GM Monster: so, how about that Summon Anti-Monster 1? xD


Monsters build rules

Piedmontina took a level of summoner and we agreed to homebrew an archetype where, instead of summoning from the SM list, she summons from a semi-random subset of this list that I gave her.

I won't tell you the options I gave her for SM 1 summons because it's a pretty fun little list.


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

fun xD


Monsters build rules

Moving into his square? I thought Snowball had a 5 ft reach? Is that just with her bite? Ah I see that it is. Interesting.

Well the good news for Snowball (not that the wizard's aoo matters much) is this was not a home built wizard but a pregen. If it were built by me, he would be wearing 0 acp spiked armor just for the constant aoos and ability to be a flanking buddy.

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

you are scary


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:
Bob's Yer Uncle wrote:
you are scary

When he pulled the wand out, I knew he wasn't going to be what GM Monster would make :3

Though honestly, most wizards wouldn't be willing to put up with the extra 10lbs of weight unless they really needed to be flanking anyway...
Would they? xD


Monsters build rules

Well they would be more willing to wear that if they are mithral spikes or if they had a level in kensai magus. My favorite gestalt build I'm waiting to try is

Kensai+Eldritch archer magus 1/mindchemist alchemist x-1 on one side and
Exploiter wizard x on the other.

Then the armor spikes can be the kensai weapon and grant +1 dodge to ac amd are more worth it.


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA

Just had some not fun things go down, so although I'm still here I might be too distracted and/or busy to post regularly for the next week or so. Please bot me if I'm holding up the game.


Monsters build rules

Xeria still to go. Will bot or skip her tomorrow morning if needed.


Monsters build rules

@Gorthug: You don't get feats upon a certain CR. You do get feats at odd class levels as a normal PC would. So if you pick an odd class level when you gain a CR, then you gain a feat. The monster features and the class features build as independently as possible, pretty much.


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

Ah, got it. Thanks!


Monsters build rules

Oh and I didn't reply before but thanks for the heads up, Cindy. Hope everything turns out ok for you.


Monsters build rules

Tina, how do you have touch of luck? Is there a summoner archetype that grants domain powers?


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA
GM Monster wrote:
Oh and I didn't reply before but thanks for the heads up, Cindy. Hope everything turns out ok for you.

I'll be fine. There was a series of layoffs at work and I found myself not being informed until I was only a week out from my last day :O

Fortunately, I have some decent connections and already have quite a few leads and some interviews, and honestly I'd been thinking of leaving the place for a while. In the big picture this is a good thing, I'm just crazy busy wrapping up projects before my last day Monday while also trying to search/phone/interview as much as possible to reduce the amount of time I have to spend between jobs.


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

@GM, Yes. The Celestial Commander (Which we talked about swapping the alignment restriction to be Evil) give a domain, and more daily SM rather than an Eidolon. Specifically, I took the Imagination subdomian, so my next few domain slots are going to be the Minor Image series.


Monsters build rules

Ok cool! Please list the celestial commander in your profile.


NE Dark Tapestry Nightmare Soulbound Doll / Mesmerist | HP 39/39 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | See profile for immunities | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 | ALL WHO COME WITHIN 60' AND SEE OR HEAR HER MUST SAVE (WILL DC17) OR BE SHAKEN UNTIL THEY LEAVE THE AREA

Things settling down. Just enough time to copy/paste in all my games that I should be back to posting tomorrow. See you tomorrow!


Female Half-Fiend Atomie Lich HP: 42/42 AC:14/FF:14/T:14 CMD: 7 F:-/R:10/W:9 Init: +7 Bardic Performance: 16/17 Summon SLA: 12/12 Undead Traits

Yay! Good to hear!


Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

It's been a crazy couple of days - sorry for not being on since Saturday. I'll catch up today.


Monsters build rules

It's up to you guys whether or not you want to fight Cinder here so perhaps discuss it a bit ooc here?

Tina: Gimme diplomacy and bluff together.


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DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

And if that doesn’t work, we can try Zombie Orc Diplomacy!

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

Fighting a dragon would be ridicostupid. I just made that word up to show how strongly I believe that.


Female CE Small Aberration (augmented dragon, cold) | DR 5/— | max HP: 60 | AC: 20 (15 TAC, 16 FAC) | CMB: +6, CMD: 20| F: +8, R: +8, W: +3 | Init: +8 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +7 | 30' burrow, 150' fly, 60' swim/walk | Active conditions:

We can do ice damage and I might not die in one breath of fire...


Female Atomie (2HD) | Sorcerer (Wildblooded) 1 | HP 18/18 | DR 2/cold iron| AC 17 | T 17 | FF 14 | CMD 8 | Fort +1 | Ref +6 | Will +7 | Init +9 | Perc +7 (Low-Light)

"ridicostupid" surprisingly that was on my "word of the day" toilet paper today. :D


DECEASED //// Draugr Captain Roughrider (1) Wounds (33) HP (36) AC (18/12/16) Saves (7/4/6) DR 5/bludgeoning or slashing; Resist fire 10 Perception (+8) Initiative (+2) CMD (20)

I think that a good argument was just made. For us going out to spread word of the dragon here, while giving information to dragon slayers as to the layout of the place. ;)


Monsters build rules

If you give anything to Cinder, don't remove it from your loot sheet but just mark that he has it. I don't want to lose track of what exists here.


Monsters build rules

Oof, Snowball... that was very in-character but yikes... a very low damage roll means Snowball is still alive for now but we'll see... Go ahead and make your first roll to stabilize...

Grand Lodge

Current Name: Top-Hat-Bob, Gelatinous Cube/Telekineticist CR5, 78/78 HP, Init -5, Percep-1, AC 4 Touch 4 Flat 4, 8 CMD (can't be tripped), Fort +12, Ref -2, Will -4 , debuff: 4 neg levels, -20 HP, -4 to stuff
attack:
[dice=kinetic throw]d20+12; d6+1+8[/dice]

I believe snowball established earlier that he weighs more than 5 pounds and Bob can't move him. If that remains true, there is nothing I can do. If that is not true, I can pull him out of the room with mage hand.

Or, perhaps if I drag, mage hand is powerful enough?

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