Monsters save the world

Game Master caster4life

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NE Nightmare Soulbound Doll / Mesmerist | HP 34/34 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | Construct Immunities; Immune to Illusions | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 |

Don't worry Gorthug! I'll save you with my little pointy stabby toy dagger!!!


Thanks for the reminder that you don't hold grudges, Gorthug. Sometimes the dice and party tactics just dictate a death.

Gorthug's negative levels are interesting here. The barbarians are gonna hit
almost anyone in the party regardless of the attack penalty but they are losing hp due to the negative levels so it's effectively making him deal more damage.


Female CE Tiny Aberration (augmented, cold) | max HP: 41 | AC: 21 (19 TAC, 14 FAC) | CMB: +3, CMD: 20| F: +8, R: +10, W: +3 | Init: +11 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +6 | 30' burrow, 100' fly, 60' swim/walk | Active conditions:

yeah, effectively +5 damage
The cumulative -1s help you more than you'd think unless they already only missed on a 4 anyway :P

Grand Lodge

Current Name: Bigger-Bob, Gelatinous Cube/Telekineticist CR4, 82/82 HP, Init -2, Percep-5, AC 5 Touch 5 Flat 5, 9 CMD (can't be tripped), Fort +11, Ref -1, Will -4
attack:
[dice=kinetic throw]d20+0; d6+1+8[/dice]

Do you think Bob can move freely with a pinned creature inside? that is the normal image of a gelatinous cube. But I am only medium so I don't think more than 1 medium creature would fit in me so don't worry about me hoovering up the entire set of bad guys. (not yet anyway)


I would say he can still move but yes, only one guy being digested at a time.


I'm considering eliminating the restriction that class levels can be no more than half of your monster CR to make leveling up a little easier and less finicky for you guys. Thoughts?


NE Nightmare Soulbound Doll / Mesmerist | HP 34/34 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | Construct Immunities; Immune to Illusions | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 |
GM Monster wrote:
21 to hit for 25 magical slashing before DR. Everyone, GO!

Just so I can be sure to do the damage correctly, it's magic but is it additionally anything else (like good?)

I ask because if it's just magic I have DR 5, if it's magic AND good I have DR 0, and there's several other combinations but I think those are the only two that apply here.


NE Nightmare Soulbound Doll / Mesmerist | HP 34/34 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | Construct Immunities; Immune to Illusions | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 |
GM Monster wrote:
I'm considering eliminating the restriction that class levels can be no more than half of your monster CR to make leveling up a little easier and less finicky for you guys. Thoughts?

I don't know, I kind of like the idea of having to level with weird restrictions. How about if it remains as a guideline, but if there is not an appropriate, RP-supported template or upgrade available you can add a class level as an approved exception?

That way we can try to continue with the restriction, but if there's no real obvious progression at a certain point we can ask for permission to have it lifted on a case by case basis


Female CE Tiny Aberration (augmented, cold) | max HP: 41 | AC: 21 (19 TAC, 14 FAC) | CMB: +3, CMD: 20| F: +8, R: +10, W: +3 | Init: +11 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +6 | 30' burrow, 100' fly, 60' swim/walk | Active conditions:
GM Monster wrote:
I'm considering eliminating the restriction that class levels can be no more than half of your monster CR to make leveling up a little easier and less finicky for you guys. Thoughts?

I think it's safe to say that you know my thoughts on it :P

But then again, I probably like being an OP full caster entirely too much...

Grand Lodge

Current Name: Bigger-Bob, Gelatinous Cube/Telekineticist CR4, 82/82 HP, Init -2, Percep-5, AC 5 Touch 5 Flat 5, 9 CMD (can't be tripped), Fort +11, Ref -1, Will -4
attack:
[dice=kinetic throw]d20+0; d6+1+8[/dice]

I'm in favor of it. Sometimes a template level up is very dull and anticlimatic, and depending on size changes can make you worse and not better. (see Bob).


Just magic damage, Cindy.

Ok well for now consider it at least eased such that you can ask for exceptions.


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’ll still try to abide by it. Right now I fill the party roll of straight dps melee. Too many class levels would make Gorthug into a PC. Enforcing templates makes the choices harder, but more fitting.


Female Half-Fiend Atomie Lich
Info:
AC 30 T: 25 FF: 27, HP 25, F:-- R: +8 W: +4, Init +11, Perc +16, Low Light + Darkvision (60) Daily Invisibility (3/3), Botted Attack: Reduce Person.

I think 2/3 PC levels might be a nice compromise. Lets the caster progress as actual casters, but sill makes us monster-y enough for some good flavor.

Also:

gorthug wrote:
if a 20 hits flat footed

Cue eyeroll.


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)

Never assume. :p

Seriously, I’ve fallen into that trap before. I find it’s best to include that language just to cover for that kind of potential.


Yeah that's generally true. But you'd be impressed how low the AC is on these guys. I had to check if Bob's 7 hit one who was FF and with the +2 from basically being invisible.


NE Nightmare Soulbound Doll / Mesmerist | HP 34/34 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | Construct Immunities; Immune to Illusions | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 |

May I ask what time of day it is?
Pretty much all of my SLAs got used up in the elemental fight and since they don't require rest to regain them we decided that they refill at midnight.
Just curious how long it is til then, since we keep fighting LOL


It's about 8 pm, dusk at this time of year. That's why Tina's darkness spell is working so well, though I should have clarified dim light earlier.


Female Half-Fiend Atomie Lich
Info:
AC 30 T: 25 FF: 27, HP 25, F:-- R: +8 W: +4, Init +11, Perc +16, Low Light + Darkvision (60) Daily Invisibility (3/3), Botted Attack: Reduce Person.

hey all. got some family stuff going on. may miss some posts over the next few days while things get figured out.


Female CE Tiny Aberration (augmented, cold) | max HP: 41 | AC: 21 (19 TAC, 14 FAC) | CMB: +3, CMD: 20| F: +8, R: +10, W: +3 | Init: +11 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +6 | 30' burrow, 100' fly, 60' swim/walk | Active conditions:

I hope it ends well D:

Grand Lodge

Current Name: Bigger-Bob, Gelatinous Cube/Telekineticist CR4, 82/82 HP, Init -2, Percep-5, AC 5 Touch 5 Flat 5, 9 CMD (can't be tripped), Fort +11, Ref -1, Will -4
attack:
[dice=kinetic throw]d20+0; d6+1+8[/dice]

Soon to be Dr. GM is really busy right now but I am not sure on where we stand with initiative.


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)

Was at 33 wounds. Healed 5, then took 27. So total of 55 wounds, which takes me down to...
Wounds: 36 - 33 + 5 - 27 = -19

Undead wrote:

Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.

Not affected by raise dead and reincarnate spells or abilities

No matter how you cut it, Gorthug is dead.

Grand Lodge

Current Name: Bigger-Bob, Gelatinous Cube/Telekineticist CR4, 82/82 HP, Init -2, Percep-5, AC 5 Touch 5 Flat 5, 9 CMD (can't be tripped), Fort +11, Ref -1, Will -4
attack:
[dice=kinetic throw]d20+0; d6+1+8[/dice]

oh no!!!!!

all that DR was accounted for?


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)

Yup. He’s dead, Jim.

I’m thinking for a replacement to have a Shadow crawl out of Gorthug’s body. The idea being that a Shadow was bound to the corpse of the orc and anchored the soul to it. So when the body was destroyed, Gorthug’s soul would be freed, and so too wound the shadow.

Specifically a Vanishing Shadow, which is CR4.

Grand Lodge

Current Name: Bigger-Bob, Gelatinous Cube/Telekineticist CR4, 82/82 HP, Init -2, Percep-5, AC 5 Touch 5 Flat 5, 9 CMD (can't be tripped), Fort +11, Ref -1, Will -4
attack:
[dice=kinetic throw]d20+0; d6+1+8[/dice]

maybe with a negative template so you can have a class level?


Female CE Tiny Aberration (augmented, cold) | max HP: 41 | AC: 21 (19 TAC, 14 FAC) | CMB: +3, CMD: 20| F: +8, R: +10, W: +3 | Init: +11 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +6 | 30' burrow, 100' fly, 60' swim/walk | Active conditions:

ooooh, neat!


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)

Kinda worried though. Shadows can be OP. Immune to mundane attacks, can walk through walls, STR drain...it might all be too much. And the party is lacking a front line. Just need to think...


Female CE Tiny Aberration (augmented, cold) | max HP: 41 | AC: 21 (19 TAC, 14 FAC) | CMB: +3, CMD: 20| F: +8, R: +10, W: +3 | Init: +11 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +6 | 30' burrow, 100' fly, 60' swim/walk | Active conditions:

Snowball and Bob have hitpoints and fast healing :3
Next CR boost, Snowball will get even fatter and harder to kill :D

Which reminds me:
@GM Monster: when Snowball gets her fourth HD, would it be bad to recalculate her Mutant template as though just acquired to get the extra mutation? :3

https://aonprd.com/MonsterTemplates.aspx?ItemName=Mutant wrote:
Mutations: A mutant gains one of the beneficial mutations below when it acquires this template, plus an additional mutation for every 4 Hit Dice it possesses. By taking an extra deformity (see above), a mutant can add an additional mutation. Only the first extra deformity provides this benefit. A mutant that gains additional Hit Dice after acquiring this template does not gain additional mutations.

Grand Lodge

Current Name: Bigger-Bob, Gelatinous Cube/Telekineticist CR4, 82/82 HP, Init -2, Percep-5, AC 5 Touch 5 Flat 5, 9 CMD (can't be tripped), Fort +11, Ref -1, Will -4
attack:
[dice=kinetic throw]d20+0; d6+1+8[/dice]

I think I need to retrain Bob to more of a front liner. Kineticist just doesn't work when you have a 1 dexterity, so I will probably turn him into a barbarian. Still, he has no AC, so he will entirely be an HP based tank.

I say this so you don't feel compelled to simply remake your character as a melee centric type.


Ah I thought Gorthug's DR applied against slashing but I forgot Draugr's dr is overcome by bludgeoning or slashing. Bummer. These are very offensive enemies!


Female CE Tiny Aberration (augmented, cold) | max HP: 41 | AC: 21 (19 TAC, 14 FAC) | CMB: +3, CMD: 20| F: +8, R: +10, W: +3 | Init: +11 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +6 | 30' burrow, 100' fly, 60' swim/walk | Active conditions:

Not that he had the 10 Dr necessary to gat back 20hp from two attacks xD


Well do undead die at negative con? Bc if so, his DR 5 would have saved him if these enemies were using greatspears to poke him.

Ah. I see now. "Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points." from Undead.


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)

Talked to the GM and got approved on concept of next character. Working on crunch.


AC 13 T 13 FF 11 | CMD 11 | DR 5/cold iron| HP 34/34 | F +3, R +5, W +6 | SR 12 | Init +2 | darkvision, low-light vision; clouded vision 30ft; Perc +6 | Spells 1st: 3/4 | light crossbow d20+6 (1d6/19-20)

Cindy, it's a bear!!!!


NE Nightmare Soulbound Doll / Mesmerist | HP 34/34 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | Construct Immunities; Immune to Illusions | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 |

oooh a bear a bear a bear a bear a bear a bear a bear a bear a bear a bear a bear a bear a bear a bear a bear!!!!!!


Female CE Tiny Aberration (augmented, cold) | max HP: 41 | AC: 21 (19 TAC, 14 FAC) | CMB: +3, CMD: 20| F: +8, R: +10, W: +3 | Init: +11 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +6 | 30' burrow, 100' fly, 60' swim/walk | Active conditions:

I'll wait to see if Goldslip wants to order Snowball around a bit longer xD

@GM: there are a couple places in the rules about (Su) and concentration, and they mention never needing the latter for the former ^^


Ah nice.


AC 13 T 13 FF 11 | CMD 11 | DR 5/cold iron| HP 34/34 | F +3, R +5, W +6 | SR 12 | Init +2 | darkvision, low-light vision; clouded vision 30ft; Perc +6 | Spells 1st: 3/4 | light crossbow d20+6 (1d6/19-20)

Snowball, you should charge all the time, apparently that always gets you a max damage roll!


Female CE Tiny Aberration (augmented, cold) | max HP: 41 | AC: 21 (19 TAC, 14 FAC) | CMB: +3, CMD: 20| F: +8, R: +10, W: +3 | Init: +11 | Immune: cold, paralysis, radiation, sleep | dragon senses | Perc: +6 | 30' burrow, 100' fly, 60' swim/walk | Active conditions:

Right? xD
Not to mention the free use of the fear aura I'll get later xD


I helped a friend build a chained barbarian build focused on charging with the horn of criosphinx feat to get double strength bonus to damage. I thought that meant double the normal damage, thus 3x str bonus to damage. It got nuts. But he wasn't even using a lance and spirited charge. Tina was GMing this game and, I'm sure, remembers this too.


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)

Holy...I have a new go to feat! Never knew about that one.


Well it's actually just 2x str bonus to damage on a charge, overwriting the normal 1.5x str bonus. But I misinterpreted it as 2x the normal bonus.


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. Well, still a good feat. But I suppose if that is what you want then two handed fighter is better. At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.


Yeah similar deal. Basically a damage boost of 1/2 your str mod.


Female Half-Fiend Atomie Lich
Info:
AC 30 T: 25 FF: 27, HP 25, F:-- R: +8 W: +4, Init +11, Perc +16, Low Light + Darkvision (60) Daily Invisibility (3/3), Botted Attack: Reduce Person.

That particular game was broken in.... a lot of ways. IIRC, that was when you were first starting TTRPGs.

The real trouble started when you actually understood how to build characters. I'm still dubious that you didn't have a hand in the Zen Archer and Sap Master Rogue that were each dropping a troll each round.


Haha. Yes I've always been a power gamer and that was when I had just barely scratched the surface.

Those two builds were actually all on their own. I just gave them the buffs they needed, especially haste, to completely win. It was only the bomber alchemist who exploded everything and the barbarian that I really helped with.


NE Nightmare Soulbound Doll / Mesmerist | HP 34/34 | AC 17 (T16/FF13) DR 5/good or silver; 2/magic | Construct Immunities; Immune to Illusions | Init +8 | Perc +18 | CMB +6 | CMD 14 | F+1 R+7 W+5 |

Stopping in to say hi!
This work trip has been exhausting enough I'm not even logging into my laptop in the evenings. Back home tomorrow though so I'll be catching up tomorrow evening.


Might not want to let the front line hang out to dry by themselves too long...

Grand Lodge

Current Name: Bigger-Bob, Gelatinous Cube/Telekineticist CR4, 82/82 HP, Init -2, Percep-5, AC 5 Touch 5 Flat 5, 9 CMD (can't be tripped), Fort +11, Ref -1, Will -4
attack:
[dice=kinetic throw]d20+0; d6+1+8[/dice]

well... I think the reality of our situation is pretty bleak. Are only 4th level equivalents and these barbarians are doing 30+ on a hit. We already lost our primary damage dealer; we are looking at a TPK I think unless I just get another lucky paralyze off which is the only reason we are still up at all. Without paralyze or another good control we can't survive because we have close to 0 damage output. I think we were far more reliant on Gorthug than we knew.


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)

Well, don’t die. Retreat if you have to. You have the tools for that. Also I finally got my replacement character ready who can fill in for Gorthug’s role. Similar damage, much more durable.

The party is an odd one. LOTS of utility power but very little DPS

Grand Lodge

Current Name: Bigger-Bob, Gelatinous Cube/Telekineticist CR4, 82/82 HP, Init -2, Percep-5, AC 5 Touch 5 Flat 5, 9 CMD (can't be tripped), Fort +11, Ref -1, Will -4
attack:
[dice=kinetic throw]d20+0; d6+1+8[/dice]

if you can rise up and join the battle immediately I think we will be okay.

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