Vale Temros

Amaranti's page

561 posts. Organized Play character for -Karma-.


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Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Got the chronicle. Thanks for running, GM!

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Does Luisila still have channels available? I'm not sure I'd like to have Amaranti charging into the enemy ranks, wounded... Especially since I think the "ghostly" in those crusaders means I'm not doing quite as much damage with the lance as I'd like :)

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

@GM: Just double checking the enemies are able to see Amaranti - he cast greater invisibility on himself last round

If they can see invisible, here's the will saves:
will save, heroism: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
will save, heroism: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
will save, heroism: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
will save, heroism: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
will save, heroism: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

So the prevailing lighting is normal darkness. Daylight and Deeper darkness nullify each other. Would a lesser light spell, or nonmagical light source work in the overlapping area?

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Amaranti, now the bringer of light, commands his eidolon to fly closer. He cannot see much himself, so he must trust Kaisarga's sight to survey the battlefield.

While the winged worm soars the dark skies, the Garundi summoner protects himself with invisibility.

Kaisharga: double move, Amaranti: cast Greater invisibility

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

how long has passed since the fight with the orcs ? Is Amaranti’s daylight still active?

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Did anyone roll well enough to know the bodak has a gaze attack? "Averting eyes" would give 50% chance to avoid the gaze, and I think the concealment would only apply when attacking the bodak

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

I think the icy prisoned devourer block the line of sight to the bodak, since it also the ice blocks line of effect to the target? So Amaranti cannot charge it, but at the same time it blocks the gaze attack?

The biggest enemy thing is now trapped inside a block of ice, so Amaranti thinks its best to leave it there for a moment. The small ones are not quite as impressive targets, but Amaranti still orders his eidolon to charge the closest yellow ragewight.

Lance, haste, charge: 1d20 + 15 + 2 + 1 ⇒ (3) + 15 + 2 + 1 = 21
damage: 3d8 + 66 + 4d8 ⇒ (5, 8, 5) + 66 + (4, 1, 5, 8) = 102

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Ugly undead things! They must die!"

Boastful as Amaranti may be, he has enough common sense to not charge in alone and be surrounded by the enemies. Instead, he casts Haste on his allies, and then guides Kaisharga to take flight.

Haste on everyone, except Holly who is too far away from the others

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Amaranti will save, GH: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Kaisharga will save, devotion, GH: 1d20 + 6 + 4 + 2 ⇒ (19) + 6 + 4 + 2 = 31

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Stupid orcs, hide in shadows. But Amaranti know how darkness go away! Kaisharga, stay close!"

While the eidolon slows down and circles above the battlefield, Amaranti takes a small vial containing Oil of Daylight, and pours the contents on his lance. The invisible weapon starts glowing in bright light, flooding over the magical darkness.

Daylight has 60ft radius, so it should cover the darkness in the ground even if Amaranti is flying at 30ft. And also, in my understanding, Daylight works even if Amaranti himself is invisible (if not, he could have poured the oil on Kaisharga's amulet

Kaisharga fly check, turn over 45 degrees (DC15): 1d20 + 13 ⇒ (10) + 13 = 23

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Can Kaisharga see into the darkness? It has 60ft darkvision. Oh, and in my previous post, I meant to cast Greater invisibility. Some D&D ghosts of the past must have possessed me

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

From blessings of fervor: +30ft speed for Kaisharga, extend spell for Amaranti

Having already been killed by much smaller cats, Amaranti feels he'd rather avoid this huge beast. Amaranti guides his eidolon to take flight and soar far above the battlefield, and from this elevated position, charge down on unsuspecting foes.

While Kaisharga is flying upwards, Amaranti casts extended improved invisibility on himself.

I wasn't sure if ascending flying charge would work, and how it would work, so I decided to postpone lancework for a bit

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Between fights, Amaranti used 2 charges from his wand of Infernal Healing to heal up. Also, mage armor on Kaisharga, and extended Heroism on Amaranti

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Amaranti decides not to disturb Kaisharga's eating, so he concentrates his attack on the blue Gorthek. This is not optimal use of a lance, without the mounts momentum. But magic from his companions makes him unnaturally fast, and his own brute strength is enough to use the weapon with deadly force.

Lance, haste, bless: 1d20 + 15 + 1 + 1 ⇒ (5) + 15 + 1 + 1 = 22
damage: 1d8 + 22 ⇒ (8) + 22 = 30
Lance, haste, bless: 1d20 + 15 + 1 + 1 ⇒ (15) + 15 + 1 + 1 = 32
damage: 1d8 + 22 ⇒ (4) + 22 = 26
Lance, haste, bless: 1d20 + 10 + 1 + 1 ⇒ (13) + 10 + 1 + 1 = 25
damage: 1d8 + 22 ⇒ (3) + 22 = 25

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Beasts, orcs! Finally, good enemies! Excitement washing over him, Amaranti orders Kaisharga to move forwards. The eidolon beats its wings to accelerate its massive bulk into charging speed. Preparing for impact, Amaranti secures his hold of his lance and rams it into the hapless orc chieftain.

Lance, charge, bless, haste: 1d20 + 15 + 2 + 1 + 1 ⇒ (12) + 15 + 2 + 1 + 1 = 31
damage, charge: 3d8 + 66 ⇒ (6, 6, 8) + 66 = 86

Edit: Drawing AoO from the Gorthek for movement

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Yeah, I think Amaranti can handle the temporary negative level.

I'm not sure how high bonuses Giovanni could get for unarmed CMB, and if he should be the one to attempt the roll. But Kaisharga's attempt is on gameplay, if we want to roll with it.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Kaisharga no need weapon. It can fight Kardook." Amaranti boasts, but looks toward Giovanni if the man would like the honors of beating the orc.

If Kaisharga fights:

Amaranti casts couple of spells on Kaisharga, before sending it to wrestle Kardook out of the ring. Cast enlarge person (via share spells), bull's strength
Kaisharga CMB, grapple: 1d20 + 24 ⇒ (6) + 24 = 30

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

I agree with with the others, you're rulings have been generous. All fine here, I was just thinking aloud :)

And you're right, on high level play death is rarely a permanent thing. Just a speed bump...

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Thank you! Lion hit hard. For moment, Amaranti think he walk in garden of Pharasma. Feel weak now, hope strength come back."

I'll need to check my chronicles if there's anything offering restoration. Otherwise, I'll just need to deal with the penalties. I hope Kaisharga eventually reappeared?

--- 3rd floor ---

"We no thieves!" Amaranti bellows, offended by such accusations. "Museum full of monsters, we promise help funny elf. Kill monsters from museum!"

Or, as it turned out, get killed by the monsters...

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

BTW, I'm not sure if there any official guidelines for it, but on our local games the basic ruling is that monsters don't hit dying(=hp below 0) characters. I see none of the lions' attacks put Amaranti from standing to death, so would the lion have attacked someone else with its last attack?

But, as I said, I'm not sure if this is just an unwritten rule with local GM's...

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Amaranti could teleport us out, if only he was alive... :P

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Interesting question: When the eidolon is suppressed, can a summoner use his Summon Monster ability?

APG wrote:
Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds
MichaelCullen wrote:

Amaranti, did you remember to reduce your strength from not having your belt active? I think your to hit is 2 high and your damage is 3 high. I may have missed something though, so let me know.

Ah, yes, you are correct. I only subtracted the weapon bonus and arcane strike. So the correct rolls would've been:

Lance, no magic, PA, flank: (19) + 10 + 2 = 31
damage: (4) + 13 = 17
Lance, no magic, PA, flank: (17) + 5 + 2 = 24
damage: (1) + 13 = 14

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"NO! WHERE KAISHARGA!?"

Confused, but managing to land on his feet, Amaranti takes a step back to keep attacking. Without his mount, the lance will not be so effective, but he'll just has to rely on his brute strength to kill a lion.

Attacking blue if its still standing, switch to pink if blue is out
Lance, no magic, PA, flank: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
damage: 1d8 + 16 ⇒ (4) + 16 = 20
Lance, no magic, PA, flank: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
damage: 1d8 + 16 ⇒ (1) + 16 = 17

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Duh, I'm not sure if's ever been FAQ'd what happens to eidolon in anti-magic field. Blinks out, I guess... But if it's the pink one where the field comes from, then at least I can complete the charge without wondering what happens when mount disappears mid-charge :)

"Kaisharga, CHAAAAAARGE!" Amaranti bellows, and spurs his mount into a devastating... slither. This time, the enemy looks disappointedly small. But then again, they seem to be able to do some nasty tricks.

Lance, PA, charge, GH: 1d20 + 15 + 2 + 2 ⇒ (17) + 15 + 2 + 2 = 36
damage, PA, charge, GH: 3d8 + 66 + 6 ⇒ (6, 6, 5) + 66 + 6 = 89

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Everyone not hurt? “ Amaranti asks, slightly embarrassed of his lack of contribution in fighting the golem. Since the creatures here seem to be very dangerous, he casts a couple more protective spells on himself and his eidolon.
Shield on Amaranti and Kaisharga. Barkskin on Kaisharga

”Down is good.“ he finally agrees with the others.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Yeah, that metal-man does pretty badass monkey-style kung-fu with 10ft reach... Quite scary full-attack damage.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

A fine charge, and not a dent on the creature. How disappointing.

"Stupid tin can. Amaranti hate tin cans. Kaisharga, go back. We need charge again. More big charge!"

And following the order, the eidolon moves carefully away from the metal man's reach, and into a charging position.

Withdraw action (sorry, but no adamantine here...)
@GM: What was the room height?

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds
MichaelCullen wrote:

There are a lot of abilities at this level, let me know if I missed something important.

I just added the buff from Amaranti's post to the box in the map. It has not yet come up, but Kaisharga has combat reflexes, and its bite has grab ability. It and Amaranti have reach, and Paired Opportunists (so +4 on AoO's if they both threaten.)

And with the combat reflexes, Kaisharga also has Bodyguard, so it can give +4 AC to adjacent allies. +4 because erm... it has been raised by halflings. Umm.. it explains why it eats so much :P

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Amaranti is riding Kaisharga, so I grouped the tokens. Is Luisila's position on the map after her delay? In other words, did Amaranti have a charge line to the enemy? Also, if the room is a least 15' high, A+K can fly over Luisila.

"Look like tin can. Need punch hard, to make hurt!"
Amaranti grabs his lance with both hands, preparing to put his bulk behind it. Then a voiceless command to Kaisharga, and the pair starts moving. The eidolon sprouts two pairs of leathery wings, resembling those of a dragonfly (albeit a big one). With a ear-splitting buzz, the enormous creature takes flight.

Option #1: Amaranti can charge:

Laughing like mad, Amaranti spurs Kaisharga into a charge. The two of them rush through the air, and Amaranti drives his lance through his enemy, aiming at whatever could work as a heart.
Lance, charge, PA, GH: 1d20 + 15 + 2 + 2 ⇒ (4) + 15 + 2 + 2 = 23 vs. grappling, prone
damage, charge, PA, GH: 3d8 + 66 + 6 ⇒ (4, 6, 5) + 66 + 6 = 87 not adamantine

Option #2: No charge line:

Remembering metal creatures from before, Amaranti knows he'll need to charge if he wants to make any damage. He commands Kaisharga to move into better position, while he casts a spell to help all of the party.
Cast haste on Amaranti, Kaisharga, Holly day, Giovanni, and Fandral

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Amaranti once in museum. Very boring. Not happy go again" the Garundi grumbles, and prods his eidolon with a wand of mage armor, and then enchants himself with heroism

Listening to the sergeants story, boredom starts to disappear from Amaranti's face. This all sounds much, much more exciting than last time. "Sound good. Tell more of creatures. How we kill?

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Beginning knowledge, gather information: 1d20 + 12 ⇒ (18) + 12 = 30
"Amaranti hear Zarta keep good party. Amaranti want join, but not get invite. Amaranti try talk sweet, but no get in. Amaranti speak threats, but no invite. Then Amaranti get idea: join party with no invite. With magic Amaranti go invisible, and hush-hush sneak in.

Amaranti learn, when talk no work, sneaky ways work. But Amaranti also learn, best no go to Zarta's bedroom, even when sneaky. See too much. No can unsee."

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"It talk big." Amaranti shrugs, and pats gently Kaisharga's sandy skin. "It behave. Just talk big."

For a while, Amaranti looks thoughtful. The women's talk about the details of the creature type leaves him wondering about what did Kaisharga exactly say it was. But, it looks like a worm, so it must be a worm. Just a big one.

"Now, who want ride?" he asks innocently, pointing at the saddle at the creature's back.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Amaranti looks puzzled at Giovanni. The only thing in his hand is a freshly filled mug of ale, and he is not particularly worried about it. Nonetheless, he salutes Giovanni, and shakes the man's hand with an iron grip.

"Is worm." Amaranti confirms Luisila's and Holly Day's inquiries. Pleased to the target of two attractive ladies interest, Amaranti would like to tell them more of his bound mount. But Kaisharga is hard to explain, so best for others to see with their own eyes.

"You want see Kaisharga, worm of Amaranti? I call. You see."

And before anyone has time to object, Amaranti starts chanting in strange voice, and a glowing glyph appears on his forehead.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Amaranti no ride horse. Ride worm, Kaisharga" Amaranti says, as if it explains it all.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"I Amaranti." a gigantic Garundi man joins into the round of introductions. His voice booms loud, and his size makes it hard for him to stay unnoticed. "I no collect names. Amaranti enough," he adds, having heard the long introductions of some of those present.

Amaranti wears his customary chain shirt, leaving his arms bare. This allows him to retain some mobility, and perhaps also gives him the opportunity to show off his well-built biceps. Amaranti raises a mug of ale to his lips, and empties it with one large gulp. A satisfying sigh is followed by a belch, and the Garundi motions the waitress to bring him another.

"Good meet you all!"

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Hello all!

It's been a while since I've played with Amaranti, so I'll need to double-check the stats are correct in profile.

So, Amaranti is a chained summoner. He rides his serpentine eidolon, and tries to get a lance-charge (which doesn't happen too often...) Unfortunately, he is the exact opposite of a skill monkey...

Player name: Jyri
PFS Number: 96960-4
Character Name: Amaranti
Faction: Scarab Sages
Initiative: [dice=Amaranti] d20+2 [/dice
Perception: [dice=Amaranti] d20+0 [/dice
Initiative: [dice=Kaisharga] d20+4 [/dice
Perception: [dice=Kaisharga] d20+11 [/dice

And no worries, no multiattack pounce here.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Chronicle downloaded. Thanks for running, once again.

Cyrus the Flea wrote:
I lost an extra PP because of a random dice roll?

Heh, I think this is how it used to be in the old days of faction missions. You got one chance to roll some obscure skill - and if you fail, there goes 1 PP. (OK, I only joined in season 5, so I don't really know. Sometimes we've done the factions missions just for the lulz)

I don't know... Maybe knowledge monkeys will get more of this, since they get to shine here. But usually there's only one character with knowledges (like Drongo's) so getting everyone to roll for skills they're unlikely to have is a bit meh...

Anyway, it would be nice to hear from someone who's played this on live table. Perhaps this works better in non-PBP. At least the average rating is quite much higher than our experience feels. I've played worse scenarios, so I'm not overly negative about it. Just the ending left me a bit cold.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

@All I'm sad the story of Drongo's ends here, and I really, really hope it's only temporary. Let's have a small break, and see how it goes from there. And in any case, I still want to keep playing PFS. Let's work something out...

-

I wonder if it really matters what item I choose... I still have to purchase it from the chronicle, right? And I think Amaranti has enough fame to get pretty much any of the items anyway. So I'll pick manual of gainful exercise, just so Amaranti can get Lort signing it :)

No day job
# 96960-4 Scarab Sages

@GM Thanks for running! I enjoyed the game. I'm sorry you had to witness the disbanding of this group.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

”You no give lantern?” Amaranti asks, slightly unsure if thing will turn out in violence or not. ”We no need take lantern. We need know how get back soul of Aram Zey. Aslynn use lantern for this, and we go back. Yes?”

Amaranti has had quite enough of crazy women in this strange world. Sooner he’s back in Absalom the better.

Cast Infernal Healing after the battle. Healing 1 hp per round

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

I am sad to hear your decision to leave, Lort. And same goes to Cyrus, should you also decide leaving PFS behind.

I can sure relate, but perhaps for different reasons. Past few weeks I've been really exhausted, feeling almost burnout for PBP. But perhaps that's just having too many games going on, and too busy on real life. I have no particular complaints on season 7. It's just irony that were running two scenario with very similar things goings on. And this one maybe not the best fit for PBP.

I'm with John and Jack in hoping you'll get your interest back, and return to Drongos. I'd love to have Amaranti "retiring" with you lot :) (even with the slight disgust for high tier games)

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

The fight having turned into chasing ghosts, Amaranti already lost his thirst for battle. But luckily it is his eidolon that keeps directing the duo this time. So the Garundi can just enjoy the ride, and marvel at the unique scenery of the dreamscape. But of course, as they approach the last ghostly woman, Amaranti's mind focuses back on the things that matter. And the flight feels almost like slow-motion, wading through the oddly colored air. This feeling, together with sharpening senses give the summoner ample time to aim his weapon just where it needs to go. Both hands tight in the haft of the lance, he guides the tips straight into the woman's heart. Or the place the heart would be, were she a creature of flesh and blood...

Lance, PA, haste, fatigued: 1d20 + 12 + 1 - 1 ⇒ (19) + 12 + 1 - 1 = 31
Damage, PA, AS, fatigued (magic damage): 1d8 + 19 - 2 ⇒ (3) + 19 - 2 = 20

"Hah! Take that, evil woman ghost!"

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"They go hide again!" Amaranti cries out in frustration as the creature slips away again. At least Ibid was able to deal some serious damage on the incorporeals. Since Kaisharga made the decision already for him, and slowly swoops near the rock surface, Amaranti also prepares to strike out with his lance in case the creature re-emerges.

Ready action: strike if the enemy comes out from the rock

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Ha, there! Fly, Kaisharga! Let you and me kill one ghost woman!"

The incorporeal creatures slide out from their hiding places, and Amaranti has a target once again. A command to his eidolon send them both flying towards the enemy. Kaisharga is too weary from the planar travel to create the necessary speed for Amaranti to use his weapon as intended. But all the same, the pair glide upwards and spring their attack in unison.

Lance, haste, fatigue, PA: 1d20 + 12 + 1 - 1 ⇒ (3) + 12 + 1 - 1 = 15
Damage, PA, AS, fatigue: 1d8 + 19 - 2 ⇒ (4) + 19 - 2 = 21

Stupid fatigue

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds
GM Bold Strider wrote:
As a heads up, I will be taking the Illinois Bar Exam on Tuesday and Wednesday and travelling to Chicago on Monday. I am aiming to still get posts up, but I cannot promise that it will happen.

I have no idea what that is, but I wish you good luck any way!

You guys make it sound like it doesn't involve crawling from pub to pub and consuming unhealthy amount of alcohol.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

With no enemies in sight, Gunari's suggestion is sound. So Amaranti guides his eidolon to fly above the warpriest. With this sudden calm in the battle, the Garundi has time to plan for his next action. The way Lort conjured a magic weapon from the dreams was quite awesome. But he would need some defence against the ghost women's attacks as well. To focus on offence or defence - that is the question.

@GM: The dream ability is a bit vague, so can it be used to gain the effect of Elixir of Spirit Sight? Without actually conjuring and then drinking the item. So in effect just using one standard actions instead of two

If yes:

Charisma check to gain the effect for Spirit Sight: 1d20 + 3 ⇒ (1) + 3 = 4 Sigh...

If not:

Amaranti casts Displacement on himself

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

So Amaranti made the save and didn't take any ability damage?

Amaranti grits teeth and tries to bear the pain from the woman-shades. Wounds seem to dig deeper than flesh - all the way into his soul. But the Garundi is still here, and ready to fight.

Lort's suggestion sounds good. Amaranti can cast a spell, and wait to see what the others learn of these creatures.

"HASTE!" the Garundi bellows, and invokes the magic to speed them all up.

Affecting everyone,Assuming Amaranti cast it before Lort moved.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

will save: 1d20 + 10 ⇒ (7) + 10 = 17
will save: 1d20 + 10 ⇒ (7) + 10 = 17

I just want to confirm - having 5 CHA damage doesn't prevent Amaranti casting 2nd level spells? It just affects DC's and such?

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Sometime, one may not can control what one does." Amaranti offers his insight, looking at Cyrus but doesn't say anything of the recent battle.

"We find woman 322. If she fight, maybe she die. If she not fight, we talk."

Full Name

Master Zhu

Race

Hp 254 | Init +20 Perc +42 | AC 58 Touch 36 Flat Footed 38 | Fort +30 Ref +22 Will +29

Classes/Levels

Unchained Monk 15/Fighter (Mutation Warrior) 5

Gender

Male

Size

Large

Age

35

Alignment

LN

Deity

Irori

Strength 36
Dexterity 24
Constitution 20
Intelligence 7
Wisdom 22
Charisma 5

About Master Zhu

Statistics:
Master Zhu
Oni-Spawn Tiefling Unchained Monk 15/Fighter (Mutation Warrior) 5
LN Large outsider (native)
Init +20; Perception +5; darkvision 60 ft
--------------------
Defense
--------------------
AC 58, touch 36, flat-footed 38 (+8 Armor, +3 Shield, +7 Dodge, +1 Insight, +11 Natural, +5 Deflection, +7 Dex, +6 Wis)
hp 244 (20d10+100+20 FCB)
Fort +30, Ref +22, Will +29
Resistances cold 5, fire 10
Immune electricity

--------------------
Offense
--------------------
Speed 90 ft., fly 40 feet (perfect)
Melee +5 Dueling Evil Outside Bane Holy cold iron Urumi +46/+41/+36/+31 (3d8+26/15-20x2)
Bite +37 (1d6+13)
Reach 10 ft

--------------------
Statistics
--------------------
Str 36, Dex 24, Con 20, Int 7, 36Wis 22, Cha 5
Base Atk +20; CMB +34; CMD 51
Feats Weapon Focus (Urumi), Dazzling Display, Dodge, Deflect Arrows, Ascetic Form, Ascetic Style, Power Attack, Furious Focus, Weapon Specialization- Urumi, Advanced Weapon Training (Warrior Spirit), Combat Reflexes, Shatter Defenses, Cornugon Smash, Medusa's Wrath, Improved Critical (Urumi), Advanced Weapon Training (Defensive Weapon Training), Improved Initiative, intimidating Prowess
Traits Fate's Favored, Weapon Style- Urumi
Skills Acrobatics 35 (20), Fly 15 (3), Intimidate 41 (20), Perception 42 (20), Stealth 32 (17)
Other Gear Bracers of Armor +8 (64,000), Ring of Freedom of Movement (40,000), Amulet of Natural Armor +5 (50,000), Ring of Protection +5 (50,000), Luckstone (20,000), Cloak of Resistance +5 (25,000), Belt of Physical Perfection +6 (144,000), +5 Courageous Holy Evil Outside Bane Urumi (176,000), Monk's Robe (13,000), Wish x6 (150,000) Cracked/Normal Dusty Rose Prism Ioun Stone (5,500), Bane Baldric (10,000), Gloves of Dueling (15,000), Headband of Inspired Wisdom +6 (36,000), Cracked/Normal Pale Green Prism Ioun Stone (58,000), Greater Polymorph Air Elemental (910 GP), Circle of Persuasion (4,500 GP), Handy Haversack (2,500)Dark Blue Rhomboid Ioun Stone (10,000), Potion of Displacement (750), Potion of Magic Vestment +5 x1 (750), Potion of Rage x1 (750), Eyes of the Eagle (2,500), Battle Mask (50), Fighter's Kit (9)
771 GP remaining

--------------------
Special Abilities
--------------------

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Skilled: Oni-spawn get a +2 Racial bonus on Disguise and Intimidate checks.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Bite attack chosen.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

The damage for Small or Large monks is listed below.

Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Power (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Tongue of the Sun and Moon (Ex): At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Mutagen (Su): At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability, using his fighter level as his alchemist level.

This ability replaces armor training 1.

It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Level/Feat Progression:

Fighter 1- Weapon Focus Urumi, Power Attack

Fighter 2- Dazzling Display, Bravery

Fighter 3- Furious Focus

Fighter 4- Weapon Specialization Urumi

Fighter 5- Ascetic Style, Weapon Training (Monk weapon group)

UnMonk 1- Dodge

UnMonk 2- Deflect Arrows, Ascetic Form

UnMonk 3- Fast movement, Ki strike (magic)

UnMonk 4- Shatter Defenses, ki pool, ki power- ki stand

UnMonk 5- Style Strike- Flying Kick

UnMonk 6- Cornugon Smash, Combat Reflexes ki power- sudden speed

UnMonk 7- ki strike (cold iron/silver)

UnMonk 8- Advanced Weapon Training (Warrior Spirit), ki power- Furious Defense

UnMonk 9

UnMonk 10- Medusa's Wrath, Improved Initiative, ki power- insightful wisdom

UnMonk 11

UnMonk 12- Advanced Weapon Training (Defensive Weapon Training), ki power- abundant step

UnMonk 13

UnMonk 14- Improved Critical Urumi, Mobility, ki power- ki leech

UnMonk 15