Psychopomp, Shoki

DM Krampusnacht's page

20 posts. Alias of Sebecloki.


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Honestly, I thought the optimized characters would be able to do something like teleport out of the way, turn invisible/blur etc., and do a musical chairs rendition of raise dead to cover themselves, as well as do enough damage to kill him in a few rounds (I thought the damage output of the characters was going to be more in the 1,000 hit point range/round).

I would also think there were possibilities like casting dimension door or plane shift to get rid of the boss (or get the characters out of the way).

I just noticed all the Flame-Spawned creatures have this ability:

Fiery Aura(Ex): Fortitude save DC 21(+3 HD, +0 Racial, +8 Con, +0 Feat)
Anyone within 5 feet of a creature with fiery aura must succeed on a Fortitude save or take heat damage each round from the intense heat. The amount of damage equals the fire damage dealt by the creature's natural attack.

So, if everyone could roll for that if they got too close...

I need to alter a couple of things for this round, I see that I misunderstood Wintersparkles point as CL vs. CR -- so the Troll doesn't have a high enough CL to teleport the boss, and I need to come up with a different way to achieve the same effect -- as well as take into account the AoO.

The idea with the boss is that you have to think creatively to avoid being hit at all, because otherwise it's instant death.


Snowflake Wintersparkles wrote:

Pretty certain the teleport could not move the colossal creature as it would need CL24 or higher to do so. I'm also not seeing true seeing or the like on Mr. Puggles. Doesn't Kuchen have Blur or similar on? Obviously many would likely still hit, but that and natural 1s could drastically change that damage. Also, I really should not have stepped back on my optimization.

EDIT While I don't see anything in the teleport spell itself talking about squeezing, the Hostile Juxtaposition spell that utilizes teleport does not allow a creature to teleport if it is squeezing. Maybe not enough to apply it to teleport, but relevant I thought.

[o0c]Thank for the input. Izbo, the wizard who moved Mr. Puggles, is CR29, or I'm misunderstanding?[/ooc]

I'll let Kuchen get back to me about the other stuff -- I'm not seeing blur in there.

The door won't fit Mr. Puggles, but inside the building will, so I think that deals with the architectural issue.

You can rebuild some if you want, it really doesn't matter if you do it in-game, I'm treating this as partly a theory-crafting exercise.


Okay, now that Kramps SWAT TEAM (well, what remains of it, lol), gets to act.

#3 and # 5 are Izbo (Flame-Spawned Fiendish Troll, Wizard 10, Sorcerer 10) and Snowball (Frost Giant, Wizard 9, Bard 7, Fighter 7) , respectively.

Izbo teleports Mr. Puggles in front of Kuchen. who then proceeds to pummel the poor cookie into Oblivion (Mr. Puggles makes a full attack with all the attacks he's entitled too with his BAB, which, if you look at his sheet, both can't miss and can't fail to do lethal damage (hopefully someone can resurrect or raise you next round, I assume someone has the ability?).

Snowball casts a fireball for 9d6 damage against Tinsel. Fireball: 9d6 ⇒ (1, 3, 2, 3, 6, 3, 4, 5, 2) = 29.

This is also obviously insane, so if I missed something, please correct me before we move on to Timmy.


Tinsel Swordmaker wrote:

I assume the guy that came into the room and is standing next to me is one of the frost giants and is evil. It would help if they were all numbered and we could tell them apart then we could match them up with the basic descriptions.

Swift: activate stigmata, +5 damage bonus
Full round attack.
** spoiler omitted **

[dice=to hit]1d20 + 25[dice=damage]1d6 + 27 + 2d6 crit threat
[dice=to hit]1d20 + 20[dice=damage]1d6 + 27 + 2d6
[dice=to hit]1d20 + 15[dice=damage]1d6 + 27 + 2d6 crit threat
[dice=to hit]1d20 + 10[dice=damage]1d6 + 27 + 2d6

[dice=crit confirm]1d20 + 25 + 4[dice=damage]1d6 + 27
[dice=crit confirm]1d20 + 15 + 4[dice=damage]1d6 + 27

[dice=Total damage]37+44+39+42+28+30

Blood begins to pool around my feet.
Tinsel -5HP

Meteor wakes up from his nap in the other room and is standing on the bed.

Yeah, you're standing next to one of the frost giants. The things with the axes are the frost giants. The two headed dudes with the clubs are the ettins. The green mooks are the rolls. The one headed dude with the club is the hill giant. The littler dude is the ogre mage. The big dude outside is the boss goon. I'm trying to figure out a way to label them, do you have ideas?


Wintersparkles, Kuchen, and Tinsel (and their cohort/companions/friends) go first then. The stats for the enemies are all in spoilers above so you can calculate the attacks/damage etc.


I do Initiative with monster group Initiative, and have the heroes go before and after the enemies. So, Snowflake Wintersparkles and Tinsel, along with their buddies, are currently acting before the monsters, then the monsters, then Timmy the Terrible. Still waiting on Kuchen to roll.

Does everyone see the battlemap of the Snowflake Inn where I've pasted in all the mooks?


Initiative: Krampus SWAT team: 1d20 + 7 ⇒ (14) + 7 = 21


Oh, and those are just the mooks, we need a proper boss for this strike team -- meet Mr. Puggles.

The gigantic ettin leading the Krampus Swat Team (TM) is unable to even fit in the door of the Snowflake Inn. He shouts encouragement to his team,

"Come on boys, get er done! We gotta get these kiddos back to Krampus ASAP!!!"

Mr. Puggles (Colossal Vampire Thorny White Half-Dragon Flame-Spawned Fiendish Dire Ettin)

Colossal Vampire Thorny White Half-Dragon Flame-Spawned Fiendish Dire Ettin:

Colossal Vampire Thorny White Half-Dragon Flame-Spawned Fiendish Dire Ettin CR 349
Always Chaotic Evil Colossal Undead
Init +7 (+3 dex, +4 Improved Initiative)
AC 66 FF 66 Touch 7
(-8 size, +39 natural , +13 Mithral full plate +5 , +5 deflection , +7 Shield, heavy steel +5)
HD: 1000
HP: 6500 (1000d12+0)
Fort +507 Ref +512 Will +513
Speed 30 ft. in hide armor (6 squares); base speed 40 ft.
Base Atk +750 Grp +796
Attack: Slam +772 6d6+30
Max Power Attack: Slam +22 6d6+780
Half Power Attack: Slam +397 6d6+405
Special Attack - Thorns: 3d8+30
Attack: morningstar +772 6d6+30
Max Power Attack: morningstar +22 6d6+780
Half Power Attack: morningstar +397 6d6+405
Full Attack: 2 morningstars +772/+767/+762/+757/+752/+747/+742/+737/+732/+727/+722/+717/+712/+707/+702/ +697/+692/+687/+682/+677/+672/+667/+662/+657/+652/+647/+642/+637/+632/+627/ +622/+617/+612/+607/+602/+597/+592/+587/+582/+577/+572/+567/+562/+557/+552/ +547/+542/+537/+532/+527/+522/+517/+512/+507/+502/+497/+492/+487/+482/+477/ +472/+467/+462/+457/+452/+447/+442/+437/+432/+427/+422/+417/+412/+407/+402/ +397/+392/+387/+382/+377/+372/+367/+362/+357/+352/+347/+342/+337/+332/+327/ +322/+317/+312/+307/+302/+297/+292/+287/+282/+277/+272/+267/+262/+257/+252/ +247/+242/+237/+232/+227/+222/+217/+212/+207/+202/+197/+192/+187/+182/+177/ +172/+167/+162/+157/+152/+147/+142/+137/+132/+127/+122/+117/+112/+107/+102/ +97/+92/+87/+82/+77/+72/+67/+62/+57/+52/+47/+42/+37/+32/+27 6d6+30
Full Attack: 2 javelins +745 4d6+30
Space 30 ft. (6 squares) Reach 30 ft. (6 squares)
Abilities Str 71(+30) Dex 16(+3) Con -- Int 16(+3) Wis 18(+4) Cha 23(+6)
Stat Points Gained From Advancement: 247
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Alertness, Improved Initiative, Iron Will, Power Attack
Skill Points: 5015
Skills: Listen +1007, Search +1006, Sense Motive +505, Spot +1007, Use Magic Device +507
Gear:
Amulet of Health +2 (4000gp) - carried
Amulet of Health +4 (16000gp) - carried
Amulet of Health +6 (36000gp) - worn
Amulet of Natural Armor +1 (2000gp) - carried
Amulet of Natural Armor +2 (4000gp) - carried
Amulet of Natural Armor +3 (9000gp) - carried
Amulet of Natural Armor +4 (16000gp) - carried
Amulet of Natural Armor +5 (25000gp) - worn
Belt of Giant Strength +4 (16000gp) - carried
Belt of Giant Strength +6 (36000gp) - worn
Cloak of Charisma +2 (4000gp) - carried
Cloak of Charisma +4 (16000gp) - carried
Cloak of Charisma +6 (36000gp) - worn
Cloak of Resistance +1 (1000gp) - carried
Cloak of Resistance +2 (4000gp) - carried
Cloak of Resistance +3 (9000gp) - carried
Cloak of Resistance +4 (16000gp) - carried
Cloak of Resistance +5 (25000gp) - worn
Gauntlets of Ogre Power +2 (4000gp) - carried
Gloves of Dexterity +2 (4000gp) - worn
Headband of Intellect +2 (4000gp) - carried
Headband of Intellect +4 (16000gp) - carried
Headband of Intellect +6 (36000gp) - worn
Periapt of Wisdom +2 (4000gp) - carried
Periapt of Wisdom +4 (16000gp) - carried
Periapt of Wisdom +6 (36000gp) - worn
Ring of Protection + 1 (2000gp) - carried
Ring of Protection + 2 (4000gp) - carried
Ring of Protection + 3 (9000gp) - carried
Ring of Protection + 4 (16000gp) - carried
Ring of Protection + 5 (25000gp) - worn
Mithral full plate +5 (35650gp) - worn
Shield, heavy steel +5 (25170gp) - worn
Total Cost of Gear: 511820gp
Low-light vision(Ex):
superior two-weapon fighting(Ex):
Damage Reduction(Su): 10/magic
Darkvision(Ex): Darkvision up to 60ft.
Spell Resistance(Ex): 25
Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 1000(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Fire(Ex): Immunity to Fire
Vulnerability to Cold(Ex): Creatures vulnerable to cold take half again as much (+50%) damage as normal from cold, regardless of whether the saving throw is allowed, or if the save is a success or failure.
Burn(Ex): Reflex save DC 510(+500 HD, +0 Racial, +0 Con, +0 Feat)
This creature deals 2d6 fire damage with any natural attack. Those hit must succeed on a Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a burning creature with natural weapons or unarmed attacks take fire damage the same as if being hit by the burning creature as above.
Fiery Aura(Ex): Fortitude save DC 510(+500 HD, +0 Racial, +0 Con, +0 Feat)
Anyone within 5 feet of a creature with fiery aura must succeed on a Fortitude save or take heat damage each round from the intense heat. The amount of damage equals the fire damage dealt by the creature's natural attack.
Breath Weapon 30ft cone of cold(Su): Reflex save DC 510(+500 HD, +0 Racial, +0 Con, +0 Feat) reduces damage by half.
A half-dragon's breath weapon deals 6d8 damage
Thorns(Ex): 3d8+22 - A thorny creature's body is covered with sharp wooden thorns. Any creature attacking a thorny creature unarmed, with a handheld weapon or with natural attacks takes damage from the creature's sharp thorns. A creature that grapples with a thorny creature take the thorns damage each round. The amount of damage is based on the creatures size and its strength modifier is always applied as well.
Electricity Resistance(Ex): 10
Energy Drain(Su): Living creatures hit by a vampire's slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Dominate(Su): Will save DC 516(+500 HD, +0 Racial, +6 Cha, +0 Feat)
A vampire can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Children of the Night(Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Blood Drain(Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Fast Healing(Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form(Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb(Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance(Ex): +4 turn resistance.
Alternate Form(Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Cold Resistance(Ex): 10


Suddenly, the evil forces of Krampus arrive at the Snowflake Inn to seize the children and their animal friends! Ominous music plays in the background, audible to all, though it proceeds from no apparent source.

Will our not so humble, not quite heroes prevail?

I've updated the battlemaps. The first image is of the Snowflake Inn. Each square is 20'. Please paste yourself in and lets get this slaughter started!

Krampus Assault Group

Poug (Ettin, Fighter 12, Cleric 12)
Goornk (Flame-Spawned Half-Fiend Ettin, Druid 6, Sorcerer 5, Ranger 5, Monk 5)
J&@ (Flame-Spawned Half-Fiend Troll, Wizard 7, Druid 7, Fighter 7) Mmoarch (Ettin, Rogue 13, Druid 12)
Snowball (Frost Giant, Wizard 9, Bard 7, Fighter 7)
Mubrark (Ogre Mage, Bard 8, Wizard 12)
Freezie (Half-Fiend Frost Giant, Cleric 16)
Gatvush (Hill Giant Dire Wereboar Dire Boar Form, Sorcerer 17)
Izbo (Flame-Spawned Fiendish Troll, Wizard 10, Sorcerer 10)

Ettin, Fighter 12, Cleric 12:

Ettin, Fighter 12, Cleric 12 CR 30
Total XP Individual XP
1-3 4-5 6+
9830400 3276800 2457600 1638400
CE Large Giant
Init +4 (+0 dex, +4 Improved Initiative); Senses Perception +1
DEFENSE
AC 16 FF 16 Touch 9 (-1 size, +7 natural)
hp: 301 (10d8+40, 12d10+48, 12d8+48)
Fort +27 Ref +11 Will +16
OFFENSE
Speed 30 ft. in hide armor (6 squares); base speed 40 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 27(+8), Dex 11(+0), Con 18(+4), Int 8(-1), Wis 8(-1), Cha 10(+0)
Base Atk +28; CMB +16; CMD 26
Feats: Alertness, Improved Initiative, Iron Will, Power Attack, Total Feats 18
Skills: Acrobatics +5 , Climb +13 , Craft(Armorsmithing, Bowmaking, Weaponsmithing) +2 , Craft(Alchemy, Trapmaking) +4 , Diplomacy +5 , Handle Animal +5 , Heal +4 , Intimidate +5 , Knowledge(Arcana) +4 , Knowledge(History) +4 , Knowledge(Religion) +6 , Perception +1 , Profession +4 , Ride +5 , Sense Motive +1 , Spellcraft +4 , Swim +13 , Skill Points 34 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Cold hills
Organization: Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)
Treasure: Standard
SPECIAL ABILITIES
Low-light vision(Ex):
superior two-weapon fighting(Ex):
Fighter Bonus Feat(Ex): Gains fighter bonus feat at 1st level and at every even numbered Fighter level.
Aura(Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Energy(Su): Will save DC 22(+12 HD, +0 Racial, +0 Cha, +0 Feat) null

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total?all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains(Su): A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons(Su): Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Flame-Spawned Half-Fiend Ettin, Druid 6, Sorcerer 5, Ranger 5, Monk 5:

Flame-Spawned Half-Fiend Ettin, Druid 6, Sorcerer 5, Ranger 5, Monk 5 CR 32
Total XP Individual XP
1-3 4-5 6+
19660800 6553600 4915200 3276800
CE Large Outsider Fort Ref
Init +5 (+1 dex, +4 Improved Initiative); Senses Perception +10
DEFENSE
AC 20 FF 19 Touch 10 (-1 size, +1 Dex , +10 natural)
hp: 272 (10d8+40, 6d8+24, 5d6+20, 5d10+20, 5d8+20)
Fort +25 Ref +15 Will +21
OFFENSE
Speed 30 ft. in hide armor (6 squares); base speed 40 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 28(+9), Dex 12(+1), Con 19(+4), Int 10(+0), Wis 15(+2), Cha 16(+3)
Base Atk +21; CMB +17; CMD 28
Feats: Alertness, Improved Initiative, Iron Will, Power Attack, Total Feats 16
Skills: Acrobatics +7 , Bluff +9 , Climb +15 , Craft(Armorsmithing, Trapmaking, Weaponsmithing) +3 , Craft(Alchemy, Bowmaking) +6 , Diplomacy +9 , Escape Artist +7 , Handle Animal +9 , Heal +8 , Knowledge(Arcana) +6 , Knowledge(Dungeoneering) +6 , Knowledge(Geography) +3 , Knowledge(Nature) +3 , Knowledge(Religion) +3 , Perception +10 , Perform(Oratory) +9 , Perform(All Others) +6 , Profession +5 , Ride +7 , Sense Motive +10 , Spellcraft +6 , Stealth +7 , Survival +8 , Swim +15 , Skill Points 104 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Any warm climate or fire-based plane.
Organization: Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)
Treasure: Standard
SPECIAL ABILITIES
Low-light vision(Ex):
superior two-weapon fighting(Ex):
Damage Reduction(Su): 10/magic
Darkvision(Ex): Darkvision up to 60ft.
Smite good(Su): 1/day a half-fiend creature can smite a good foe and add an additional 10 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison(Ex): Immunities cannot be supressed for beneficial affect.
Spell Resistance(Ex): 20
Immunity to Fire(Ex): Immunity to Fire
Vulnerability to Cold(Ex): Creatures vulnerable to cold take half again as much (+50%) damage as normal from cold, regardless of whether the saving throw is allowed, or if the save is a success or failure.
Burn(Ex): Reflex save DC 19(+5 HD, +0 Racial, +4 Con, +0 Feat)
This creature deals 1d8 fire damage with any natural attack. Those hit must succeed on a Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a burning creature with natural weapons or unarmed attacks take fire damage the same as if being hit by the burning creature as above.
Fiery Aura(Ex): Fortitude save DC 19(+5 HD, +0 Racial, +4 Con, +0 Feat)
Anyone within 5 feet of a creature with fiery aura must succeed on a Fortitude save or take heat damage each round from the intense heat. The amount of damage equals the fire damage dealt by the creature's natural attack.
Bonus Languages(Ex): A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond(Ex):

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense(Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting(Su): A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Wild Empathy(Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride(Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless step(Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist nature's lure(Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape(Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature.) At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Summon Familiar(Ex): A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Favored Enemy(Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track(Ex): A ranger gains Track as a bonus feat.
Combat Style(Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance(Ex): A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion(Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
AC Bonus(Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
Bonus Feat(Ex): At 1st level, 2nd level, and every 4 levels thereafter, a monk may 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(Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike(Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with her unarmed strikes than a normal person would.
Evasion(Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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(Ex): At 3rd level, a monk gains an enhancement bonus to her speed.
Level Speed Bonus
3 10ft
6 20ft
9 30ft
12 40ft
15 50ft
18 60ft
A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training(Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind(Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Pool(Su):

At 4th 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 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. 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, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. 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.

Slow Fall(Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body(Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Flame-Spawned Half-Fiend Troll, Wizard 7, Druid 7, Fighter 7:

Flame-Spawned Half-Fiend Troll, Wizard 7, Druid 7, Fighter 7 CR 31
Total XP Individual XP
1-3 4-5 6+
13107200 4341760 3276800 2211840
CE Large Outsider Fort Ref
Init +7 (+7 dex); Senses Perception +7
DEFENSE
AC 24 FF 17 Touch 16 (-1 size, +7 Dex , +8 natural)
hp: 342 (6d8+48, 7d6+56, 7d8+56, 7d10+56)
Fort +25 Ref +15 Will +16
OFFENSE
Speed 30ft
Space 10 ft.; Reach 10 ft.
Special Attacks Rend +25 (2d6+10)
STATISTICS
Str 24(+7), Dex 24(+7), Con 27(+8), Int 15(+2), Wis 10(+0), Cha 8(-1)
Base Atk +19; CMB +12; CMD 29
Feats: Alertness, Iron Will, Track, Power Attack, Improved Natural Attack(Claw), Improved Critical(Claw), Multiattack, Improved Multiattack, Total Feats 14
Skills: Acrobatics +12 , Climb +12 , Craft(Armorsmithing, Weaponsmithing) +7 , Craft(Alchemy, Bowmaking, Trapmaking) +5 , Diplomacy +4 , Handle Animal +4 , Heal +5 , Intimidate +4 , Knowledge(Arcana) +5 , Knowledge(Dungeoneering) +5 , Knowledge(Geography) +7 , Knowledge(History) +5 , Knowledge(Local) +5 , Knowledge(Nature) +5 , Knowledge(Religion) +5 , Linguistics +7 , Perception +7 , Profession +3 , Ride +12 , Sense Motive +2 , Spellcraft +7 , Survival +5 , Swim +12 , Skill Points 122 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Any warm climate or fire-based plane.
Organization: Solitary or gang(2-4)
Treasure: Standard
SPECIAL ABILITIES
Darkvision(Ex): 90ft
Regeneration(Ex): 5 - Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Rend(Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals additional damage. (See attacks)
Scent(Ex): A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
Damage Reduction(Su): 5/magic
Smite good(Su): 1/day a half-fiend creature can smite a good foe and add an additional 6 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison(Ex): Immunities cannot be supressed for beneficial affect.
Spell Resistance(Ex): 16
Immunity to Fire(Ex): Immunity to Fire
Vulnerability to Cold(Ex): Creatures vulnerable to cold take half again as much (+50%) damage as normal from cold, regardless of whether the saving throw is allowed, or if the save is a success or failure.
Burn(Ex): Reflex save DC 21(+3 HD, +0 Racial, +8 Con, +0 Feat)
This creature deals 1d8 fire damage with any natural attack. Those hit must succeed on a Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a burning creature with natural weapons or unarmed attacks take fire damage the same as if being hit by the burning creature as above.
Fiery Aura(Ex): Fortitude save DC 21(+3 HD, +0 Racial, +8 Con, +0 Feat)
Anyone within 5 feet of a creature with fiery aura must succeed on a Fortitude save or take heat damage each round from the intense heat. The amount of damage equals the fire damage dealt by the creature's natural attack.
Scribe Scroll(Ex): At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Summon Familiar(Ex): A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Bonus Feat(Ex): At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Bonus Languages(Ex): A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond(Ex):

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense(Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting(Su): A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Wild Empathy(Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride(Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless step(Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist nature's lure(Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape(Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature.) At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Fighter Bonus Feat(Ex): Gains fighter bonus feat at 1st level and at every even numbered Fighter level.

Ettin, Rogue 13, Druid 12:

Ettin, Rogue 13, Druid 12 CR 31
Total XP Individual XP
1-3 4-5 6+
13107200 4341760 3276800 2211840
CE Large Giant
Init +5 (+1 dex, +4 Improved Initiative); Senses Perception +8
DEFENSE
AC 17 FF 16 Touch 10 (-1 size, +1 Dex , +7 natural)
hp: 262 (10d8+30, 13d8+39, 12d8+36)
Fort +22 Ref +16 Will +16
OFFENSE
Speed 30 ft. in hide armor (6 squares); base speed 40 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 22(+6), Dex 13(+1), Con 17(+3), Int 10(+0), Wis 8(-1), Cha 12(+1)
Base Atk +25; CMB +14; CMD 25
Feats: Alertness, Improved Initiative, Iron Will, Power Attack, Total Feats 18
Skills: Acrobatics +8 , Appraise +7 , Bluff +8 , Climb +13 , Craft(Trapmaking) +7 , Craft(All Others) +3 , Diplomacy +8 , Disable Device +7 , Disguise +8 , Escape Artist +8 , Handle Animal +8 , Heal +6 , Intimidate +8 , Knowledge(Local) +7 , Knowledge(Nature) +7 , Linguistics +7 , Perception +8 , Perform(Sing, String instruments) +8 , Perform(Act, Comedy, Dance, Keyboard instruments, Oratory, Percussion instruments, Wind instruments) +4 , Profession +6 , Ride +8 , Sense Motive +8 , Sleight of Hand +8 , Spellcraft +7 , Stealth +8 , Survival +6 , Swim +13 , Use Magic Device +8 , Skill Points 172 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Cold hills
Organization: Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)
Treasure: Standard
SPECIAL ABILITIES
Low-light vision(Ex):
superior two-weapon fighting(Ex):
Sneak Attack(Ex): +((HD+1)/2)d6 damage while sneak attacking. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding(Ex): A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion(Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent(Ex):

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.
Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.
Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.
Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.
Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Trap Sense(Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Uncanny Dodge(Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge(Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talent(Ex):

At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll?if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
Dispelling Attack* (Su): Opponents that are dealt sneak attack damage by a rogue with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent before choosing dispelling attack.
Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.

Bonus Languages(Ex): A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond(Ex):

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense(Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Casting(Su): A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Wild Empathy(Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride(Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless step(Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist nature's lure(Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape(Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature.) At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Venom Immunity(Ex): At 9th level, a druid gains immunity to all poisons.

Frost Giant, Wizard 9, Bard 7, Fighter 7:

Frost Giant, Wizard 9, Bard 7, Fighter 7 CR 32
Total XP Individual XP
1-3 4-5 6+
19660800 6553600 4915200 3276800
CE Large Giant ([Cold])
Init +1 (+1 dex); Senses Perception +10
DEFENSE
AC 19 FF 18 Touch 10 (-1 size, +1 Dex , +9 natural)
hp: 385 (14d8+84, 9d6+54, 7d8+42, 7d10+42)
Fort +25 Ref +15 Will +20
OFFENSE
Speed 40 ft. (8 squares)
Space 10 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 26(+8), Dex 12(+1), Con 23(+6), Int 15(+2), Wis 16(+3), Cha 10(+0)
Base Atk +26; CMB +19; CMD 30
Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack, Total Feats 19
Skills: Acrobatics +8 , Appraise +9 , Bluff +7 , Climb +15 , Craft(Weaponsmithing) +9 , Craft(All Others) +5 , Diplomacy +7 , Escape Artist +8 , Handle Animal +7 , Intimidate +7 , Knowledge(Arcana) +5 , Knowledge(Dungeoneering) +5 , Knowledge(Geography) +5 , Knowledge(History) +5 , Knowledge(Local) +5 , Knowledge(Nature) +9 , Knowledge(Religion) +5 , Linguistics +9 , Perception +10 , Perform(All Others) +3 , Perform(Act) +7 , Profession +10 , Ride +8 , Sense Motive +10 , Sleight of Hand +8 , Spellcraft +9 , Stealth +8 , Swim +15 , Use Magic Device +7 , Skill Points 176 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Cold mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)
Treasure: Standard
SPECIAL ABILITIES
Rock throwing(Ex): The range increment is 120 feet for a frost giant's thrown rocks.
Immunity to cold(Ex):
low-light vision(Ex):
rock catching(Ex):
vulnerability to fire(Ex):
Scribe Scroll(Ex): At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Summon Familiar(Ex): A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Bonus Feat(Ex): At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Bardic Knowledge(Ex): A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

Bardic Music(Su): Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong(Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate(Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage(Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence(Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
Suggestion(Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Fighter Bonus Feat(Ex): Gains fighter bonus feat at 1st level and at every even numbered Fighter level.

Ogre Mage, Bard 8, Wizard 12:

Ogre Mage, Bard 8, Wizard 12 CR 28
Total XP Individual XP
1-3 4-5 6+
4915200 1638400 1228800 819200
LE Large Giant
Init +2 (+2 dex); Senses Perception +12
DEFENSE
AC 16 FF 14 Touch 11 (-1 size, +2 Dex , +5 natural)
hp: 200 (5d8+20, 8d8+32, 12d6+48)
Fort +14 Ref +13 Will +18
OFFENSE
Speed 40ft, 40ft fly(good)
Space 10 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 18(+4), Dex 14(+2), Con 19(+4), Int 19(+4), Wis 16(+3), Cha 16(+3)
Base Atk +15; CMB +8; CMD 20
Feats: , Total Feats 13
Skills: Acrobatics +11 , Appraise +13 , Bluff +12 , Climb +13 , Craft(Trapmaking) +13 , Craft(All Others) +7 , Diplomacy +12 , Escape Artist +11 , Knowledge(Arcana) +19 , Knowledge(Dungeoneering) +7 , Knowledge(Geography) +7 , Knowledge(History) +13 , Knowledge(Local) +7 , Knowledge(Nature) +13 , Knowledge(Religion) +7 , Linguistics +13 , Perception +12 , Perform(Sing, Wind instruments) +12 , Perform(Act, Comedy, Dance, Keyboard instruments, Oratory, Percussion instruments, String instruments) +6 , Profession +6 , Sense Motive +12 , Sleight of Hand +11 , Spellcraft +13 , Stealth +11 , Swim +13 , Use Magic Device +12 , Skill Points 182 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Cold Hills
Organization: Solitary, pair, or troupe (1-2 plus 2-4 ogres)
Treasure: Double Standard
SPECIAL ABILITIES
Spell Resistance(Su): 19
Regeneration(Su): 5 - Fire and Acid deal normal damage to the ogre mage.
Darkvision(Ex): 60ft
Bardic Knowledge(Ex): A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

Bardic Music(Su): Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong(Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate(Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage(Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence(Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
Suggestion(Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Scribe Scroll(Ex): At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Summon Familiar(Ex): A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Bonus Feat(Ex): At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Half-Fiend Frost Giant, Cleric 16:

Half-Fiend Frost Giant, Cleric 16 CR 28
Total XP Individual XP
1-3 4-5 6+
4915200 1638400 1228800 819200
CE Large Giant ([Cold])
Init +0 (+0 dex); Senses Perception +4
DEFENSE
AC 19 FF 19 Touch 9 (-1 size, +10 natural)
hp: 345 (14d8+98, 16d8+112)
Fort +26 Ref +9 Will +18
OFFENSE
Speed 40 ft. (8 squares)
Space 10 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 34(+12), Dex 10(+0), Con 25(+7), Int 14(+2), Wis 19(+4), Cha 16(+3)
Base Atk +22; CMB +23; CMD 33
Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack, Total Feats 16
Skills: Craft(All) +5 , Diplomacy +18 , Heal +19 , Knowledge(Arcana) +5 , Knowledge(History) +5 , Knowledge(Religion) +17 , Perception +4 , Profession +19 , Spellcraft +17 , Skill Points 120 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Cold mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)
Treasure: Standard
SPECIAL ABILITIES
Rock throwing(Ex): The range increment is 120 feet for a frost giant's thrown rocks.
Immunity to cold(Ex):
low-light vision(Ex):
rock catching(Ex):
vulnerability to fire(Ex):
Damage Reduction(Su): 10/magic
Cold Resistance(Ex): 10
Fire Resistance(Ex): 10
Darkvision(Ex): Darkvision up to 60ft.
Smite good(Su): 1/day a half-fiend creature can smite a good foe and add an additional 14 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison(Ex): Immunities cannot be supressed for beneficial affect.
Spell Resistance(Ex): 24
Aura(Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Energy(Su): Will save DC 29(+16 HD, +0 Racial, +3 Cha, +0 Feat) null

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total?all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains(Su): A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons(Su): Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Hill Giant Dire Wereboar Dire Boar Form, Sorcerer 17:

Hill Giant Dire Wereboar Dire Boar Form, Sorcerer 17 CR 28
Total XP Individual XP
1-3 4-5 6+
4915200 1638400 1228800 819200
N Large Giant ([Shapechanger])
Init +1 (+1 dex); Senses Perception +1
DEFENSE
AC 18 FF 17 Touch 10 (-1 size, +1 Dex , +8 natural)
hp: 345 (12d8+96, 17d6+136)
Fort +21 Ref +10 Will +15
OFFENSE
Speed 40 ft. (8 squares)
Space 10 ft.; Reach 5 ft.
Special Attacks
STATISTICS
Str 38(+14), Dex 12(+1), Con 27(+8), Int 8(-1), Wis 12(+1), Cha 11(+0)
Base Atk +17; CMB +24; CMD 35
Feats: same as giant form, same as giant form, Total Feats 15
Skills: Bluff +7 , Craft(Armorsmithing, Trapmaking, Weaponsmithing) +2 , Craft(Alchemy, Bowmaking) +6 , Knowledge(Arcana) +10 , Perception +1 , Profession +8 , Spellcraft +6 , Skill Points 29 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Temperate hills
Organization: (same as giant form)
Treasure: Standard
SPECIAL ABILITIES
Curse of lycanthropy(Su): Fortitude save DC 24(+6 HD, +0 Racial, +8 Con, +0 Feat)
Any humanoid or giant hit by a dire wereboar's bite attack in animal or hybrid form must succeed on a Fortitude save or contract lycanthropy.
Alternate form(Ex):
boar empathy(Ex):
damage reduction(Ex): 10/silver
ferocity(Ex):
low-light vision(Ex):
scent(Ex):
Summon Familiar(Ex): A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.

Flame-Spawned Fiendish Troll, Wizard 10, Sorcerer 10:

Flame-Spawned Fiendish Troll, Wizard 10, Sorcerer 10 CR 29
Total XP Individual XP
1-3 4-5 6+
6553600 2211840 1638400 1064960
CE Large Outsider Fort Ref
Init +5 (+5 dex); Senses Perception +1
DEFENSE
AC 21 FF 16 Touch 14 (-1 size, +5 Dex , +7 natural)
hp: 285 (6d8+42, 10d6+70, 10d6+70)
Fort +18 Ref +13 Will +17
OFFENSE
Speed 30ft
Space 10 ft.; Reach 10 ft.
Special Attacks Rend +18 (2d6+7)
STATISTICS
Str 20(+5), Dex 20(+5), Con 25(+7), Int 8(-1), Wis 8(-1), Cha 11(+0)
Base Atk +14; CMB +10; CMD 25
Feats: Alertness, Iron Will, Track, Power Attack, Improved Natural Attack(Claw), Improved Critical(Claw), Multiattack, Improved Multiattack, Total Feats 14
Skills: Bluff +5 , Craft(Armorsmithing, Trapmaking) +4 , Craft(Alchemy, Bowmaking, Weaponsmithing) +2 , Knowledge(Arcana) +4 , Knowledge(Dungeoneering) +2 , Knowledge(Geography) +4 , Knowledge(History) +2 , Knowledge(Local) +2 , Knowledge(Nature) +2 , Knowledge(Religion) +4 , Linguistics +4 , Perception +1 , Profession +4 , Sense Motive +1 , Spellcraft +4 , Skill Points 26 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Any warm climate or fire-based plane.
Organization: Solitary or gang(2-4)
Treasure: Standard
SPECIAL ABILITIES
Darkvision(Ex): 90ft
Regeneration(Ex): 5 - Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Rend(Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals additional damage. (See attacks)
Scent(Ex): A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
Damage Reduction(Su): 5/magic
Spell Resistance(Ex): 11
Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 6(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Fire(Ex): Immunity to Fire
Vulnerability to Cold(Ex): Creatures vulnerable to cold take half again as much (+50%) damage as normal from cold, regardless of whether the saving throw is allowed, or if the save is a success or failure.
Burn(Ex): Reflex save DC 20(+3 HD, +0 Racial, +7 Con, +0 Feat)
This creature deals 1d8 fire damage with any natural attack. Those hit must succeed on a Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a burning creature with natural weapons or unarmed attacks take fire damage the same as if being hit by the burning creature as above.
Fiery Aura(Ex): Fortitude save DC 20(+3 HD, +0 Racial, +7 Con, +0 Feat)
Anyone within 5 feet of a creature with fiery aura must succeed on a Fortitude save or take heat damage each round from the intense heat. The amount of damage equals the fire damage dealt by the creature's natural attack.
Scribe Scroll(Ex): At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Summon Familiar(Ex): A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
Bonus Feat(Ex): At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.


Kuchen, the Gingerbread Man wrote:

"Those SAVAGES!" the tiny gingerbread man exclaims.

Do I recognize the location? If so, how close is it?

It's the cookie town your race comes from - basically Candyland. The evil witch from Hansel and Gretel just tore it up. It's somewhere in Irrisen.


Tinsel Swordmaker wrote:

Picking up my iPhone® to see what is making that noise...

I could have sworn I put it on silent do not disturb mode before going to the party.

I think to myself, this better not be another dick pic passed by AirDrop again. Why can't it be some nice boobs instead.

Tinsel Swordmaker: iPhone Message:

Santa's workshop is alight with the guttering flames of a funeral pyre composed equally of elf bodies and broken toys. Hordes of goblins pick through the wreckage. One especially hideous specimen begins feverishly dry humping one of the fey corpses. A nasty grin then pops into view, obscuring much of the screen.

"Lulz it's an elf. Huhuhhhjhu."

The creature then proceeds to moon Tinsel with his pustle covered posterior.


Kuchen, the Gingerbread Man wrote:

Timmy, I didn't realize Mind Blank negates True Seeing... though in my case I think I'm good because MB calls out divination magic, and my True Seeing is an Extraordinary (non-magical) ability

.
DM, The Craft Confection roll was just for fun. I added it to give a sense to anyone reading it that it's pretty tasty and fancy.

Kuchen reaches into a frosted pocket and pulls out a tiny phone with a candy cane screen.

Kuchen the Gingerbread Man: iPhone Message:

A candy crusted holocaust assaults the little cookie's senses. Bright blue flames lick hungrily through a pile of charred gingerbread corpses. The gumdrop buttons of the recently deceased are piled like war trophies beside the hill of carnage.

A large, drooling beast prowls through the wreckage, and a twisted crone follows close behind, eagerly inspecting the devastation.


Snowflake Wintersparkles wrote:
Snowflake whips out her North Pole Wireless 10G device. The screensaver is of a large white-bearded man in a red speedo and a tiny white-haired woman in a polkadot bikini posing at the beach. She swipes a 5-digit code to unlock the device to see her new message.

Snowflake Wintersparkles: iPhone message:

The deft input of Wintersparkle's five digit access code quickly reveals itself to be the digital skeleton key to a terrifying landscape of fresh horrors. Indeed, the snowy landscape of Santa's merry workshop has been transformed into some icy he'll of blood, fresh gore, and flickering flame.

The cruelly-distended, partially-flayed carcasses of several dozen reindeer are piled in a great, steaming mountain of ichor and quickly rotting flesh. A dull flame flickers within the immense heap of carnage, slowly but surely transforming Santa's littlest animal helpers into discount venison sausages.

A great furry, green monster with hateful red, bloodshot eyes pried a long one forcibly from the mountain of deer corpses.

It than says, in an oddly lyrical tone, while salvagely excavating the marrow from the femur,

"Well that's quite gamey, and altogether samey, as that one deer leg I chomped on the morrow, but maybe that's all to the best, for I'll still get my rest, and just have to try another tomorrow."


Issuing forth in a veritable torrent from some heretofore unseen and unsurmised location, a dramatic musical interlude fills the disorganized proceedings with a harmonic cacophony that rings painfully for several moments within the Eustachian cavities of the assembled.

Then, as if timed with the mysterious aural phenomenon, every iPhone in the Snowflake Inn begins to rumble with its assigned ring tone, heralding some fresh malady in the already eventful evening's events...

Everyone, tell me if you pick up your iPhone so I can tell you what you see.


Snowflake Wintersparkles wrote:

EARLIER

The sleigh that arrived in Irrisen that day was most unusual, not only for its coloring -- a bright candy apple red -- or its draught animal -- a reindeer much larger than normal with a large metal cylinder on its back -- but also because of its passengers -- two small elves and a white-haired fox.

The trio disembarked, and the small elven boy talked to the reindeer who trotted off at once to find a stable. The fox stayed at the elven girl's heels as they traveled through the city.

NOW

Snowflake, as the elven girl is called, leads her small party to the Snowflake Inn. She smiles at the moniker and then stares at the snowman. "Well, that is funny" she says. "A snowman with no nose; how sad. Come on, Mr Foxerson. You too, Peppermint"

The trio enter the inn and take in the festivities. "Krampus!?" Snowflake exclaims. "No one should ever mention that frightful colly-head!"

Mr. Foxerson sighs. "What this child means to say is 'Oh, hello there. Any chance for a mug of hot chocolate?"

In response to the solicitous canid, Viola Blossom, the raven-locked progeny of Irrisen's most famous culinary maestro, proffers the following reply, her words laced with a tone of evident regret,

"Alas, gentle creature, but our humble establishment's brand new, highly-acclaimed Bravilor Solo Hot Chocolate Machine TM," she winks at some unseen party, as she pronounces the letters individual "T" and "M" with force, decided emphasis, and precision, "met an unfortunate fate, like the Samsung 55"" here she emphasizes the numbers, again, seeming to mock up for an unseen audience,"next generation flat screen TV, as a result of Susie Sweethtooth's recent martial indiscretions with the sudden snowfall -- to whit, it also met its dolorous fate at the hands of a careening missile of malignity-intended ice."


Kuchen, the Gingerbread Man wrote:
Tinsel Swordmaker wrote:

"I'm hungry, I didn't get any slices of the pizza before Casper stole it all."

Holding up two frosted mittens defensively, a gingerbread man the size of a sparrow says, "Hey, don't even think about eating me, buddy.

"If you like though, I can make you a cake."

With a wave of his arm, a small chocolate ganache cake appears. With another, there's a dulce de leche cake with a caramel buttercream frosting, and a strawberry shortcake beside it. All three are things of exquisite--almost unimaginable--beauty.

"Here, these are up for grabs. Eat up. Then...I think we should save those snowballs for whatever's howling out there, Timmy. I'm sorry to say, I think that's Krampus aprowl."

[dice=Craft Confection]1d20+63

I assume that Craft (Confection) check must succeed with that roll, do I need to adjudicate somehow?


Tinsel Swordmaker wrote:

Having been lured to the pizza slumber party by a guy in a white nondescript van that said free candy on the side. I was looking forward to some food and something called "playing doctor". As a big fan of Dr. Who I couldn't resist the invitation.

"I'm hungry, I didn't get any slices of the pizza before Casper stole it all. I thought this slumber party was going to be fun but now we can't watch movies or play any console games on the busted TV. I wonder if we're going to play doctor now?"

Another disgruntled guest, Little (aka 'miss') Xavier Fay, the only darling child of a long-past-her-prime film actress, doesn't hesitate to weigh in on Tinsel's predicament.

His excitable fingers are firmly planted on his slightly swaying hips as Xavier sputters,

"Oh thweety, I don't think you wanna play doctah withe thaat kind of phythithian. Gurl."


Within the presently snow-clogged avenues of Whitethrone, widely-feared capital of Irrisen, the pre-Christmas pizza slumber party at the highly overrated tavern known as the Snowflake Inn has not exactly... how shall we say... gone exactly according to plan...

First, it was Susie Sweettooth smacking Gerald half-way to a coma during the unscheduled, and most definitely unsanctioned, pillow fight. "Well--the brick was in the pillow," explained little Susie.

Now, to be fair, she came by this disagreeable personality honestly, for her parents, as she never ceased to remind the assembled, were widely-disliked, but incredibly influential tax attorneys. Indeed, Ivan and Greta Sweettooth had recently made the news for helping unscrupulous Andoran investors offshore their ill got dividends to Azlanti and Arcadian tax havens.

And so little Gerald just had to put up and shut up unless, indicated little Susie, whipping out her iphone with a practiced motion, "I get my Mommy and Daddy involved in this."

And then there was the dolorous St. Bernard Casper, who ended up eating three whole pizzas left unattended by the children, and had proceeded to paint the kitchen floor with the gastrointestinal rewards of this canine malfeasance.

Finally, little Timmy Fudrucker broke the flat screen TV in the admittedly garish dining room with a surreptitiously-achieved snow ball. Though the righteous object of this missile had been little Susie Sweettooth's insufferable grin, fate had not been kind to little Timmy, and his projectile had missed his mark.

And so the Star Wars Christmas Special was no more... nor would there be the Home Alone marathon, nor, most regrettably, the annual viewing of Merry Christmas Charlie Brown.

So the children found their evening bereft of the intended amusement, and decided to call their parents to pick them up... but none answered on their iphones... and a bestial howl was heard in the streets of Whitethrone!


Twas the night before Christmas
And deep in our bunker
My mom, dad, sister and
I did hunker.

The streetlights were dark
No carolers sang
not even the blessings
of church bells rang.

And beneath our beds
We all huddled tight
And hoped he would pass
by our house tonight.

Everyone knows of
Jolly Saint Nick
and the gifts he brings
on his single night trick.

And the presents and baubles
and candy and toys
that he brings every Christmas
to good girls and boys

But it wasn't the man
with red suit and white beard
whose annual Christmas
visit we feared

Outside in the snow
we heard a loud howl
the crunching of ice
and an animal growl

I heard it sniff by our
window payne
then a throaty laugh
and saw red eyes like flame

My sister and I
both stared horrified
and prayed that the creature
could not get inside

but a moment later
a thundering pound
turned our door to splinters
all over the ground

I screamed as the creature
into our home came
This horrible beast
Von Krampus by name

He was massively tall
At least seven feet
From the points of his horns
to his hoof-shodden feet

Across his back what I
Mistook for a coat
Was the shaggy long hair
of a filthy dead goat

And I cried and I swallowed
My terrified pangs
at the sight of his wickedly
razor-sharp fangs.

His claw-fingered hands
looked ready for pain
in one was a bullwhip
the other a chain

He growled and sneered
and laughed for a while
then he pointed at us
and said "Naughty" with a smile

My sister and I
Both shook with fear
what terrible things
had we done this year?

We tried to be good
and thought we succeeded
we minded our manners
no punishment needed

We both made good grades!
We neither one lied
or cheated or stole
We had nothing to hide!

But Krampus still came
With his evil heart black
to steal us away,
Stuff us in his sack

To take us away
to his punishment cave
where all the bad children
forever his slaves

We turned to our parents
behind them to hide
but they both shook their heads
and sadly stepped aside

"You must face the music"
My father lamented
Von Krampus then laughed
his expression demented

My sister and I
hugged each other tight
And prayed that someone
could save us that night

And just when we gave up
and all hope was gone
there came a loud clatter
from out on the lawn

With a tinkle of bells
our spirits did lift
Von Krampus snarled
the air he did sniff

On the wind came the scent
of holly and pine
of gingerbread cookies
and holiday wine

In the doorway he stood
in his suit of bright red
St. Nicholas came!
We cried out and said:

"Save us St. Nicholas!
There's been a mistake!
We've been good all year!
You can't let him take..."

"Hold on! Not so fast!"
He raised his great hand
"There is something happening
you don't understand!

Von Krampus did come
that much is true
but the demon of Christmas
did NOT come for you."

At the demon we stared
both of us confused.
He had to be here for
somebody...but who?

Then I started to think
and all became clear.
Who'd been the naughtiest
of all that year?

Well...Mommy drank vodka
by pitchers and glasses
and Daddy watched porn
and cheated on taxes.

And Mommy spent far too much
time on her hair
and Daddy had something
he called "an affair."

And Mommy spent all of
my birthday money.
And Daddy called sister
his own secret honey

The more that I thought
the more I understood
We children were fine,
But the parents, no good.

"But Krampus takes children!"
My father protested.
And Santa's face twisted
toward the man he detested.

"Christmas time is for children,
And gifts to be given.
You took their innocence
and that can't be forgiven.

You scared them into silence
their souls you did twist
And to top it off told them
I didn't exist.

For your your lifelong naughtiness
The piper must be paid."
And set Krampus upon them
with a dismissive wave.

The adults screamed as they
went into his sack
And we cried until Santa
patted my back.

"What's wrong?" Asked Saint Nickolas
"I thought you'd be happy
to be rid of those people
who treated you crappy."

"We are," I sniffed,
sincere as could be.
"But what is to become
of my sister and me?"

St. Nickolas smiled
And laughed loud and deep
As did Krampus, A sound
that still haunts my sleep

"Why, you'll come with me!"
He said with great joy.
"I have great use for
a good girl and boy!

You'll come to my workshop
and work with my elves
I promise that you will
enjoy yourselves!

I'll teach you my secrets
my toy making ways
And you'll take over when
I've ended my days!"

"But..." Said my sister.
"What about him?
Won't Krampus be lonely?"
She scratched his chin

"I wish to thank him
And I know the way
I will go with him and
be his protoge!"

And so, from Kris Kringle
I learned to make toys
and my sister to torture
Naughty girls and boys.

And every evening
from that point thereafter
My dreams were full of parent screams
and my sister's laughter.

And so this ends our
Happy Christmas Story
If you're nice and not naughty
You've no need to worry

But if your heart's full of coal
and you're an evil mister
Try to hide, but you'll soon meet
Krampus and my sister.


Irrisen is a harsh, cold northern land covered in the snow and ice of a winter that has lasted centuries. The snow never melts, and almost as omnipresent as the snow and ice, is the feeling of dread that pervades the nation, for as harsh and unforgiving as the land is, it is nothing compared to those who rule it. The land is governed by the White Witches of Irrisen, the descendants of the terrible crone Baba Yaga. All the White Witches are obedient to their queen, who is a daughter of Baba Yaga herself.

But the witch mother is not the only evil which haunts the nights of this snow bound land. For in the frigid depths of midwinter the children of Irrisen cower in terror lest the demon known as Krampus should judge them unworthy and spirit them away to face some dread fate...

Who is Krampus? In Irrisen and across the Sklad-speaking Alpine region, the demonic character is a crucial part of the holiday season. He’s a devilish figure, with long horns and a goaty beard, much like typical portrayals of Satan. You might see him posed harmlessly on a greeting card or reproduced in chocolates or figurines. But you might also encounter a procession of Krampuses stalking through the town, laden with bells and chains, intimidating onlookers or whipping them with his bundles of sticks.

The fifth of the winter month Kuthona is Krampusnacht, when Krampus reigns. Throughout Irrisen, people might attend Krampus balls, or young men from the local Krampusgruppe might don carved wooden masks, cowbells, chains, and elaborate costumes to run through town in a Krampuslauf (Krampus run), frightening and sometimes beating bystanders. According to legend, Krampus will spend the night visiting each house. He might leave bundles of sticks for bad children—or he might just hit them with the sticks instead. He might toss them into a sack or basket on his back and then throw it in a stream, or he might straight-up take them to the Nine Hells.

And it is this midwinter terror that has recently visited the homes of Whitethrone, capital of Irrisen. The second biggest geographical feature of Irrisen is Glacier Lake, which takes up a large area within Irrisen's interior. Two of Irrisen's three largest settlements are built either on its shore or on one of the rivers connected to it. Irrisen's capital, Whitethrone, sits on the lake's northeastern shore.

Home to the Jadwiga ("children of the witch-mother"), the descendants of the witch Baba Yaga, Whitethrone is a playground for evil nobles, with Queen Elvanna's family enjoying the last few years of its ruling legacy before her mother installs another daughter to rule for a century.

The city is located on tall cliffs overlooking the northeastern shores of Glacier Lake, and contains tall towers and domed buildings, some of them carved of ice that never melts. The main street running to the queen's palace is known as the Bone Road, and is paved with the skulls of those who died in the Winter War, and occasionally repaired or extended with the bones of those who displease the White Witches.