Crystal Figurine

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504 posts. Alias of wesF.


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Akor Scourgebane wrote:
He chuckles at her comment "Sorry my love. You are just so irresistible." They walk hand in hand back inside, Akor explaining as they go "Well, we originally needed your help in translating something, but I believe that is taken care of. Now, we need aid in finding a new guardian for this grove. Whomever takes over will be bound to this forest. Which means it can't be you, as you'll be unable to leave and you have your own duties elsewhere. I was thinking of Sheyla, your younger cousin. She's a decently powerful priestess, is she not?"

"It's my curse." She jests in regard to her irrestibleness.

Thinking a moment.

"Sheyla could work. She is a bit of a homebody. We'll have to give her a chance to think about it, of course. In the mean time we should secure the area. The dark forest is still dangerous and twisted both physically and spiritually. However, at least there isn't an evil presence driving it to further evil anymore. I'll call for some druids, but we'll need whatever the Guardians can spare."

("Guardians" is another name for the people fighting to reclaim Myth Dranor)


Akor Scourgebane wrote:

Akor walks outside, unsure if the pyramid will block his telepathy with his wife "Dear heart, we once more have need of your skills. We have found a strange pyramid that appears to somehow be influencing the Twisted Forest. We need you to come decipher the writing which is in some form of ancient Druidic."

"Of course my meldanya, I will come right away"

[/b]

A small bird flies through the doorway. As it lands a short distance away it says, "Hello dear." Akor recognizes the voice immediately It's his wife. The bird shifts and grows gracefully until she is once again in her elven form. (She is elven, right?) She walks over and kisses Akor on the lips briefly. "Twice in one day you've called for me. Careful or a girl could get used to such attention. " She jests sweetly. "What is it I can do to help?"


Rosa.Luminass. wrote:

Rosa turns and looks at him, her face showing nothing.

"You misunderstand to your prison break but theres, locked in here by the sin of hubris, Ironic if you take the time to think about it."

"perhaps." he says without an ounce of commitment in his voice.


Rosa.Luminass. wrote:

Rosa bends down and checks the cores of the broken drones taking them into herself to mend,

"Form what they tell be the last thing was they where hit very fast and at around the same moment"

She looks around,

"My calculations indicate that there is a very high probability we have released whatever was trapped in here. Tapped if what has been said here for over 10,000 years, when it miscalculated the process of ownership of this artifact, By analyzing the warping of this inner space I calculate the being to be 95% to 99% Chaotic evil and of great power if it trapped the Fay here. We may just have unwittingly solicited a prison break"

She looks at them.

"I suspect it's because the one who had claimed it has left the premises. " says the misty fey in a casual, but somehow also haughty tone.


Akor Scourgebane wrote:

Whatever, I'm a bad player and totally forgot about him till yesterday

Akor walks outside, unsure if the pyramid will block his telepathy with his wife "Dear heart, we once more have need of your skills. We have found a strange pyramid that appears to somehow be influencing the Twisted Forest. We need you to come decipher the writing which is in some form of ancient Druidic."

"Of course my meldanya, I will come right away"

He then looks to the Fey who lead them here "How are you feeling? Got full control of yourself and your memories yet?"

"I can feel that something is still there, though my memories are coming back albeit slower than I would prefer. Thank you, Mortal. I do remember my name. You may call me Davarius. It will suffice for a name that you are capable of pronouncing."

"Whatever magics prevent me from entering the pyramid are still present." He reached his hand toward the empty doorway. A he does so they stop on a magical wall that only seems to affect him. "Whatever had cast the magics must still be present." Just as he finishes saying that the magic force that was preventing him from entering visibly pops, like a soap bubble. His hand falls through. "I stand corrected."

I assume you're going to show him the runes. He studies them a moment. "They are written in a long dead ancient language. The one that Druidic is loosely based on. However, unlike Druidic this language resists attempts to magically or mundanely discern it's meaning. It changes regularly. Though if you were taught the language by another that knows it your understanding changes as it does. Its a very ancient form. I learned it about 10,000 years ago. I can translate, but I cannot teach it. It is forbidden and with good reason."

He reads, "These are instructions for claiming ownership of the pyramid. WIth said ownership one becomes tied to this place. They gain an number of powers and responsibilities. Also, if the owner cannot leave lest they forsake their claim. It would appear as the last owner was twisted in the mind and thus twisted the landscape. If you have someone worthy I can teach them the ritual. I would not claim it for myself as it is in my nature to travel on the winds. If I stay in one place I would wither and die."

When you all eventually check on where the drones were sorting the witches gear:

The gear is gone, the drones are broken, the artificial tree is gone.

There is a specific game reason why this is, I promise.


Akor Scourgebane wrote:
The icy rider, was he not fae? Did he follow us in, leave, stay outside?

**smacks forehead** I'm a bad DM and i totally forgot about him.

When you came to the edge of the pyramid the Fey could not enter due to some compulsion. He waits for you just outside.


Rosa.Luminass. wrote:
I edited my post, etc, you going over lost ground

No worries. It happens.

Akor, Your fey buddy? Also, it's up to you if your wife is available or not.


Rosa.Luminass. wrote:

"What ever we do, we should do it fast, who ever is behind this knows we are here and they will act"

Rosa cavers up her Drones and gets ready to move out

The group moves toward the center stonehenge. With your perceptions you notice a number of large predatory animals skulking in the shadows. They keep their distance, but you are aware of their presence and they you. You even see one bound away from a drone "corpse" when you are within sight range. It's a jungle ecosystem. The animals are nowhere near your CR, but they are out there. The drone's however, never stood a chance.

You come to the edge of the clearing as was represented on the map. As indicated there are several large rough hewn stones sticking out for the ground. Every other pair has a crosspiece on top.

Edit: Out of curiosity what did you do with the Witches stuff? Did you leave it out for the drones to finish organizing?


Rosa.Luminass. wrote:
"find what is powering this place, its core if you like"

Rosa sends a number of drones to search the area. Of the 10 you send only 7 return.

They Hover in a circle and project an overview of what they've seen in 3d map format using light. In the center are a number of stones sticking up in a circle. Some of them are connected by stones sitting atop them. Like this.


Rosa.Luminass. wrote:
yep

A few of Rosa's small orb shaped drones fly over to the witch and with their little metallic hands begin to remove and sort her valuables in a very orderly fashion. Magic and non-magic. All neatly laid out on the ground. A few of them have blue glowing eye sockets and they hover about the magic gear and thoroughly examine it. When a consensus is reached a small strip of paper prints from the side of the creatures body and they attach it to the item before moving to the next. Everything is identified.

Elementalist Armor:

+5 Ceremonial ironwood armor (+1 armor) Elemental resistance 30 (Acid, cold, fire, sonic, electricity), WIld, Expeditious, hosteling, glammered. [ooc]I may have gone a little overboard{/ooc]

Buckler:

+5 arrow deflection ironwood wild buckler

Scimitar:

+5 Adamantine Ever Dancing, defending, glammered, impervious


Akor Scourgebane wrote:

Akor looks around, thinking, then picks up his blade "I wonder if there's any more to this pyramid or not. I would like to know what in the Nine Hells was going on here"

Does there appear to be any halls, doors, etc, or is this just one giant room?"

One giant room, but covered in all kinds of foliage so there could easily be lots of nooks and crannies.


witches gear:
Elementalist Armor(ill need to look up the specifics at home, but it's wild with some energy resistances.), +5 Arrow deflection, Wild Ironwood Buckler, Dancing Scimitar, Belt of physical perfection +6, Headband of mental superiority +6 (Diplomacy, Fly), Robe of stars (6/month), Shawl of the crone, 398,175 GP worth of gems and valuables


Rosa.Luminass. wrote:
Rosa would have DONE a lot of DMG, over 300+ Chaotic Witch Law Channels and Law sword hits x 6 Crits 16 up Chop chop + Mecha swarm, So ok with auto that

I didn't mean to be anticlimactic. Sorry. I was just trying to move things along. For what it's worth Between the three of you I don't see her surviving more than a couple of rounds. There's a good chance Rosa would have ended her this round. Let's just move forward.


I'm going to take a couple of liberties here to move things along.

Rosa's attacks greatly harm the witch, but she does not die.

All of Akor's shots land true. The plant witch screams in pain and falls over in a heap.

The "tree" that was attacking Akor stops moving mid swing as the witch dies. As in mid action shot it stops. the vines that were grappling cease swaying. The whole thing is as if it were made of painted stone.

For a breath the pyramid is completely silent. Then the natural sounds of animals begin to creep back in. The sound is a normal for this kind of ecosystem.


Round 2 thus far

Akor is being beaten upon. He called his sword, but it could not teleport.

Akor has all actions minus swift remaining.
Tia cast a spell and moved.
Rosa is moving to the Witch and will beat upon her.
Sparel has yet to act.


Akor Scourgebane wrote:
Akor falls back a few feet and studies the witch, trying to pinpoint her weaknesses 1d20+41 Knowledge(Nature), +12 bonus from Wis due to Monster Lore

I'm not sure what that does, but she's human. With all of their weaknesses.


Nothing attacks Tia or Rosa.

Round 2

The woman with the hair swings at Sparel

Scimitar 1d20 + 23 ⇒ (5) + 23 = 281d6 + 14 ⇒ (3) + 14 = 17 Crit on 15-20 confirm 1d20 + 23 ⇒ (2) + 23 = 251d6 + 14 ⇒ (6) + 14 = 20

Meanwhile her hair attempts to grapple and hold Sparel. However, no matter how hard it tries Sparel always seems to move out of the way at the exact moment necessary. Freedom of movement.

The tree and "Tree." continue to attack Akor
The tree wildly swings it's branches at Akor.
Branch1 1d20 + 20 ⇒ (2) + 20 = 226d6 ⇒ (2, 4, 4, 4, 4, 4) = 22
Branch2 1d20 + 20 ⇒ (4) + 20 = 246d6 ⇒ (6, 1, 5, 1, 6, 5) = 24
Branch3 1d15 + 20 ⇒ (8) + 20 = 286d6 ⇒ (2, 4, 1, 1, 3, 3) = 14

The other "Tree's" vines and roots attempt to pull Akor off his feet, but he too seems to move at just the right time to avoid capture. The power of Sparel's spell doing it's work. However, it's branches grab the sword from the ground and place it inside an opening at it's back. (Akor, if you can you have an AOO as it grabs the sword)


Akor Scourgebane wrote:

Once more calling upon divine power Akor empowers himself to bring about holy vengeance Immediate action, activating Judgement, choosing Justice, Destruction(Slayer) and Protection for a +5 to hit, +9 to damage and +5 to AC. My total AC is 39.

The champion of the Seldarine unleashes a flurry of strikes at the tree that first swung at him Assuming nothing else was in the room for my first attack

** spoiler omitted **

Suddenly, another tree swings at him, but protected as he is by his near divinity, Akor avoids the blow. A third tree grabs him up and takes away Demonwrack from his grip.

Finally, some crazed white haired woman leaps at him from the trees, trying to strike him down, yet once again he is saved by his enchantments.

** spoiler omitted **

All of your blows struck the tree and it goes over in a heap. You are now unarmed.


Tialvoron Manaril wrote:
dance of a thousand cuts

Ahh, bard spell. I don't play bards often.


Tialvoron Manaril wrote:
Tialvoron will cast Dance of a Thousand Cuts on himself.

im not familiar with that one. Can you link or post it in a spoiler please?


Rosa.Luminass. wrote:
Going to take a wile for me to work out rosa as she was in full Defance mode. Sorry guys, but I think shes going to go in pest control mode

Not sure what "pest control mode" means, but post your actions whenever you get a chance.


Round 1Everyone post your actions and I'll work out the order after.

Another tree steps to the left of the previous and takes a swing Akor.

Branch 1d20 + 20 ⇒ (14) + 20 = 346d6 ⇒ (5, 3, 3, 1, 3, 3) = 18

Yet a third, slightly different looking tree (size category huge) steps between the two larger ones. It's covered in vines that animate and try to grab akor while a pair of arm like branched attempt to Disarm Akor's weapon.

Disarm sword in hand 1d20 + 46 ⇒ (8) + 46 = 54

Grapple "hair" 1d20 + 51 ⇒ (20) + 51 = 71

Perception DC 30:

It's made of wood and vines and such, but it's not a tree. It's just disguised to look as one.

Meanwhile a young woman with extremely long white hair leaps forth from one of the trees and swings an incredibly sharp wooden scimitar at Akor

Sorry, but you did go ahead of the others alone

Scimitar 1d20 + 23 ⇒ (6) + 23 = 291d6 + 14 ⇒ (3) + 14 = 17 Crit on 15-20 confirm 1d20 + 23 ⇒ (15) + 23 = 38 If confirmed 1d6 + 14 ⇒ (5) + 14 = 19

Dm reference:

Homunclus 205/205
AC 33, touch 9, flat-footed 30 (+4 armor, +2 Dex, -4 size, +20 natural, +1 dodge)
hp 205 (2d10+85); fast healing 5
Fort +14, Ref +17, Will +21; +8 resistance bonus vs. spells and spell-like abilities
DR 10/slashing, 15/adamantine, 5/evil; Immune construct traits (+60 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, fear, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning; Resist fire 30; SR 26

Witch 410/410
AC 30, touch 16, flat-footed 24 (+6 armor, +6 shield, +6 Dex, +2 natural)
hp 410 (5d8+20d6+250)
Fort +21, Ref +14, Will +24; +4 vs. death, energy drain, necromancy
Immune mind-affecting, paralysis, poison, polymorph, sleep, stunning, plant traits; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30
Weakness delicious, light dependent


PC's DO NOT READ. DM REFERENCE ONLY:

White haired beast bonded witch
Female Ghoran Druid 5 Witch (White Haired Witch, Beast-Bonded) 20
NE Medium Plant
Init +8; Senses low-light vision; Perception +35
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 24 (+6 armor, +6 shield, +6 Dex, +2 natural)
hp 410 (5d8+20d6+250)
Fort +21, Ref +14, Will +24; +4 vs. death, energy drain, necromancy
Immune mind-affecting, paralysis, poison, polymorph, sleep, stunning, plant traits; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30
Weakness delicious, light dependent
--------------------
Offense
--------------------
Speed 40 ft.
Melee Dancing Scimitar +23/+18/+13 (1d6+9/15-20/x2) and
Hair (White Haired Witch) +22 (1d4+9/x2) and
Unarmed strike +19/+14/+9 (1d3+4/x2)
Space 5 ft.; Reach 30 ft.
Special Attacks white hair (constrict), white hair (grab), white hair (pull), white hair (strangle), white hair (trip)
Spell-Like Abilities Detect Poison (1/day), Goodberry (1/day), Major Spell Expertise (Tree Stride) (2/day), Minor Spell Expertise (Windy Escape) (2/day), Purify Food and Drink (1/day)
Druid Spells Prepared (CL 5):
3 (3/day) Wind Wall (x2), Waters of Lamashtu (DC 20)
2 (4/day) Wood Shape (DC 19), Stone Call (x2), Tree Shape
1 (5/day) Stone Shield, Stone Shield (x2), Windy Escape (x2)
0 (at will) Create Water, Detect Magic, Light, Detect Poison
Witch (White Haired Witch, Beast-Bonded) Spells Prepared (CL 20):
9 (5/day) Dominate Monster (DC 28), Summon Monster IX (x2), Time Stop (x2)
8 (5/day) Moment of Prescience, Maze, Mind Blank, Nine Lives, Stormbolts (DC 27)
7 (5/day) Bite the Hand, Mass (DC 26), Chain Lightning (DC 26), Harm (DC 26), Instant Summons, Regenerate
6 (5/day) Dispel Magic, Greater, Flesh to Stone (DC 25), Binding Earth, Mass (DC 25), Slay Living (DC 25), Unwilling Shield (DC 25)
5 (6/day) Baleful Polymorph (DC 24), Cloudkill (DC 24), Teleport, Mind Fog (DC 24), Magic Jar (DC 24)
4 (6/day) Threefold Aspect, Shadow Step, Share Shape, Vermin Shape II
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 30, Int 28, Wis 24, Cha 22
Base Atk +13; CMB +17; CMD 33 (33 vs. Grapple)
Feats Accursed Hex, Arcane Blast (Su), Arcane Strike, Combat Casting, Combat Reflexes (7 AoO/round), Eldritch Heritage, Extra Hex, Familiar Spell, Improved Critical (Scimitar), Improved Eldritch Heritage (Tough as Hell +6), Improved Familiar, Major Spell Expertise (Tree Stride) (2/day) (Sp), Minor Spell Expertise (Windy Escape) (2/day) (Sp), Weapon Finesse, Weapon Focus (Scimitar)
Traits Reactionary, Sacred Touch
Skills Acrobatics +6 (+10 jump), Climb +8, Diplomacy +31, Disguise +7, Escape Artist +7, Fly +34, Handle Animal +10, Heal +12, Intimidate +30, Perception +35, Ride +34, Sense Motive +32, Sleight of Hand +31, Spellcraft +37, Stealth +46, Survival +37, Swim +32, Use Magic Device +34
Languages Abyssal, Aklo, Auran, Celestial, Chelaxian, Common, Daemonic, Druidic, Goblin, Halfling, Hallit, Sylvan
SQ able assistant, animal companion link, arcane familiar nearby, arrow deflection, corrupting touch (11 rds) (9/day), empathic link with familiar, enhanced familiar, expeditious (3/day), familiar form, ghorus seed, glamered, hosteling, many lives, mysterious stranger +2, nature bond abilities (tree mount, sapling treant), patron spells (time), resist death's touch, rogue tricks (combat trick, finesse rogue, weapon training), share spells with companion, share spells with familiar, speak with familiar, spontaneous casting, trackless step, twin soul, wild, wild, wild empathy
Other Gear Elementalist Armor, +5 Arrow deflection, Wild Ironwood Buckler, Dancing Scimitar, Belt of physical perfection +6, Headband of mental superiority +6 (Diplomacy, Fly), Robe of stars (6/month), Shawl of the crone, 398175 GP
--------------------
TRACKED RESOURCES
--------------------
Corrupting Touch (11 rds) (9/day) (Sp) - 0/9
Detect Poison (1/day) (Sp) - 0/1
Expeditious (3/day) - 0/3
Goodberry (1/day) (Sp) - 0/1
Major Spell Expertise (Tree Stride) (2/day) (Sp) - 0/2
Minor Spell Expertise (Windy Escape) (2/day) (Sp) - 0/2
Plane Shift (At will) - 0/0
Purify Food and Drink (1/day) (Sp) - 0/1
Robe of stars (6/month) - 0/6
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arrow deflection DC 20 Reflex save to deflect ranged weapon.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Corrupting Touch (11 rds) (9/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 11 rounds.
Damage Resistance, Acid (30) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (30) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (30) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Damage Resistance, Sonic (30) You have the specified Damage Resistance against Sonic attacks.
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Detect Poison (1/day) (Sp) With Charisma 11+, cast detect poison once per day.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enhanced Familiar (Su) At 4th level, the beast-bonded witch's connection with her familiar strengthens. For the purposes of determining her familiar's powers and abilities, she treats her familiar as if she were one level higher than her actual witch level. This ability re
Expeditious (3/day) Gain a +10 enhancement bonus to all movement modes for 1 rd.
Familiar Form (Sp) At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire ra
Familiar Spell Transfer a specific spell to be cast by the familiar. +3 Levels.
Ghorus Seed (Ex) Create seed that reincarnates you.
Glamered Assumes appearance of normal clothes on command.
Goodberry (1/day) (Sp) With Charisma 11+, cast goodberry once per day.
Hosteling Store bonded animal as an image, asleep for up to 24 hr.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Light Dependent (Ex) Takes 1d4 Constitution damage per day without exposure to sunlight.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Spell Expertise (Tree Stride) (2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Many Lives (Ex) When killed cannot be raised/resurrected, but auto reincarnate in 1 day.
Minor Spell Expertise (Windy Escape) (2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Mysterious Stranger +2 (Ex) Add to the DC of Diplomacy, Knowledge, and Sense Motive to learn about you.
Pit-Touched Add spell level to Intimidate checks for 1 rd after casting.
Plant Traits Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.
Purify Food and Drink (1/day) (Sp) With Charisma 11+, cast purify food and drink once per day.
Resist Death's Touch (Ex) +4 to saves vs death, energy drain, and necromancy effects.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shawl of the crone Polymorph into venerable female & count as hag for covey. +4 to seem harmless (+8 vs children).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Twin Soul (Su) At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other's body. The two souls share the surviving body peaceably, can communicate freely, and both retain their abili
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Pull) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Strangle) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Trip) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
Wild Armor can be used in Wild Shape.
Wild Armor can be used in Wild Shape.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Homonculous familiar
Homunculus (Pilferer, Valet)
N Gargantuan Construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +60
--------------------
Defense
--------------------
AC 33, touch 9, flat-footed 30 (+4 armor, +2 Dex, -4 size, +20 natural, +1 dodge)
hp 205 (2d10+85); fast healing 5
Fort +14, Ref +17, Will +21; +8 resistance bonus vs. spells and spell-like abilities
DR 10/slashing, 15/adamantine, 5/evil; Immune construct traits (+60 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, fear, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning; Resist fire 30; SR 26
--------------------
Offense
--------------------
Speed 50 ft., flight (50 feet, good), swimming (60 feet)
Melee Bite (Homunculus (Pilferer, Valet)) +46 (6d6+28/x2) and
Constrict (Strangling Hair) +46 (8d6+28/x2) and
Unarmed strike +46/+41/+36/+31 (1d8+19/x2)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities Nondetection (Constant), Prestidigitation
--------------------
Statistics
--------------------
Str 46, Dex 15, Con —, Int 16, Wis 12, Cha 7
Base Atk +27; CMB +49 (+51 Disarming, +53 Stealing); CMD 62 (64 vs. Disarm, 64 vs. Steal)
Feats Bludgeoner, Combat Expertise +/-7, Dodge, Eldritch Claws, Greater Steal, Improved Disarm, Improved Initiative, Improved Natural Attack (Bite [Homunculus [Pilferer, Valet]]), Improved Natural Attack (Constrict [Strangling Hair]), Improved Steal, Lightning Reflexes, Lunge, Mobility, Power Attack -7/+14, Snatch, Spring Attack, Whirlwind Attack
Skills Acrobatics +31 (+39 jump), Appraise +7, Bluff +2, Climb +23, Diplomacy +2, Disguise +27, Escape Artist +34, Fly +13, Handle Animal +3, Heal +30, Intimidate +23, Perception +60, Ride +31, Sense Motive +30, Sleight of Hand +44, Spellcraft +32, Stealth +29, Survival +30, Swim +55, Use Magic Device +27
Languages Abyssal, Aklo, Auran, Common
SQ able assistant, aide to all, construct armor, construct limb, deliver aid, lightning lash stash (1 uses), poison: bite—injury (dc 25), rune of agony (1/day), rune of imprisonment (1/day), rune of lightning (1/day), rune of shielding (1/day), rune of terror (1/day), teammate, telepathic link (1,500')
Combat Gear Staff of the woodlands; Other Gear Staff of the woodlands, Belt of physical might (Str & Con +6), Ring of fire resistance (greater), You have no money!
--------------------
TRACKED RESOURCES
--------------------
Lightning Lash Stash (1 uses) - 0/1
Rune of Agony (1/day) - 0/1
Rune of Imprisonment (1/day) - 0/1
Rune of Lightning (1/day) - 0/1
Rune of Shielding (1/day) - 0/1
Rune of Terror (1/day) - 0/1
Stoneskin - 0/200
--------------------
Special Abilities
--------------------
Able Assistant (Valet) (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Aide to All (Valet) (Ex) At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This a
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Combat Expertise +/-7 Bonus to AC in exchange for an equal penalty to attack.
Construct Armor Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, the construct modified must be the same size as the creator CR Increase: +1 Cost: 35,000 gp This modification allows the construct to be worn like
Construct Limb Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, Small or Tiny construct

CR Increase: none

Cost: 27,000 gp

This modification can be performed on a Small or Tiny construct, such as an
Construct Traits (+60 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Damage Reduction (15/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Aid (Valet) (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 Hp.
Flight (50 feet, Good) You can fly!
Greater Steal Foe doesn't realize you've stolen from him until after combat.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Steal You don't provoke attacks of opportunity when stealing.
Lightning Lash Stash (1 uses) A 30-foot burst of electricity cracks out of the modified construct's stash. Those within the burst must succeed on a DC 15 Reflex saving throw or take 3d8 points of electrical damage. A successful save halves the damage.

Modification Requi
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mobility +4 to AC against some attacks of opportunity.
Nondetection (Pilferer) (Constant) (Sp) A pilferer is under the constant effect of nondetection with a caster level equal to its master's class level. The DC of the caster level check to penetrate the nondetection effect is equal to 15 + the master's caster level. This abilit
Poison: Bite—Injury (DC 25) (Ex) Poison inflicts sleep for 1 minute, 1/minute for 60 minutes.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Prestidigitation (Valet) (Sp) A valet can use prestidigitation once per hour.
Rune of Agony (1/day) DC 17 Fort or -4 penalty on attack rolls, skill checks, and ability checks for 1 minute.
Rune of Imprisonment (1/day) DC 22 Will or be inprisoned in the gem
Rune of Lightning (1/day) E3d8 electrical damage/Reflex half
Rune of Shielding (1/day) +4 shield bonus for 1 minute
Rune of Terror (1/day) DC 20 Will save or become panicked
Snatch You can start a grapple if you hit with a claw or bite attack.
Spell Resistance (26) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swimming (60 feet) You have a Swim speed.
Teammate (Valet) (Ex) A valet is considered to have all the teamwork feats its master has.
Telepathic Link (1,500') (Ex) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.

--------------------

Tree mount
Sapling Treant
N Large Plant
Init +0; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 16 (-1 size, +7 natural)
hp 40 (+15)
Fort +7, Ref +1, Will +2
Defensive Abilities evasion; Immune mind-affecting, paralysis, poison, polymorph, sleep, stunning
--------------------
Offense
--------------------
Speed 30 ft., climbing (30 feet)
Melee Slam x2 (Sapling Treant) +9 x2 (1d8+7/x2) and
Unarmed strike +9 (1d4+7/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks double damage against objects
--------------------
Statistics
--------------------
Str 24, Dex 10, Con 16, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +11; CMD 21
Feats Improved Natural Armor, Improved Natural Armor, Spell Sponge
Tricks Attack [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Climb +15, Fly -2, Perception +8, Stealth +0
Languages
SQ attack any target [trick], combat riding [trick], fighting [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (30 feet) You have a Climb speed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Double Damage Against Objects (Ex) If this creature makes a full attack against an object or structure, it deals double damage.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

The good news is I've created the BBEG. The bad news it I've created the BBEG. ;-)


Round one

You all saw the tree hit akor. Roll initiatives and declare actions.


Akor Scourgebane wrote:

Going to roll % to see if they get past my concealment, 80+ they fail. 1d100 Hit

1d20+23 Fort Save

Edit, going to use Detect Evil

Akor feels small roots start to take hold when he's hit, but his natural resilience prevents any from taking root.

Detect evil= yes. Lots. Everywhere.


As rosa starts to send her constructs out and akor moves to examine the free the trees nd plants suddenly move and take a swipe at akor.

Surprise round.

"Claw" attack. 1d20 + 30 ⇒ (3) + 30 = 331d20 ⇒ 14

Akor, what's your current flat footed ac? Also if the above hits I need. Fort save.


Akor Scourgebane wrote:

Akor moves semi close to the tree, examining it as best he can without getting right in front of it

1d20+29 Know(Nature)

Also still have up Detect Magic if that would help

Everything in this place radiates with magic. It's nearly overwhelming.

The plants are semi-sentient. Youre sure they've been altered in some way, but not exactly sure how.


Rosa.Luminass. wrote:

Rosa pulls out 8 scanning constructs and sends them out to see what is around them. She seeks the taint of chaos.

define "scanning constructs" please. I'm looking for specific game mechanics


ALrighty then,

The group approaches the massive stone doors. The Sphinx's do not move or otherwise show signs of life.

They are understandably locked. Actually, not locked so much as they don't actually have a seam. Its as if the wall was made to appear as a door.

Sparel examines, "It was a door, but magic sealed it. Unfortunately, the area is blocked from teleportation magic. We'll have to blast our way in."

After a few round the combined power of the group is sufficient to blast a hole in the entry way.

Upon stepping in you stand on a grand balcony overlooking the inside of the pyramid. Inside is a lush forest with life growing on every surface. The roof has some sort of magical source of daylight. Vines and creeping plants cover the walls. The center of the room contains a large tree. The whole place is beautiful, but the plants are somehow wrong. They look normal, but yet they exude an unnatural, undefinable aura.


big post coming this weekend to get us into the temple. Should speed things up afte that.


The hunter gets stuck in the brambles once or twice, though he manages to quickly break himself out each time. His hard skin ignores the sharp thorns.

Suddenly you sense a massive wall of invisible magical energy. The hunter step through it and vanishes.

Sparel walks up and examines it a moment, "Clever. It's a massive invisibility firms with a planeshifting overlay. Essentially whatlies on the other side is there, but not there. I can't help, but appreciate the craftsmanship. It should be otherwise safe." he then steps through.

when you step through the barrier:

You see the twin of the pyramid described in the plane I dreams. Complete with massive sphinx like obsidian statues flanking a large closed door.


"This way!" says the hunter as he and his steed turn and run into the wood leaving a waist high trail of most in his wake.

Sparel shifts to his semi-elemental form and flies after. Assuming everyone is unhindered by the living brambles.


The white Fey and his horse attempt to avoid the branches in unison.

Reflex1d20 + 18 ⇒ (17) + 18 = 35

Sparel with his hands casually behind his back seems to always move out of the way at the exact moment to avoid any adverse affects.

freedom of movement effect. I swear its been there since character creation.


As if on cue a the plants of the dark forest seem to shiver and spring to life. Roots and branches alike grow at an astonishing rate and reach out for all in the area. Even plants that don't normally have thorns instantly grow thick barbed protrusions.
The entirety of the visible area is under the effect of enhanced entangle.

enhanced entangle:

Entangle
School: transmutation
Level: ???
Casting Time: ???
Components: V, S, DF
Range: the dark forest
Area: plants in all of the dark forest
Duration: ???
Saving Throw: Reflex partial; see text DC=30
Spell Resistance: no
This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 10 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

The white fey says, "Apparently she senses that her thrall is free."


Rosa.Luminass. wrote:

Rosa calls back her drones and takes the offered hand.

Once in the clearing she send them put again, looking around.
Sword ever ready, her monotone voice she says

"Is this the aid, we found a pyramid on the plane of Dreams I would think there may be one here as well"

The white fey looks as if he just remembered something, "Pyramid? ...*thinking*... There is a pyramid. It's ... he turns and looks around trying to remember "that way" he points to the center of the woods. "that's he place of power. The pyramid enhances her abilities. It's the only way she could have enchanted me." His teeth grind as he says the las sentence. He's clearly pissed about that last part.


Akor Scourgebane wrote:

Would you mind if I Extended it via the feat?"

"It will last several hours, and I can cast it a few more times if need be. I do have a trio of companions, who can be here almost instantly. We five should be enough, though I can call much more if you feel greater numbers would help."

He smiles a bit ruefully "Would you like me to heal the injury I caused? I am sorry about that."

Reaching out to Sparel's mind "Cousin, I might need you and the others. Seems there's a powerful woman of some sort at the heart of this problem. I am speaking with an unknown type of boreal fey, and she had ensnared his mind."

I have Detect Magic still up, would a spellcraft check help me to figure out what is affecting him so I can try to dispel it?"

The fey looks at the area where you hit him non-chantly. You can see that even now the wound is closing on it's own. Ice crystals make a lattice that eventually form into skin. "That is not necessary. It will heal on it's own. "

Sparel responds to your mental message. "*Mental sigh* It's barely been an hour. I was just in the middle of cross referencing. I suppose the information will still be here when we finish. Very well, I'm on my way. Meet me at the edge of the wood in a few minutes."

Sparel motions and the floating books close themselves and float to their space in the crate. Sparel says to the captain, "Akor needs me. I'll be back for that soon. Thank you for your hospitality."

Sparel steps outside, grasps his amulet, and the fabric of the plane seems to fold around him.

It's impolite to teleport inside someone's home.


Akor Scourgebane wrote:
Akor whispers a prayer, calling upon some divine protection Casting Magic Circle Against Evil. Its the best I've got to try and help this fae.

I'm assuming you cast it on him?

As you reach out during your prayer and lightly touch the hunter the magic energy flows over him. He stands motionless for just a moment and looks around. His eyes turn to you and you see thought behind his eyes.

Then suddenly...

"THAT INSIPID B*#!*!!!" He say's to no one in particular. "How dare she!!! I'll tear her heart out and crush it while it still beats!!"{/b]
The horse also stamps furiously as he speaks.

Clearly he's not actually talking to you, merely looking at you.

Then he actually speaks to you, [b]"You say you wish to protect this place and reclaim it for the elves? The elves have always worked with the fey for mutual benefit. I would ask your help now. The spell you cast will last how long? A few hours or minutes? I am of my own mind again, but when your spell falls so too will my mind become hers again. I need her dead before then. I may not be able to do it myself. Frankly the two of us might not be able. Do you have an army? Companions? Conscripts? anything? We'll need them quickly."


Plane of dreams

From the outside is as described. The eyes give a very detailed report of that.


Akor Scourgebane wrote:
"In all my hundreds of years of interacting with fae both here and in your own realm, not one of you has ever forgotten a task you were charged with. Unless something made you forget."

"Don't be ridiculous, Mench! I forget nothing. My purpose is...to... He trails off and looks around. "I must return to the master.She will aid me."

He rears his horse and starts to leave.

You and Sparel have spoken at length about many things, including enchantment. A smart enchanter tells his thrall to return before the spell expires for a new dose. You also know that there is a very simple spell that can protect from many such things.


Akor Scourgebane wrote:

Akor wants to believe this fae rider, but the creepy way the forest reacted when he first neared bothered him. It never acted like that, unless something forced it to.

1d20+43 Sense Motive

As far as you can tell what he says is genuine, though he could still be under some sort of geas.

"I must..." He trails off. Then shakes his head. "I must...do something." He says to himself, clearly confused and not "all there." "I was charged with a task. I just don't remember what." Still talking to himself.


In the plane of dreams

You try to judge the center of the forest as best you can and head toward it. You can still occasionally see glowing eyes in the wood. They taunt you, but keep their distance. You have not way to tell if you're even headed the right direction. Then something strange happens. The trees surrounding you move and create a clearing where you stand. Then the trees to the left of that clearing open to create a straight path. They bend and move to create a clear shot to a massive black pyramid that stretches far above the tree line. If this were the prime material you would have seen this from the edge of the wood, but clearly the topography is strange here.

Magic radiates off the structure even without detection spells. YOu suspect that if you did activate a detection spell you'd be blinded.

You move closer and can clearly see that the path ends a few hundred yards form the structure and you are facing it's entrance. Flanking the entrance you can see two gargantuan stone sphinx's. Though their tails end in barbs and they have an extra set of arms in the front ending in sharp pinchers. They sit motionless. Between them you can see a massive black door. If you scout around the pyramid from a distance there are no other signs of entry or for that matter even seams between the blocks. It's as if this thing was carved from a single massive stone.


Plane of dreams.

Thought you'd like that.

So, Continuing on deeper into the wood?


Akor Scourgebane wrote:
Akor calls upon a simple blessing that allows him to see any magickal auras. Detect Magic

Lots of auras. Mostly overwhelming. It's hard to separate them.


Rosa.Luminass. wrote:
DM TCG wrote:
Rosa.Luminass. wrote:
bring him to us.
He's happily doing the backstroke as you bring him near. Clearly oblivious to his surroundings.

Rosa puts him down on the ground, and says to him

"Who are you?"

When you bring him within a few inches of the ground you release your Telikinetic grip. In the two inches he would fall to the ground he gasps and vanishes.

Any guesses about what's happening? :-)


Rosa.Luminass. wrote:
bring him to us.

He's happily doing the backstroke as you bring him near. Clearly oblivious to his surroundings.


Rosa.Luminass. wrote:

Us Telekinesis on the falling man, well with in range to stop is fall.

He stops and looks very surprised for a moment. Then looks serene and changes his posture. He appears to think he's flying.


Akor Scourgebane wrote:

Akor lowers his elven blade. "As I have said, I wish no battle with you. We have reports of some foul agent twisting the fey native to this area. I seek to stop them and drive such fiends out."

1d20+42 Diplomacy

my god that's a lot of diplomacy!

The man rears the horse back a few steps from you. He and the horse are still in a defensive stance though.
He looks confused for a moment then says.
"Your words seem genuine, but what you say is preposterous. If something were corrupting local fey I would know of it. All is fine here, now to report that to whomever you serve."

Nature and spellcraft checks please.


In the plane of dreams

Rosa, in tha distance (about 400 feet away) you see someone falling from a great height. They're screaming.


Realm of dreams.

Perception checks please.


This is the last thing to happen on the prime. Just waiting for Akor's action.

DM TCG wrote:
Akor Scourgebane wrote:
1d10+25 Damage

Demonwrack slices across the hunter's skin. The exterior cracks like ice instead of flesh. You damaged him, but not as much as you think you should have.

The horse rears up to kick you with it's front hooves as the man grabs his chest where you struck.

Hoof11d20+10;1d8
Hoof21d20+10;1d8

The man screams "How dare you strike me! Do you not know who I AM!?! I will teach you how to behave toward your betters!"

Even as the horse rears up the man points a finger and the end glows blue for a moment as a impossibly thin impossibly cold ray of energy streaks out and shoots at you.

Ranged Touch attack 1d20+15 20d6 Cold damage
If successful 1d4 dex drain as the cold seeps into your very muscles and bone.

Rol for SR 1d20+20

Full Name

Zaqar the Banished

Race

Lizardfolk || HP: 14/14 | AC: 19; T: 11; FF: 18; CMD:16 | Fort: +5; Ref: +3; Will: +2 | Init: +1; Perc: +5; Sense M.: +1

Classes/Levels

Ranger (Divine Tracker) 1

Gender

Male

Size

Medium

Age

22

Alignment

True Neutral

Deity

Gorum

Languages

Draconic, Common

Occupation

Mercenary

Homepage URL

https://www.myth-weavers.com/sheet.html#id=1101465

Strength 19
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 13
Charisma 10

About Zaqar

Backstory, Appearance, and Personality:
BACKSTORY:

Zaqar was born the son of a prominent warrior among the Flameheart Tribe, a lizardfolk community in the marshier part of the River Kingdoms. Territorial and stand-offish, Zaqar's tribe raided their neighbors - both human and lizardfolk - for plunder and to dissuade would-be invaders from approaching their swamps. Though not necessarily evil, the Flameheart Tribe was not friendly to outsiders, trading only with individuals who had proven themselves trustworthy in the past.

The Flamehearts took great pride in their ancestral links to the red dragons. They honored their sorcerers and believed it was through their draconic bloodlines that they drew their strength. Indeed, their chieftan was bright red in color and could breathe fire like the great beasts that sired the tribe. Under his rule, the Flameheart tribe worshiped the dragon gods alongside Gozreh, venerating them for their wisdom and power.

This never sat well with Zaqar, even as a youth. He was certainly proud of being a lizardfolk, more proud of that heritage than in any ancestry shared with dragons. He always believed that strength was something that belonged to one's self, that came from the self, and that it was strength that made a warrior great. Of course, this led to some tension between Zaqar and his fellow tribesmen, but he nevertheless proved to be a loyal and steadfast warrior to his chief.

But it was not his pride or some folly in battle that proved Zaqar's downfall. No: it was simple lust. He allowed himself to be smitten with the chief's daughter, and the two of them were caught in the act of lovemaking the night after a glorious raid. Zaqar was seized and beaten, and it was only because he was the child of one of the tribe's greatest warriors that he was spared. He was cast out from the Flameheart Tribe and told never to return to their tribal lands.

Angry and cursing his chieftan's name, Zaqar wandered the River Kingdoms for some time, making the best of the opportunities that presented themselves to him. He became self-sufficient, hunting for food and stealing whatever he thought might prove useful. Eventually, he began learning the language of humans, and the common tongue became known to him; and he found himself both fighting and talking his way out of trouble. But what changed his fortune most was when he chose to side with a heavily armored man against a group of bandits, believing the fight to be unfair. Apparently, the man was a knight from Brevoy, and he saw potential in the lizardfolk warrior.

The knight introduced Zaqar to civilization, and the lizardfolk was awestruck by the world he discovers: cities built from stone, walls as tall as great hills, weapons of iron mass produced for war... And of course, the courtesans, the taverns, the endless opportunities and excitement were all tantalizing to the lizard from the marsh. He at once threw himself into a maelstrom of decadence, and then found himself in the knight's employ, fighting bandits and beasts to make enough coin to get himself drunk and empty his coinpurse all over again.

And the lizardfolk found more than just some hedonistic pleasures and an empty coinpurse in Brevoy: he found himself a God worth worshiping. Gorum, the embodiment of battle itself, possessed all the qualities that Zaqar came to admire in this strange land he found himself in. Gorum would not allow weakness. Gorum cared only that his followers proved themselves strong and worthy of his blessings, and that they fought bravely and with a vengeance. This was something that Zaqar could believe in, something that Zaqar believed was missing in the religion of the lizardfolk tribes.

In Gorum's name, Zaqar pursued gold and glory, no longer allowing himself to be bound simply to the knight that brought him to Brevoy. He became a mercenary, taking whatever job seemed the most bold, the most challenging, and the most likely to end with him holding a fistful of gold.

Before long Zaqar had developed a reputation as a formidable combatant and as a skilled woodsman. His knowledge of the River Kingdoms in particular was useful to his employers. So when a certain Lord Surtova decided it was time to deal with banditry in the Lost Lands once and for all, Zaqar's name appeared on the list of potential candidates...

APPEARANCE:

Zaqar is a large specimen of the lizardfolk, standing at seven feet and four inches tall with a considerable bulk. He wears an iron breastplate over the tattered remains of a gambeson, and he wears a set of brown pants cut roughly at the knees. His golden eyes have a fiery gleam to them, and his brown scales are sharp and tough. A chipped sword dangles from a sheath in his belt.

PERSONALITY:

An expressive, boastful creature, Zaqar is a strangely friendly character, if a bit off-putting. He loves telling stories of battle to strangers, especially whilst sharing a few drinks, though perhaps the details he offers get a bit too gory. The scaled warrior also loves opportunities to fight, especially friendly combat in which he can hone his skills for the real battles to come.

Zaqar has a voracious appetite for worldly pleasures, an appetite discovered in the cradle of civilization. He loves earning gold and spending it. Hearty food, expensive jewelry, and powerful ale all are worthwhile things to obtain in his eyes, and he finds himself craving ever-mounting pleasures as he experiences more of the world beyond his village. Women, too, he would not mind spending time with, though most of the women he has met would not spend such time with him even for very hefty sums of gold. He is, after all, a bipedal lizard.

But there is more to Zaqar than just partying and fighting. He is a deeply troubled creature, still angry at his banishment from his tribe, and yearns to prove himself and perhaps even take the chiefdom for himself. Moreover, he wants to introduce his new God to his people. Gorum's way is the way of strength, and strength is what the lizardfolk need if they ever wish to truly claim a part of the River Kingdoms for themselves.

And while Zaqar's history may be one of raiding and stealing and mercenary work, he is not a dishonorable person. When he swears to do something, his words carry weight. When he makes a promise, he will keep it. When he signs a contract, he intends to fulfill it.

----------------------------

Click here for the Myth-weavers sheet.

Languages: Draconic, Common.

Stat Block:
Medium Humaniod (Lizardfolk)
Init +1 (+1dex); Senses: Perception +5

DEFENSE
AC 19, Touch 11, Flat-Footed 18 (+1dex)
HP 14/14
Fort +5, Ref +3, Will +2 CMD 16

OFFENSE
Speed: base 30 (20 in armor)
BAB +1
CMB +5

Melee
Bite +5 (1d3+4) x2, Bludgeoning, Piercing, and Slashing
2 Claws +5 (1d4+4) x2, Bludgeoning and Slashing
Longsword +5 (1d8+6) 19-20 x2, Slashing

Ranged
Javelin +2 (1d6+4) x2, range 30, Piercing (ammunition: 5)

STATS
Str 19, Dex 12, Con 16, Int 12, Wis 13, Cha 10

Feats:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Traits/Drawback:
TRAITS
Affable (Social): You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Brigand (Kingmaker Campaign): You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Indomitable Faith (Faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

DRAWBACK
Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Skills:

7 points/lvl + 2 background skills
Skill bonus=ability+class+rank+misc
Italicized = Untrained

Climb: 8=4+3+1+0 (4 with ACP)
Diplomacy: 4=0+3+1+0 (6 to gather information, 5 vs. bandits and their ilk)
Intimidate: 4=0+3+1+0
Know (Geography): 5=1+3+1+0
Know (Local): 5=1+3+1+0
Know (Nature): 5=1+3+1+0
Linguistics: 2=1+0+1+0
Perception: 5=1+3+1+0
Survival: 5=1+3+1+0 (6 to follow tracks)
Swim: 12=4+0+0+8 (8 with ACP)


Special Abilities:
Favored Enemy (Human +2): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.


Racial Abilities:
Natural Armor +2, Swim Speed (30 ft) and +8 Swim, two Claws (1d4), one Bite (1d3).

Equipment:
EQUIPMENT || WEIGHT (Notes)

On Person:
Longsword || 4 lbs
Javelins (x5) || 10 lbs
Breastplate || 30 lbs
Expensive Jewelry: onyx-and-gold necklace, various rings (worth 80g) || -
Explorer's Outfit (considered weightless when worn) || -
Canteen (water) || 1
Flint and Steel || -
Bandolier || -
Bullseye Lantern || 3
Flask of Oil (x5) || 5
Backpack || 2
Potion of Cure Light Wounds || -

Total on person weight: 55 lbs

In Backpack:

Small Keg of Dwarven Stout (12 gallon keg) - 6 lbs for stout, 5 lbs for keg || 11 lbs
Fishing Net || 5
Crowbar || 5
Fishing Kit || 3
Mapmaker's Kit || 2
Mess Kit || 1
Trail Rations (7 days) || 7
Hemp Rope (50 ft) || 10

Total in backpack weight: 44 lbs

Combined weight: 99 lbs

Light Load 116 | Medium Load 233 | Max Load 350| Over Head 350 | Off Ground 700 | Push/Drag 1750

CURRENCIES:
1 gold pieces
8 silver pieces
10 copper pieces