Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
I rolled for my boon on Riddywipple (last page, sorry for confusion): Riddywipple wrote:
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Thanks very much, GM and fellow players! That was really fun and very well-run! I'm new-ish to PbP and playing a high-level monster summoner here is SO much less stressful than when trying to finish in 4 hours at a game shop! I had a really good time. My resources were all but gone by the end, which meant it was a good challenge.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
AOO lion 4 bite vs V4: 1d20 + 14 ⇒ (18) + 14 = 32damage: 1d8 + 11 ⇒ (8) + 11 = 19grab: 1d20 + 19 ⇒ (8) + 19 = 27
Lions 1&2 vs Vrock 3 w/flanking: full attack
CRIT? lion 1 claw vs V3: 1d20 + 15 ⇒ (14) + 15 = 29damage: 1d4 + 10 ⇒ (2) + 10 = 12 Emyla is enjoying the show even though her bubble is starting to become spattered with gore.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Lion 2 flies all the way around behind Vrock 3 to provide flanking (double move; provokes AOO from Vrock 4 but enough movement speed to not provoke AOO from Vrock 3). Lion 1 disengages from Vrock 4 and pounces on Vrock 3.
Lion 4 pounces on Vrock 4 (flanking with Silvermane).
Emyla watches from the safety of her bubble
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
AOO lion 1 bite vs V4: 1d20 + 14 ⇒ (15) + 14 = 29damage: 1d8 + 11 ⇒ (3) + 11 = 14grab: 1d20 + 19 ⇒ (8) + 19 = 27
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Last turn: Lion 2 finishes off Vrock 2. Lion 1 flies 5’ over to Vrock 4 and full attacks.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Looks like Lastwall Phalanx would have turned the other lions' failures into successes vs. the screech. Gonna wait to see if Vrock 2 is dead before posting their actions, but I'll do their AOOs in case. As before, if For the King! was active, add +4 to attack and damage, please. lion 2 Attack of Opportunity bite vs V2: 1d20 + 14 ⇒ (7) + 14 = 21damage: 1d8 + 11 ⇒ (5) + 11 = 16grab: 1d20 + 19 ⇒ (3) + 19 = 22
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
I'm unclear if For The King! is active on this lion. If so, add +4 to all attacks and damage. lion 4 Attack of Opportunity bite vs V2: 1d20 + 14 ⇒ (18) + 14 = 32damage: 1d8 + 11 ⇒ (1) + 11 = 12grab: 1d20 + 19 ⇒ (11) + 19 = 30
Emyla stays in the Emergency Force Sphere for now (delay)
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
folio reroll vs FORT DC 21, 5 stars: 1d20 + 9 + 5 ⇒ (16) + 9 + 5 = 30
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Rakes always hit on a pounce. pounce wrote: When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
The flying foo lions dive-pounce the vrocks. (Depending on whether or not Chaine/Silvermane killed #1, they’ll start with #1 if it is alive and if not, hit #2. 2 bite vs V1or2: 1d20 + 20 ⇒ (6) + 20 = 26damage: 1d8 + 15 ⇒ (6) + 15 = 21grab: 1d20 + 25 ⇒ (18) + 25 = 43
4 bite vs V1or2: 1d20 + 20 ⇒ (8) + 20 = 28damage: 1d8 + 15 ⇒ (2) + 15 = 17grab: 1d20 + 25 ⇒ (8) + 25 = 33
1 bite vs V2: 1d20 + 20 ⇒ (17) + 20 = 37damage: 1d8 + 15 ⇒ (1) + 15 = 16grab: 1d20 + 25 ⇒ (7) + 25 = 32
CRIT?2 claw vs V1or2: 1d20 + 19 ⇒ (18) + 19 = 37damage: 1d4 + 14 ⇒ (1) + 14 = 15
foo lions: charge, higher ground, magic fang (bite), For the King: There can be no mistaking this animal-like creature for a mere beast, for its face has an almost supernaturally human look to it.
-------------------- IV Foo lion CR 5 XP 1,600 Male foo celestial lion (Pathfinder RPG Bestiary, 193, Pathfinder RPG Bestiary 3 120) NG Large outsider (augmented animal, extraplanar, good) Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +8 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 14 (+2 deflection, +3 Dex, +5 natural, -1 size, -2 untyped penalty) hp 52 (5d10+25) Fort +11, Ref +9, Will +6 Defensive Abilities hardness 8, paired protectors, stony defense; DR 5/bludgeoning, 5/evil; Resist acid 10, cold 10, electricity 10; SR 10 -------------------- Offense -------------------- Speed 30 ft. Melee bite +16 (1d8+11 plus grab), 2 claws +15 (1d4+10) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +15, 1d4+10), smite evil -------------------- Statistics -------------------- Str 31, Dex 17, Con 21, Int 6, Wis 12, Cha 6 Base Atk +3; CMB +17 (+19 bull rush, +21 grapple); CMD 27 (31 vs. trip) Feats Diehard, Improved Initiative, Iron Will, Run, Skill Focus (Perception) [b]Skills Acrobatics +11 (+15 to jump with a running start), Perception +8, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in undergrowth Languages Celestial, Common SQ freeze -------------------- Ecology -------------------- Environment any (nirvana) Organization solitary or pair Treasure none -------------------- Special Abilities -------------------- Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white only). Diehard You are stable and can choose how to act when at negative Hp. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Freeze (Ex) You can hide in plain sight as an inanimate object. Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Hardness 8 Subtract Hardness from damage done. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Paired Protectors (Su) If within 30 ft of another Foo creature, gain protection from evil. Pounce (Ex) You can make a full attack as part of a charge. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Smite Evil (1/day) (Su) +0 to hit, +5 to damage when used. Spell Resistance (10) You have Spell Resistance. Stony Defense (5/day) (Su) As an immediate action gain hardness 8 but -10 ft to speed until end next turn. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla casts her last Magic Missile at V2 (or V3 if V2 died from lions).
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
The Foo Lions all fly up to ceiling height, getting into position to dive-pounce the vrocks on their next turn. Lions 2 and 4 are directly above the Vrocks; ALL are at ceiling height Emyla flies around to the doorway while retrieving a toppling metamagic rod, then uses it while casting Magic Missile at Vrocks 1 and 2.
NOTE: Emyla will stay at ground level and will cast Emergency Force Sphere as an immediate action if she’s potentially gonna be hit by anything harmful.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Are the Vrocks at ground level? How high are the perimeter walls?
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla casts Fly on the two Foo Lions who weren’t currently flying (using 4th level slots as her 3rd were all spent) and instructs them to get into position to fly-pounce on whatever might be emerging from the portal. She and Riddywipple then fly just near the top of the wall so they can see the portal.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Ugh my night went waaaaaaay later than it should have and if I don't get to bed now I'll be useless tomorrow. Bot if you must but I can commit to posting around 9am MST.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
knowledge arcana: 1d20 + 19 ⇒ (7) + 19 = 26 If I learn anything else, just share GM’s choice please
The flying Foo Lion shifts 5 feet up (to get a higher ground bonus) and attacks once more. Attacks include the +4 from For the King! and +1 from higher ground, as well as Magic Fang on the bite. 4 bite: 1d20 + 13 + 4 + 1 + 1 ⇒ (7) + 13 + 4 + 1 + 1 = 26dmg: 1d8 + 10 + 1 + 4 ⇒ (6) + 10 + 1 + 4 = 21
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
The Foo Lions would have gotten their two rake attacks on a pounce. But not the Haste attack. So maybe I’ll roll for one rake attack each? They also have the Diehard feat because of my Summon Good Monster feat. So their effective HP for purposes of going *poof* is 73. They also have hardness 8 from Stony Defense (which is an immediate action they would have taken when attacked). Lastly, since this foe is only large, their bites would get a grab attempt (if they happened to hit, of course). Sorry, I know there’s a lot of complicated mechanics going on. 4 rake: 1d20 + 17 ⇒ (11) + 17 = 28DMG: 1d4 + 11 ⇒ (3) + 11 = 14
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Two of them had Fly cast on them, actually. Mass Bull’s Strength would still be in effect on all as well.
”Flying Foo Lions: take a position directly above that foul construct, then pounce from above!” Two Foo Lions fly above the enemy in squares T-U/12-15
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Would the Foo Lions still be around? My summons stay for 10 minutes.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla flies over and casts Fly on another of the Foo Lions (3). The landbound Foo Lions run off to find another position from which to pounce on the foe. (@GM thank you for numbering them!) The flying Foo Lions shift 5 feet nearer to the construct and lay into it. 4 bite: 1d20 + 15 ⇒ (5) + 15 = 20dmg: 1d8 + 16 ⇒ (2) + 16 = 18
3 bite, FLANK: 1d20 + 16 ⇒ (13) + 16 = 29dmg: 1d8 + 16 ⇒ (5) + 16 = 21
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla yells, ”Foo lions, NOW!!!” (Emyla herself delays for now.) Foo Lions ATTACK!:
I’m kinda color blind so I’m designating which is which by their positions relative to the construct. All have: haste, blood rage, bull’s strength, prot. from evil. Stat block below includes charging, so the south lion’s AC is 2 higher.
WEST CHARGE, MGC FANG, FLANK bite: 1d20 + 19 ⇒ (14) + 19 = 33dmg: 1d8 + 17 ⇒ (2) + 17 = 19
SOUTH bite: 1d20 + 14 ⇒ (16) + 14 = 30dmg: 1d8 + 16 ⇒ (4) + 16 = 20
SOUTHEAST CHARGE, FLANK bite: 1d20 + 18 ⇒ (16) + 18 = 34dmg: 1d8 + 16 ⇒ (8) + 16 = 24
NORTHEAST CHARGE, FLANK bite: 1d20 + 18 ⇒ (5) + 18 = 23dmg: 1d8 + 16 ⇒ (2) + 16 = 18
WEST CHARGE rake CRIT?: 1d20 + 18 ⇒ (3) + 18 = 21dmg: 1d4 + 16 ⇒ (3) + 16 = 19
foo lions stat block: There can be no mistaking this animal-like creature for a mere beast, for its face has an almost supernaturally human look to it.
-------------------- IV Foo lion CR 5 XP 1,600 Male foo celestial lion (Pathfinder RPG Bestiary, 193, Pathfinder RPG Bestiary 3 120) NG Large outsider (augmented animal, extraplanar, good) Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +8 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 13 (+2 deflection, +3 Dex, +1 dodge, +5 natural, -1 size, -3 untyped penalty) hp 52 (5d10+25) Fort +11, Ref +10, Will +6 Defensive Abilities hardness 8, paired protectors, stony defense; DR 5/bludgeoning, 5/evil; Resist acid 10, cold 10, electricity 10; SR 10 -------------------- Offense -------------------- Speed 60 ft. Melee bite +16 (1d8+16 plus grab), 2 claws +16 (1d4+16) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +16, 1d4+16), smite evil -------------------- Statistics -------------------- Str 33, Dex 17, Con 21, Int 6, Wis 12, Cha 6 Base Atk +3; CMB +18 (+20 bull rush, +22 grapple); CMD 28 (32 vs. trip) Feats Diehard, Improved Initiative, Iron Will, Run, Skill Focus (Perception) [b]Skills Acrobatics +11 (+15 to jump with a running start, +23 to jump), Perception +8, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in undergrowth Languages Celestial, Common SQ freeze -------------------- Ecology -------------------- Environment any (nirvana) Organization solitary or pair Treasure none -------------------- Special Abilities -------------------- Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white only). Diehard You are stable and can choose how to act when at negative Hp. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Freeze (Ex) You can hide in plain sight as an inanimate object. Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Hardness 8 Subtract Hardness from damage done. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Paired Protectors (Su) If within 30 ft of another Foo creature, gain protection from evil. Pounce (Ex) You can make a full attack as part of a charge. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Smite Evil (1/day) (Su) +0 to hit, +5 to damage when used. Spell Resistance (10) You have Spell Resistance. Stony Defense (5/day) (Su) As an immediate action gain hardness 8 but -10 ft to speed until end next turn. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
The invisible, hastened, flying Emyla dashes over near the magic-fanged Foo Lion (red) and casts Fly on it. The lion flies over near Chaine and Silvermane, giving itself a lane from which to pounce. The other earthbound Foo Lions look at each other, not knowing what to do.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
temp HP: 1d8 ⇒ 4 x10=40 Emyla retrieves a scroll of Blood Rage and activates it on the Foo Lions (prep round 1). She casts a spell and starts flying (Fly; prep round 2). She then casts another spell and suddenly vanishes (Vanish [10 rounds]; combat round 1). Finally, she flies nearer to the demon flesh construct Meanwhile, Emyla yells ”LIONS! Get into position to do to that vile construct what you do best: POUNCE! PATHFINDERS! please leave them a clear path!" (after buffing, the hastened lions double-move into positions with clear charging lanes on prep round 2/combat round 1 -- 160’ of movement each can get them into their current positions on the map, avoiding at least 20' of reach from the big baddie) @GM is this demon flesh construct also True Neutral like the others (so I know for purposes of Smite Evil)?
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla steps back five feet (G10-H9) and cries, ”Foo lions, lend me your aid! Oh and activate your stony defense while you’re at it!”
four pouncing celestial foo lion attacks:
1 bite (charge, flank, smite evil): 1d20 + 14 ⇒ (3) + 14 = 17 damage: 1d8 + 13 ⇒ (3) + 13 = 16 1 grab? (charge, flank, smite evil): 1d20 + 20 ⇒ (4) + 20 = 24 1 claw (charge, flank, smite evil): 1d20 + 14 ⇒ (3) + 14 = 17 damage: 1d4 + 13 ⇒ (2) + 13 = 15 1 claw (charge, flank, smite evil): 1d20 + 14 ⇒ (19) + 14 = 33 damage: 1d4 + 13 ⇒ (1) + 13 = 14 1 rake (charge, flank, smite evil): 1d20 + 14 ⇒ (10) + 14 = 24 damage: 1d4 + 13 ⇒ (4) + 13 = 17 1 rake (charge, flank, smite evil): 1d20 + 14 ⇒ (20) + 14 = 34 damage: 1d4 + 13 ⇒ (1) + 13 = 14 2 bite (charge, flank, smite evil): 1d20 + 14 ⇒ (14) + 14 = 28 damage: 1d8 + 13 ⇒ (2) + 13 = 15
3 bite (charge, smite evil): 1d20 + 12 ⇒ (11) + 12 = 23 damage: 1d8 + 13 ⇒ (5) + 13 = 18
3 bite (charge, smite evil): 1d20 + 12 ⇒ (18) + 12 = 30 damage: 1d8 + 13 ⇒ (3) + 13 = 16
1 rake CRIT? (charge, flank, smite evil): 1d20 + 14 ⇒ (14) + 14 = 28 damage: 1d4 + 13 ⇒ (4) + 13 = 17
celestial pouncing foo lions stat blocks: There can be no mistaking this animal-like creature for a mere beast, for its face has an almost supernaturally human look to it.
-------------------- IV Foo lion CR 5 XP 1,600 Male foo celestial lion (Pathfinder RPG Bestiary, 193, Pathfinder RPG Bestiary 3 120) NG Large outsider (augmented animal, extraplanar, good) Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +8 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 14 (+2 deflection, +3 Dex, +5 natural, -1 size, -2 untyped penalty) hp 52 (5d10+25) Fort +11, Ref +9, Will +6 Defensive Abilities hardness 8, paired protectors, stony defense; DR 5/bludgeoning, 5/evil; Resist acid 10, cold 10, electricity 10; SR 10 -------------------- Offense -------------------- Speed 30 ft. Melee bite +12 (1d8+13 plus grab), 2 claws +12 (1d4+13) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +12, 1d4+13), smite evil -------------------- Statistics -------------------- Str 27, Dex 17, Con 21, Int 6, Wis 12, Cha 6 Base Atk +3; CMB +14 (+16 bull rush, +18 grapple); CMD 25 (29 vs. trip) Feats Diehard, Improved Initiative, Iron Will, Run, Skill Focus (Perception) [b]Skills Acrobatics +11 (+15 to jump with a running start), Perception +8, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in undergrowth Languages Celestial, Common SQ freeze -------------------- Ecology -------------------- Environment any (nirvana) Organization solitary or pair Treasure none -------------------- Special Abilities -------------------- Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white only). Diehard You are stable and can choose how to act when at negative Hp. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Freeze (Ex) You can hide in plain sight as an inanimate object. Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Hardness 8 Subtract Hardness from damage done. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Paired Protectors (Su) If within 30 ft of another Foo creature, gain protection from evil. Pounce (Ex) You can make a full attack as part of a charge. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Smite Evil (1/day) (Su) +0 to hit, +5 to damage when used. Spell Resistance (10) You have Spell Resistance. Stony Defense (5/day) (Su) As an immediate action gain hardness 8 but -10 ft to speed until end next turn. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla casts Grease on the foe’s weapon, then runs to a safer position. (DC19 REF or drop the weapon; roll twice and use worst (Ill Omen)
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla spends a round swapping her prepared Wall of Stone for Cloudkill.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla’s faithful faerie (dragon) familiar flies directly into her body (merge with familiar, still active), then Emyla herself flies nearer to the action (double move fly).
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla bids her monkeys a tearful farewell after a minute passes. They never even got to steal anything shiny. I suppose there’s always next time… Rather than more summons, Emyla readies to cast Grease (DC 19 REF) on the commander’s holy symbol (assuming the picture is correct in showing that she holds it on a chain). Nothing else really for the time waiting.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
”Hey you silly monkeys! There’s a creature around here somewhere holding a shiny symbol on a chain, and I want you to steal it! She seems to have disappeared down that pit. When you see her next, get her! And get the shiny symbol!” Mad Monkeys wrote: The swarm understands and obeys your commands… Emyla gets ready to use her Summon Monster SLA when the Commander’s location becomes known.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Emyla starts the 1-round cast of Mad Monkeys
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Prep round: now-invisible Emyla casts Fly on herself and flies up and over (20’ off the ground) to see the foe.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
”Enora, can you haste the other Pathfinders? I’m gonna get the dinosaur Qatala, Lucija, and Naghamadi!” Emyla produces a shaving of licorice root from the pouch at her waist as she recites an arcane incantation, then suddenly the dinosaur, Qatala, Lucija, and her magnificent mount move with unnatural haste!
The hastened dinosaur swipes his massive tail at each of the demon flesh creatures!
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
”I choose you, Celestial Ankylosaurus!” says Emyla as she focuses her concentration. A massive quadrupedal dinosaur appears; thick bony plates armor the creature’s domelike back, its powerfully muscled tail ending in a bony club. TOKEN HERE
Celestial Ankylosaurus (augmented): Thick bony plates armor the domelike back of this quadrupedal dinosaur, its powerfully muscled tail ending in a bony club.
-------------------- Ankylosaurus (dinosaur) CR 7 XP 3,200 Male celestial ankylosaurus (Pathfinder RPG Bestiary, 83) N Huge animal Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +14 -------------------- Defense -------------------- AC 20, touch 6, flat-footed 20 (+14 natural, -2 size, -2 untyped penalty) hp 95 (10d8+50) Fort +14, Ref +7, Will +4 DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 12 -------------------- Offense -------------------- Speed 30 ft. Melee tail slap +18 (3d6+31) Space 15 ft.; Reach 15 ft. Special Attacks smite evil -------------------- Statistics -------------------- Str 31, Dex 10, Con 21, Int 2, Wis 13, Cha 8 Base Atk +7; CMB +21 (+25 bull rush, +23 overrun); CMD 27 (29 vs. bull rush, 29 vs. overrun) Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail slap) Skills Perception +14 SQ stun -------------------- Ecology -------------------- Environment warm forests and plains Organization solitary, pair, or herd (3-12) Treasure none -------------------- Special Abilities -------------------- Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Smite Evil (1/day) (Su) +0 to hit, +10 to damage when used. Spell Resistance (12) You have Spell Resistance. Stun (DC 25) (Ex) The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The s Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
As much as I'd love to bust out some Persistent Command Undead spells with the DC upped with arcane pool points, land does sound more practical.
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Floor Perception: 1d20 + 14 ⇒ (2) + 14 = 16
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Along the way Emyla uses her Consume Spells ability to regain 12 Arcane Reservoir points (3x4th-level spells)
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Summon Monster wrote: It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Emphasis mine; I would think they'd eventually start attacking (to the best of their ability, even :). foo lions stat block: There can be no mistaking this animal-like creature for a mere beast, for its face has an almost supernaturally human look to it.
-------------------- IV Foo lion CR 5 XP 1,600 Male foo celestial lion (Pathfinder RPG Bestiary, 193, Pathfinder RPG Bestiary 3 120) NG Large outsider (augmented animal, extraplanar, good) Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +8 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 16 (+2 deflection, +3 Dex, +5 natural, -1 size) hp 52 (5d10+25) Fort +11, Ref +9, Will +6 Defensive Abilities paired protectors, stony defense; DR 5/bludgeoning, 5/evil; Resist acid 10, cold 10, electricity 10; SR 10 -------------------- Offense -------------------- Speed 40 ft. Melee bite +10 (1d8+13 plus grab), 2 claws +10 (1d4+13) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +10, 1d4+13), smite evil -------------------- Statistics -------------------- Str 27, Dex 17, Con 21, Int 6, Wis 12, Cha 6 Base Atk +3; CMB +12 (+16 grapple); CMD 27 (31 vs. trip) Feats Diehard, Improved Initiative, Iron Will, Run, Skill Focus (Perception) [b]Skills Acrobatics +11 (+15 to jump with a running start, +15 to jump), Perception +8, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in undergrowth Languages Celestial, Common SQ freeze -------------------- Ecology -------------------- Environment any (nirvana) Organization solitary or pair Treasure none -------------------- Special Abilities -------------------- Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white only). Diehard You are stable and can choose how to act when at negative Hp. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Freeze (Ex) You can hide in plain sight as an inanimate object. Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Paired Protectors (Su) If within 30 ft of another Foo creature, gain protection from evil. Pounce (Ex) You can make a full attack as part of a charge. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Smite Evil (1/day) (Su) +0 to hit, +5 to damage when used. Spell Resistance (10) You have Spell Resistance. Stony Defense (5/day) (Su) As an immediate action gain hardness 8 but -10 ft to speed until end next turn. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
Notable shenanigans during my turn: Summon Good Monster, Superior Summoning feats, Conjurer's Focus ability. Also, my info above I just changed resources to be: (used)/(total available) to match with my Hero Lab so I don't go crazy trying to reverse it to (remaining)/(total available).
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
knowledge religion: 1d20 + 19 ⇒ (3) + 19 = 22
foo lions stat blocks, including all current modifiers:
There can be no mistaking this animal-like creature for a mere beast, for its face has an almost supernaturally human look to it.
-------------------- IV Foo lion CR 5 XP 1,600 Male foo celestial lion (Pathfinder RPG Bestiary, 193, Pathfinder RPG Bestiary 3 120) NG Large outsider (augmented animal, extraplanar, good) Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +8 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 14 (+2 deflection, +3 Dex, +5 natural, -1 size, -2 untyped penalty) hp 52 (5d10+25) Fort +11, Ref +9, Will +6 Defensive Abilities paired protectors, stony defense; DR 5/bludgeoning, 5/evil; Resist acid 10, cold 10, electricity 10; SR 10 -------------------- Offense -------------------- Speed 40 ft. Melee bite +12 (1d8+13 plus grab), 2 claws +12 (1d4+13) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +12, 1d4+13), smite evil -------------------- Statistics -------------------- Str 27, Dex 17, Con 21, Int 6, Wis 12, Cha 6 Base Atk +3; CMB +14 (+16 bull rush, +18 grapple); CMD 25 (29 vs. trip) Feats Diehard, Improved Initiative, Iron Will, Run, Skill Focus (Perception) [b]Skills Acrobatics +11 (+15 to jump with a running start, +15 to jump), Perception +8, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in undergrowth Languages Celestial, Common SQ freeze -------------------- Ecology -------------------- Environment any (nirvana) Organization solitary or pair Treasure none -------------------- Special Abilities -------------------- Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white only). Diehard You are stable and can choose how to act when at negative Hp. Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Freeze (Ex) You can hide in plain sight as an inanimate object. Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Paired Protectors (Su) If within 30 ft of another Foo creature, gain protection from evil. Pounce (Ex) You can make a full attack as part of a charge. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Smite Evil (1/day) (Su) +0 to hit, +5 to damage when used. Spell Resistance (10) You have Spell Resistance. Stony Defense (5/day) (Su) As an immediate action gain hardness 8 but -10 ft to speed until end next turn. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
”Greetings, good lions. Would you please destroy those skeletal figures in the mist? They are definitely evil, so please smite them!” I can summon them up to 50’ from me, and they have a 40’ move speed. Circles indicate lions' positions. lion 1 pounces on enemy p9 from square o8, provoking AOO from enemy m9 lion 1 bite: 1d20 + 12 ⇒ (12) + 12 = 24dmg: 1d8 + 13 ⇒ (6) + 13 = 19grab: 1d20 + 18 ⇒ (11) + 18 = 29 lion 1 claw: 1d20 + 12 ⇒ (7) + 12 = 19dmg: 1d4 + 13 ⇒ (3) + 13 = 16 lion 1 claw: 1d20 + 12 ⇒ (11) + 12 = 23dmg: 1d4 + 13 ⇒ (1) + 13 = 14 lion 1 rake: 1d20 + 12 ⇒ (16) + 12 = 28dmg: 1d4 + 13 ⇒ (3) + 13 = 16 lion 1 rake: 1d20 + 12 ⇒ (14) + 12 = 26dmg: 1d4 + 13 ⇒ (1) + 13 = 14 lion 2 pounces on enemy k10 from square l11, provoking AOO from enemy k12 lion 2 bite: 1d20 + 12 ⇒ (2) + 12 = 14dmg: 1d8 + 13 ⇒ (3) + 13 = 16grab: 1d20 + 18 ⇒ (7) + 18 = 25 lion 2 claw: 1d20 + 12 ⇒ (1) + 12 = 13dmg: 1d4 + 13 ⇒ (4) + 13 = 17 lion 2 claw: 1d20 + 12 ⇒ (3) + 12 = 15dmg: 1d4 + 13 ⇒ (1) + 13 = 14 lion 2 rake: 1d20 + 12 ⇒ (1) + 12 = 13dmg: 1d4 + 13 ⇒ (2) + 13 = 15 lion 2 rake: 1d20 + 12 ⇒ (18) + 12 = 30dmg: 1d4 + 13 ⇒ (1) + 13 = 14 lion 3 pounces on enemy m9 from square l8 lion 3 bite: 1d20 + 12 ⇒ (6) + 12 = 18dmg: 1d8 + 13 ⇒ (4) + 13 = 17grab: 1d20 + 18 ⇒ (4) + 18 = 22 lion 3 claw: 1d20 + 12 ⇒ (10) + 12 = 22dmg: 1d4 + 13 ⇒ (2) + 13 = 15 lion 3 claw: 1d20 + 12 ⇒ (14) + 12 = 26dmg: 1d4 + 13 ⇒ (3) + 13 = 16 lion 3 rake: 1d20 + 12 ⇒ (16) + 12 = 28dmg: 1d4 + 13 ⇒ (2) + 13 = 15 lion 3 rake: 1d20 + 12 ⇒ (9) + 12 = 21dmg: 1d4 + 13 ⇒ (1) + 13 = 14 lion 4 pounces enemy k10 from square j9 lion 4 bite: 1d20 + 12 ⇒ (20) + 12 = 32dmg: 1d8 + 13 ⇒ (4) + 13 = 17grab: 1d20 + 18 ⇒ (16) + 18 = 34 lion 4 claw: 1d20 + 12 ⇒ (3) + 12 = 15dmg: 1d4 + 13 ⇒ (3) + 13 = 16 lion 4 claw: 1d20 + 12 ⇒ (11) + 12 = 23dmg: 1d4 + 13 ⇒ (4) + 13 = 17 lion 4 rake: 1d20 + 12 ⇒ (6) + 12 = 18dmg: 1d4 + 13 ⇒ (4) + 13 = 17 lion 4 rake: 1d20 + 12 ⇒ (13) + 12 = 25dmg: 1d4 + 13 ⇒ (2) + 13 = 15
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
“Zarta, will you please loan me a Dire Collar? Thank you.” (Master Librarian faction card boon) Emyla hands the collar to Riddywipple. Emyla casts Mage Armor and Merge with Familiar, using her Extend metamagic rod on each (20-hour duration). She Just before entering she casts then casts Fly on Silvermane (10-minute duration). Ready to enter
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
@Chaine I usually prep Fly. Also, Riddywipple has an excellent UMD and so can use any scrolls you’d like in combat. @Torrag is your prepped spell list on your profile final? If so I’ll tweak mine around what you have. Also we should swap spellbooks after the scenario’s done. ”The invading forces potentially having a copy of the Black Echelon codebook is alarming. I think it would be prudent to take care of that issue first.”
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
”Oh,Riddywipple, do be careful.”
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
”Riddywipple and I will assist with the Defensive Wards.”
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
A 6’ tall female elf with lily-white skin, pale blue hair, and ice blue eyes, robed in all black, stands with the other assembled pathfinders. A tiny dragon with butterfly wings flits about (Riddywipple the faerie dragon, if any of you met him in a season 4 scenario). She looks at Torrag, produces a glass bottle filled with a crystal clear liquid from a satchel on the faerie dragon, raises it in the dwarf’s direction, and takes a long pull. Addressing the halfling, she says, ”Emyla Xiloscient, Daughter of Twilight, reporting for duty.”
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
@Lucija looks like you use your SMX SLA in combat too? Oh boy oh boy, looks like there are going to be lots and lots of monsters indeed!
Female CG Elf Arcanist (Occultist) 10 | HP 52+40/52 | AC 16 T 12 FF 14 | CMB +3, CMD 15 | F: +9, R: +10, W: +10 | Init: +7 | Perc: +14, SM: +0 | Speed 30ft | Arcane Reservoir: 2/23 | Spells: 1st 6/6, 2nd 1/6, 3rd 6/6, 4th 5/6, 5th 0/3 | Active conditions: Mage Armor, Merge with Familiar, Fly.
1: Emyla Xiloscient
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Upon reading the stat blocks for this scenario, I see a glaring issue. The Redcap Numblekin is listed as a variant Redcap, however 3 of the 4 stat blocks listed are literally just a Redcap stat block. The 4th one, which is in the "Levels 3–4 (Pappy)" encounter, only has minor stat adjustments (specifically -2 Dex, -1 Con, +2 Int Wis and Cha). This however only affects their skills and perception. Their AC/HP and Attack bonuses are exactly the same.
I am prepping this scenario for tomorrow, and saw for Star's Discovery skills it lists "DC 27 Society, DC 29 Society". I doubt that's intended. Does anyone have any ideas what they are supposed to be? Perception isn't listed on that list at all, and since they are an Automaton it would make sense for Perception to be the DC29 option. The scaling for the level 9-10 discovery section is also simply copy/pasted from the level 7-8 section, so the Challenge Point thresholds adjustments don't match what they should be (For example, it says "10–11 Challenge Points" instead of "19–22 Challenge Points")
Look I get it, sometimes things aren't clear and you have a question about it, but not everyone has a subscription and gets the PDF early. By flooding the rules forums with questions before the majority of the population even has the book, you're excluding them from any conversations, which could result in only a few loud voices essentially dictating what the rules are because they were "First". This goes for any book; Please just wait. SoM officially comes on the 25th, which is only 3 more days. I'm sure you can either come up with a solution to your questions, or figure out a better way to word them by then.
The Guide says you can only start one crafting project per block (8 days), so how I've thought of it was if you fail you can try again, but if you succeed you cant start another until the next block, giving me two blocks since I am field commissioned. Is this how it should be or should I only get one attempt to craft per block? It seems like a waste when you only spend one day of downtime, fail then have to do the next 7 doing the standard Earning Income. Also another weird interaction for Field Commissioned, if it's one attempt per block:
I don't mean using them to counter-spell, I mean what happens if someone casts slow on someone with Haste running? Will they counteract, or will the effects stack based on the target's fort save vs Slow? Normal rules for losing actions say the Quickened condition can stack with the Slow condition, I was just wondering if these two spells have some sort of special interaction I'm not seeing here.
Are there rules for upgrading items in Society? I know Runes and Special Materials can be upgraded, but can you upgrade, say, a Lesser Staff of Fire into a Greater Staff of Fire once you hit level 8? Could you do it with Crafting or can you just pay the difference in price? If you have a link please provide it for reference for my players in the future.
This new feat is really cool, but I'm confused about action economy with it. For reference, here's the Feat from the book. Fane's Fourberie:
Stella Fane had perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic. When you enter this stance, choose whether to treat playing cards in your possession as daggers or darts; you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed. A character who has this feat can enchant a single deck of playing cards as a magic weapon, etching fundamental and property runes directly onto the deck of cards. The book states that the "Playing Cards" item takes two hands. The description of the item has nothing useful in it about this use case either. The feat makes it sound like the Deck is a weapon, where you can draw a card and use it as a Dagger or Dart. Since it's obviously meant for throwing, I see two scenarios on how this feat works: 1. You hold the deck in one hand and can throw cards without having to use an interact action, since you are already "wielding" all 54 cards. This occupies both your hands. 2. You still need to use an interact action to draw individual cards. This means you wont have both hands occupied. If it's scenario two, why make it a Swashbuckler feat? They don't get Quick Draw, and even if you do get it, you still need 2 actions to perform a finisher. At that point, a returning rune is much better since you can place it on a superior weapon, like a Star Knife, plus you can get Ricochet Stance and other cool throwing stances. Let me know what you think. I've been pondering this for over a week now. I personally believe it's used as Option 1, otherwise the feat is simply flavor, and not actually useful in any way.
As the title. There are some options I would like to take at level 2 but I will be playing Thursday. Will the options become legal tomorrow when the book is officially released? IIRC The Advanced Players Guide options were sanctioned before the book was released. I do hope we won't have to wait for these options.
I haven't purchased the World Traveler boon yet, but I was wondering if I can apply it to a new character with no XP so during character creation so I can fulfill both regional conditions? For example, could I use it on a Hobgoblin so that he can be from Oprak as the boon requires, but he can choose a background from anywhere else I want? Or would it only apply after I make my character fully? Also side note, does anyone know if Secondary Initiation would be available for ACP once the conversion is done? Not getting fame anymore kinda ruined my character idea.
Multilingual allows you to take two new languages immediately. The way I interpret it is that you need access to the languages that you are choosing, whether it be Common or Uncommon or other. But the CRB says: CRB pg.65 wrote: Selecting the Multilingual feat, for example, grants a character two new languages chosen from those listed in Table 2–1: Common Languages and Table 2–2: Uncommon Languages This list includes things like Abyssal and Celestial, the Elemental languages, ect. Does this mean I can take multilingual and learn Terran despite never having gone to the plane of earth or interacting with any native speakers in my adventures? Further more, if it is the case I can take uncommon languages I don't have access to, will it only include that list, or does it extend to all uncommon languages? The list of all uncommon languages include regional languages? What about future uncommon languages that have yet to be added to the game? Basically the question is, do I need access to a language to take it with Multilingual, or can I take uncommon languages without access? And if so, are there any further limits on which languages I can take?
So the rules on special materials say you can craft magic items out of them, depending on the quality. So for instance, Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level. This means one should be able to create a Standard-Grade Adamantine Sturdy Shield (Moderate). The question here is if one were to do that, would it increase the hardness/HP of the shield? The assumption of Sturdy Shields is that they are made of Steel as a normal shield, and enhanced with magic. The difference of a Steel shield and Adamantine shield is +5 Hardness and +20hp. With this info, enchanting an Adamantine shield with Sturdy should increase its hardness and HP in the same way as the Steel shield, resulting in 18 Hardness and 124HP. There are no rules stating this, but that's what one can assume based on the rules and how the Sturdy Shield works. What do you guys think? For simpler reading, here's the stats of all the items:
Theorized Standard-Grade Adamantine Sturdy Shield (Moderate): Hardness 18, HP 124, Level 10, 1440gp
Example: You place a level 5 Paralyze in your weapon and crit. The opponent is level 11 and thus the Incapacitate trait kicks in, but so does the Striking Spell effect. Do they cancel each other out? Or is there an order of operations that needs to be done? Like, Nat 1s and 20s first, then Striking Spell, Incapacitate, and finally any Evasion or Resolve stuff they may have. Maybe add a side bar in the book with how this ability interacts with like abilities so there will be no confusion?
So we all know when you crit it increases the results of your spell by one in your favorable direction, but the same thing happens when you crit a Disintegrate attack roll. So assuming you crit the Strike, then the Spell Strike, would it decrease the results of the targets save by two? Would there only be one decrease applied? Or would Striking Spell only apply to the Spell Strike and not the save?
I just rolled two fails with Crafter’s Workshop, the boon says I don't spend 4 days before making a crafting check, so what happens when you fail? Do you get to try immediately? Do you have to wait before trying again? If so how many days do you lose? I think this boon requires some clarification, since there seems to be a disconnect with some GMs on how it works. Here's the boon's text: Your friends in the Envoy’s Alliance share crafting materials and collaborate to create new items more efficiently. When you Craft during Downtime, you do not need to spend 4 days at work before attempting a Crafting check. However, your fellow faction members expect your assistance in return. After slotting this boon to reduce the time needed to Craft an item, you must keep it slotted until you have finished crafting that item.
No one likes to die. This is true at every level of the game, but more so for low levels in my opinion. Imagine, you just got your catfolk boon, then the GM crits you at your first boss, dealing massive damage and kills your new character. We hate to see it happen, but it CAN happen. The massive damage rule is a nice addition to 2e, it adds an element to danger to all encounters. At any time, if an enemy hits hard enough, your character is just dead. And the same goes for enemies too, which is fair right? WRONG. Low level PCs are disproportionately affected by this rule. Here's my explanation. Lets take Ezren for example. At level 1 he has 15 AC and 16 HP. Pretty standard for a wizard. Assume that there's an effect that causes Amiri, who's already raging, to get confused, and Ezren just so happens to be the closest target. She strides, strikes, and boom, Ezren is dead. No save on his part, but all due to lucky GM rolls, or unlucky player rolls. The odds of this happening are actually 5% (19+ on the d20 and 6+ on the d12), so highly unlikely, but it CAN happen. Meanwhile, let's consider level 5 Ezren and Amiri. At this point, Ezren has 53 HP and 20 AC. If Amiri strikes at level 5, the max damage she can do is 68, which is far bellow the 106 damage needed to instantly kill Ezren. In fact, not even a level 13 Dragon can cause massive damage on Ezren with a bite attack (Adult blue dragon, 3d8+12 piercing plus 1d12 electricity, 96 max on a crit). The point of this, is that damage output and max HP do not scale in the same way, meaning the massive damage rules are only really applicable to low level characters, or when going against high leveled enemies. This is especially prevalent on traps present in low level scenarios, where massive damage can have over a 20% chance of occurring at level 1. For example: spoiler for 1-11:
The baricade trap has no extra damage on a crit fail, but still does 4d6+8 damage on a fail, maxing at 32 damage to a level 1 character with a DC 22 reflex. This can kill most wizard and sorcerer builds instantly, if they're foolish enough to go under first. The boss can also do a max of 46 damage on a crit (2[1d8+5+1d6]+1d8), with a +11 to hit. It's much harder to calculate these odds, so I'll just say he has a 35% chance to crit Ezren, and does 30.5 average damage on a crit. At level 1. spoiler for 2-01:
The haunt does a max of 27 damage and a DC 20 reflex, which will kill Ezren 20% of the time, or Kyra 25% of the time. In the same scenario, the boss does 1d12+5 damage with a +12 to hit, meaning Ezren has a 6.67% chance of dying per attack. This rule has the chance of disheartening players who are just starting out, or causing players to lose 1 time only boons with no chance of recovery. At higher levels, death isn't as bad, as we have fame available to buy resurrections if we need them, or Breath of Life, etc. But at level 1, we have nothing. If we die we die. A fix that was mentioned to me by a 5 Star GM was to change the massive damage rule to not kill you in Society, but instead increase your dying value by an additional 1. This way, assuming a crit would cause massive damage, you would end up at Dying 3 immediately. This change will allow players to use Hero Points to stop dying, or take the chance of rolling to stabilize, or allow other allies to act to save you. It still poses a threat, as you are immediately one dying value from death, but it at least gives fresh level 1 PCs a chance to not just die instantly at no fault of their own. What are your thoughts? Have you ever accidentally killed a player through massive damage? How would you play a boss monster that can deal such crazy amounts of damage at low levels? I want to hear your stories.
So with the addition of Investigators, crafting got even more broken. I wont go into too many details about it. The main question here is about specialty crafting in PFS. As an Anvil Dwarf, I got two specialties and chose Alchemy and Blacksmiting. So any weapons/armor elixirs and what not are covered under that. But are Potions covered under Alchemy? Or is it only items with the Alchemy trait? If it's locked to a specific trait, why is Blacksmithing not? I can make weapons and armor, but also pots and pans, a cauldron, or a crowbar. Also not all weapons are effected, like a quarterstaff or a bow, so obviously traits aren't supposed to designate what your specialty is. I would really appreciate some clarification on what is covered under Specialty Crafting for "Alchemy", because traditionally Potions and Oils were considered to be made with alchemy until now. I would also like to know how inscribing runes works with specialty crafting. If I put one on a metal weapon, would I get my bonus because of blacksmithing? Or would runes be considered a different item all together? Are wands and staves covered by Woodworking? Or is the magic the main part to the crafting, and thus it doesn't matter how good your staff looks? I guess my point is, the feat isn't well written and I would like some clarification on how it works with Magic items.
Hey all, sorry for bringing this up again, I just can't get this topic out of my head. Now we all know what the rules say, that a Magus can deliver touch spells through their weapon blah blah, but I've been thinking about it a little bit differently. The way I see it, a Magus can spell-strike ONLY if the touch spell they cast has a touch attack associated with it. In the description for most touch spells, there will be a target listed, for example Shocking Grasp lists "Target: creature or object touched" showing what you can hit with the spell. Basically any target with that wording. Meanwhile, Light has a target of only "object touched" meaning that it does not work on living creatures, only objects. Meanwhile, Arcane Mark lacks that descriptor, instead opting for an Effect descriptor. Arcane Mark says "Effect: one personal rune or mark, all of which must fit within 1 sq. ft.". There is no valid target listed, but rather the effect of the spell once it's cast. Yes the range is touch, but I believe it is implying that the caster bust be that close for the magic to take effect. The spell is written like Summon Monster, a spell with a range and an effect, but no target. Upon comparing the spells, they have the exact same information: Casting Time, Components, Range, Effect, Duration, Saving Throw and SR. Basically, if it wasn't Universal, it would be in the "conjuration (creation)" school. It is my belief that Arcane Mark merely summons your mark on the targeted item or creature. It is an exception to the normal rule of touch spells having touch attacks. Without a target, it's just not an attack, and therefore shouldn't be able to be used with Spell Strike. On the other hand, Light is a completely acceptable spell to use with Spell Strike, and it might make the target's armor glow as well, or just fizzle if the target has nothing on.
I know when you wild-shape into an animal or plant, you can only speak the creature's language (Or nothing for plants), but what about as an elemental? The way we've been doing it is that I can only speak the elemental language (such as Ignan), and I can still understand my normal languages. Is this correct, or can I speak my normal languages as an elemental? |
