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I love the Dark Sun half-Gaints, and would love to play one thats ether a slave fighter or free Barbarian, But I would really like it if we could start as say level 3, give us some range

IMAGE HERE


Hi PLayers, I have a mad business trip coming up at a trade show, smuzing with Clients Form Friday my posting will be greatly reduced with RL takes my time. So giving a heads up :)


I think I roll for everyone, but if you have not seem me roll, then yes roll. IF you do get sucked in and that tube is damaged you get an attack roll next round in that tube, if you can kill it your free once more.

Like Shengo

My hope is I make this chalanging but not one hit kill deadly.
It is meant to be a death world


yes


yes just the one, and yes kill the body kill the whole thing


Weal and Woe wrote:
I'm confused as to what's going on here. Were you rolling our saves? Does the creature somehow have a different save DC for each of us?

Sorry dear players I seem to be confusing you.

How its attack works
Yes you each have Ref DCs base on each Mouth Tubes attack on you.
{There is a logic to this} and it dose not so much hit you as get close and activate is mythic power of Hover, sucking you into its inside to slowly digest you. Acid Gamage and acid gas.

Size
500' across and 250' to 500' high, if it expands, which it did to brake the surface, your seeing about 50' of it sticking out.
This thing is massive, 500' across like a giant flat Root Tuba
Covered in fine roots and these long mouth like tubes, that Hover up pray
to be digested, its a plant/animal an abomination of mad alien Science.
The mouthparts tubes stretch and expand upto 500' its body length

The Mythic Devourer Parts/ State.

Main Body
HP 2000/1038
8x Mouth Tubes
1:200/0 Dead {Fei Wan Rotted it away}
2:200/119 Damaged
3:200/98 Damaged
4:200/200 Fighting Fit
5:200/200 Fighting Fit
6:200/200 Fighting Fit
7:200/170 Damaged
8:200/178 Damaged

PLAYERS STATE
Niloth = Hovered up by mouth tube 3, which is Damaged so gets an action in the tube next round.

Shengo Arash = Hovered up by mouth tube 2, which is Damaged so gets an action in the tube next round.

Weal and Woe = Hovered up undamaged mouth tube heading inside plant body next round

Fei Wan = Hovered up by mouth tube 8, which is Damaged so gets an action in the tube next round.

Chamak = Hits Mouth tube 7 which is coming after him, yet to make
Tubes ref save 1d20 + 2 ⇒ (2) + 2 = 4

Let me know if I have anything wrong.

The Mythic Devourer:

Plant.
Immunitys
if all mind affects, Negative and positive eng, Level Drain, Poison and disease.
Init +2

8x mouths tubes TH+21 Area affect, 30' if hit Automatic Hover swallow

Fast healing 10

Saves
Fort +40
Ref +2 {Mouth Tube only}
Wil --- Not applicable any effect that needs a will save fales.

@Chamak
If your aiming for a mouth tube they get Ref Saves +2
The main body does not, to large and slow.

@Fei Wan:

Your nature roll tells you this is not a single thing, the mouthparts are attached other life forms, like worms, this is a symbiotic being.
If you kill them the main body being can not attack you. BUT if you kill the main body being the mouth tube being would most likely die as well.
Also you think if a mouth tube is damaged you may be able to cut you way out before it takes you all the way in. You also thing going incapareal may not work on this this, there is something mythic about it.

Players please let me know if that helps or you need more info.


Cool


what hight? This thing is over 500' across
Its reach is 500' and it wants you all in its huge Acidy belly.

NOTE: You have already got it down to 60% of its HP and most of that was
Shengo Arashi herocly cutting his way out from the inside.
WHich dose not seem to have an AC

Yer freedome of movement if for things trying to grapple or inpeed you, but this is a 60' across hyper speed hover mouth sucking you in Mythicly.
So I think your going in there


I wanted to give you guys a real Mythic beast, and a Mythic plat the size of a small Navel Destroyer I thought would be one and Yes you do


Niloth, your suddenly in light, your in the mouth tube
Weal and Woe cut a chunk out off.

next round you can attack it.


arrrr ok i see the confusion

I thought the healing was for you, Im going to say you cast it twice

so you and he have it.

Ya you went to heal him and so fell to its suction powers

1d20 + 21 ⇒ (4) + 21 = 25
1d20 + 21 ⇒ (7) + 21 = 28
1d20 + 21 ⇒ (4) + 21 = 25
1d20 + 21 ⇒ (17) + 21 = 38

The very last working one,

That was Damaged so will give you a chance to cut it open.


As Niloth jumps away after healing Shengo Arashi he dose not come down to the group but seems to holt in the air, and the tube like mouth of this mythic besty suck him away in an instant.

"THrrrrooouuuumppp!"

And he is gone, but as he realises he is being sucked up he had the wit to crafty cast a spell.

You have fast healing 2, your in the dark, you can not move yet your moving, and there is no air. Niloth

Weal and Woe hacked and a tube mouth and badly hurt it.

@Fei Wan
As you action was not posted this round an attack coming your way.

TH Tube mouth 1d20 + 21 ⇒ (6) + 21 = 27
Rolling your ref save for you 1d20 + 18 ⇒ (8) + 18 = 26
Whats this a FAIL. Ok I will wait until you have a chance to tell me if you fail or not :(


A junk of one of the Mouth pipes is chopped way, as the Massive bland tuber body throbs there. last funning mouth pipes waving

The Mythic Devourer:

Plant.
Iminity if all mind affects, Negative and positive eng, Level Drain, Poison and disease.

Init +2

8x mouths tubes TH+21 Area affect, 30' if hit Automatic swallow

HP 2000/1068

8x Mouth Tube 200hp
1:200/0
2:200/119
3:200/98
4:200/200
5:200/200
6:200/200
7:200/200
8:200/200

Fast healing 10

Saves
Fort +40
Ref +2
Wil --- Not applicable any effect that needs a will save fales.

You each have a Tentacle like mouth pipe come at you.
Area effect, 30'R
Suscution effect to be swallowed into its guts
Ref save DC here.
Chamak:1d20 + 21 ⇒ (16) + 21 = 37
Shengo Arashi:1d20 + 21 ⇒ (20) + 21 = 41
Weal and Woe:1d20 + 21 ⇒ (10) + 21 = 31

If you have another means to not be sucked in like free action teleport more the 60' let me know.


Can I have a roll call of players please


Shengo Arashi:

Im going to say at 500HP DMG on the wall of this thing that is 22 rounds and your out, that's the good news the bad news is your still underground at this moment and will be for whatever round are left so you have to dig, hold your breath and Dig at a speed 5'

Your 80' down, so 16 rounds your up and out so long as the tunnel up collapses.

Lest say 3 times Kn Eng rolls DC15
to dig out..
making one at 30' another at 60' and last one to get out.

I will roll them

1:1d20 + 1 ⇒ (16) + 1 = 17
2:1d20 + 1 ⇒ (14) + 1 = 15
3:1d20 + 1 ⇒ (19) + 1 = 20

You made all three!!

Ok you climeout, after 38 rounds, pulling yourself out 6 more rounds
then flop on the ground exhausted, pull yourself out spent, thick leaves cover the area, your under them but you dont care you lay there gasping for clean air. Time passes your not shore how long then the ground moves as the thing comes out out.

And Now your in Sync with test of party

what you going to do next, there is a matt of thick plat leaves over you.


questions about shengo's situation:

20 mins so 200 rounds.

At around 100 the hole things moves around you, your flung fee of the blood and acid, landing and see daylight shone down from a long stube for just up above you, then the tube moves again. So you have 100 pre this fight to do things. wink wink

Its hit its AC is not that high AC10+0Armor+2Dex+8NA AC20 so you it with a 26 To hit, and you do indeed stop one mouth pipe working for a short while.


The mass of plat flesh that comes out is massive, some 300 feet wide, like a gigantic tuber, of this main body is a myriad of pendrell like roots and 8 very large and hollo mouths, They rive and pulsate.

Init 1d20 + 2 ⇒ (18) + 2 = 20

You have all beaten it, so you all go 1st

ROUND 1

Chamak I will apply your actions in your last post now.
They will effect one mouth stube

The Mythic Devourer:

Plant.
Iminity if all mind affects, Negative and positive eng, Level Drain, Poison and disease.

Init +2

8x mouths tubes TH+21 Area affect, 30' if hit Automatic swallow

HP 2000/1820
8x Mouth Tube 200hp

Fast healing 10

Saves
Fort +40
Ref +2
Wil --- Not applicable any effect that needs a will save fales.


shengo:

Nop just what your doing as you did deeper you sit a masive vain Green goo like Sap Blood gushes into the gut, the hold critter now rives and theows you about.

Niloth the thing to gid to now sudnly jerks and ravthes ist not happy the group opens up as the thing pulls itself out of its subtraion home.

We are entering rounds now,

Everone above gound make a ref roll please unless your flying.
DC28


you did for about 20 mins, roots and thing, killer worms snap at you, But Fei Wan keeps them at bay. Soon you hit the surface of something, plan and fleshy like.

Shengo Arashi please spoiler what you do in this time


Fei Wan:

You rot attack effects the plant like tendeals they die off around you. and soon none can be seen.

Shengo Arashi:

A chunk of plant like flesh falls away


As you fly down you see that indeed something oushed the ground up there, hot air comes out then stops then air rushes back in again then stops and hot air comes out again


As you do this Niloth the ground seems clear 20' down but you note fine stentical like feelers. They shudder and pull themselves into the earth away and down form your effect.

Nature DC30:

There is something down there deeper, something big and alive


Weal and Woe wrote:

Weal and Woe freezes, then looks around himself, trying to figure out if there are sinkholes, quicksand, or any other dangers he can see.

[dice=Perception]1d20+10

You see nothing, like that, just a deep in the earth where Shengo Arashi used to be.


Shengo Arashi wrote:

apologies just getting back, had a nasty cold and sprained my ankle,

Also I have freedom of movement I believe that prevents grapple or atleast auto succeeds escape artist checks?

sending you a PM Shengo


Chamak:

You spot a mound and a hole like something dug into the ground some 200' away. The hole is large some 50' across


The group walks into the jungle once more, as the canpay over head blots out the sky and you enter a semi darkness realm of sounds, odd planes and things shifting just out of site. You have become wise to most of the planet and dangers here.

And hour passed and nothing happens then as you passing a mucky ponds like area where one of the massive trees has fallen, you hear a
"FUPPP!" sounds and in an instant Shengo is suck into the ground.
there is a slight indentation and bubbles of air popping up from the mushy ground.

Shengo:

Something has hold of you, your totally enveloped and its pulling Your moving fast you can feel it. You are grapeled DC40 to get out, you can not move your arms legs and breathing is possible as you covered in slime. What do you do.

The rest of the part what do you do?
The Surprise round is over, 1st full round you go.

Luck per hour:

luck Rolls / If you have a luck stone or simpler Luck bones you can add to your luck roll/ a 1 or 2 on this roll means something happens to you

Hour 1
Chamak 1d20 ⇒ 19
Niloth 1d20 + 1 ⇒ (2) + 1 = 3 [Saved by Luck stone]
Shengo 1d20 ⇒ 19
Fei Wan 1d20 ⇒ 8
Weal and Woe 1d20 ⇒ 6

Hour 2
Chamak 1d20 ⇒ 14
Niloth 1d20 + 1 ⇒ (13) + 1 = 14
Shengo 1d20 ⇒ 1 [Something bad happens]
Fei Wan 1d20 ⇒ 15
Weal and Woe 1d20 ⇒ 9


understood GM good luck with the SW game


i will go with that then when the time comes


How do you wish to head that way?
who is walking who is flying
:)


I had a think and I wanted to reflect what they are from the description
so simplified.

Pathfinder Kalashtar Racial Traits V2:

Kalashtar Racial Traits
Ability Score Racial Traits: Kalashtar gains +2 bonus to Intelligence and Wisdom but -2 Strength.
This represent their powerful minds but also there Unearthly slender bodies.

Type: Kalashtar are humanoids with the psionic subtype.

Size: Kalashtar are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Kalashtar have a base speed of 30 feet.

Languages: Kalashtar begin play speaking Common and Quor. Kalashtar with high Intelligence scores can choose from the following: Draconic, Maenad, Riedran and Xeph.

Limited Telepathy: A Kalashtar is able to mentally communicate with any creature within 30' feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.

Pass for Human: Kalashtar receive Pass for Human as a bonus feat.

Aberrant Nature: Although human in appearance, Kalashtar suffer from a nature slightly off from the rest of the non-Kalashtar society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-Kalashtars.

Twin Soul: Kalashtar receive a +2 bonus on saving throws against possession and mind-affecting effects.

Naturally Psionic: Kalashtar gain the Wild Talent feat as a bonus feat at 1st level. If a kalashtar takes levels in a psionic class, he instead gains the Psionic Talent feat.

Psionic Aptitude: When a kalashtar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Favoured Class Bonuses:
The psion increases the skill bonus provided by his psicrystal's personality by +1/2. Add +1 hit point to the psion's psicrystal.


Outside you all look back and see the hold of the boulding now covered, on black tentacles. You can feel the undead evil thrubing there.

Its getting late and you can tell you have about an hour before dark,
What do you wish to do now.

For those who flow out the roof, as you did you saw a zigarate some 10+ miles away popping out the canopy of the jungle


I fully understand GM Eltonj, and its a good call I feel.
I think the one thing that got me was they are evil by default and I really was not comfortable with that.

Pathfinder Kalashtar Racial Traits:

Kalashtar Racial Traits
Ability Score Racial Traits: Kalashtar gains +2 bonus to Intelligence and Wisdom but -2 Strength.
This represent their powerful minds but also there Unearthly slender bodies.

Type: Kalashtar are humanoids with the psionic subtype.

Size: Kalashtar are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Kalashtar have a base speed of 30 feet.

Languages: Kalashtar begin play speaking Common and Quor. Kalashtar with high Intelligence scores can choose from the following: Draconic, Maenad, Riedran and Xeph.

Pass for Human: Kalashtar receive Pass for Human as a bonus feat.

Telepathic Talent (Ps): A kalashtar gains one discipline talent as a psion (telepath) of his character level. If he later takes levels in psion then he must choose different discipline talents from his class, but does not lose this ability.

Twin Soul: Kalashtar receive a +2 bonus on saving throws against possession and mind-affecting effects.

Dreamless: Kalashtar do not dream when they sleep, and are immune to any effect which influences dreams. However, their natural recovery rate for mental ability damage is halved (i.e. a kalashtar would require two days to restore 1 point of lost Wisdom, rather than one). This does not hinder magical healing, such as restoration effects.

Naturally Psionic: Kalashtar gain the Wild Talent feat as a bonus feat at 1st level. If a kalashtar takes levels in a psionic class, he instead gains the Psionic Talent feat.

Psionic Aptitude: When a kalashtar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Unearthly Presence:
Kalashtar receive a -1 bonus on Bluff, Diplomacy and Intimidate checks.

Favoured Class Bonuses:
The psion increases the skill bonus provided by his psicrystal's personality by +1/2. Add +1 hit point to the psion's psicrystal.

How dose this look.


iN game they are meant to be like a designed super race.
So your kind of going to hit this problems trying to show that.
Saying that I feel I am going to drop this as idea for a PC
Becouse of this and I was happy with the LE ness of them as a race.

I Kind of still want to still play a Psion,
and as you said.

Note this book is purely optional, and only needed if you want to play a Kalashtar or an Inspired Empty Vessel.

Kalashtar may work as one, also LG in place of LE, so good,
I will have a look at the builds V pathfinder.


Gm would that race build be ok for an Inspired (or "Chosen")
But I dose seem a little overpowered I think...

The other much simpler root if we are using Psionic Book is to just use the Elanrace build as they are also a designed/Made beings. Its well balanced to the pisonic side of things, and they are human in appearance.

So keeping it simple we could just say Empty Vessel Racial {are Elans of a type} with the weakness to being possessed.

Inspired-Empty-Vessel/Elan Racial Traits:

Ability Score Modifiers: Elans/Empty Vessel gain a +2 bonus to one ability score chosen at creation to represent their varied nature.

Aberrant Blood: Elans/Empty Vessel are of the humanoid (aberrant) subtype.

Size: Elans/Empty Vessel are Medium creatures and have no bonuses or penalties due to their size.

Speed: Elans/Empty Vessel have a base speed of 30 feet.

Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.

Naturally Psionic: Elans/Empty Vessel gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.

Resistance (Su): Elans/Empty Vessel can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an Elans/Empty Vessel can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su): When an elan/Empty Vessel takes damage, he can spend power points to reduce its severity. As an immediate action, Elans/Empty Vessel can reduce the damage Elans/Empty Vessel is about to take by 2 hit points for every 1 power point he spends.

Repletion (Su): An elan/Empty Vessel can sustain his body without need of food or water. If Elans/Empty Vessel spends 1 power point, an Elans/Empty Vessel does not need to eat or drink for 24 hours.

Psionic Aptitude: When an elan/Empty Vessel takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Languages: Elans/Empty Vessel begin play speaking Common. Elans/Empty Vessel with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

ADDED DRAWBACKS

Easily Possessed: (Should an Elans/Empty Vessel be willingly possessed, the invader can maintain the Controller mode indefinitely)

Resist Exorcism: (Should an Elans/Empty Vessel be willingly possessed and the invader is subject to an excorism, any d20 rolls involved are rolled twice and the result most beneficial to the invader is taken)

What do you think GM?


Chamak, Fei Wan and Niloth, make it out, as the inside of the broken building.
I will see what the others say

Kn Eng or Planes DC20:

It's clear this is one of the mad Alien devices used by whatever race was here before the world turned to a death world. What's clear is that the writing on the device was very ancient dwarvish.


The Inspired (or "Chosen") in Eberron are in essence magebred race, primarily human in appearance but containing elven, fiendish, and planetouched lineage. They are specially bred "Empty Vessels" designed to be possessed by Quori spirits from the plane of Dal Quor, then acting as rulers and agents of the Dreaming Dark in Riedra. So my thinking is they would be Psionically gifted Human-plus with designed weak wills and weakness to being possessed buy Quori spirits. My thinking they are like replicants from BladeRunner.

LE seems to be the norm for The Inspired GM you want this game to have Evil PCs in, he could just as well be LN


If I change the Ability Score Modifier to reflect them being Vessels with weak wills. That dose the same job as Skill Bonus to Cha skills, and fix the feat to reflect they are psionic by design, like half Giants {Ultimate Psionics}. It makes it simpler. And it is 15 RP

Size: Medium: 0 RP

Speed: Normal (30'): 0 RP

Ability Score Modifier: Advanced (4 RP)
Modifiers: : +2 Str +2 Dex +2 Con -2 Wis +4 Cha

Advanced Intelligence (4 RP)
Benefit: Members of this race receive a +2 racial bonus to Intelligence.

Language: Linguist (Common and Quor): 1 RP

Racial Traits:
Skill Bonus (+2 racial bonus to Disguise to appear human): 1 RP
Skilled (1 additional skill rank per level): 4 RP

Static Bonus Feat: 2 RP
Naturally Psionic: Inspired Empty Vessel gains the Wild Talent feat as a bonus feat at 1st level. If a they take levels in a psionic class, they instead gains the Psionic Talent feat.

Easily Possessed (Should an Empty Vessel be willingly possessed, the invader can maintain the Controller mode indefinitely): 0 RP

Resist Exorcism (Should an Empty Vessel be willingly possessed and the invader is subject to an excorism, any d20 rolls involved are rolled twice and the result most beneficial to the invader is taken): 0 RP

Psionic Aptitude: When a Inspired Empty Vessel takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point. 0 RP

Total: 15 RP


Weal and Woe wrote:
Sorry y'all, I've been dealing with being snowed in since friday night. How many turns has it been? 2? 3?

One surprise round

Where you got a move actions.

At the start of round 1 the tentacles attacked
And you should all have then acunter attcks/ moved or other.

Round 2
is going to start with tenticals again
and then your actions.

So we are at the statt pf round2


yep


Play a Psion yes please,
They will be an Inspired Empty Vessel.

Build Notes
ARG Build

Type: Humanoid (Human Vessel): 0 RP

Size: Medium: 0 RP

Speed: Normal (30'): 0 RP

Ability Score Modifier: Human Heritage: 0 RP

Language: Linguist (Common and Quor): 1 RP

Racial Traits:

Skill Bonus (+2 racial bonus to Bluff): 2 RP

Skill Bonus (+2 racial bonus to Intimidate): 2 RP

Skill Bonus (+2 racial bonus to Diplomacy): 2 RP

Skill Bonus (+2 racial bonus to Disguise to appear human): 1 RP

Skilled (1 additional skill rank per level): 4 RP

Flexible Bonus Feat at 1st level: 4 RP

Easily Possessed (Should an Empty Vessel be willingly possessed, the invader can maintain the Controller mode indefinitely): 0 RP

Resist Exorcism (Should an Empty Vessel be willingly possessed and the invader is subject to an excorism, any d20 rolls involved are rolled twice and the result most beneficial to the invader is taken): 0 RP

Favored Class Option: Empty Vessels can spend their favored class point to gain 1 additional power point instead of a hit point or skill point.

Total: 16 RP


Well done all,
ok last round roll once more in the tentacles,
1d3 unless you took out all the tentacles attacking then 1d2
if last round they missed you roll 1d3 as well.

Then I think all of you are out the building.


Hi sorry if I was unclear, Fei Wan

My logic is this, your all inside this massive broken dome, 100' in radius, I take it your amining for one of the whole in this broken down dome. You said your move was 60' so your 60' in the air and you have another 40' to go to get out, BUT if a tentacle has hit you, your move is stalled. If your not hit by a tentacle, on a round you get a full move, you moved in this surprise round, and I think they all missed you. Your incapital, but that activation comes after this suprise round, as I was clear every player gets a move action only.

So we are into next round as some players have attacke, As you inarpural
Your free to move out the dome.

All other players, we are in round 1, if you have attacked but not moved, I will give you a full move action this round to move to an exit.

Take your moves/s
Surprise round + round 1 from 100'
If your fast and used your move action to move in the surprise round you may already be outside.

In a nutshell the whole building is a trap.
Your just fight and moving to get out.

Hope that helps

:)


Your all hit by undead native Evil-ness,

Life force suck, ....

Fort save DC25 for half,
Temp Con DMG roll 1d3 round up.


Each of you on the ground an air faces tentacles
Roll 1d3 to know how many
Then
Roll 1d6 to see which tylp and hit chance

sorry I put 'A' tentacle should have been the above
If you have rolled 1d3 all ready for how many your ok.

:}

Chamak Yes thats a miss amd yep no concentration needed, ok but I Need a will save DC25 as your mind is flooded with all the undead life bound into this thing.
The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using see invisibility.
They are every where in this space


@Niloth:

Sorry to ask, Inexorable Knight
Can you roll the number of tentacles and which ones please.
Then I will do your attacks. :)
Thanks


Shengo's
EB to hit: 1d20 + 12 ⇒ (9) + 12 = 21 MISS
klar to hit: 1d20 + 9 ⇒ (15) + 9 = 24 Hit
EB dmg: 3d6 + 8 + 1d6 ⇒ (3, 3, 2) + 8 + (4) = 20 (bludgeon and electric respectively)
Klar dmg: 1d8 + 8 ⇒ (2) + 8 = 10 (slashing)


Weal and Woe wrote:

[dice=Reflex]1d20+21

[dice=Fortitude]1d20+28
1d3
1d6

Do we roll a second d6 if we were hit by two? Should I bother, since none of them hit my AC?

Weal and Woe contemptuously slaps tentacles away.

No thats fine thats your action.

Do you want to attack back?


Chamak wrote:

I had stated that I was flying out, moving at 60'. Am I still in the area? If so:

[dice=Fort Save]1d20 +14
[dice=Know-Planes]1d20 +18

Chamak resists the stench and continues flying out of range of the demon.

Being forewarned by his class ability, he activates his Spectral Shroud to become incorporeal.

Yes its the hole building the dome is 400' across

So you will be hit this round, 1st then you can go incorporeal.

Ask: Does going incorporeal need a concentration check?


@Fei Wan, this rounds tentacles that hit you crumble and lose there coherence, Next round you roll only 1d2 Tentacle, that attacked you.

Each tentacle has 50hp, if you destroy the ones attacking you the DMG caries over to the mean body of the Demon.

Int roll DC24 or a means to understand an attacker:

The thing is locked to the device, you thing [ooc]if you can but your way out three rounds of wasting ALL the tentacles attacking you, you are out of its attack range.

So @Fei Wan, wasted the two tentacles attacking

26 29 31 30 25 = 50 Tentacle +50 Tentacle +31 Demon Body / Acid resistance 10 so 21 HP DMG Demon body.


You feel a ripple of pour Chaos, emanate from the device, the life around you seems to wither and die, but become more active.
The very air is full of negative energy.

THE DANGER
For all on the ground made a Ref save DC22, the terrain is now hard.
As the ground around you eroups with black undead tentacles made of dead matter, rotting flesh of local beats and bones.

The stench is horrific Con Save DC25 or be Fortitude save or be sickened, this is a supernatural effect and counts as magic.

Each of you on the ground an air faces a tentacle
Roll 1d3 to know how many
Then
Roll 1d6 to see which tylp and hit chance

Surprise attack Black alien Tentacle
1:TH 1d20 + 18 ⇒ (1) + 18 = 19 DMG 6d6 ⇒ (5, 1, 3, 6, 4, 3) = 22 Type [b] + 4d4 + 4 ⇒ (1, 4, 3, 1) + 4 = 13 Neg Energy
IF HITS GRAPPLE DMB 30

2:TH 1d10 + 18 ⇒ (1) + 18 = 19 DMG 6d6 ⇒ (1, 3, 6, 3, 1, 5) = 19 Type [S] + 4d4 + 4 ⇒ (2, 4, 1, 4) + 4 = 15 Neg Energy
IF HITS GRAPPLE DMB 32

3:TH 1d10 + 18 ⇒ (9) + 18 = 27 DMG 6d6 ⇒ (6, 1, 2, 3, 5, 2) = 19 Type [P] + 4d4 + 4 ⇒ (3, 1, 3, 4) + 4 = 15 Neg Energy
IF HITS GRAPPLE DMB 24

4:TH 1d8 + 20 ⇒ (2) + 20 = 22 DMG 4d6 ⇒ (4, 1, 6, 3) = 14 [b] + 2d6 ⇒ (2, 5) = 7 [ADIC] 2d4 + 4 ⇒ (4, 2) + 4 = 10 Neg Energy
IF HITS GRAPPLE DMB 28

5:TH 1d8 + 20 ⇒ (8) + 20 = 28 DMG 4d6 ⇒ (4, 6, 5, 1) = 16 [b] + 2d6 ⇒ (3, 6) = 9 [Sonic] 2d4 + 4 ⇒ (4, 4) + 4 = 12 Neg Energy
IF HITS GRAPPLE DMB 34

5:TH 1d8 + 20 ⇒ (3) + 20 = 23 DMG 4d6 ⇒ (4, 4, 6, 4) = 18 [b] + 2d6 ⇒ (5, 5) = 10 [Cold 2d4 + 4 ⇒ (3, 2) + 4 = 9 Neg Energy
IF HITS GRAPPLE DMB 36

If you are grappled you will take the same DNG next round.
If two or more tentacles have you, the DC to get out is +50% per tentical after the 1st one.

Kn PLanes DC24:

This is a demon, pour undead CE and all around you, its all over the building. Outsider

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