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.
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
Size
The Mythic Devourer Parts/ State. Main Body
PLAYERS STATE
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
Let me know if I have anything wrong. The Mythic Devourer:
Plant.
8x mouths tubes TH+21 Area affect, 30' if hit Automatic Hover swallow Fast healing 10 Saves
@Chamak
@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.
what hight? This thing is over 500' across
NOTE: You have already got it down to 60% of its HP and most of that was
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.
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
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
TH Tube mouth 1d20 + 21 ⇒ (6) + 21 = 27
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
Fast healing 10 Saves
You each have a Tentacle like mouth pipe come at you.
If you have another means to not be sucked in like free action teleport more the 60' let me know.
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
I will roll them 1:1d20 + 1 ⇒ (16) + 1 = 17
You made all three!! Ok you climeout, after 38 rounds, pulling yourself out 6 more rounds
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.
The Mythic Devourer: Plant.
Init +2 8x mouths tubes TH+21 Area affect, 30' if hit Automatic swallow HP 2000/1820
Fast healing 10 Saves
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.
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
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?
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
Hour 2
I had a think and I wanted to reflect what they are from the description
Pathfinder Kalashtar Racial Traits V2: Kalashtar Racial Traits
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:
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,
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.
Pathfinder Kalashtar Racial Traits:
Kalashtar Racial Traits
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:
Favoured Class Bonuses:
How dose this look.
iN game they are meant to be like a designed super race.
I Kind of still want to still play a Psion,
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,
Gm would that race build be ok for an Inspired (or "Chosen")
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.
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)
Advanced Intelligence (4 RP)
Language: Linguist (Common and Quor): 1 RP Racial Traits:
Static Bonus Feat: 2 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 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
Round 2
So we are at the statt pf round2
Play a Psion yes please,
Build Notes
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
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
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
In a nutshell the whole building is a trap.
Hope that helps :)
Each of you on the ground an air faces tentacles
sorry I put 'A' tentacle should have been the above
:} 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.
Chamak wrote:
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 DANGER
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
Surprise attack Black alien Tentacle
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
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
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
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
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 you are grappled you will take the same DNG next round.
Kn PLanes DC24: This is a demon, pour undead CE and all around you, its all over the building. Outsider
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