Wormcaller

Grey Servant's page

28 posts. Alias of Doomed Hero.


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1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32

Will Save: 1d20 + 4 ⇒ (16) + 4 = 20 , additional +4 vs Channel Energy abilities (from channel resistance)


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Ogre 1, Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Greatclub Damage: 2d8 + 7 ⇒ (2, 7) + 7 = 16

Ogre 2, Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Greatclub Damage: 2d8 + 7 ⇒ (1, 4) + 7 = 12

Ogre 3, Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Greatclub Damage: 2d8 + 7 ⇒ (8, 1) + 7 = 16

Targeting the enemies starting with the guy on the left, and moving around the circle as/if they die. As a reminder they all have Reach.

1d20 ⇒ 5


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The skeletal ogres squeezed into the hall and waited for enemies to close towards the doorway.

Ogre 1, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage, point blank: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12

Ogre 2, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage, point blank: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Ogre 3, Readied Javelin, point blank, precise shot: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage, point blank: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8

I'll leave Ranulfus' actions up to you.


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Re-posting the ogre skeleton stats for GM ease

Inside the darkenss the ogres fought on.


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The four ogre soldiers twitched and surged to a mockery of life, their flesh smoldering and baking to a tough sheath over their bones that smelled like overcooked meat. Blood seeped from the cracks in the charred flesh.

They picked up their clubs and turned their heads in slow synchronization towards Grey.


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Ok, four new Ogre friends to play with.


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I'm also taking Servant into the corridor, shutting the door for a moment, Channeling Negative Energy to heal him, and then coming back in.

Channel: 1d6 ⇒ 5

He's at full HP now.


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Because Grey and his minion started in the other room, all the Zombie is going to do this turn is move. He's in position on the map.


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The zombie lurched into the room.


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1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32

Murdermurdermurdermurder...


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Snowball, Fort Save DC 18

Reflex vs. Web: 1d20 + 6 ⇒ (17) + 6 = 23


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The two controlled Crypt Things converged on the Owlbear furthest away, one looping around the rickety wall, the other warping in from outside the walls to appear on the other side of the creature.

Crypt Thing 1, Claw, flanking: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Crypt Thing 2, Dimensional Agility, Claw, flanking: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


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The Crypt Thing vanished, reappearing behind one of the owlbears, on the other side of the wall from the Bandit Leader.

It's claws flashed, reaching for fur and feathers.

Quickened Dimension Door

Claw 1, Prayer: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Claw 2, Prayer: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14


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Ok, here's the alias for my 2 HD Kobolds.


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All the skeletons are decked out in leather armor and grey robes now. They pretty much look like Grey.


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One of the skeletal archers took the bandoleer as the other two took and threw the remaining holy water.

Touch Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7

Touch Attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Heh. Not good.
Damage: 2d4 + 1 ⇒ (1, 2) + 1 = 4

...aaaaand all out of holy water.


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The skeleton warrior attempted to dodge...

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6 Failing miserably.

The skeleton archers obeyed, each grabbing a jar and tossing it down the pit.

Touch Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7

Touch Attack: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 2d4 + 1 ⇒ (1, 3) + 1 = 5

Touch Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 2d4 + 1 ⇒ (2, 1) + 1 = 4


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gA 1, bow: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

gA 2, bow: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

gA 3, bow: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Skeletal soldier charges
gS claw, charge: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Probably meaningless if this is a swarm creature.


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gS1, Arrow to Spider: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

gS2, Arrow to Spider: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

gS3, Arrow to Spider, Bolstered: 1d20 + 2 + 1 + 1 ⇒ (20) + 2 + 1 + 1 = 24
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
gS3, Crit Confirm: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17
Bonus Crit Damage: 1d8 + 1 ⇒ (5) + 1 = 6

gS, Claw 1 to Spider: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

gS, Claw 2 to Spider: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


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The skeletal archers continued their volley.

Ga3 Arrow to W9: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Ga2 Arrow to W9: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Ga1 Arrow to W3: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

and the skeletal warrior continued it's savage attacks

Gs Claw 1 to W7: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Gs Claw 2 to W7: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


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The skeletal archers, finding their targets too close to employ their weapons, step away a few paces and continue their volley.

ga1, arrow, W3: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

ga2, arrow, W9: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

ga3, arrow, W9: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

ga3 provokes an AoO from moving out of W9's threat zone. The other two 5' adjust back.

Finally having an enemy in range, the skeletal warrior lashed out with both claws.

gs, claw, W3: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

gs, claw, W3: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


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The skeleton archers aim straight up past the undead bees.

Skeleton Archer 1: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Skeleton Archer 2: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Skeleton Archer 3: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

The skeletal warrior waits to attack the first bee that comes within reach.

Skeletal Warrior Kressle, Readied Attack, hand axe: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


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Round 4

Skeletons don't care much about piercing damage. Damage is reduced to 1 by DR.

The archers all fall back neatly and keep firing at the wasps in front of them.

5'adjustment backwards.

Archer 1 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Archer 2 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Archer 3 Attack, Point Blank Shot: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

The skeletal warrior lashes out with it's claws.

Claw 1: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Claw 2: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


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GM:

They are holding their shot until the wasps reach close range (100 feet for the bows, 10 for the axe)

Grey is going to cast Stone Call just before they reach our front lines.


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GM: You are correct. Derp moment on my part. Rather than setting vs. charge, they will ready arrows until such time as the lead wasp is in Close range. The last skeleton will ready a hand axe to be thrown for the same effect.

Skeleton 1, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Skeleton 2, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Skeleton 3, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Melee Skeleton, Readied Axe-throw, close range: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Mindless creatures do not receive morale effects.


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The Skeleton that was once Kressle moves to the rear of the wagon.
Moving to Flank with Thrkull. Not sure if there's an opportunity for an attack. I'll roll one, just in case.

Kressle Skeleton
Attack, Flanking: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

The skeletal archers stop moving and concentrate their fire on the figure atop the cart.

Archer 1
Attack: 1d20 + 2 + 1 + 2 ⇒ (14) + 2 + 1 + 2 = 19
Damage: 1d8 ⇒ 1

Attack: 1d20 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Damage: 1d8 ⇒ 1

Archer 2
Attack: 1d20 + 2 + 1 + 2 ⇒ (14) + 2 + 1 + 2 = 19
Damage: 1d8 ⇒ 6

Attack: 1d20 + 2 + 1 + 2 ⇒ (12) + 2 + 1 + 2 = 17
Damage: 1d8 ⇒ 6

Archer 3

Attack: 1d20 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13
Damage: 1d8 ⇒ 6

Attack: 1d20 + 2 + 1 + 2 ⇒ (16) + 2 + 1 + 2 = 21
Damage: 1d8 ⇒ 4


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The skeletons continue to advance, now finally inside optimal range, maintaining their barrage of arrows.

Skeleton 1, Close range, Haste: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Damage: 1d8 ⇒ 2

Skeleton 2, Close range, Haste: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Damage: 1d8 ⇒ 2

Skeleton 3, Close range, Haste: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Damage: 1d8 ⇒ 5

The skeleton following Thrkull adjusts into Flanking position and attacks.

Claw, Flanking: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Claw, Flanking: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


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The three skeletal archers continue to move forward, closing the distance for better accuracy, driven by some limited intelligence and instinct regarding how to most efficiently kill.

Skeleton Archer 1, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (10) + 2 - 2 + 1 = 11
Damage: 1d8 ⇒ 5

Skeleton Archer 2, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (16) + 2 - 2 + 1 = 17
Damage: 1d8 ⇒ 1

Skeleton Archer 3, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (3) + 2 - 2 + 1 = 4
Damage: 1d8 ⇒ 5

The skeleton following Thrkull ran with surprising grace, looping wide at the end of the run to come in from the side, trying to get around behind the dwarf Thrkull was attacking.

Full move for Melee Skeleton, off to one side. Will adjust into flanking position next round.

Race

| HP: 10/10 | AC: 13 T: 12 FF: 11 | CMB: +0, CMD: 12 | F: +1 R: +2 W: +2* | Init: +4 | Perc: +0 (Darkvision) | Speed: 30ft | Active conditions:

Classes/Levels

Resources:
| Summon Monster I: 7/7 | Spells (1st): 3/3 |

Gender

CN Unchained Summoner 1

Special Abilities

Eidolons: Bipedal / Quadruped / Serpentine

Languages

Common, Protean

Homepage URL

Art Inspiration

Strength 10
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 19

About Psykir Ashtares

#54329-22 Psykir Ashtares
Male Ganzi Unchained Summoner (Morphic Savant) 1
CN Medium Outsider (Native)
Init: +4; Senses: Darkvision 60 ft.; Perception +0
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Defense
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AC: 13, Touch 12, Flat-Footed 11 (+1 Armor, +2 Dex)
HP: 10 (1d8+2)
Fort: +1, Ref: +2, Will: +2; +2 vs. Polymorph Effects, +1 Resistance Bonus vs. Inhaled Poisons And Other Airborne Effects That Require Breathing.
Resist: Acid 5, Electricity 5, Sonic 5
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Offense
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Speed: 30 ft.
Melee: Dagger +0 (1d4/19-20) or
. . Shortspear +0 (1d6)
Special Attacks: Ganzi Oddity (Prehensile Tail)
Summoner (Unchained) Spell-Like Abilities (CL 1st; Concentration +5)
. . 7/day—Summon Monster I
Unchained Summoner (Morphic Savant) Spells Known (CL 1st; Concentration +5)
. . 1st (3/Day)—Magic Fang, Protection From Law
. . 0 (At Will)—Acid Splash, Detect Magic, Guidance
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Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 19
Base Atk +0; CMB +0; CMD 12
Skills Sense Motive +2, Spellcraft +4, Survival +2 (+4 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Sense Motive, +2 Survival
Languages Common, Protean
Weapons: Longspear, Dagger
Armor: Haramaki
Gear: Masterwork Backpack: Acid, Caltrops, Chalk (10), Compass, Filter Scarf, Flint and Steel, Masterwork Backpack, Silk Rope (50 ft.), Smelling Salts, Torch (5), Wrist Sheath (Spring Loaded)
Wallet: 26 gp, 8 sp, 5 cp
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Traits:
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• (Region) Hermean Paragon (Steaming Sea):
You are a product of Hermea’s breeding programs—either your parents were chosen to be citizens, or you were, but later failed to live up to the island’s high standards. Whatever the case, you are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.
• (Magic) Transmuter of Korada:
You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.
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Feats
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• (1) Extra Evolution: Your eidolon’s evolution pool increases by 1.
• (3)
• (5)
• (7)
• (9)
• (11)
• (13)
• (15)
• (17)
• (19)
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Class (Unchained Summoner) Abilities
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• (1) Spells & Cantrips
• (1) Eidolon (Unchained): Can summon a powerful aspect of an outsider. Altered by Morphic Savant.
• (1) Life Link (Su): Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
• (1) Summon Monster I (7/day) (Sp): Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Altered by Morphic Savant.
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Archetype (Morphic Savant) Abilities
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• (1) Eidolon of Chaos:
A morphic savant's eidolon must be of a chaotic alignment (if using the summoner from Pathfinder Unchained, the eidolon must have the azata, demon, or protean subtype). The morphic savant's eidolon has three base forms: biped, quadruped, and serpentine. Each form has the same feats and skills, but has its own set of evolutions. When the summoner meditates and regains his spell slots for the day, he can select any of the three base forms of his eidolon. The eidolon has 1 fewer evolution point than normal for an eidolon of the morphic savant’s summoner level, and has 1 fewer skill point per Hit Die. This ability alters eidolon.

• (1) Morphic Monsters:
Since a morphic savant’s power is drawn from planar energies aligned with chaos, all the creatures he summons must be of a chaotic alignment. If a creature would normally be celestial or fiendish, it is instead an entropic creature (Pathfinder RPG Bestiary 2 292).

This also causes the morphic savant’s summoning power to be less reliable than a standard summoner’s. Each time he uses his summon monster spell-like ability to summon multiple creatures, there is a 50% chance he summons one more monster than normal for the summon monster spell he uses, in which case the creatures remain for only 1 round per level (instead of 1 minute per level).

Also, starting at 2nd level, the morphic savant can grant one 1-point evolution to all the creatures he summons with his summon monster spell-like ability. He can’t grant an evolution that duplicates the function of, or has the same name as, any ability the summoned creatures already possess (for example, he can’t grant a creature with a bite attack another bite attack), nor can he add an evolution that causes the summoned monsters to have more attacks than his eidolon’s maximum number of attacks. The creatures do not have to be of the correct subtype to gain an evolution, but do have to meet any other prerequisites. This ability alters summon monster.

• (1) Chaos Magic:
A morphic savant gains the following bonus spells known at the listed spell level: 1st—protection from law, 2nd—shard of chaosUM, 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—word of chaos. The morphic savant gains one fewer spell known per spell level for spell levels 1–6. This ability alters the summoner’s spells known.
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Race (Ganzi) Abilities
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Native Outsider: Ganzis are outsiders with the native subtype.
Medium: Ganzis are Medium creatures and have no bonuses of penalties due to their size.
Normal Speed: Ganzis have a base speed of 30 feet.
Darkvision (60 feet) You can see in the dark (black and white only).
Maelstrom Resistance: Ganzis have acid resistance 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus on saving throws against spells of the polymorph subschool.
Skilled: Ganzis gain a +2 racial bonus on Sense Motive and Survival checks.
Ganzi Oddity (Prehensile Tail) (Ex): Use your tail to retrieve small, stowed objects as a swift action.
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Pathfinder Society Reputations
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Boons
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Completed Scenarios
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