Golden Orb

Summoned Creature's page

79 posts. Alias of Kydeem de'Morcaine.


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Buffs:
mage armor
bless

The Hyena simply charges the new opponents. Charge attack: +2 to hit, -2 AC, and if the Ifrits have reach might generate an AoO.
bite attack: 1d20 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13, if hits, bite damage: 1d6 + 3 ⇒ (2) + 3 = 5 and trip CM: 1d20 + 3 ⇒ (16) + 3 = 19


The Hyena gives a growling yip and charges forward. Charge attack: +2 to hit, -2 AC, and if the elemental has reach might generate an AoO.
bite attack: 1d20 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8, if hits, bite damage: 1d6 + 3 ⇒ (3) + 3 = 6 and trip CM: 1d20 + 3 ⇒ (2) + 3 = 5


Small Water Elemental:

N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery
STATISTICS
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
ECOLOGY
Environment any (Plane of Water)
Organization solitary, pair, or gang (3–8)
Treasure none
Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.
As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.
A small water elemental is 4 feet long and weighs 34 pounds.


vortex damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9


Small Water Elemental:

N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits

OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery

STATISTICS
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan

SPECIAL ABILITIES
Drench (Ex)
The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

ECOLOGY
Environment any (Plane of Water)
Organization solitary, pair, or gang (3–8)
Treasure none
Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.
As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.
A small water elemental is 4 feet long and weighs 34 pounds.

Whirlwind (Su):

Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.

A rushing spinning Vortex of water rushes around the pool of water.
It won't affect the skeleton, but the hands will each have to make 2 reflex saves DC=13. The first to avoid damage. The second to avoid being picked up into the vortex.
vortex damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Wohoo! This is the first time I've had an opponent small enough to use the vortex/whirlwind special attack.


small earth elemental:

N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
STATISTICS
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

With a rumbling grinding noise, the small figure turns and slams a fist into the column.
slam attack w/ flank: 1d20 + 6 + 1 + 2 ⇒ (4) + 6 + 1 + 2 = 13, if hits, slam damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Small Earth Elemental:

N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
STATISTICS
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

With a rumbling grinding noise, the small figure turns and slams a fist into the column.
slam attack: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11, if hits, slam damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Viper:

N Tiny celestial/fiendish animal
Init +3; Senses darkvision 60 ft., low-light vision, scent;Perception +9
 DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
SR 5
Fiendish - Resist Cold and Fire 5
 OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite evil/good
 STATISTICS
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
 SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Poison (Ex) Bite—injury; save Fort DC 9; frequency1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

bite att: 1d20 + 5 ⇒ (10) + 5 = 15, if hits, bite dam: 1d2 - 2 ⇒ (1) - 2 = -1 (min 1) and poison con damage: 1d2 ⇒ 2. fort save DC=9


almost forgot to have the dog attack

Woof! The hounds latches onto the skeletons leg.
bite att: 1d20 + 3 ⇒ (16) + 3 = 19, if hits, bite dam: 1d6 + 3 ⇒ (4) + 3 = 7 and trip: 1d20 + 3 ⇒ (17) + 3 = 20


Riding Dog:

N Medium celestial/fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision, scent;Perception +8
 DEFENSES
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
SR 5
Fiendish - Resist Cold and Fire 5
 OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Special Attacks Smite evil
 STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
 SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Woof! The hounds latches onto the skeletons leg.
bite att: 1d20 + 3 ⇒ (1) + 3 = 4, if hits, bite dam: 1d6 + 3 ⇒ (2) + 3 = 5 and trip: 1d20 + 3 ⇒ (1) + 3 = 4
But can't decide which leg to bite and misses both.


The celestial ant again scuttles forward. Mandibles clacking menacingly.
bite att: 1d20 + 3 ⇒ (19) + 3 = 22, if hits, bite dam: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
I forgot it can smite for a whopping +1 damage


The celestial ant scuttles forward. Mandibles clacking menacingly.
bite att: 1d20 + 3 ⇒ (17) + 3 = 20, if hits, bite dam: 1d6 + 2 ⇒ (1) + 2 = 3
has a climb speed so can move and attack


The celestial worker ant moves toward the altar.


Giant Ant Worker, Celestial:

N Medium vermin
Init +0; Senses darkvision 60 ft., scent; Perception +5
DEFENSE
AC 15, touch 10, flat-footed 15; (+5 natural)
hp 18 (2d8+9)
Fort +6, Ref +0, Will +1
Immune mind-affecting effects
OFFENSE
Speed 50 ft., climb 20 ft.
Melee bite +3 (1d6+2)
STATISTICS
Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
Base Atk +1; CMB +3; CMD 13 (21 vs. trip)
Feats ToughnessB
Skills Climb +10, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 Survival
ECOLOGY
Environment any
Giant ants are as industrious as their normal-sized kin. While their nests generally don’t consist of thousands, their greatly increased size more than compensates.

The ant chitters quietly and crawls across the ceiling over Dexter's head.


giant frog:
N Medium celestial/fiendish animal
Init +1; Senses darkvision 60 ft., low-light vision, scent;Perception +3
 DEFENSE
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +6, Will -1
SR 6
Fiendish - Resist Cold and Fire 5
 OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue, Smite evil/good
 STATISTICS
Str 15, Dex 13, Con 16 [20], Int 1, Wis 8, Cha 6
Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5,Swim +1; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth
 SPECIAL ABILITIES
Tongue (Ex) A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog).  A giant frog's tongue deals no damage on a hit, but can be used to grab.  A giant frog does not gain the grappled condition while using its tongue in this manner.
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

It attempts to bite the one in the center (blue).
bite vs flatfooted: 1d20 + 3 ⇒ (16) + 3 = 19, if hits, bite dam: 1d6 + 2 ⇒ (1) + 2 = 3 and grab CMB: 1d20 + 7 ⇒ (10) + 7 = 17


Eagle:

N Small celestial animal
Init +2; Senses darkvision 60 ft.; Perception +9
 DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
 OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3(1d4)
Special Attacks Smite evil
 STATISTICS
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
 SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evild foes; smite persists until target is dead or the celestial creature rests).

will go ahead and use the smite and all attack green

orange fort: 1d20 + 3 ⇒ (4) + 3 = 7 fail = sickened
orange claw 1 att: 1d20 + 3 + 2 - 2 + 1 ⇒ (15) + 3 + 2 - 2 + 1 = 19, if hits, orange claw 1 dam: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
orange claw 2 att: 1d20 + 3 + 2 - 2 + 1 ⇒ (6) + 3 + 2 - 2 + 1 = 10, if hits, orange claw 2 dam: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
orange bite att: 1d20 + 3 + 2 - 2 + 1 ⇒ (5) + 3 + 2 - 2 + 1 = 9, if hits, orange bite dam: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

yellow fort: 1d20 + 3 ⇒ (18) + 3 = 21 PASS!
yellow claw 1 att: 1d20 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9, if hits, yellow claw 1 dam: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
yellow claw 2 att: 1d20 + 3 + 2 + 1 ⇒ (15) + 3 + 2 + 1 = 21, if hits, yellow claw 2 dam: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
yellow bite att: 1d20 + 3 + 2 + 1 ⇒ (11) + 3 + 2 + 1 = 17, if hits, yellow bite dam: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

blue fort: 1d20 + 3 ⇒ (9) + 3 = 12 fail = sickened
blue claw 1 att: 1d20 + 3 + 2 - 2 + 1 ⇒ (10) + 3 + 2 - 2 + 1 = 14, if hits, blue claw 1 dam: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
blue claw 2 att: 1d20 + 3 + 2 - 2 + 1 ⇒ (7) + 3 + 2 - 2 + 1 = 11, if hits, blue claw 2 dam: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
blue bite att: 1d20 + 3 + 2 - 2 + 1 ⇒ (13) + 3 + 2 - 2 + 1 = 17, if hits, blue bite dam: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

includes flanking, sickened, smite, and inspiration


The lemure moves forward and slashes into the ball of snakes with its claws.
claw 1st rnd att: 1d20 + 2 ⇒ (9) + 2 = 11, if hits, claw 1st rnd dam: 1d4 ⇒ 1

claw 2nd rnd att 1: 1d20 + 2 ⇒ (15) + 2 = 17, if hits, claw 2nd rnd dam 1: 1d4 ⇒ 1
claw 2nd rnd att21: 1d20 + 2 ⇒ (19) + 2 = 21, if hits, claw 2nd rnd dam 2: 1d4 ⇒ 3

DR 5/good silver and immune to poison


The emure again lashes out with its claws.
claw 1 att: 1d20 + 2 ⇒ (16) + 2 = 18, if hits, claw 1 dam: 1d4 ⇒ 4
claw 2 att: 1d20 + 2 ⇒ (9) + 2 = 11, if hits, claw 2 dam: 1d4 ⇒ 2


Lemure:

LE Medium outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft., see in darkness;Perception +0
 DEFENSES
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 13 (2d10+2)
Fort +4 , Ref +3, Will +0
DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10 
 OFFENSE
Speed 20 ft.
Melee 2 claws +2 (1d4)
 STATISTICS
Str 11, Dex 10, Con 12 [16], Int --, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 12
 SPECIAL ABILITIES

claw 1 att: 1d20 + 2 ⇒ (13) + 2 = 15, if hits, claw 1 dam: 1d4 ⇒ 2
claw 2 att: 1d20 + 2 ⇒ (12) + 2 = 14, if hits, claw 2 dam: 1d4 ⇒ 4


Rocket Raccoon could be a goblin or ratfolk.

He uses both guns and bombs. In PF it would be tough to be great with both. Maybe gunslinger with VMC alchemist? Or the other way around?

Still considering.


Groot doesn't use any gear, so my first thought is monk with the oath to remain poor.
But he also uses a few abilities that could be modeled with spells. Long arm, dancing lights, shield other, etc ...
He seems to go bloody nuts in some scenes, so maybe bloodrager?

Or maybe the primitive barbarian with some of the mystical rage powers?

Edit: yeah, Ghoran could work.


So a friend mentioned that there is treant PC race somewhere. My first thought was Wierd, who would want to play a tree?

But then it hit me this morning. GROOT!

So how close do you think we can come to Groot (and by extension) Rocket Raccoon? If I have to go to the GM with race points or some minor rules tweaks I can, But I would like to see how close we can get within the rules.

So what are your ideas?


Two of the Bralani move over to heal Theo. Blue and green each give a cure serious wounds.
CSW heal green: 3d8 + 6 ⇒ (6, 1, 6) + 6 = 19
CSW heal blue: 3d8 + 6 ⇒ (3, 4, 1) + 6 = 14

The other 2 send lightning arcing into the icy bug. It passes over the bug to hit each other, but they are not bothered by the storm's lash.
lightning bolt red: 6d6 ⇒ (3, 4, 3, 6, 3, 6) = 25
lightning bolt yellow: 6d6 ⇒ (4, 1, 1, 4, 3, 3) = 16
reflex save DC=15 for half damage


red slam att: 1d20 + 14 ⇒ (12) + 14 = 26, if hits, red slam dam: 1d6 + 9 ⇒ (6) + 9 = 15
green slam att: 1d20 + 14 ⇒ (15) + 14 = 29, if hits, green slam dam: 1d6 + 9 ⇒ (3) + 9 = 12
yellow slam att: 1d20 + 14 ⇒ (8) + 14 = 22, if hits, yellow slam dam: 1d6 + 9 ⇒ (6) + 9 = 15
blue slam att: 1d20 + 14 ⇒ (17) + 14 = 31, if hits, blue slam dam: 1d6 + 9 ⇒ (2) + 9 = 11

augmented summoned Bralani:

CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger) Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) hp 80(7d10+42) Fort +9, Ref +9, Will +6 DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10;SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect) Melee +1 scimitar +15/+10 (1d6+10/18–20) or slam +14 (1d6+9) Ranged +1 composite longbow +12/+7 (1d8+6/×3) Special Attacks whirlwind blast Spell-Like Abilities (CL 6th) At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall 2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 24, Dex 18, Con 23, Int 13, Wis 14, Cha 15 Base Atk +7; CMB +14; CMD 28 Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14 Languages Celestial, Draconic, Infernal; truespeech SQ wind form
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
Wind Form (Su)
A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.


Following the orders of his hated foe, the Erinyes attempts to grapple the now glowing creature.

grapple: 1d20 + 16 ⇒ (15) + 16 = 31, if beats his CMD, he is grappled.


The Devil moves closer to then throws the rope at the enemy.
ranged touch: 1d20 + 17 ⇒ (12) + 17 = 29, if hits touch, reflex save DC=20 or entangled.


Erinyes stats:

LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16
 DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp [112] [9d10+63]
Fort [+13], Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
 OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword [+17]/[+12] [1d8+10/19–20]
Ranged +1 flaming composite longbow [+16]/[+16]/[+11] [1d8+8/×3 plus 1d6 fire] or rope +15[+17] touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)
 STATISTICS
Str [24], Dex 23, Con [25], Int 14, Wis 18, Cha 21
Base Atk +9; CMB [+16]; CMD [33]
Feats Combat Reflexes, Dodge, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19,Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16,Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
 SPECIAL ABILITIES
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

The Fiend flies at full speed straight at the enemy.
Fly speed of 50, run *4 = 200 ft, has the see in darkness ability and true seeing ability.


Last round for the Bralani.

The Bralani cast blur on Lavode, Teriq, Hurrit, and Dorje. Then they disappear.


Another slight retcon. The GM forgot to roll healing for Bralani last turn.

cure serious wounds Lavode: 3d8 + 6 ⇒ (3, 2, 4) + 6 = 15
cure serious wounds Ras'al: 3d8 + 6 ⇒ (2, 1, 8) + 6 = 17
cure serious wounds Teriq: 3d8 + 6 ⇒ (2, 6, 8) + 6 = 22
cure serious wounds Dorje: 3d8 + 6 ⇒ (2, 1, 1) + 6 = 10

GM will decide what the Bralani do this turn. Out of healing.


Even if I am not coherent to give commands, I think Bralani would be intelligent enough to know to fly up and go after the threat.

2 of the Bralani are already in wind form and would double move 260' up to either sided of the creature preparing to attack it next round. The other 2 would standard action change to wind form. Then single move 130' up to join the aerial combat.


In that case the Bralani can see to heal people as I had directed them.

cure serious wounds Lavode: 3d8 + 6 ⇒ (7, 8, 5) + 6 = 26
cure serious wounds Teriq: 3d8 + 6 ⇒ (4, 4, 8) + 6 = 22
cure serious wounds Ras'al: 3d8 + 6 ⇒ (3, 1, 4) + 6 = 14
cure serious wounds Riddywipple: 3d8 + 6 ⇒ (4, 4, 7) + 6 = 21


The 2 Bralani in wind form again send blasts of scouring wind across the same two enemy creatures (2 and 3).
red dam: 3d6 ⇒ (6, 5, 4) = 15
green dam: 3d6 ⇒ (4, 5, 5) = 14
Blast of scouring wind for 3d6 in 20' line reflex DC=19 for half

The other 2 attack with blades (2).
Purple
scimitar charge att: 1d20 + 18 ⇒ (4) + 18 = 22, if hits, dam: 1d6 + 10 ⇒ (2) + 10 = 12
miss chance: 1d100 ⇒ 49

Blue
scimitar att 1: 1d20 + 16 ⇒ (17) + 16 = 33, if hits, dam 1: 1d6 + 10 ⇒ (4) + 10 = 14
miss chance 1: 1d100 ⇒ 6
scimitar att 2: 1d20 + 11 ⇒ (9) + 11 = 20, if hits, dam 2: 1d6 + 10 ⇒ (2) + 10 = 12
miss chance 2: 1d100 ⇒ 5

If opponents have already fallen, they will direct their attacks at 6 or the one grappling Teriq. I can't tell which that is.


Two of the Bralani send blasts of scouring wind across the same two enemy creatures.
red dam: 3d6 ⇒ (4, 4, 6) = 14
green dam: 3d6 ⇒ (1, 3, 6) = 10
Blast of scouring wind for 3d6 in 20' line reflex DC=19 for half

The other 2 change into their human-ish forms (for more combat flexibility) while moving toward the creatures.


I checked out a couple game stores and they said they didn't have anyone playing PFS there.

When I googled I didn't come up with anything in the area. My search-fu must be weak today. I will give it another try.


I'm not sure where this is supposed to go, so feel free to move it if this isn't correct.

I might be getting transferred to Erie Pennsylvania in the near future. Spent a day driving around a a bit searching the web. I can't find any evidence of Pathfinder groups or even PFS events in the area. I will be really bummed if I have to give up this hobby.

Anyone know of game groups or PFS events I'm just not finding?


The Bralani becomes a whirlwind column of the ash filled air. It zips off to look in the windows, surrounding yard, and on the roof.
.
perception: 1d20 + 15 ⇒ (19) + 15 = 34
move is 130 fly speed with the haste.


augmented summoned Bralani:

CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger) Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) hp 80(7d10+42) Fort +9, Ref +9, Will +6 DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10;SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect) Melee +1 scimitar +15/+10 (1d6+10/18–20) or slam +14 (1d6+9) Ranged +1 composite longbow +12/+7 (1d8+6/×3) Special Attacks whirlwind blast Spell-Like Abilities (CL 6th) At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall 2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 24, Dex 18, Con 23, Int 13, Wis 14, Cha 15 Base Atk +7; CMB +14; CMD 28 Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception) Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14 Languages Celestial, Draconic, Infernal; truespeech SQ wind form
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
Wind Form (Su)
A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.

The Bralani Azata appears then grabs Bralik. Easily hauling him away from the stunned demon. I am assuming dazed it won't get any AoO. Strength of 24 seems sufficient to drag a stunned ally, but I can make a CMB or strength check if you want.


The hound archons teleport up to the top of the stairs.


HP Left: 38 of 51
HP Right: 45 of 51

The hound archons flank the sleeping giant and strike.

Full round action to perform a coup de grace for an automatic critical hit.

Left crit damage: 2d6 + 5 + 1 + 2d6 + 5 + 1 ⇒ (2, 2) + 5 + 1 + (1, 2) + 5 + 1 = 19
Right crit damage: 2d6 + 5 + 1 + 2d6 + 5 + 1 ⇒ (1, 4) + 5 + 1 + (1, 3) + 5 + 1 = 21

DANG! That was really crap rolls.


HP Left: 38 of 51
HP Right: 45 of 51

The hound archons move to either side of the the sleeping giant preparing to put it down.

I am assuming it is more than a 5' step to get to it. So they will have to coup de grace next round.


HP Left: 38 of 51
HP Right: 45 of 51

Both hound archons strike to put the bleeding giant out of its misery.

Full round action to perform a coup de grace for an automatic critical hit.

Left crit damage: 2d6 + 5 + 1 + 2d6 + 5 + 1 ⇒ (6, 3) + 5 + 1 + (6, 5) + 5 + 1 = 32
Right crit damage: 2d6 + 5 + 1 + 2d6 + 5 + 1 ⇒ (1, 3) + 5 + 1 + (3, 3) + 5 + 1 = 22

Next round they will do the same for the sleeping giant.


Whoops! Forgot their actions.

Round 3.
The Hound Archons hack into the blinded giant.

Left sword first attack+haste+aid+prayer: 1d20 + 11 + 1 + 1 + 1 ⇒ (11) + 11 + 1 + 1 + 1 = 25, if hits damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8
Left sword second attack+haste+aid+prayer: 1d20 + 6 + 1 + 1 + 1 ⇒ (6) + 6 + 1 + 1 + 1 = 15, if hits damage: 2d6 + 5 ⇒ (4, 3) + 5 = 12
Left bite attack+haste+aid+prayer: 1d20 + 5 + 1 + 1 + 1 ⇒ (4) + 5 + 1 + 1 + 1 = 12, if hits damage: 1d8 + 4 ⇒ (1) + 4 = 5

Right sword first attack+haste+aid+prayer: 1d20 + 11 + 1 + 1 + 1 ⇒ (5) + 11 + 1 + 1 + 1 = 19, if hits damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9
Right sword second attack+haste+aid+prayer: 1d20 + 6 + 1 + 1 + 1 ⇒ (16) + 6 + 1 + 1 + 1 = 25, if hits damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12
Right bite attack+haste+aid+prayer: 1d20 + 5 + 1 + 1 + 1 ⇒ (13) + 5 + 1 + 1 + 1 = 21, if hits damage: 1d8 + 4 ⇒ (7) + 4 = 11

That probably takes it down.


I didn't think of the fact that stairs probably count as difficult terrain so they can't charge. Though they also have a +30 from the haste. I would still have them move to keep the pressure off of Bos and Tatho.

HP Left: 38 of 51
HP Right: 45 of 51


The giants are not on the map yet, so I didn't move the icons.

The Hound Archons charge the nearest foe with their greatsword!

1 attack+charge+haste+aid+prayer: 1d20 + 11 + 2 + 1 + 1 + 1 ⇒ (18) + 11 + 2 + 1 + 1 + 1 = 34, if hits damage: 2d6 + 5 ⇒ (3, 1) + 5 = 9

2 attack+charge+haste+aid+prayer: 1d20 + 11 + 2 + 1 + 1 + 1 ⇒ (15) + 11 + 2 + 1 + 1 + 1 = 31, if hits damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7


Suddenly 2 humanoids with canine heads appear.
They each cast an Aid on themselves waiting for the action to start.

gain +1 morale bonus on attack rolls and save vs fear.
#1 temp hp: 1d8 + 6 ⇒ (1) + 6 = 7
#2 temp hp: 1d8 + 6 ⇒ (1) + 6 = 7


Avoron wrote:
Eh...monk's can do better.

Well sure, but I don't think I can summon one of those.

.
.
DrakeRoberts wrote:
"Quick Haste Question"... I see what you did there.

Actually, I did not see what I did there. ;)


Well, my sorc is summoning some air elementals to do some night time scouting for me. I wish I could give them the run feat.

Think how far a summoner could send them for scouting.


If I cast haste on a creature with a fly speed of 100'
Then it moves as fast as it can.
That would be a quadruple move of 520'=130'*4 each round
So 9 rounds would be 4680'=520'*9, almost 0.9 miles.

Correct?


The Lantern Archons continue to fire at the harpy leader.

a1 ranged touch hit: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5, if hits a1 ray damage: 1d6 ⇒ 2
a2 ranged touch hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19, if hits a2 ray damage: 1d6 ⇒ 4
b1 ranged touch hit: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22, if hits b1 ray damage: 1d6 ⇒ 4
b2 ranged touch hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19, if hits b2 ray damage: 1d6 ⇒ 1
c1 ranged touch hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19, if hits c1 ray damage: 1d6 ⇒ 1
c2 ranged touch hit: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19, if hits c2 ray damage: 1d6 ⇒ 4
d1 ranged touch hit: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6, if hits d1 ray damage: 1d6 ⇒ 3
d2 ranged touch hit: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13, if hits d2 ray damage: 1d6 ⇒ 1
e1 ranged touch hit: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6, if hits e1 ray damage: 1d6 ⇒ 5
e2 ranged touch hit: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14, if hits e2 ray damage: 1d6 ⇒ 4
f1 ranged touch hit: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23, if hits f1 ray damage: 1d6 ⇒ 1
f2 ranged touch hit: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23, if hits f2 ray damage: 1d6 ⇒ 6


The Lantern Archons continue to fire at the harpy leader.

a1 ranged touch hit: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23, if hits a1 ray damage: 1d6 ⇒ 6
a2 ranged touch hit: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8, if hits a2 ray damage: 1d6 ⇒ 4
b1 ranged touch hit: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20, if hits b1 ray damage: 1d6 ⇒ 4
b2 ranged touch hit: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23, if hits b2 ray damage: 1d6 ⇒ 1
c1 ranged touch hit: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11, if hits c1 ray damage: 1d6 ⇒ 2
c2 ranged touch hit: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8, if hits c2 ray damage: 1d6 ⇒ 4
d1 ranged touch hit: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5, if hits d1 ray damage: 1d6 ⇒ 4
d2 ranged touch hit: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13, if hits d2 ray damage: 1d6 ⇒ 3
e1 ranged touch hit: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23, if hits e1 ray damage: 1d6 ⇒ 3
e2 ranged touch hit: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21, if hits e2 ray damage: 1d6 ⇒ 5
f1 ranged touch hit: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17, if hits f1 ray damage: 1d6 ⇒ 3
f2 ranged touch hit: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14, if hits f2 ray damage: 1d6 ⇒ 2

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