Weretiger

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Was anyone else as irritated by the jumpy camera, fast cuts, poor framing, and blurry images as I was? I think it ruined an otherwise good movie. It worked great for the fighting. Especially the bloodbath at the start of the games. This was not what I was expecting from the director of Seabiscuit and Pleasantville.


Thanks

That is my take on it too. It would be nice if, in the Str/Dex adjustment section, there was something like. This increase replaces the ability increase every four HD.


Does an animal companion get an ability increase every 4th hit die like any other creature?

Nothing in the animal companion sidebar says to do this, though base attack, base saves, and skill points are all covered in the description. The companion also gets two ability increases every other level which seems like more than enough. I am playing a druid for the first time and had never noticed this omission/vagueness in the rules before.


42


Is the Goblin Dog's jump modifier really +14? Do they have a racial bonus of +8 that was omitted from the skill section?


We all know about OotS. What other web comics do you read?

DM of the Rings is made of stills from the movies. The dialog is of a DM railroading his hack and slash players through the Lord of the Rings story.

Goblins life through their eyes.

W.O.G. World of Greyhawk comic.

xkcd Not D&D but interesting.


One of my players wants to buy a masterwork tool for Use Magic Device skill checks. I'm trying to decide if I should let him, or make a more expensive magic item thet does the same thing. How do other DMs feel about this?

Tool, Masterwork

This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.


There is also a really good Star Trek: The Next Generation episode like this. It is called Cause and Effect. The Enterprise is caught in a causality loop — a time warp that dooms them to endlessly repeat the same fragment of time.


The Stars My Destination by Alfred Bester


This should give you everything you need.

http://www.wizards.com/default.asp?x=dnd/cwc/20050714a


I play it ocasionaly at my FLGS. The more players you have the more fun it is. We use Magic commons for gold.


I will be running Fiendish Footprints from Dungeon #122 on Sunday.


This seems like a good place to beg Kyle Hunter to update the Downer web site. If not forward to the future then back to episode #1.


Flyby Attack provokes attacks of opportunity unless you also have Improved Flyby Attack.


I have been transposing all the statblocks,in the new format, into a notebook. It is a lot of work, but I have a pretty good grasp of the bad guys abilities before running a fight. So far it has worked well. I can add in notes about spell effects and special abilities that I'm not familiar with. Useing a word processor would probably be easier, but I'm not much of a typist.

Full Name

Harmandar Ghorbas

Race

Human (Varisian)

Classes/Levels

Bloatmage 12

Gender

Male

Size

Morbidly obese

Age

Probably middle aged?

Special Abilities

Jiggles like jell-o

Alignment

Lawful Neutral

Location

Magnimar

Languages

Aboleth, Ancient Osiriani, Common, Draconic, Infernal, Kelish, Thassilonian, Varisian

Occupation

Alchemist and water merchant

Strength 7
Dexterity 10
Constitution 14
Intelligence 22
Wisdom 10
Charisma 12

About Harmandar Ghorbas

Harmandar Ghorbas CR: 11
Male Human (Varisian) wizard 6/Bloatmage 6
LN medium humanoid (human)
Init +7; Senses Perception: +18

DEFENSES
AC 12, touch 10, flat-footed 12 (+1 armor, +1 natural)
hp 78 (6d6+6d6+30)
Fort +12, Ref +10, Will +14

OFFENSE
Speed 20 ft. (but he should only ever move 15’)
Melee spiked gauntlet +4 (1d4-2, x2) or quarterstaff +4 (1d6-2, x2)
Ranged touch +5 (special)
Special Attacks bloat (Su, 2/day, 1d8), blood pool (Su, 6 points), command undead (Su, 12/day, DC 14)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 10th; concentration +19):
12/day-grave touch
Wizard Spells Prepared (CL 12th; concentration +21):
6th-contingency, Persistent boneshatter (DC 25), planar binding (DC 25), sirocco (DC 25)
5th-echolocation, fickle winds, Khain’s army, overland flight, suffocation (DC 26), teleport
4th-animate dead, black tentacles, dimension door, emergency force sphere, solid fog, telekinetic charge, wall of ice (DC 23)
3rd-arcane sight, haste, resist energy, communal*, sleet storm, tiny hut, vampiric touch
2nd-command undead (DC 23), false life, gust of wind, knock, mount, communal, see invisibility, spell guage, spider climb
1st-anticipate peril (2), crafter’s fortune, grease (DC 20), mage armor, obscuring mist, ray of enfeeblement (DC 22) (2)
0-detect magic, detect poison, open/close, prestidigitation
Specialist school necromancy; opposition schools abjuration, enchantment

TACTICS
Before Combat
During Combat
Morale

STATISTICS
Str 7, Dex 10, Con 14, Int 22 (28), Wis 10, Cha 12
Base Atk +6; CMB +4; CMD 14
Feats Bloatmage Initiate (necromancy), Command Undead, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Familiar, Improved Initiative, Persistent Spell, Quicken Spell, Spell Focus (necromancy), Spell Penetration
Skills Appraise +14, Bluff +13, Craft (alchemy) +24, Diplomacy +13, Fly +12, Intimidate +13, Knowledge (arcana) +24, Knowledge (dungeoneering) +15, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +13, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +15, Perception +18, Profession (merchant) +4, Sense Motive +15, Spellcraft +24, Use Magic Device +13
Traits Reactionary, Underbridge Dweller
Languages Ancient Osiriani, Auran, Celestial, Draconic, Ignan, Infernal, Kelish, Skald, Taldane (Common), Terran, Thassilonian, Tien, Varisian
SQ Arcane Bond (Ex), Arcane School (Ex, necromancy), Cantrips
Combat Gear acid, alchemical grease, alchemist’s fire, antiplague, antitoxin, bladeguard, flash powder, fortifying leeches, lesser metamagic rod of extend spell, lesser metamagic rod of reach spell, lesser metamagic rod of toppling spell, liquid ice, metamagic rod of persistent spell, smokestick, tanglefoot bag, thunderstone, wand of cure light wounds (50 charges), wand of infernal healing (50 charges), wand of ill omen (41 charges)
Other Gear cauldron of brewing, cloak of resistance +4, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone [saves], headband of vast intelligence +6 [fly, perception, use magic device], scholar’s outfit, silken ceremonial armor, spell component pouch (2), spiked gauntlet, walking stick (quarterstaff)
Vanities Absalom Townhouse (PFSFG p. 61), Artisan’s Shop (PSFG p. 60) (2), Master of Trade (PSFG p. 19), Porter (PSFG p. 61), Property Broker (PSP p. 28), Prophets of Kalistrade (PSFG p. 61)

SPECIAL ABILITIES
Arcane Bond (Ex) A wizard forms a powerful bond with an object or creature. Ghorbas has bonded with a Sprite familiar. This choice is permanent and cannot be changed.

Blood Pool (Su) Ghorbas has a pool of blood points, representing an overload of his system with excess blood to extend his arcane abilities beyond their normal level. This pool is always equal to his bloatmage level (6). Blood points can be spent at the time of casting to cast a spell without using that spell’s spell slot. The spell is recalled as if it had not been cast. Retaining a spell slot in this manner costs a number of blood points equal to the spell’s level, and these points must be spent at the time of casting. Blood points do not give access to spells the bloatmage doesn’t already know or have prepared.

Bloat (Su) Ghorbas can exert himself as a free action to instantly gain extra blood points, but doing so puts him at risk of a dangerous collapse. He can exert himself twice per day, and each time he gains 1d8 blood points.

Corpulence (Ex) Bloatmages become so massive that their rolls of fatty, blood-laden flesh grant natural armor. Ghorbas’ grant a +1 natural armor bonus.

Grave Touch (Su) As a standard action 12 times per day, Ghorbas can make a melee touch attack that causes a living target to become Shaken for three rounds. If the creature is already Shaken and has fewer than 3 hit dice, it becomes Frightened instead.

Hemophilia (Ex) Bloatmages are particularly susceptible to bleed effects. The DC of any Heal check made to stop a bleed effect on Ghorbas is 5 higher than normal. In addition, any time a bleeding wound is inflicted on him, he loses 1 blood point. This blood point loss is cumulative for multiple bleed effects, but not for each time he takes damage from the same attack.

Power over Undead (Su) Ghorbas receives the Command Undead feat, and can channel energy to use it 12 times per day. He can take other feats that add to this ability as if he had the Channel Energy class feature, such as Extra Channel or Improved Channel, but not feats that alter it like Elemental Channel or Alignment Channel. The DC is equal to 10 + 1/2 his wizard level (3) + his Charisma modifier.

DESCRIPTION

Description:
Forthcoming

Chronicles:

1st: Black Waters (GM), Thornkeep: The Accursed Halls (GM)
2nd: Frozen Fingers of Midnight (GM), The Goblinblood Dead (GM)
3rd: The Dalsine Affair (GM), The Veteran's Vault (GM), The Darkest Vengeance (GM)
4th: Perils of the Pirate Pact (GM), Blood Under Absalom (GM), The Infernal Vault (GM)
5th: Tower of the Ironwood Watch, The Cyphermage Dilemma, Decline of Glory (GM)
6th: Thornkeep: The Dark Menagerie (GM)
7th: In Wrath's Shadow, Thornkeep: Sanctum of a Lost Age (GM)
8th: Heresy of Man, Part I: The First Heresy (GM), Heresy of Man, Part II: Where Dark Things Sleep (GM)
9th: Heresy of Man, Part III: Beneath Forgotten Sands (GM)The Kortos Envoy, The Hellknight's Feast (GM)
10th: King Xeros of Old Azlant (GM), The Flesh Collector (GM), Lyrics of Extinction (GM)
11th: Below the Silver Tarn, Forbidden Furnace of Forgotten Koor, Returned to Sky (GM)