I thought the vault was "locked" when I put it there. knowledge: planes:1d20 + 7 ⇒ (6) + 7 = 13 "I don't know what that is" Ves remarked quietly "but it doesn't look friendly." Ves's action depends on whether or not her See In Darkness works in Blacklight. Lacking anything else she'll hover above Caleb
knowledge: arcana:1d20 + 7 ⇒ (7) + 7 = 14sigh - never mind. @Tillia: understood... but we need someone to know about stuff right now, and that means you. Can you make the DC 22 knowledge arcana check in the recap please?
Noravia interjected, "Caleb, we already have a name." Her voice took on a bitter tone, "She was kind enough to sign the note she wrote in Hetamon's blood. Her name is Natsiel."
The inquisitor couldn't help but notice Ves' haggard appearance. She tentatively put a hand on her shoulder. "Can I do anything for you? I know it must have been a difficult few days keeping the wards in place not to mention the worry."
"I just need to recover." Ves answered, putting her tiny hand softly on Noravia's "I appreciate you got him back so fast. I don't think there's been permanent damage. Given what I am I can't tell you I'm glad Love motivates as well as Revenge, but I saw what it cost you to have him..." she pauses and looks back at Caleb before continuing with a little more humour "even stupider than he normally is."
"Wow." Ves's sarcasm was palpable "That's a GREAT idea. Gee, when I was spending DAYS babysitting a pair of MORONS I didn't THINK of maybe finding out the NAME of the woman responsible. But now that YOU say it I can see that's what I should do IMMEDIATELY." Ves was scornful "I can't go asking Callistria every time something comes up. I'm not supposed to do it except for major theological questions. I flew through a loophole to ask about the stuff at that masquerade, and it didn't help. If you really can't find out who she is in" Ves considers "a week, then I'll give it a go." I believe we all found out the following
Ves put her hands on her hips "As for WHAT she is, she's a Succubus. Ask one of your tame wizards to look it up for you and let me get some sleep!"
ACTION 4
Ves manifested in pixie form. Dark circles ringed her yellow-pupiled eyes. "I've been looking over you for two days you great..." Visibly she calmed herself. "Alright. What is it?"
Rizolla growled at Noravia as she approached and lay a hand on her to try and calm her. The fact that there was a spark of recognition prevented her from attacking the woman and she hunched over Ves a little more while shifting to glare at Noravia and Caleb.
If Ves changes form or indicates that she wants down:
Rizolla released her charge and whimpered slightly in loss as the other being left her. She gave Ves a sad look as her eyes watered a little at being abandoned.
Ves started to move, then hesitated at the whimper. "I'm feeling bad." she admitted. "Someone needs to keep Riz here happy. Any volunteers?"
Hob isn't ready yet. I've started working on updating him. I'm hoping to finish it off tonight.
Ves blinked as her wounds finished healing "Yeah. Maybe. If Caleb's mind is gone my sisters will be pushed to the limit holding the Cage shut. They'll probably need all the help they can get." She hesitates "They won't have any memory of what happened while they were out, will they?"
Ves, now in fairy princess form once more, called weakly from Rizolla's arms. "Uh, Noravia. Any chance of getting some healing before she comes back?" even more quietly she asks again "What'd I miss?"
Ves is LE. She has the [Lawful][Evil][Extraplanar]and [Devil] descriptor. I know I argued to have them changed, but I have a feeling losing that argument might be about to be pretty useful. Mechanically she is an Imp variant.
Er - sorry all, but while Ves is up another round of attacks would definitely kill her, and I don't think she's prepared to die - especially given our attacks seem pointless. I'm inclined to have her play dead for now. Plus, we'll need some coordination here. Your best bet might actually be to drag her over to the waterball and hold her there till she drowns. If she's grappled she'll need a pretty good concentration check to teleport. Fabian: Are Sp and Su abilities still usable while feebleminded?
Ves bounded in for the attack - then bounced to a stop, feinting towards the same point, and tracking an invisible, moving target.
Pinpoint and full defence, if possible.
When she received no response she looked questioningly at Ves, "Ves, what happened? Is he ok?"
Ves dismounted "That b!&$~ is going to pay for this.' she announced, and her form warped. Ves fell to the ground, writhing. Her body warped back into wasp form, and then thick bristles burst through her chitin. Black stripes and yellow stripes merged. Tusks punctured through celliae. A moment later a boar - a very, very angry boar, stood where the wasp had been a second before.
standard to change, move to go to the rough area and use scent to pinpoint the mother.
The boar rushed the empty air, darting back and forward. Finally she stopped, head down, screaming anger in piggy squeals.
The wasp warped into the shape of a tiny butterfly-winged elven woman. "Callistria help me, Caleb Cage, if you summoned me into a sewer..." Move to get out, Standard to use Hat o' Disguise to look like a Lyrakein Azata.
Realising through the link that Caleb was in trouble - but too full of revenge to run - Ves flew up away from the guard and targeted Brassy with a lust spell.
5ft away, then move up, then cast Unnatural Lust DC 14 on Brassy. target is Noravia, 'cos she's pretty and has a weapon.
Ves stabbed again and again at the guards by the door. Sadly they proved just as resistant to her stinger as she was to their weapons.
last round:1d20 + 8 ⇒ (4) + 8 = 12damage:1d4 ⇒ 4and poison this round:1d20 + 8 ⇒ (16) + 8 = 24damage:1d4 ⇒ 3and poison
attack:1d20 + 8 ⇒ (17) + 8 = 25
Once again Ves struck out, this time connecting with the Dottari, who screamed in pain as the dagger sized stinger plunged home.
damage:1d4 ⇒ 1Poison DC 13 or lose 1d2 dex
as regards being worried about us... the reason we've not had any holy water for fighting the last bunch of devils was so there'd be a surprise attack by the NPC ravens when this went down. There's somewhere between 6 and 8 holy waters out there, by my count. A single volley of 6 holy waters at the bone devil might not do much, but could help. If not, can we get the holy water back? I'll let Ves out.
Caleb squirmed for a moment as Ves wormed her way out of his body. For a moment she perched on his shoulder - then zipped across to attack a Dottari.
Move; get out
Standard: charge a Dottari within 50ft. They get AoO attack:1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13I assume a 13 is a miss?
Vespula - once again a wasp, crawled from Caleb's skin and flew to the fallen noble. Desperately she buzzed against his skin, grappling for purchase, then zipped back to Caleb and warped into a large black-and-yellow striped spider.
Move: leave tattoo
Standard: Take giant spider form.
The buzzing against Vandomir is just flavour text. She'll be above Caleb.
@Fabian: Given Caleb goes first, can we find out if he is entangled or not? I think it'll make a big difference to the round
"I've been thinking about this whole 'jumping out' thing." Ves suggested. "Why don't you put someone on Noravia? Then she can jump out by herself, maybe take a few people with her. You could do Tillia instead, I guess, though I thought she'd have something of her own to do it."
Are people okay with handing out the holy water? I vote yes.
"Really?" asked Vespula, and raised an elegant eyebrow "I'm flattered, but I'm not sure you've much to learn from me. I'd certainly be happy to exchange notes, however."
"Well" reported Vespula to the Ravens "He's not here. Not in the Opera House. Everything else was vague - I'm not sure if he's safe, or hiding, or... I don't know, kidnapped. But there's no point in looking for him here."
"You will throw me a party for this." she said in Chelish, then turned to her partner. "I'm terribly sorry. My incredibly boring very much older brother here needs help in the bathroom due to his numerous physical and mental deficiencies. I'll do my best to help him, and come straight back. Wait for me" The last suggestion was backed with the full force of her power, and she glared at Caleb one last time before stalking away to a quiet area to consult with her goddess.
mechanics:
Using Suggestion.
Going off to use Commune. Questions are:
(1) Is Hetamon safe?
if yes to above then binary search... Like
Is he in the building?
Is he above me?
Is he on floor 1?
is he hiding?
Difficult to know the exact 6 questions without the answer.
At 11:30 she'll do an Augury about the idea of the Ravens staying out, relay the answer, then hide back inside Caleb.
If the answers are mundane (and Hetamon turns out to be shacked up with someone), then she'll return to her partner du jour.
diplomacy:1d20 + 3 ⇒ (18) + 3 = 21
Vespula - in her Callistrian elf guise - had finally managed to convince one of the other dancers to come spend some 'alone time together' when she noted Caleb stalk his way through the crowd towards her. "Really?" she hissed at him in elven. "First time I get to go to a party and you're going to wreck it? I'm pretty sure you're breaking some sort of commandment here."
"Oh, I'll help." Ves muttered mischeviously, costumed now as Callistria herself with the magic of the cloak.
Consider her looking through the crowd. Note, it'll only last an hour so she'll have to hide inside Caleb before the grand unmasking. Note also: We should probably be gone before the grand unmasking...
"Really? Really?' asked Ves, and if biology had allowed a wasp to roll her eyes, Vespula's would have rotated like a windmill. "You're trying to Bless a Blessing? I guess I appreciate the sentiment." "That's your girl, I'd say. Stonework's too fine for mortal hands. Could have been magically created stone shifted into that form, but not many sculptors bother with underwear. It's the sort of detail I'd expect from petrification. That said, I've no idea how to get her out, so good luck with that. I'd say nick it, and work it out later. She gets pushed over and she'll smash, though, so don't be clumsy."
Flying over to the robe, she snuggled inside it "Now, if you'll excuse me, I have to get changed..." pausing here in case anyone wants to stop her using the daily charge edit: forgot she has spellcraft:1d20 + 7 ⇒ (8) + 7 = 15
Ves looked sceptically at the small man - inasmuch as a wasp can look sceptical - but buzzed around the robe in delight. "Alright." she sighed "What do you want?"
Once Caleb had indicated Vandomir's suspicions with the statue she sighed, and started buzzing around it "Isn't this what you have Tillia for? What am I, your backup scholar?" knowledge: arcana:1d20 + 7 ⇒ (18) + 7 = 25 knowledge: local:1d20 + 2 ⇒ (15) + 2 = 17 using Detect Magic - and Detect Good, what the hey
Vespula appeared, giant wasp wriggling clear of Caleb's shadow chain. "What are you doing?" she demanded, then turned to face the devil, and then back to Caleb. "Oh. That's not good." she muttered "that's not good at all."
With that the wasp winked out.
Move to appear, standard to cast invisibility
"So - you used to be Asmodean, right? Why did you switch?"
Noravia looked at Ves in surprise. She was the only one who had asked her that since joining the Silver Ravens. "It started when I was supposed to cut off my friend's hand as their punishment because they had wronged a powerful family. It was a teachable moment, or so I was told. When I couldn't, my mentor killed her in front of me. So I decided to tow the line and threw myself into my training in order to survive. However, they wanted me to infiltrate the Rose of Kintargo and things backfired for them when they flooded me with Milanite doctrine. What I learned gave me hope and I realized that Asmodeus only cared about power whereas Milani cared about the people. I hated them for how they had tried to control me by taking away my power for the sake of their own. I found purpose with Milani."
Vespuls looks impressed "That took a lot of conviction - and a lot of courage. Slavery" she looks disgusted "is an abomination. People have to be free to follow their heart. I'm glad you found your way out of such a dark place."
Tillia
Vespula's eyes opened wide. "Really? We should talk. Later."
Noravia
Vespula wandered back down to the docks, apparently in no great hurry to return. As she and Noravia walked she casually asked "So - you used to be Asmodean, right? Why did you switch?"
The Docks
Caleb perched, foot tapping in impatience, on a large stone - the only strange thing being he was under the docks, where the devil-fish had died. When he saw Noravia his impatient looked switched to relief. He stood up, grabbed the docks, took a deep breath and breached the surface. He tried to talk, but the sound was garbled by the water that rushed through his lungs.
Vespula sighed and gestured "Whatever it is he did, he can't talk any better up here than you can talk down there. Either we need to let him do the same thing to us, we need to get him cured, or we need to get him something to write with." Awkward is fine :)
Assuming one of the three methods above will be used.
OOC Aboleth's Lung is NOT dismissable - it requires a dispel, or to wait it out.
pre action 1
Vespula matched Tillia's passion for the few seconds it took for the effect to lapse. "That." she said breathlessly. "That too."
Action 1
Vespula cocked her head as if she listened intently to a quiet voice. She then rolled her eyes, swivelled to face back towards the docks, leaned forward, took a deep breath and yelled at full volume "I AM TELLING THEM!". She then swivelled back and snapped back into her normal sultry demeanour. "So. Caleb worked out how to breathe water, but now he can't breathe air. He doesn't know how long it'll last, and he's back at the docks." she held up a hand "No hurry, he's not in any danger, but SOMEONE has conniptions whenever I have a little fun."
Perhaps thirty seconds passed, then she once again yelled back "I TOLD THEM!""I SAID... I... TOLD... THEM!."
She sighed "Look, it was great to meet you all, and I hope we can talk longer later, but I need to go get him to calm down. Best luck making plans. Hope it works out. You probably wont need Hetamon for water breathing if Caleb can work out how he did this trick." she swivelled suddenly again, and faced the docks "COMING!".
With a final "what can you do" shrug to Tillia she wandered off.
The appearance of Vespula was a shock to Tillia, she'd never seen this woman before and was about to cast something to try and protect them from a possible threat when something caused her to pause. When the woman introduced herself the pause made sense, it was the colors she wore. Watching this woman curiously Tillia was startled to find that she knew about them, even more so that she'd heard a lot about Tillia herself from Caleb. Once the woman finished her introduction and greeting Tillia rose and walked towards. Upon reaching Vespa, she leaned in to kiss each cheek in greeting, "It's nice to meet a friend of Caleb's, though I'm curious, why would you call me 'Sex' in that line you gave Eirik?"
"Oh, I'm sorry" Vespula apologised "I thought your magic was all about.." Vespula makes a negligent gesture and familiar yellow runes appear around her hand.
She continued her sweep. "Ah - Noravia." there seemed a strange tone in the young woman's voice "Caleb's new friend. He talks about you a lot. My sisters think you're going to break his heart - but I know you're not that stupid. Are you?"
"Now, who is this with the sour look on his face? Eirik? The Celibate Abadarian monk? I think it is. Strange to find one of you here with" she looked at Tillia "Sex", then at Noravia "Drugs" and finally at Vandomir "and Opera." Wanted to write 'Rock & Roll', but I think it is too far out of character, even if there is an equivalent. On the other hand Opera seems to fill that niche in Kintargo.
"Hetamon? I haven't heard much of you, but what I have heard speaks well. Delighted to meet you."
She finally finished turning as she came to their guest, switching into fluent elven. "Aava, I presume? The sea-elf villager come to beg help from Kintargo, and captured on the way. The Ravens have decided to risk their lives and their purposes to help your people. I do hope you remember that when it is time to return the favour."
Alright, Caleb can't come out of the water.
He can cast Alter Self on his wasp to send her though. It'll give her a chance to talk as well. Base Caster Level is 7, plus one for the tattoo, plus one for the shifter's headband. CL 9 is 9 minutes, which should give time to get to the meeting and talk for a little while - she'll book before the spell gives out.
I've been working up to this for a long time!
She'll take his dagger, and I believe stylised clothes come along for the transformation - not that she cares, but let's keep it clean.
For the record the character image is Satinder Morne, p35 of "Blood for Blood" Kingmaker 4 of 6. I can send you the image if you like.
Action 3
A young lady walked up to the meeting from deeper down in the lair.
She wore a black-and-yellow outfit that looked like armour - though given the softness of the leather and the way it left her stomach bare 'looked' was the operative word. She also looked young, though under her blue-tinted makeup it was hard to tell if that was natural or artifice.
"Hello!" she greeted the group "I'm Caleb's Ward. He's stuck below at the Docks - he might need a bit of help after the meeting. He sent me in his place." She smiles mischievously "I mean, those weren't his exact words, but I'm sure that's what he means."
She looks over the others.
"Now let me see..." broken this up into sections by people
"This must be Vandomir the Swordsman? Richest rebel in Kintargo? Made out with two girls for hours while he waited to kill some guy?"
"Tillia, right? Nice to meet you. I've heard a lot about you." she looks over at Vandomir and back, then winks "Very nice."
More to come
Full Name
Rocky
Race
| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1
Classes/Levels
| Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None
Alignment
NG
Languages
Common, Terran
Strength
18
Dexterity
16
Constitution
17
Intelligence
11
Wisdom
18
Charisma
12
About Rocky.
Statistics:
Rocky
Male Oread Monk (martial artist) 9
NG Medium Outsider (native)
Init +9; Senses Darkvision 60 ft., Perception +9
------------------------------
DEFENSE
------------------------------
AC 22, touch 20, flat-footed 14 (+1 monk, +3 Dex, +4 Wis, natural +1, deflection +1, dodge +2)
hp 77 (9d9+27)
Fort +11, Ref +10, Will +11
…improved evasion
Immune fatigue
Resistance Acid 5
------------------------------
OFFENSE
------------------------------
Speed 50 ft.
Melee unarmed strike +11/+6 (1d10+3)
…flurry of blows +12/+12/+7/+7 (1d10+3)
+1 flaming (both ends) quarterstaff +11/+6 (1d6+4 + 1d6 fire)
…flurry of blows +12/+12/+7/+7 (1d6+4 +1d6 fire)
Ranged magic stone +10/+5 (1d4+4) (50 ft. range, 3 stones/day)
Spell-like Abilities (CL ?9th Concentration +10)
1/day—magic stone
------------------------------
STATISTICS
------------------------------
Str 18, Dex 16, Con 17, Int 11, Wis 18, Cha 12
Base Atk +6/+1; CMB +11 (+2 grapple); CMD 29 (+2 vs. grapple)
Traits reactionary, resilient
Feats craft (construct), dodge, deflect arrows, improved grapple, improved initiative, improved unarmed strike, master craftsman (constructs), prodigy, stunning fist, weapon focus (unarmed strike)
Skills Acrobatics +12 (+6 to jump, 6R), Climb +13 (6R), Craft (construct) +14 (9R), Escape Artist +10 (4R), Handle Animal +5 (4R), Intimidate +8 (4R), Knowledge (engineering) +7 (4R), Knowledge (nature) +1 (1R), Perception +9 (2R), Profession (gardener) +12 (3R), Profession (carpenter) +12 (3R), Stealth +9 (4R), Swim +8 (1R)
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities AC Bonus, evasion, exploit weakness, extreme endurance, fast movement (+20 ft.), flurry of blows, granite skin, high jump, improved evasion, maneuver training, martial arts master, pain points, physical resistance
Languages Common, Terran
Special Abilities:
------------------------------
SPECIAL ABILITIES
------------------------------
AC Bonus - When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Deflect Arrows - You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Exploit Weakness - As a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn. This ability replaces ki pool.
Extreme Endurance - A martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces purity of body, diamond body, and perfect self.
Flurry of Blows (+7/+7/+2/+2),
A monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
…At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
…At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
…A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
High Jump - A monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
Improved Evasion - A monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Martial Arts Master A martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.
Pain Points - A martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Physical Resistance - If a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.
Proficiencies - Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Stunning Fist - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
…A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
…The monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would
Gear/Possessions:
------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear +1 flaming (both ends) quarterstaff,
Possessions ring of protection +1, headband of wisdom +2, cloak of resistance +1, bathing suit, fancy clothes, pirate boots, feather hat, fancy jewelry, crown, seeds, soil, flower pots, worms, seashells (10), tools, wood, rocks, toys, board games, gourd with gems and stones, wooden wolf toys
Pets frog,
Constructs darkwood cobra, scarecrow
Currently Crafting: ____, 1000 gp/day = ____ days total. Done: 0
Money 10,050 GP 15 SP 10 CP
Animals:
Ribbit (frog)
Male Frog
N Diminutive Animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size) hp 2 (1d8–2) Fort +0, Ref +3, Will +2
OFFENSE
Speed 5 ft., Swim 5 ft. Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 12, Con 6, Int 1, Wis 15, Cha 4 Base Atk +0; CMB –3; CMD 2 (6 vs. trip) Feats Skill Focus (Perception) Skills Perception +5, Stealth +21, Swim +12
Dotty (horse)
Male Light Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
Abilities Docile (Hooves count as secondary attacks)
Tricks Come, Down, Heel, Stay
Gear Saddle, Saddlebags, Bag of oats, Grooming Kit
Hoofy (hippocampus)
Male Hippocampus
N Large Animal (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size) hp 15 (2d10+4) Fort +5, Ref +2, Will +1
OFFENSE
Speed 5 ft., swim 60 ft. Melee bite +4 (1d4+3), tail slap –1 (1d4+1) Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11 Base Atk +2; CMB +6; CMD 15 Feats Endurance Skills Perception +6, Swim +11
Tricks Attack+, Come, Down, Heel, Stay
SQ water dependency (can survive out of the water for 1 minute per point of Constitution before it begins to suffocate=15 Minutes)
Defense
AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 (10d8+30)
Fort +12, Ref +7, Will +4
Offense
Speed 30 ft.
Melee tail +14 (3d6+12 plus stun)
Space 15 ft., Reach 15 ft.
Statistics
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +14
Special Abilities
Stun (Ex) The ankylosaurus’s tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.
Duckwind (deinonychus)
N Medium animal
Init +6; Senses low-light vision, scent; Perception +14
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 34 (4d8+16)
Fort +8, Ref +6, Will +2
Offense
Speed 60 ft.
Melee 2 talons +5 (1d8+2),bite +5 (1d6+2), foreclaws +0 (1d4+1)
Special Attacks pounce
Statistics
Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Run
Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15
Defense
AC 20, touch 8, flat-footed 18 (+1 Dex, +1 dodge, +12 natural, –4 size)
hp 105 (10d8+60)
Fort +15, Ref +8, Will +4
Offense
Speed 20 ft., swim 50 ft.
Melee bite +15 (2d8+18 plus grab)
Space 15 ft., Reach 15 ft.
Special Attacks swallow whole (2d6+12 bludgeoning, AC 16, hp 10)
Statistics
Str 34, Dex 13, Con 22, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +23 (+27 grapple); CMD 35 (39 vs. trip)
Feats Dodge, Cleave, Great Fortitude, Mobility, Power Attack
Skills Perception +14, Swim +20
Butter (pachycephalosaurus)
N Large animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2
Offense
Speed 40 ft.
Melee slam +8 (2d6+9)
Space 10 ft., Reach 10 ft.
Special Attacks clobbering charge
Statistics
Str 22, Dex 15, Con 17, Int 2, Wis 12, Cha 5
Base Atk +3; CMB +10; CMD 22
Feats Improved Bull Rush, Power Attack, Run
Skills Perception +8, Stealth +2
Special Abilities
Clobbering Charge (Ex) When a pachycephalosaurus hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the dinosaur’s charge. The pachycephalosaurus cannot move with the target of the bull rush. If a pachycephalosaurus scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 18 Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the dinosaur’s bull rush attempt. The save DC is Strength-based.
Defense
AC 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3
Offense
Speed 30 ft.
Melee tail slap +8 (2d6+9)
Space 15 ft., Reach 15 ft.
Statistics
Str 23, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +4; CMB +12; CMD 24 (28 vs. trip)
Feats Improved Bull Rush, Power Attack, Skill Focus (Perception)
Skills Perception +13
Flightwing (pterodactyl)
N Large animal
Init +8; Senses low-light vision, scent; Perception +11
Defense
AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +3
Offense
Speed 10 ft., fly 50 ft. (clumsy)
Melee bite +5 (2d6+4)
Space 10 ft., Reach 10 ft.
Statistics
Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12
Base Atk +3; CMB +7; CMD 21
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly –1, Perception +11
Defense
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 90 (12d8+36)
Fort +13, Ref +10, Will +5
Offense
Speed 30 ft.
Melee tail +16 (4d6+12 plus trip)
Space 15 ft., Reach 15 ft.
Statistics
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +9; CMB +19; CMD 31 (35 vs. trip)
Feats Cleave, Great Fortitude, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +16
Defense
AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
hp 153 (18d8+72)
Fort +15, Ref +12, Will +10
Offense
Speed 40 ft.
Melee bite +20 (4d6+22/19–20 plus grab)
Space 20 ft., Reach 20 ft.
Special Attacks swallow whole (2d8+11, AC 17, hp 15)
Statistics
Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +28 (+32 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37; Racial Modifiers +8 Perception
SQ powerful bite
Special Abilities
Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.
Vlosvickt (velociraptor)
N Small animal
Init +7; Senses low-light vision, scent; Perception +10
Defense
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 22 (3d8+9)
Fort +6, Ref +6, Will +3
Defensive Abilities evasion
Offense
Speed 60 ft.
Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19–20)
Special Attacks leaping charge
Statistics
Str 13, Dex 17, Con 17, Int 2, Wis 14, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +11 (+23 when jumping), Perception +10, Stealth +15; Racial Modifiers +4 Acrobatics (+16 when jumping), +4 Perception, +4 Stealth
Special Abilities
Leaping Charge (Ex) A velociraptor can jump while charging, allowing it to ignore difficult terrain when it charges. When a velociraptor makes a charge in this way, it deals double damage with its talons.
Constructs:
Darkwood Cobra
N Small Construct
Init +2, Senses Darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 20, touch 13, flat-footed 18 (+2 Dex, +7 Natural, +1 Size)
hp 15 (1d10+10)
Fort +0, Ref +2, Will +0
DR 5/—; Immune construct traits; SR 13
OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+1 plus poison)
STATISTICS
Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1
BAB +1, CMB +1, CMD 13 (can’t be tripped)
Skills: Stealth +12
Abilities: Find Target
Find Target
Once per day, Rocky can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.
Poison (Ex)
An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used.
Black Adder Venom: Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Scarecrow
N Medium Construct Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural) hp 47 (5d10+20) Fort +1, Ref +1, Will +1 Immune cold, construct traits Weaknesses vulnerability to fire
OFFENSE
Speed 20 ft. Melee 2 slams +8 (1d8+3 plus fear) Ranged Fascinating Gaze
STATISTICS
Str 16, Dex 10, Con —, Int —, Wis 11, Cha 14 Base Atk +5; CMB +8; CMD 18 Abilities Fascinating Gaze, Fear, Freeze
Fascinating Gaze (Su)
Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow’s attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. The save DC is Charisma-based.
Fear (Su)
A scarecrow’s touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
Freeze (Su)
When still he looks like a mundane scarecrow.
Background:
Lives in a house of dinosaur bones.
Appearance and Personality:
7’0” tall, rocky gray skin, blue eyes and blue crystals for hair.