| Orthos |
... because YES, I AM crazy enough to give myself even MORE of a headache while running this thing. :P
So after at least three failed Play-by-Post internet campaigns and one failed Neverwinter Nights adaptation, I started a PnP Gestalt STAP about a month ago, connecting my now-scattered player group through the wonder that is Ventrilo. We're now about halfway through There Is No Honor - the Iron Cobra encounter took place last week, most of the group save the one who missed the last session just reached level 2. We're using a mishmash of 3.5 and Pathfinder, scaling along Pathfinder's Medium XP progression.
The party includes:
Gin and Jenny Woodstock: LG Dvati Monk (PF) 1|Fighter (PF) 1 (Dvati is ECL +1)
Rokugo Yuri: TN River Spiritfolk Binder 2|Rogue 1/Psion (Telepath) 1 (Scorpion Clan, going for Shadowmind on Rogue side)
Cordor Chainror: CG Human Scout 1|Warblade 1
Rin Gold: TN Human Ardent 2|Psion (Nomad) 2
Mala Shrenan: LN Whisper Gnome Lurk 2|Wilder 2
Jhered Nightwind: NG Star Elf Duskblade 2|Bladewind 2 (Bladewind is a custom class our gaming group put together for a now-defunct Play-by-post forum, based on Joachim Armster's fighting style; going for Anointed Blade on Duskblade side)
I may put up a journal thread eventually if I feel like getting around to it, as the one I write up for the players is on a password-blockaded forum.
The main purpose of this thread is to tinker out some of the later encounters and to take some suggestions on interesting Gestalt combinations for major NPCs or antagonists. Most of the early classes already have theirs - Lavinia for example is going to be Swashbuckler|Courtier now, reflecting her focus on Diplomacy and such; and Javelle is a nasty combination of Swashbuckler/Rogue|Scout, making her a really vicious high-mobility combatant.
So I'm mainly interested in unique or interesting concepts people have that I might not have thought of, suggestions of how to do certain things better, that sort of thing. And of course commentary from anyone else was crazy enough to try this before me. ;)
And yes, for the curious, I still plan on throwing the Broken Souls villains at the party yet again. *evil grin* Gestalt Nurn is eeeeeeevillll...
| EATERoftheDEAD |
I am currently running Shackled City with gestalt characters and it has caused only limited problems for me. It really doesn't blow the power curve that much. The party has access to more abilities and their hit pints may be higher than the average party it really doesn't make that much of a difference.
The only headache that came to me was when the party, approaching high level, went from 4 players to 5. It blew the power curve and I was forced to not advance them a level and then maximize the hit points of my enemies to give them a challenge. Be aware of the fact that they will likely have access to the abilities to confront a situation and that if you have enough players the sheer amount of damage a party can dish out at high levels can get pretty gruesome.
I've enjoyed having a party of gestalt, otherwise.
| Orthos |
I forgot about this thread here, heh. Good to know I'm not the only one who's had this idea, my group is loving Gestalt so much that it may take some work to convince them to go back to normal gaming :P Assuming I do at all, I'm enjoying DMing it just as much.
We're almost done with There Is No Honor (see my journal thread here), and I've actually found I quite enjoyed Gestalt-ifying the various NPCs. Vark and all the Lotus Dragon goons became Fighter|Rogues and were quite useful and effective when they didn't roll horribly, a nicely-placed ambush this past weekend killed off Yuri and Rin. Added Swashbuckler alongside Scout for the Ixitxs in the LD lair and they tore the party up pretty good as well.
Rowyn and GT were fun to redo as well, Rowyn kept her original build (advanced a tad) on one side and went straight Swordsage on the other, GT became a Scout|Dragonshaman instead of just a Rogue. The party hasn't faced them yet though.
My main worry is that I'm going to get to points later and not know what to do with characters, hence this thread asking for suggestions. Vanthus for example, I still don't know what I'm going to do with him, though I want something to cover his abysmal saves for one thing.
| Orthos |
As promised, here are the NPCs for Gestalt-ified There Is No Honor, for your use if you so wish. Do enjoy, and constructive criticism is welcomed.
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BLUE NIXIE THUGS x7 CR 1/2
CN Medium humanoid
Init +0; Senses Perception -1
Languages Common
AC 13, touch 10, flat-footed 13
HP 15 (1 HD)
Fort +3 Ref +2 Will -1
Spd 30 ft.
Melee rapier +3 (1d6+1/18-20)
Ranged light crossbow +1 (ld8/19-20)
Base Atk +1; CMB +2
Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Feats Lightning Reflexes, Toughness, Weapon Focus (rapier)
Skills Intimidate +6, Swim +6
Possessions leather armor, buckler, rapier, light crossbow with 10 bolts, 5 gp
SOLLER VARK CR1
CN Medium humanoid
Init +2; Senses Perception +6
Languages Common
AC 16, touch 12, flat-footed 14
HP 16 (1 HD)
Fort +4 Ref +4 Will -1
Spd 30 ft.
Melee mwk rapier +5 (1d6+1/18-20)
Ranged light crossbow +4 (1d8/19-20)
Base Atk +1; CMB +2
Atk Options sneak attack +ld6
Combat Gear 2 elixirs of swimming
Abilities Str 12, Dex 15, Con 14, Int 10, Wis 8, Cha 13
SQ trapfinding
Feats Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +9, Appraise +7, Bluff +8, Escape Artist +9, Intimidate +8, Perception +6, Sense Motive +6, Survival +6, Swim +8
Possessions combat gear, masterwork studded leather, masterwork buckler, masterwork rapier, light crossbow with 10 bolts, earring worth 50 gp, silver ring worth 25 gp
VELDIMAR KRUND CR4
NE Medium undead
Fiend Folio 94
Init +1; Senses darkvision 60 ft.; Perception +3
Languages Common
AC 18, touch 11, flat-footed 17
HP 24 (2 HD) DR 10/silver
Immune undead traits
Fort +3 Ref +4 Will +6; evasion
Spd 30 ft.
Melee slam +2 (1d6 plus huecuva blight)
Base Atk +1; CMB +1
Atk Options sneak attack +1d6
Special Actions bleeding touch, cause fear 1/day (DC 14), channel energy 5/day (30-foot burst, 1d6 negative energy; Will DC 13 half for living, DC 13 or be dominated (up to 2 HD total) for undead), protection from good 1/day, touch of evil
Spells Prepared (CL 2nd)
1st – Divine Favor, Doom (DC 14), Shield of Faith
Orisons – Bleed, Detect Magic, Detect Poison, Guidance
Domains Death, Evil
Abilities Str 10, Dex 13, Con --, Int 4, Wis 17, Cha 15
SQ divine conversion, evasion, spontaneous casting (inflict), turn resistance +2, trapfinding
Feats Combat Casting, Stealthy, Toughness, Weapon Finesse (rogue trick)
Skills Bluff +10, Diplomacy +12, Stealth +10, Swim +0
Possessions rusted chainmail (treat as studded leather), gold holy symbol of Olidammara worth 50 gp
Divine Conversion Veldimar no longer worships Olidammara. Instead, he gains his divine power th rough his newfound faith in Death and Evil.
Huecuva Blight (Su) Disease - slam, Fortitude DC 12, incubation period 1 day, damage 1d2 Strength and 1d 2 Constitution. The save DC is Charisma-based.
Bleeding Touch (Su) As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for 1 round per caster level or until stopped with a DC 15 Heal check or any spell or effect that heals damage. Touching a creature affected by this ability causes the duration to reset but does not stack. This is a bleed effect.
Touch of Evil (Su) You can cause a creature to become sickened as a melee touch attack. While
sickened, the target is treated as good-aligned for the purposes of spells with the [Evil] descriptor. This effect persists for 1 round against evil and neutral creatures. Against good creatures, this effect persists for 3 rounds. Once a creature has been affected by touch of evil, it is immune to its effects for 1 day.
LOTUS DRAGON THIEVES x22 CR 2
NE Medium humanoid
Init +6; Senses Perception +10
Languages Common
AC 15, touch 12, flat-footed 13, Dodge; plus Cover (+4 to AC, +2 to Reflex saves when attacked from the ground)
HP 24 (2 HD)
Fort +5 Ref +5 Will +0 (+1 vs Fear); evasion
Spd 30 ft.
Melee rapier +3 (ld6+1/18-20) or sap +3 (ld6+1 non lethal)
Ranged hand crossbow +3 (ld4/19-20)
Base Atk +2; CMB +3
Atk Options sneak attack +ld6
Combat Gear potion of cure light wounds, 2 doses of urchin venom
Abilities Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 8
SQ bravery, evasion, Surprise Attacks (rogue talent), trapfinding
Feats Dodge, Improved Initiative, Stealthy, Weapon Finesse
Skills Acrobatics +9, Disable Device +10, Disguise +6, Intimidate +7, Perception +10, Sleight of Hand +10, Stealth +12, Swim +8
Possessions combat gear, studded leather armor, rapier, sap, hand crossbow (with 10 bolts), thieves' tools, 10 gp
Surprise Attacks (Ex) During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have acted. Opponents who cannot be caught flat-footed (such as through improved uncanny dodge) are immune.
NEMIEN ROBLACH CR 3
CE Medium humanoid
Init +2; Senses Perception +11
Languages Aquan, Common, Draconic
AC 12, touch 12, flat-footed 10
HP 18 (3 HD)
Fort +3, Ref +3, Will +4
Spd 30 ft.
Melee mwk rapier +1 (1d6-1)
Base Atk +1; CMB +0
Combat Gear wand of ray of enfeeblement (29 charges), wand of mage armor (20 charges), potion of cure light wounds
Spells Prepared (CL 3rd, +3 ranged touch)
Wizard:
2nd - hypnotic pattern (DC 15), invisibility, minor image (DC 15)
1st - charm person (DC 13), color spray (DC 14), shield, silent image (DC 14)
Cantrips - detect magic, daze (DC 12), ghost sound (DC 13), prestidigitation
Beguiler:
1st – 6/day from book list plus net of shadows (Spell Compendium p. 147) DC 14 for Illusion, DC 13 else
Cantrips – 6/day, DC 13 Illusion, DC 12 else
Prohibited Schools evocation, transmutation
Abilities Str 8, Dex 14, Con 10, lnt 15, Wis 12, Cha 13
SQ summon familiar (rat named Theophilies), armored mage (beguiler spells only), trapfinding, cloaked casting (+1 DC), surprise casting, advanced learning - net of shadows
Feats Combat Casting, Craft Wondrous Item, Scribe Scroll, Spell Focus (illusion)
Skills Bluff +8, Concentration +11, Disable Device +11, Knowledge (arcana) +11, Knowledge (nature) +11, Perception +11, Profession (taxidermist) +10, Sense Motive +6, Spellcraft +13, Stealth +11
Cloaked Casting (Ex) +1 DC of all Beguiler spells when target is denied Dex to AC
Possessions combat gear, masterwork rapier, four 100gp pearls, key ring
Wizard Spellbook as above plus:
1st - alarm, disguise self, mage armor, ray of enfeeblement, unseen servant
2nd – arcane lock, magic mouth, see invisibility
KERSH REFTUN CR 3
NE Medium humanoid
Init +2; Senses Perception +1
Languages Common
AC 18, touch 12, flat-footed 16
HP 33 (3 HD)
Fort +4 Ref +4 Will +1 (+1 vs. Fear); evasion
Spd 30 ft.
Melee* unarmed strike +4 (1d4+4) or red-hot branding iron +3 (1d6+4 plus 1d4 fire)
Base Atk +3; CMB +5
Atk Options sneak attack +2d6
*2-point Power Attack
Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
SQ armor training +1, Bleeding Attack (rogue talent), bravery, evasion, trapfinding, trap sense +1
Feats Improved Unarmed Strike, Power Attack, Skill Focus (Intimidate), Superior Unarmed Strike, Weapon Focus (unarmed strike)
Skills Bluff +6, Disable Device +10, Gather Information +6, Heal +4, Intimidate +11, Knowledge (local) +7, Sense Motive +8, Swim +10
Possessions +1 glamered chain shirt
Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (2 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.
IXITXACHITL x6 CR 2
CE Small aberration (aquatic)
Monster Manual II 128
Init +5; Senses darkvision 60 ft; Perception +8
Languages Aquan
AC 18, touch 16, flat-footed 13, Dodge
HP 26 (2 HD)
Fort +8, Ref +9, Will +1
Spd swim 30 ft.
Melee bite +7 (ld6+2)
Base Atk +2; CMB +4
Atk Options skirmish +1
Abilities Str 15, Dex 21, Con 16, Int 10, Wis 12, Cha 10
SQ trapfinding, grace +1, uncanny dodge
Feats Dodge, Great Fortitude, Weapon Finesse
Skills Acrobatics +12, Escape Artist +12, Perception +8, Stealth +15, Swim +17
Skirmish (Ex) A scout relies on movement and mobility in combat, both offensively and defensively. The scout gains a +1 dodge bonus to AC. The skirmish bonus increases by +1 every four levels beyond 1st, to a maximum of +5 at 17th level.
As a free action during movement, the scout can convert his skirmish dodge bonus to extra damage dice in any round in which he moves at least 10 feet. The scout loses his skirmish dogde bonus to AC until the beginning of his next turn, but he gains a number of extra d6s equal to his skirmish bonus on his very next attack after moving at least 10 feet. Should the scout score a critical hit with a skirmish attack, this extra damage is not multiplied. Ranged attacks can only gain benefit from skirmish if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a scout can make a skirmish attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a skirmish attack, not even with the usual –4 penalty.
The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout gains no extra damage from skirmish while striking a creature with concealment. The extra damage from skirmish is precision damage.
The scout loses the skirmish ability (both the defensive and offensive option) when wearing medium or heavy armor, or carrying a medium or heavy load.
GUT TUGGER CR 5
NE Small dragon
Monster Manual II 98
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Languages Common, Draconic, Sylvan
AC 19, touch 13, flat-footed 17 (+2/4 skirmish)
HP 67 (6 HD)
Immune sleep, paralysis, frightful presence
Fort +11, Ref +9, Will +7, evasion
Spd 50 ft.
Melee bite +5 (ld8+1)
Base Atk +3; CMB +4
Atk Options Breath Weapon 2d6 acid (15-foot cone or 30-foot line), improved skirmish, skirmish +2
Abilities Str 12, Dex 15, Con 17, Int 10, Wis 10, Cha 10
SQ Draconic aura +2, Draconic Adaptation: Water Breathing, evasion, fast movement +10, trackless step, trapfinding
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Skirmish, Skill Focus (Stealth)
Skills Acrobatics +13, Bluff +10, Diplomacy +5, Stealth +18, Perception +10, Sleight of Hand +12
Possessions collar of armor +2 (as bracers of armor +2)
Draconic Auras (5 known)
Energy Shield Any creature striking Gut Tugger or his allies with a natural attack or a nonreach melee weapon is dealt 4 points of acid damage.
Power Gut Tugger and allies within 30 ft. gain +2 with all melee damage rolls.
Presence +2 bonus on Bluff, Diplomacy, and Intimidate checks
Toughness DR 2/magic
Vigor Fast Healing 2 to all allies below ½ hit points (33 for Gut Tugger, 27 for Rowyn)
Improved Skirmish (Ex) If Gut Tugger moves at least 20 feet away from where he was at the start of his turn, his skirmish bonus increases by 2.
ROWYN KELLANI CR 6
NE Medium humanoid
lnit +4; Senses Perception +13
Languages Aquan, Common, Draconic
AC* 20, touch 17, flat-footed 17
HP 54 (6 HD)
Fort +3, Ref +8, Will +7; evasion
*3-point Combat Expertise
Spd 30 ft.
Melee* +1 rapier +5 (ld6+3/18-20) +1d6 on first round of combat
Ranged mwk hand crossbow +7 (ld4/19-20 plus poison)
Base Atk +4; CMB +4
Atk Options Combat Expertise, Improved Feint, sneak attack +2d6
Special Actions bardic music 2/day (countersong, distraction, fascinate, inspire courage +1, inspire competence)
Combat Gear potion of cure moderate wounds, potion of gaseous form, wand of animate dead (5 charges), wand of charm person (35 charges)
Spells Known (CL 3rd)
1st – 3/day – animate rope, cure light wounds, expeditious retreat, hideous laughter (DC 13),
Cantrips – daze (DC 12), ghost sound (DC 12), lullabye (DC 12), mage hand, message, prestidigitation
Maneuvers Known (11 maneuvers w/ 6 readied ^, 3 stances S)
3rd – Assassin Stance (Shad, S), Flesh Ripper (Tiger), Pearl of Black Doubt (Diam, S), Shadow Garrotte (Shad)^
2nd – Baffling Defense (Set, C), Claw at the Moon (Tiger)^, Cloak of Deception (Shad, B), Emerald Razor (Diam)^, Shadow Jaunt (Shad)^
1st – Island of Blades (Shad, S), Sapphire Nightmare Blade (Diam)^, Shadow Blade Technique (Shad)^
*3-point Combat Expertise
Abilities Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 15
SQ AC bonus, bardic knowledge +3, discipline focus (Diamond Mind) – Weapon Focus, Insightful Strikes, trapfinding, trap sense +1, quick to act +2, Resiliency (rogue talent), Well-Versed
Feats Adaptive Style, Combat Expertise, Improved Feint, Rapid Assault, Weapon Finesse, Weapon Focus (rapier, shortspear, bastard sword/katana, trident)
Skills Acrobatics +15, Bluff +13, Diplomacy +17, lntimidate +7, Martial Lore +17 (+19 Diamond Mind), Knowledge (local) +14, Perform (dance) +13, Sense Motive +10, Sleight of Hand +15, Swim +11, Perception +13, Use Magic Device +11
Possessions combat gear, +1 leather armor, +1 rapier, masterwork hand crossbow with 10 bolts poisoned with black adder venom (Fort DC 11, 1d6/ld6 Con), gold earrings warth 300 gp, bejeweled necklace worth 200 gp, skeleton key (fits all locks in guildhall, including the treasury door)
Bardic Knowledge At 1st level, a bard selects one Knowledge skill (Rowyn has selected Local). He gains 1 bonus skill point to place in that Knowledge skill and an additional skill point every time he gains a level. In addition, a bard adds 1/2 his level (Rowyn’s is 1) to all Knowledge skill checks and may make such checks untrained.
Resilency (Ex) Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level (3). Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language dependent effects.
| Squark |
Glad to see I'm not the only one running a gestalt savage tide campaign, although I only have 3 Players. I'm curious, what sort of "steps," if you will, did you use to "gestaltify" the npc's? Also, is it okay if I use the Blue Nixie Thugs and Soller Vark for my campaign? I think I'll gestaltify most of the others on my own, but those look like they'll fit in fine in my campaign.
| Orthos |
Feel free to use them as you wish, that's why they're here :)
Mainly I tried to stick to character concept. If the character was already multiclass (like Kersh Reftun or Rowyn) I either divided the multiclass across both sides of the Gestalt or picked something suiting for the other side. (Rowyn is being changed for her reappearance later, swapping Swordsage for Warblade.)
For single-classed characters like Veldimar or Gut Tugger or the Ixitxs, I just picked something appropriate. Veld was a cleric of Olidammarra, Rogue just made sense. Gut Tugger's already a dragon and green, why not Dragon Shaman? The Ixitxs are aquatic and dextrous, swash works well for them. And so on and so on.
| Orthos |
Normally, I leave these for at the end of each chapter, but I had way, way too much fun designing and running this to leave it past tonight. If anyone is running TBWG, feel free to toss this surprise in - not even required to be a Gestalt game. Enjoy!
SWARM, SAVAGE PARROTS CR4
A screeching caw fills the air as masses of brightly-colored parrots burst forth from the trees. On second glance, however, something is dreadfully wrong with these birds... ALL of them. Each and every one is twisted, malformed, and horribly abberant in one way or another. Vicious, oversized fangs jut forth from the beaks of some. Others have far too many wings. Some are missing patches of feathers and the flesh beneath is impaled with crackling hooked bone digits writhing about. Yet others have no legs or talons, but rather a wriggling mass of suckered and lamprey-mawed tentacles. They charge furiously all at once, screeching in a manner not at all natural as the entire mass of them stares down at their newfound prey with ravenous eyes.
Init +6 Senses Darkvision 60 ft., low-light vision, Perception +8
AC 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 16
HD 4d8+8 (26 HP for a normal game, 36 for a difficult or Gestalt game) DR 5/magic
Resist Acid 10
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain, swarm traits
Weakness Afflicted
Fort +5 Ref +6 Will +3
Speed 20 ft (4 squares); fly 40 ft (average)
Attack Swarm (1d6 + Disease)
Base Atk +3 CMB --
Space/Reach 10 ft/0 ft
Abilities STR 5 DEX 15 CON 14 INT 1 WIS 14 CHA 6
SA death throes, disease, distraction
SQ Half damage from slashing and piercing, swarm traits
Feats Alertness, Improved Initiative
Skills Perception +8
Environment Warm forests
Organization Solitary, pair, gathering (3-4 swarms), colony (7-12 swarms)
Treasure None
Alignment Always Chaotic Evil
Advancement None
Level Adjustment --
Death Throes (Su) See Savage Creature template.
Disease (Su) Savage Fever, see Savage Creature template. Fortitude DC 14.
Distraction (Ex) Any living creature that begins its turn with a savage parrot swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
| Orthos |
It's that time again. Here's the Gestalt remakes of major characters from The Bullywug Gambit. Enjoy!
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SAVAGE PIRATE CR2
CE Medium humanoid (chaotic)
Init +6; Senses darkvision 60 ft., Perception +9
Languages Common
AC 17, touch 12, flat-footed 15
HP 28 (2 HD), +10 ferocity; DR 5/magic
Immune disease, exhaustion, fatigue, mind affecting, stunning, pain
Resist acid 10
Fort +6, Ref +4, Will +1; evasion
Weakness afflicted
Spd 40 ft.
Melee scimitar +5 (1d6+3/18-20) and bite +0, (1d8+1 plus disease [DC14])
Base Atk +2; CMB +5
Atk Options sneak attack +1d6, Insightful Strike (inactive, negative INT)
SA bleeding attack (rogue talent), death throes
Abilities Str 17, Dex 15, Con 18, Int 4, Wis 12, Cha 8
SQ grace +1, trapfinding
Feats Athletic, Improved Initiative, Weapon Finesse
Skills Acrobatics +6, Bluff +3, Diplomacy -5, Disguise -5, Escape Artist +6, Intimidate +7, Jump +7, Perception +9, Profession (sailor) +5, Swim +9
Possessions masterwork studded leather armor, scimitar
Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (1 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.
Death Throes (Su): See Savage Creature template.
Disease (Su): See Savage Creature template. Fortitude DC 14.
Afflicted (Ex): See Savage Creature template.
Ferocity (Ex): A savage creature fights without penalty while disabled and dying.
NAVESH WYVERNSTING CR4
CE Small humanoid (chaotic)
DRAGON 33962, Appendix 2
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
Languages Common, Elven, Goblin
AC 17, touch 14, flat-footed 14
HP 39 (3 HD), +10 ferocity; DR 5/magic
Immune disease, exhaustion, fatigue, mind-affecting, stunning, pain
Resist acid 10
Fort +6, Ref +7, Will +2; evasion
Weakness afflicted
Spd 30 ft., climb 20 ft.; gliding
Melee +1 kukri +7 (1d3+2/18-20) and bite +1 (1d6 plus disease [DC12])
Base Atk +3; CMB 0
Atk Options sneak attack +2d6, Insightful Strike (inactive, negative INT)
SA bleeding attack (rogue talent), death throes
Combat Gear potion of bear's endurance, oil of keen edge
Abilities Str 12, Dex 17, Con 16, Int 6, Wis 13, Cha 8
SQ forest awareness, grace +1, uncanny dodge, trapfinding, trap sense +1
Feats Improved Initiative, Weapon Finesse, Weapon Focus (kukri)
Skills Acrobatics +11, Diplomacy -5, Disguise -5, Escape Artist +7, Hide +13, Intimidate +3, Jump +13, Move Silently +13 (+17 in forests), Perception +13, Swim +7
Possessions combat gear, +1 kukri, slippers of spider climbing, gold nose ring and silver chain linked to silver hoop, earring (whole set worth 100 gp), ruby ring worth 120 gp
Forest Awareness (Ex) Navesh gains a +1 racial bonus on all saving throws in forest locations.
Gliding (Ex): Navesh's rudimentary wings allow him to negate damage from a fall of any height and allow 20 feet of forward travel for every 5 feet of descent, effectively giving him a fly speed of 20 feet while falling (average maneuverability). He cannot hover, even if his maneuverability rating increases. He can't glide while carrying a medium or heavy load, nor can he glide while unconscious or helpless.
Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (2 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.
Death Throes (Su): See Savage Creature template.
Disease (Su): See Savage Creature template. Fortitude DC 12.
Afflicted (Ex): See Savage Creature template.
Ferocity (Ex): A savage creature fights without penalty while disabled and dying.
RIPCLAW CR6
CE Medium animal (chaotic)
Monster Manual 60, Appendix 2
Init +6 Senses darkvision 60 ft., low-light vision, scent; Perception +13
Spd 70 ft.
AC 20, touch 13, flat-footed 17
HP 84 (6 HD); +10 ferocity: DR 5/magic
Immune disease, exhaustion, fatigue, mind affecting, stunning, pain
Resist acid 10
Fort +11 Ref +8 Will +3
Weakness afflicted
Melee 2 talons +10 (1d8+6) and 2 foreclaws +8 (1d3+3) and bite +8 (2d4+3 plus disease [DC18])
Base Atk +4 CMB +10
Atk Options pounce
Abilities Str 23, Dex 16, Con 23, lnt 1, Wis 12, Cha 10
SQ death throes
Feats Improved Initiative, Multiattack
Skills Acrobatics +31, Escape Artist +6, Perception +13, Stealth +10, Survival +9
Death Throes (Su): See Savage Creature template.
Disease (Su): See Savage Creature template. Fortitude DC 18.
Afflicted (Ex): See Savage Creature template.
Ferocity (Ex): A savage creature fights without penalty while disabled and dying.
BRISSA SANTOS CR5
CE Medium humanoid (chaotic)
Init +6 Senses darkvision 60 ft.; Perception +10
Languages Common
AC 19, touch 12, flat-footed 17; Dodge, Mobility
HP 44 (4 HD); +10 ferocity: DR 5/magic
Immune disease, exhaustion, fatigue, mind affecting, stunning, pain
Resist acid 10
Fort +8, Ref +5, Will +1 (+1 vs. fear); evasion
Weakness afflicted
Spd 40 ft., Spring Attack
Melee mwk rapier +6 (1d6+1/18-20) and bite +0 (1d8 plus disease [DC 14])
Base Atk +4 CMB +5
Atk Options Bleeding Attack (rogue talent), sneak attack +2d6, Slow Reactions (rogue talent)
Abilities Str 12, Dex 15, Con 18, Int 4, Wis 12, Cha 13
SQ armor training +1, bravery, death throes, trapfinding, trap sense +1, uncanny dodge
Feats Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Stealthy, Weapon Finesse
Skills Acrobatics +10, Bluff +6, Craft (painting) +2, Diplomacy +2, Disguise -3, Escape Artist +8, Gather Information -3, Intimidate +5, Perception +10, Stealth +9, Swim +4
Possessions +1 studded leather armor, masterwork rapier, purple silk cloak with emerald clasp worth 20 gp, silver locket containing a tiny portrait of Vanthus (worth 10 gp)
Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (2 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.
Slow Reactions (Ex): Opponents damaged by this rogue’s sneak attack cannot make attacks of opportunity for 1 round.
Death Throes (Su): See Savage Creature template.
Disease (Su): See Savage Creature template. Fortitude DC 14.
Afflicted (Ex): See Savage Creature template.
Ferocity (Ex): A savage creature fights without penalty while disabled and dying.
CAPTAIN HARLISS JAVELL CR 13
CN Medium humanoid
Stormwrack 65, Complete Warrior 25
Init +4 (+2 Favored Terrain Caves); Senses Perception -1 (+2 Favored Terrain Caves)
Languages Aquan, Common, Yuan-ti
AC 23, touch 17, flat-footed 19; Dodge, Mobility
HP 119 (currently 71, 13 HD)
Fort +9 Ref +16, Will +9; improved evasion
Spd 55 ft.; Nimble Moves, Quick Step, Spring Attack
Melee +2 cutlass +19/+12/+9 (1d6+2/18-20) or +2 cutlass 17/+12/+7 (1d6+2/18-20) and mwk dagger +15 (1d4/19-20)
Ranged mwk dagger +17 (1d4/19-20) or +1 quick loading pistol +17/+12/+7 (1d10+1/x3)
Base Atk +12; CMB +12
Atk Options Combat Expertise, Dance of Death, Dazzling Display, Dervish Dance 2/day, Improved Feint, Corsair's Feint, skirmish +3, sneak attack +4d6, Stunning Defense
Abilities Str 10, Dex 18, Con 13, Int 14 (currently 8), Wis 8, Cha 12
SQ AC bonus, camouflage, favored terrains (Underground [caves], Water [boats]), movement mastery, quick step, sailor's step, slashing blades, trapfinding, trap sense +1, uncanny dodge
Feats Combat Expertise, Dazzling Display, Dodge, Great Fortitude, Improved Feint, Iron Will, Mobility, Nimble Moves, Quick Draw, Spring Attack, Stunning Defense, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (cutlass/scimitar)
Skills Acrobatics +17, Bluff +14, Diplomacy +12, Intimidate +19, Knowledge (geography) +5, Knowledge (local) +4, Perform (Dance) +10, Profession (sailor) +13, Sense Motive +6, Sleight of Hand +12, Swim +14
Possessions +3 leather armor, +2 cutlass, 4 masterwork daggers, +1 quick loading pistol with 42 rounds remaining, ring of protection +2, cloak of resistance +2, rope of climbing, boots of striding and springing, a pair of marilith-shaped earrings with each limb composed of a different precious metal worth 1,200 gp for the pair, a jade necklace with a shark's tooth at its center worth 600 gp
AC Bonus (Ex) Harliss gains a +1 bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when she is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.
Camouflage (Ex) Harliss can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn't grant cover or concealment.
Corsair's Feint (Ex) Harliss may make a feint as a free action once every 1d4 rounds.
Dance of Death (Ex) While performing a Dervish Dance Harliss gains the benefit of the Cleave feat even though she does not meet the prerequisites for the feat.
Dervish Dance (Ex) Harliss can become a whirling dancer of death twice per day. While doing so, she can make full attack action (melee attacks only) and still move up to her speed. However, she must move a minimum of 5 feet between each attack and the next when using this ability, and she cannot return to a square she has just exited, though she may return to that square later during her full attack. Harliss is subject to attacks of opportunity while dancing but may tumble normally as part of her move. If prevented from completing her move, Harliss is also prevented from finishing her full attack. If she wields a slashing weapon while in a dervish dance, she gains a +1 bonus on her attack and damage rolls. She can perform a dervish dance only once per encounter, and her dance lasts 4 rounds. At the end of the dance, she is fatigued for the duration of the encounter. While dancing, Harliss cannot use any skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. She can use the Combat Expertise feat while dancing.
Grace (Ex) Harliss gains a +1 competence bonus on Reflex saves as long as she does not wear medium or heavy armor and is not carrying a medium or heavy load.
Favored Terrain (Ex) Harliss's favored terrains are Water (boats) and Underground (caves). She gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in these terrains. She normally leaves no trail while traveling through these terrains and cannot be tracked (though she may leave a trail if she so chooses).
Insightful Strike (Ex) Harliss applies her Intelligence bonus to damage rolls with any light weapon, as well as any other weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to this additional damage. Harliss loses this ability if she wears medium or heavy armor or carries a medium or heavy load. (Currently inactive due to Int drain.)
Movement Mastery (Ex) Harliss may take 10 on Acrobatics or Perform (dance) checks even when stress and distraction would normally prevent her from doing so.
Nimble Moves (Ex) Whenever Harliss moves, she may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows her to take a 5-foot step into difficult terrain.
Quick Step (Ex) Harliss can give up one attack of her full attack action to move 5 feet.
Sailor's Step (Ex) When aboard a ship and wearing nothing more than light armor, Harliss gains a +2 dodge bonus to her Armor Class.
Scourge of the Seas (Ex) When Harliss uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear her, and the effect lasts for a number of rounds equal to her Charisma modifier. This is a mind affecting ability, and multiple uses of the ability don't stack.
RAMELIA DIAMONDBACK CR5
CN Medium humanoid
Dragon Compendium 26, Complete Warrior 8, Player's Handbook II 47
Init +5 Senses Perception -1
Languages Common
AC 21, touch 21, flat-footed 15; Dodge, Mobility
HP 45 (5 HD)
Fort +2 Ref +9 Will +3; +4 Arcane Resistance, Mettle
Spd 60 ft.
Melee unarmed strike +10 (1d10+1)
Base Atk +5 CMB +6
Special Actions dance of reckless bravery, hexblade's curse 2/encounter, spells
Combat Gear potion of cat's grace, potion of eagle's splendor (both already used)
Spells Known (CL 5th)
1st: 2/day – phantom threat (DC 15), hideous laughter (DC 15)
Cantrips – bleed, detect magic, ghost sound (DC 14), touch of fatigue (DC 14)
Abilities Str 12, Dex 20, Con 13, Int 10, Wis 8, Cha 18
SQ AC bonus, arcane resistance, dance of the vexing snake, dark companion, mettle
Feats Dodge, Mobility, Improved Unarmed Strike, Superior Unarmed Strike, Weapon Finesse
Skills Acrobatics +14, Escape Artist +10, Intimidate +11, Perform (dance) +11, Spellcraft +12
Possessions combat gear, ring of protection +1, boots of springing and striding, black skeletal leotard, jade serpent earrings worth 500 gp as a pair
AC Bonus (Ex) Diamondback adds her Charisma bonus to her Armor Class; this bonus applies even against touch attacks or when she is flat-footed, but she looses the bonus if immobilized or helpless, when she wears armor, when she carries a shield, or when she carries a medium or heavy load. In addition she gains +1 Dodge bonus to AC.
Arcane Resistance (Su) Diamondback has a +4 bonus to saving throws against spells and spell-like effects.
Dance of Reckless Bravery (Su) Diamondback can inspire bravery in her allies by taking a move action while within an opponent's threatened area. This does not provoke an attack of opportunity. All of her allies within 30 feet gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + her Charisma modifier (currently 9 rounds).
Dance of the Vexing Snake (Su) Diamondback can use the Acrobatics skill to move at her normal speed without penalty, and can tumble a distance up to her current speed.
Dark Companion (Su) Diamondback's dark companion inflicts a -2 penalty on saves and AC to any enemy adjacent to it.
Hexblade's Curse (Su) Twice per encounter Diamondback can unleash a curse upon a foe. The target must make a DC 16 Will save or take a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour. Any foe that successfully saves against her curse cannot be cursed again for 24 hours.
Mettle (Su) Any attack that normally would have a reduced effect on a successful Fortitude or Will save is instead completely negated. Diamondback does not gain this benefit if she is unconscious or sleeping.
TRUB GLORP HUNTER CR 1
CE Medium humanoid (aquatic)
Monsters of Faerun 25
Init +2 Senses Perception +1
Languages Common
AC 17, touch 12, flat-footed 15
HP 16 (-1d6, 1 HD)
Fort +6 Ref +4 Will -1
Spd 20 ft., swim 30 ft.; marsh move
Melee club +3 (1d6+2)
Ranged throwing axe +3 (1d6+2)
Base Atk +1; CMB +3
Atk Options favored enemy +2 (human), skirmish +1
Abilities Str 14, Dex 15, Con 19, Int 6, Wis 8, Cha 4
SQ amphibious, Track, trapfinding, wild empathy -2
Feats Alertness, Toughness
Skills Acrobatics +6, Perception +1, Stealth +6 (+12 in marshes), Survival +3, Swim +14
Possessions leather armor, club, 3 throwing axes
Amphibious (Ex) Although bullywugs are aquatic, they can survive indefinitely out of water.
Marsh Move (Ex) A bullywug suffers no movement penalties for moving in marshes or mud.
HUNTRESS LORB-LORB TUB CR 5
CE Medium humanoid (aquatic)
Monsters of Faerun 25
Init +1; Senses Perception -1
Languages Common
AC 18, touch 11, flat-footed 18; improved uncanny dodge
HP 85 (5 HD)
Fort +11 Ref +4 Will +0
Spd 30 ft., swim 30 ft.; marsh move
Melee +1 hand axe +9 (1d6+3/x3) or
+1 hand axe +7 (1d6+3/x3) and +1 hand axe +7 (1d6+2/x3)
Base Atk +5; CMB +7
Atk Options favored enemy +4 (human, elf), rage 33 points/day, rage powers Animal Fury, Powerful Blow
Combat Gear potion of barkskin +3
Abilities Str 15, Dex 13, Con 20, Int 8, Wis 8, Cha 8
SQ amphibious, favored terrain (swamp), Hunter's Bond (medium viper), Track, trap sense +1, wild empathy +2
Feats Endurance, Natural Bond, Shared Fury, Two Weapon Defense, Two Weapon Fighting, Weapon Focus (hand axe)
Skills Acrobatics +10, Stealth +4 (+10 in swamps), Survival +2, Swim +10
Possessions combat gear, studded leather armor, 2 +1 hand axes
Rage (Ex) When she rages, Lorb-Lorb Tub's stats change as follows:
AC 16, touch 9, flat-footed 16
HP 95
Fort +13 Will +2
Melee +l hand axe +11 (1d6+5/x3) or
+l hand axe +9 (1d6+5/x3) and +l hand axe +9 (1d6+3/x3)
CMB +9
Abilities Str 19, Con 24
Skills Acrobatics +12, Swim +12
Amphibious (Ex) Although bullywugs are aquatic. they can survive indefinitely out of water.
Animal Fury (Ex) Lorb-Lorb may make a bite attack using her full base attack bonus plus her Strength modifier. If the bite hits, it deals 1d6 points of damage (assuming the barbarian is Medium; 1d4 points of damage if Small) plus the barbarian’s Strength modifier. A barbarian can use this power while grappled. If the bite attack hits, any grapple checks made against the target this round are at a +2 bonus. (2 rage points)
Marsh Move (Ex) A bullywug suffers no movement penalties for moving in marshes or mud.
Powerful Blow (Ex) Lorb-Lorb adds her barbarian level on one damage roll. This power is used as a swift action before the roll to hit is made. (4 rage points)
Shared Fury (Ex) When Lorb-Lorb enters rage, her animal companion gains the same benefits and penalties from her rage as she does as long as it remains within 5 feet of her.
SHUGRUTH
Medium Viper Animal Companion
TN Medium Animal
Monster Manual 280
Init +8; Senses Perception +7
Languages N/A
AC 19, touch 14, flat-footed 15
HP 39 (4 HD)
Fort +4 Ref +8 Will +2
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee Bite +7 (1d6-1 + poison)
Base Atk +3; CMB +2
Atk Options Poison
Abilities Str 9, Dex 18, Con 11, Int 1, Wis 12, Cha 2
SQ scent
Feats Improved Initiative, Improved Natural Attack, Toughness, Weapon Finesse
Skills Acrobatics +13, Perception +7, Stealth +15, Swim +8
Rage (Ex) When she rages, Shugruth's stats change as follows:
AC 18, touch 12, flat-footed 13
HP 55
Fort +6 Will +4
Melee Bite +9 (1d6+1 + poison)
CMB +4
Abilities Str 13, Con 15
Skills Acrobatics +15, Swim +10
Animal Fury (Ex) Shugruth may make a bite attack using her full base attack bonus plus her Strength modifier. If the bite hits, it deals 1d6 points of damage (assuming the barbarian is Medium; 1d4 points of damage if Small) plus the barbarian’s Strength modifier. A barbarian can use this power while grappled. If the bite attack hits, any grapple checks made against the target this round are at a +2 bonus. (2 rage points, activates if Lorb-Lorb uses)
Poison (Ex) DC 12 Fort, damage 1d6 Con/1d6 Con. DC becomes 14 while raging.
Powerful Blow (Ex) Shugruth adds her master's barbarian level on one damage roll. This power is used as a swift action before the roll to hit is made. (4 rage points, activates if Lorb-Lorb uses)
Shared Fury (Ex) When Lorb-Lorb enters rage, her animal companion gains the same benefits and penalties from her rage as she does as long as it remains within 5 feet of her.
CHIEF LORPTH CR 5
CE Medium humanoid (aquatic)
Monsters of Faerun 25, Tome of Battle 20, Player's Handbook II 12
Init +1 Senses Perception -1
Languages Common
AC 18, touch 11, flat-footed 18; improved uncanny dodge
HP 102 (6 HD)
Fort +10 Ref +3 Will +4
Spd 20 ft., swim 30 ft.: marsh move
Melee* +1 greatclub +8/+3 (1d10+13)
*3-point Power Attack
Base Atk +6 CMB +9
Atk Options Breath Weapon 3d6 acid (30-foot line, Ref DC 18 half), Cleave, Draconic Aura +2, Improved Bull Rush, maneuvers, Power Attack, Touch of Vitality (heal wounds)
Combat Gear potion of shield of faith +2, potion of cure moderate wounds, salve of slipperiness
Maneuvers Known (6 maneuvers w/ 4 readied ^, 2 stances)
3rd – Absolute Steel (S, Iron), White Raven Tactics (B, White)
2nd – Battle Leader's Charge (White)^, Mountain Hammer (Stone)^, Tactical Strike (White)^
1st – Bolstering Voice (S, White), Steel Wind (Iron)^, Stone Bones (Stone)
Abilities Str 16, Dex 12, Con 20, Int 6, Wis 8, Cha 11
SQ amphibious, Battle Clarity (reflex saves)
Feats Cleave, Improved Bull Rush, Power Attack, Skill Focus (Stealth), Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Intimidate +9, Stealth +2 (+7 in swamps)
Possessions combat gear, +1 hide armor, +1 greatclub, wooden crown fitted with seven moonstones (each worth 100 gp)
Amphibious (Ex) Although bullywugs are aquatic, they can survive indefinitely out of water.
Draconic Auras (4 known + 1 Dragonfire Adept invocation)
Energy Shield Any creature striking Chief Lorpth or his allies with a natural attack or a nonreach melee weapon is dealt 4 points of acid damage.
Invocation – Scalding Gust Casts gust of wind, deals 6 fire to any creature in area.
Power Lorpth and allies within 30 ft. gain +2 with all melee damage rolls.
Toughness DR 2/magic
Vigor Fast Healing 2 to all allies below ½ hit points (51 for Lorpth, 8 for Hunters, 27 for Chunkus)
Marsh Move (Ex) A bullywug suffers no movement penalties for moving in marshes or mud.
Touch of Vitality (Su) Lorpth can heal 13 points of damage per day with a touch.
CHUNKUS, RUST MONSTER
HP 54 (6 HD)
Melee +4 touch (Rust) and -1 bite (1d3)
BUA GORG CR 8
CE Medium humanoid (aquatic, dragonblood)
Monsters of Faerum 25, Complete Arcane 7
Init +1 Senses Perception +3
Languages Common
AC 19, touch 11, flat-footed 18
HP 97 (8 HD) DR 2/cold iron
Resist 5 acid, cold, elec, fire
Fort +11 Ref +3 Will +7; +1 paralysis and sleep
Spd 20 ft., swim 30 ft.; marsh move
Melee mwk spear +8/+3 (1d8+3/x3) or
eldritch glaive +8/+3 touch (4d6)
Ranged mwk spear +7/+2 (1d8+3/x3) or
eldritch blast +6 touch (4d6)
Base Atk +6; CMB +8
Atk Options align weapon 1/day, fiendish flamewreath 1/day, icicle, mantle of ice 8 rounds/day, maximize spell-like ability 3/day (2 used), mortal bane 5/day (2 used), obscuring mist 4/day (1 used), protection from good 4/day (2 used – one on self, one on Drevoraz), resist cold 1/day, scythe of evil 8 rounds/day, touch of evil
Combat Gear wand of cure light wounds (8 charges), potion of sanctuary
Spells Prepared (CL 8th)
4th – chaos hammer (already cast), unholy blight
3rd – cure serious wounds (already cast), deeper darkness, summon monster III
2nd – cure moderate wounds (2, 1 already cast), hold person, silence (already cast), summon monster II (already cast)
1st – command (2, 1 already cast), cure light wounds (2, already cast), summon monster I
Orisons – bleed, create water, guidance, stabilize
Domains Evil, Water
Invocations Known (CL 8th)
Lesser – eldritch glaive, brimstone blast
Least – baleful utterance, devil's sight (active), earthen grasp
Abilities Str 14, Dex 12, Con 19, Int 6, Wis 14, Cha 4
SQ amphibious, deceive item, detect magic, dragonscale husk, spontaneous casting (inflict spells), summoning
Feats Dragontouched, Maximize Spell-Like Ability, Mortal Bane, Weapon Focus (melee touch spell)
Skills Heal +7, Perception +3, Spellcraft +4, Stealth +1 (+7 in marshes)
Possessions combat gear, masterwork spear, periapt of wisdom +2
Amphibious (Ex) Although bullywugs are aquatic, they can survive indefinitely out of water.
Dragonscale Husk (Ex) Bua Gorg gains a +8 bonus to AC and resist 5 to acid, cold, electricty, and fire from his protective scaly hide. He sacrifices his proficiency with all armors for this ability.
Fiendish Flamewreath (Su): Once per day Bua Gorg can immolate himself in wispy flames that do not harm him but deal 1d6 fire damage to any creature striking him with its body or a hand-held weapon. The wreath lasts 2 minutes or until Bua Gorg spends a free action to end them. This ability replaces his Fiendish Resilience warlock ability.
Icicle (Su): As a standard action, Bua Gorg can fire an icicle from his finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 +4 points of cold damage.
Mantle of Ice (Su): A mantle of ice appears on Bua Gorg's shoulders for a number of rounds per day equal to his caster level. While the mantle of ice is in effect, any adjacent foe striking him with a melee weapon takes 1d6 + 4 points of cold damage.
Marsh Move (Ex) A bullywug suffers no movement penalties for moving in marshes or mud.
Mortal Bane (Su): Five times per day per spell-like ability, Bua Gorg may have a spell-like ability deal 2d6 extra damage to any creature that is not an Outsider, Undead, or Construct; creatures of those three categories take only 1d6 extra damage. Extra iterative strikes from eldritch glaive are considered to be part of a single use of eldritch blast.
Scythe of Evil (Su): Bua Gorg can cause one melee weapon he possesses to gain the evil weapon property for a number of rounds equal to your caster level. These rounds do not need to be consecutive. If the weapon leaves his possession, it loses this ability.
Summoning (Su) Bullywug clerics are notorious for their powerful but unpredictable summoning abilities.When a bullywug cleric casts a summon monster spell, there is a 50% chance that one more monster than the spell would ordinarily summon appears. In such cases, there is then a 25% chance that the summoned monsters are not under the bullywug's control, and attack random targets.
Touch of Evil (Su): Bua Gorg can cause a creature to become sickened as a melee touch attack. While sickened, the target is treated as good-aligned for the purposes of spells with the evil descriptor. This effect persists for 1 round against evil and neutral creatures. Against good creatures, this effect persists for 3 rounds. Once a creature has been affected by touch of evil, it is immune to its effects for 1 day.
DREVORAZ KABRAN CR 7
LN Medium humanoid (orc)
Init +2 Senses Perception +1
Languages Common, Orc
AC 17, touch 12, flat-footed 17; Dodge, uncanny dodge
HP 77 (7 HD) +9 Diehard
Fort +8 Ref +9 Will +4; bravery, evasion
Spd 30 ft
Melee +1 scimitar +14 (1d6+14/18-20)/+9 (1d6+11/18-20)
Base Atk +7 CMB +12
Atk Options sneak attack +4d6
Abilities Str 20, Dex 14, Con 13, Int 10, Wis 10, Cha 6
SQ armor training +2, bravery, evasion, trapfinding, trap sense +2, weapon training +1 (heavy blades)
Feats Athletic, Backswing, Blind-Fight, Dodge, Diehard, Endurance, Great Fortitude, Iron Will, Overhand Chop, Weapon Focus (Scimitar), Weapon Specialization (scimitar)
Skills Acrobatics +7, Intimidate +6, Profession (sailor) +9, Swim +12
Possessions masterwork studded leather, +1 scimitar, belt of ogre power, 17 gp
KASKUS KIEL CR 3
LN Medium humanoid
Init +1 Senses Darkvision 60 ft.: Perception +8
Languages Common, Dwarven, Druidic, Sylvan
AC 18, touch 11, flat-footed 17; uncanny dodge
HP 26 (currently -7, Stable, 3 HD)
Fort +6 Ref +4 Will +5
Spd 30 ft.
Melee scimitar +2 (1d6/18-20)
Base Atk +2 CMB +2
[b]Atk Options Skirmish +1
Combat Gear potion of expeditious retreat
Spells Prepared (CL3rd , +2 melee touch, +3
ranged touch)
2nd – bull's strength (already cast), cure moderate wounds (already cast)
1st – cure light wounds (already cast), longstrider, produce flame (already cast)
Orisons – detect poison, guidance, light, stabilize
Abilities Str 10, Dex 12, Con 16, Int 13, Wis 15, Cha 6
SQ favored terrain (caves), trapfinding, wild empathy +1
Feats Augment Summoning, Great Fortitude, Spell Focus (conjuration)
Skills Disable Device +6, Handle Animal +4, Knowledge (nature) +9, Perception +8, Spellcraft +7, Survival +4 (+6 nature)
Possessions combat gear, +1 hide armor, +1 heavy wooden shield, scimitar, goggles of minute seeing, 35 gp
LIAMAE TESLIKARIA CR3
CN Medium humanoid
Init +1 Senses Perception +1
Languages Common
AC 12, touch 12, flat-footed 10
HP 12 (currently 3, 3 HD)
Fort +4 Ref +3 Will +6; Fated
Spd 30 ft.
Melee unarmed strike +0 (1d3 Nonlethal)
Base Atk +1 CMB +0
Atk Options bit of luck, touch of destiny, true strike 1/day
Sorcerer Spells Known (CL 3rd, +3 ranged touch)
1st (6/day, 1 remaining) charm person (DC 14), magic missile, shield
Cantrips – acid splash, daze (DC 13), detect magic, light, read magic
Proselyte Spells Known (CL 3rd, +3 ranged touch)
1st (6/day, 2 remaining) – bless, cure light wounds, sanctuary
Orisons – create water, detect poison, mending, purify food and drink, stabilize
Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15
SQ Destined bloodline, aura of chaos/good, Luck Domain powers
Feats Great Fortitude, Iron Will, Spell Focus (enchantment)
Skills Knowledge (arcana) +6, Knowledge (history) +4, Knowledge (religion) +4, Spellcraft +8
Bit of Luck (Su): As a standard action, Liamae can touch a creature, giving it a bit of luck. For the next 3 rounds, any time the target rolls a d20, he can roll twice and take the better result. The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used. Once a target has been affected by bit of luck, he can gain no further benefit from it for 1 day.
Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws during surprise rounds or if you are otherwise unaware of the attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum +5 at 19th level.
Touch of Destiny (Su): Liamae can touch a creature as a standard action to give it a bonus to a single attack roll, skill check, ability check, or saving throw equal to half her caster level (+1). This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of destiny, it can gain no further benefit from this ability for 1 day.
LAVINIA VANDERBOREN CR2
NG Medium humanoid
Complete Warrior 11
Init +5 Senses Perception -1
Languages Common, Elven, Halfling
AC 11, touch 11, flat-footed 10
HP 20 (currently 18, 2 HD)
Fort +3 Ref +4 Will +2; evasion
Spd 30 ft.
Melee unarmed strike +2 (1d3 Nonlethal)
Base Atk +2 CMB +2
Atk Options Sneak Attack +1d6
Abilities Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 15
Feats Improved Initiative, Negotiator, Iron Will, Skill Focus (Diplomacy), Weapon Finesse
Skills Acrobatics +4, Appraise +7, Bluff +4, Diplomacy +17, Disable Device +9, Knowledge (local) +7, Knowledge (nobility & royalty) +7, Perform (stringed instrument) +7, Sense Motive +7
TOLIN KIENTAI CR3
LN Medium humanoid
Init +6 Senses Perception +7
Languages Common
AC 12, touch 12, flat-footed 10; Dodge, Mobility
HP 17 (-4 currently, 3 HD)
Fort +3 Ref +5 Will +2; bravery
Spd 30 ft.
Melee unarmed strike +5 (1d3+2 Nonlethal) or
unarmed strike +3 (1d3+2 Nonlethal) and unarmed strike +3 (1d3+1 Nonlethal)
Base Atk +3 CMB +5
Abilities Str 15, Dex 14, Con 10, Int 8, Wis 13, Cha 12
SQ armor training +1, favored enemy (Humanoid [goblinoid]), favored terrain (plains), Track, wild empathy +6
Feats Endurance, Dodge, Improved Initiative, Mobility, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (short sword)
Skills Handle Animal +7, Knowledge (nature) +5, Knowledge (dungeoneering) +5, Perception +7, Ride +4, Survival +7 (+9 nature or underground)
ZAN OLDAVIN CR3
CN Medium humanoid (elf)
Init +2 0Senses low-light vision, Perception +8
Languages Common, Elven, Orc
AC 13, touch 13, flat-footed 10; Deflect Arrows
HP 19 (-4 currently, 3 HD)
Immune sleep
Fort +3 Ref +5 Will +2; evasion
Spd 30 ft.
Melee unarmed strike +4 (1d3 Nonlethal)
Base Atk +2 CMB +2
Atk Options Combat Expertise, jester's performance, sneak attack +2d6, taunt
Jester Spells Known (CL 3rd, +4 touch/ranged touch)
1st (4/day, 1 remaining) – color spray (DC 13), grease (DC 13), hideous laughter (DC 13)
Cantrips – dancing lights, daze (DC 12), mage hand, prestidigitation
Abilities Str 10, Dex 15, Con 12, Int 13, Wis 8, Cha 14
SQ jester's audacity +1, trapfinding, trap sense +1
Feats Combat Expertise, Deflect Arrows, Weapon Finesse
Skills Acrobatics +10, Diplomacy +3, Disable Device +6, Escape Artist +8, Perception +8, Perform (Comedy) +6, Stealth +8, Use Magic Device +6
Jester's Audacity (Ex) Zan gains a +1 dodge bonus to his AC.
Jester's Performance (Su): As bardic performance.
Fascinate (Su): As bard.
Inspiring Quip (Su): When enemies goof, the jester points it out, making it easier for his allies to succeed where their opponents fail. As an immediate action Zan can expend a round of jester's performance when an opponent misses an attack, granting all allies within 30 feet of the jester a +2 competence bonus on attacks against that foe for 1 minute. Activating this ability disrupts any peformance Zan is currently maintaining, unless he expends an action to maintain the performance on his next turn. Maintaining a performance interupted by inspiring quip does not require expenditure of rounds of jester's performance.
Counterbabble (Su): As bard ability countersong, except utilizing Perform (act, comedy, dance, or oratory).
Distraction (Su): As bard.
Taunt (Su): Zan can fling insults like a monkey flings poo. He can target one creature within 60 feet and make a Perform check (DC = 10 + ½ the target's Hit Dice + the target's Wisdom modifier). If successful, the target gains a +1 morale bonus to attack the jester, but takes a penalty to AC equal to Zan's Charisma modifier and is compelled toward injuring Zan. Zan can effect an additional target every four levels after 3rd, to a maximum of five targets at 19th level. On its next turn, a target is compelled toward injuring Zan in its own fashion (e.g. swordsmen will seek to engage him in melee, archers will attempt to shoot him, spellcasters will target or include him as a target of their spell, etc.). Combatants inclined to melee will charge if able, ranged attackers will move to mimimize range penalties, and spellcasters will seek to unleash their most damaging spells. The target is not compelled beyond reason: it may avoid hazardous terrain (lava pools, cliffs, etc.) and attacks of opportunity. If such an obstacle prevents the target from reaching/injuring Zan, the target recieves a Will save (DC = 10 + ½ Zan's level + Zan's Charisma modifier) to slough off the taunt. Taunt is a mind-affecting, language-dependent, and relies on audible components.
Versatile Performance (Ex): As bard.