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As a GM are Knowledge Checks bringing you down? Are the players ready to tear you apart when you don't give them the juicy bits of info they are looking for? Well fret no more. We have instituted something that seems to help, perhaps it will help you as well
So prepare for the wall of text about to spring forth....
We broke down the creature stat block as follows
Header
Name and CR
XP
Race, Class, Level
Alignment, Size, Type
Init and Senses
Aura
Defense
AC
hp
Saving Throws
Defensive abilities, DR, Immune, Resist, SR
weaknesses
Offense
speed
space/reach
special attacks
spell like abilities
spells known/prepared
Statistics
ability scores
base atck, cmb, cmd
feats
skills
languages
SQ
Ecology
environment
organization
treasure
Special abilities
special abilities
When a Knowledge check is asked for roll as normal and get the number they beat the roll by, these are the points the PC can spend.
If you are successful you get the name and sub-class(es) of the creature, as well as a brief description. In addition, we added that if successful you learn a bit of info based upon the type of profession you are. For example a Fighter would tend to get more info about ability scores and attack bonuses, while a Wizard would get spells or magical abilities.
You are able to spend these points to learn about the creature itself or any of its types.
Items to spend points on
1. Each line of the stat block counts as 1 point
2. Each Bold item counts 2 but you learn everything in that area
3. Special abilities cost on a one for one basis. If someone asks for special ability and it has none, they still lose the point as it has answered their question.
Devil, Bone (Osyluth) CR 9
XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
DEFENSE
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee
(3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of
objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
STATISTICS
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will,
Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge
(planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect
1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
ECOLOGY
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
The interrogators and inquisitors of devilkind, bone devils delight in
torturing those weaker than themselves—mortals, souls, and other devils
alike. Born of ancient heresies mired amid the Styx-fed swamps of
Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce
infernal order and the will of the archdevils. Powerful fiends favor
these terrifying sadists for their unwavering devotion to Hell's laws
and the commands of their masters, as osyluths eagerly report the
disobedience of other devils—regardless of standing—and take to the
craft of torture like morbid artists. Diabolists risk much to bargain
with them, as bone devils glean many infernal secrets amid their
nightmarish calcified torture hives. These devils especially delight in
journeying to the mortal plane, as their cruel talents and service to
evil spellcasters often mean gaining much valuable information, which
they might hold in their perfect memories for centuries before reporting
back to their diabolical masters.
In battle, an osyluth uses quickened invisibility after each attack to
confuse foes. Many osyluths carry twisted and eerie bone weapons, but
these tools are more for torture and intimidation than actual combat.
Osyluths tower over lesser devils at 9 feet tall—though their tails and
fearsome but useless wings make them appear much larger—and weigh upward
of 400 pounds.
Thormar (Paladin) and Halis (Wizard) both roll against this and are successful. Thormar gets 1 point and Halis gets 2.
Both get sent the following:
/////////////////////Successful check info//////////////////////////
Devil, Bone (Osyluth)
outsider (devil, evil, extraplanar, lawful)
The interrogators and inquisitors of devilkind, bone devils delight in
torturing those weaker than themselves—mortals, souls, and other devils
alike. Born of ancient heresies mired amid the Styx-fed swamps of
Stygia, Hell's fifth layer, bone devils—also known as osyluths—enforce
infernal order and the will of the archdevils. Powerful fiends favor
these terrifying sadists for their unwavering devotion to Hell's laws
and the commands of their masters, as osyluths eagerly report the
disobedience of other devils—regardless of standing—and take to the
craft of torture like morbid artists. Diabolists risk much to bargain
with them, as bone devils glean many infernal secrets amid their
nightmarish calcified torture hives. These devils especially delight in
journeying to the mortal plane, as their cruel talents and service to
evil spellcasters often mean gaining much valuable information, which
they might hold in their perfect memories for centuries before reporting
back to their diabolical masters.
///////////////End of Successful Check///////////////////////
Now based on class without costing any points here are the "extra"
pieces they learn
///////////////////Thormar//////////////////////////
They have an aura of fear, which only the most hardy overcome.
//////////////End Thormar/////////////
////////////////////Halis//////////////////////////
In battle, an osyluth uses quickened invisibility after each attack to
confuse foes.
/////////////end Halis////////////////
Now they choose which questions to ask, either in the current creature,
or any sub-classes they want. In this case any of the following:
outsider (devil, evil, extraplanar, lawful).
This seems to have helped since the PC's are responsible for asking the questions so if a valuable piece of information isn't found via the Knowledge check it isn't because I left it out.
Happy Gaming!!