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The Scythe and the Forge: Smuggler's Run


Blue Jay

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Terry swatted at Gitcha as he approached, but wasn't successful at deterring him. But then, Gitcha hit him. It actually stung. Not something Terry had felt in a long while, and he really didn't like it.

He ripped into the thri-kreen in retribution.

 

Crunch

Well lets see, start off with an OA swing, then ... I guess I'll not use Earthquake, since Oswald just made himself a Wall of Force. But it would've been amazing.
Well, expected that to miss ... just ... hoped it didn't.

Note: Terry has Subduing Strike, all hits attacks are dealing nonlethal damage (no penalty to hit)
Inverse FRA with the grapple-chances at end, so less likely to truncate the FRA (in case they do succeed). In fact, I think just go for the Brutal Grab at the end for an actual attempt, intentionally failing the Improved Grabs on the claw attacks. No tail, since that's plugging up leaks atm.

Hey! Chance at a Crit!

Aaaand I just realized I forgot the +4 from Prevail (also, the -2 from Impeding Stones, sooo... all those attack rolls have net +2)

Currently marked damage: 16, 18 subdual after Regeneration.

Statblock

Terry

Colossal Magical Beast

Hit Points/Dice: 442 / 17d12

Initiative: +2+2 Dex

Speed:50 ft.40 ft. Base, +10 ft. Boots of Striding (10 Squares), Swim 50 ft. (10 Squares), Burrow 25 ft. (5 Squares)

Armour Class: 29+2 Dex, -8 Size, +3 Armor, +21 Natural, +1 Deflect

Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield
, Touch 5+2 Dex, -8 Size, +1 Deflect, Flat-Footed 27-8 Size, +3 Armor, +21 Natural, +1 Deflect

Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield

Other Defenses: Damage Reduction 8+8 Beginning of the End

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.
/-, Spell Resistance 32+32 Beginning of the End, Mind Blank, RegenerationBypassed by Critical Hits (including Coup de Grace) 8+8 Monstrosity, Resistance to Acid 17+17 Monstrosity

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.
, Cold 17+17 Monstrosity

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.
, Electricity 17+17 Monstrosity

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.
, Fire 17+17 Monstrosity

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.
, Sonic 17+17 Monstrosity

Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.

Base Attack/Grapple:+12+12.75 Tarrasque/+38+12 BAB, +10 Strength, +16 Size

Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (6d8+16+15 Str (x1.5), +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
/18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Claw +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (3d6+10+10 Str (x1), +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
/18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Horn +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (3d6+6+5 Str (x.5), +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
/18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Tail (WhirlwindThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.) +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
(3d8+6+5 Str (x.5), +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect.
/18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15+12 BAB, +10 Str, -8 Size, +1 Enhancement

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed
1d8 Medium Tiny Small
1d10 Large Small Medium
2d8 Huge Medium Large
3d8 Gargantuan Large Huge
4d8 Colossal Huge Gargantuan
6d8 Colossal+ Gargantuan Colossal
8d8 Colossal++ Colossal Colossal+
+11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement)

Full Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (6d8+16+15 Str (x1.5), +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
/18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Claws +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (3d6+11+10 Str (x1), +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
/18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Horns +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (3d6+6+5 Str (x.5), +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
/18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and Tail +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (3d8+6+5 Str (x.5), +1 Enhancement

Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect.
Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect.
/18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15/+10/+5+12 BAB, +10 Str, -8 Size, +1 Enhancement

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed
1d8 Medium Tiny Small
1d10 Large Small Medium
2d8 Huge Medium Large
3d8 Gargantuan Large Huge
4d8 Colossal Huge Gargantuan
6d8 Colossal+ Gargantuan Colossal
8d8 Colossal++ Colossal Colossal+
+11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement)

Space/Reach: 30ft./20 ft.

Special Attacks: Brutal GrabAs the SRD Improved Grab ability, applied to the tarrasque's bite attack, except it may attempt to grapple creatures of any size.

Improved Grab: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight.

Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.

In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability.
, RushOnce per minute the Tarrasque can quadruple his base for one round as a free action., Improved GrabIf a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight.

Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.

In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability.
, StompAs a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier.

At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round).
At 12 HD the Tarrasque may use this ability as a swift action.
At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round.
At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once.
, Primal RoarThe tarrasque can roar with such strength it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures.
Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying.
The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but without dealing it damage.
At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).[/ooc], [ooc=Devouring Bite]The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on.

In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability.
, Reality TearThe tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect., Tail SlapThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.

Whirlwind Attack: [General]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.
, TrampleAs a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creatures whose space is completely covered by the trampling creature's space is subject to the trample attack. If a target's space is largfer than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the tarrasque at a -4 penalty.
This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflec saves to take half damage, save DC 10+1/2 HD+Str modifier.
You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
, EarthquakeThe tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it.

Earthquake
Evocation [Earth]
Level: Clr 8, Destruction 8, Drd 8, Earth 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs
Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
Open Ground
Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
River, Lake, or Marsh
Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Special Qualities: Ancient BodyThe tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 Str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus.

It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1.

Scent This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed--only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base survival DC to track becomes 20 rather than 10.[/ooc], [ooc=Assimilation]The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so.

As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque. Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word. As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot.

Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Strength check against the tarrasque.

The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.
*Removing enhanced scales produces enhanced gems that may be traded at full value to create a new piece of gear with improved enhancements.

Otherwise they are worth half their market price when sold, as standard loot.
, MonstrosityThe tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD.

If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration.
, GrowthThe tarrasque grows one size category. (4), Beginning of the EndThe tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD., Terror from BelowTerror from Below]The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In addition the tarrasque no longer needs to breathe and it can eat anything as sustenance, as well as gaining Tremorsense with a range of 10 feet per HD., Reality BendThe tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod.

In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open until large enough simply by moving through it.
, DestroyerThe tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD., CarapaceThe tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it.
, PrevailThe tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.

For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
, Augmented CriticalAll of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical., CounterWhenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved

Saves: Fort +29+10.5 Base, +14 Con, +3 Resistance, +2 Traits

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
Steadfast Determination: Do not automatically fail on natural 1.
, Ref +7+5.66 Base, +2 Dex, +1 Resistance, -1 Trait

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
, Will +26+10.5 Base, +14 Con, +3 Resistance, -1 Trait

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
Steadfast Determination: Replace Wis mod with Con mod.

Abilities: Str 3114 Base, +17 Tarrasque, Dex 1412 Base, +2 Enhancement, Con 3916 Base, +17 Tarrasque, +4 Level, +2 Enhancement, Int 1414 Base, Wis 1111 Base, Cha 1111 Base

Skills: Hide -10+2 Dex, +4.0 Cross-Class Ranks, -16 Size

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
, Intimidate +21+0 Cha, +20 Ranks, +1 Enhancement

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
, Listen +20+0 Wis, +20 Ranks

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
, Move Silently +6+2 Dex, +4.0 Cross-Class Ranks

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
, Spot +20+0 Wis, +20 Ranks

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.
, Survival +2+0 Wis, +2.0 Cross-Class Ranks

Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD.
Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself.
For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer.

Feats: Alternate Form [Monstrous]Alternate Form [Monstrous]
Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general).
Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form.
Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.eed or dead.
, EnduranceYou are capable of amazing feats of stamina.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution Checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
, Subduing Strike [General]Subduing Strike [General]
You are adept at striking to deal nonlethal damage even with normal weapons.
Benefit: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons.
Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks.
Special: A fighter may select Subduing Strike as one of his fighter bonus feats.
, Steadfast DeterminationSteadfast Determination
Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive.
Prerequisite: Endurance
Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1.
, Reactive ResistanceReactive Resistance
Through extensive practice and meditation, you can lower your spell resistance quickly.
Prerequisite: Spell resistance
Benefit: You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn.
Normal: Lowering spell resistance for 1 round is a standard action.
, Improved Alternate Form [Monstrous]Improved Alternate Form [Monstrous]
Prerequisite: Alternate Form, character level 6th
Benefit: It takes you only a standard action to enter or leave alternate form (unless it already took less time), and you no longer retain features of your other form.
Special: Improved Alternate Form can be used in place of Quick Change to qualify for a feat, prestige class, or other special ability. You can take both this feat and Quick Change.

 

Edited by Sylas (see edit history)
Name
Claw (Attack of Oppertunity
14; 16; 41
1d20+10;3d6+11;1d20+38 [4]; [4,2,1,2]; [4,2,1,2,3]
Horn 1
24; 15
1d20+10;3d6+6 [14]; [14,1,5,3]
Horn 2
30; 17
1d20+10;3d6+6 [20]; [20,4,6,1]
Claw 1
23; 22
1d20+10;3d6+11 [13]; [13,2,6,3]
Claw 2
24; 20
1d20+10;3d6+11 [14]; [14,5,3,1]
Bite
32; 48; 49
1d20+15;6d8+16;1d20+38 [17]; [17,7,3,4,4,7,7]; [17,7,3,4,4,7,7,11]
Horn 2 Crit Confirm
27
1d20+10 17
Crit Damage (x3)
16,15
repeat(3d6+6,2) 4,1,5,3,1,5
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Posted (edited)

Defending the Weird Cave

Terry

Gitcha evades Terry's first swing on his approach, and slashes into Terry to the best of his ability. But Terry easily fords the onslaught and turns his own weapons down on the thri-kreen. With great swings and hideous efficiency, Terry rips Gitcha apart (in a nonlethal way). The battered thri-kreen falls limp, grappled between Terry's jaws.

The Demiplane

With the cave entrance fully excavated by Grugurg, the animated tree now focuses its attention back on the tiny cat lady standing beneath its feet. It attempts to stomp on her.

Slam (atk;dmg)

The tree's woody foot slams down hard on Naomi, potentially cracking a bone or two.

The storm of vengeance also continues. This time, the rain turns to hail, pelting all of you while still somehow missing all the Barkeeper's thralls.

Hail (bludgeoning damage) (no save)

And a new spell effect now hits, seemingly centered on Ukumalei's pool. Oswald hears the fire weird gasp in shock as the Barkeeper's magic bears down on them. "He wouldn't...!" she says as she turns and looks in concern at Oswald and the Forge.

((The Barkeeper is casting mage's disjunction.))

Oswald's wall of force flickers and disappears, the impeding stones around Terry also settle down and stop moving. Any active spells you have going in the area of effect are also ended.

Forge of Xhosfar (40 or below)

With a metallic groan and a whine, the Forge of Xhosfar seems to bend and flex and warp in front of Oswald. The supernaturally heated coals all suddenly snuff out, turning ashen gray. There is a burst of magical force from the forge that threatens to shove Oswald away.

((Roll Fort DC 25 to avoid being thrown away from the dying forge. On a failure, you are thrown back 30 feet and land in the lava pool, taking fire damage. On a success, you're only thrown back 10 feet and land on the stone ground, taking falling damage.))

The Forge of Xhosfar has gone completely cold. It seems to slump, as if fatigued; its furnace no longer producing the supernatural heat it needs.

"No!" Ukumalei gasps, "He's destroyed the Forge!" She takes a moment to process (and to help Oswald out of the lava, if necessary), looking back and forth between the broken forge and the cave's entrance, where several of the thralls are rushing in. You can see the wheels turning in her head as she contemplates options. "Alright, you'll have to use my pool for the last step," she says, "Hurry!"

((With the great artifact destroyed, your chances of success are greatly diminished; but you've absorbed enough of the Forge's power into the project that you can potentially still complete it. However, you'll now take a -10 penalty on the last check.))

Expert Thralls

The expert thralls continue running directly towards the cave entrance. (( @Sylas, I think they have to move through Terry's threatened area, so you should get an AoO)).

As they enter the cave, they nock arrows to their bows and shoot at Oswald (if Terry's AoO stops them, ignore these shots).

Shortbow 1 (atk;dmg)

Shortbow 2 (atk;dmg)

Map

((The map now shows a cutaway view of the Cave's interior. I forgot to remove Gitcha, and I forgot to label Cufwell.))

SaFMap05-WeirdCave.png.091241b3e0d316a62bc603a44dce0bdf.png

Initiative & Status

27 - Jarren

26 - Cufwell & Tanu

25 - Grugurg

18 - Terry

17 - Demiplane (Tree 214/400 hp)

16 - Experts (0/48 hp, 48/48 hp, 48/48 hp)

10 - Naomi

9 - Gitcha

6 - Warriors (66/96 hp (18 nonlethal), 96/96 hp, 96/96 hp)

4 - Spellcasters (0/32 hp, 0/32 hp, 32/32 hp)

3 - Oswald

To Post: Naomi

Special Actions: Oswald (Fort DC 25 to avoid the lava); Terry (AoO)

 

Edited by Blue Jay (see edit history)
Name
Slam (atk;dmg)
34; 23
1d20+25;4d6+13 [9]; [9,2,2,4,2]
Hail (bludgeoning damage)
13
5d6 4,4,1,1,3
Forge of Xhosfar (40 or below)
21
1d100 21
fire damage
73
20d6 5,5,5,3,1,5,5,1,1,6,1,2,2,5,3,4,6,6,5,2
falling damage
2
1d6 2
Shortbow 1 (atk;dmg)
24; 6
1d20+8;1d6+2 [16]; [16,4]
Shortbow 2 (atk;dmg)
26; 7
1d20+8;1d6+2 [18]; [18,5]
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((OOC: I cannot make the check then. Without my bonuses from spells, and with a -10 penalty, I only have a +17(+16 if my luck stone fails its save and gets destroyed), so I cannot hit a DC 40. The two spells I could use now are both a full turn to cast and one of them is magecraft, which I am not entirely sure would even apply here.))

Oswald's Fort Save

I'll figure out the saves of my items later.

[URL=/sheets/?id=710485][B][SIZE=+1]Oswald Magismith[/SIZE][/B][/URL] Male Lawful Good Midgard Dwarf Outsider (Native) Artificer13|Midgard5/Archivist8, [B]Level[/B] 13, [B]Init[/B] 1, [B]HP[/B] 51/124, [B]DR[/B] [B]SR 23[/B], [B]Speed[/B] 20 ft [B]AC[/B] 32, [B]Touch[/B] 16, [B]Flat-footed[/B] 31, [B]Fort[/B] 15, [B]Ref[/B] 8, [B]Will[/B] 13, [B]Base Attack Bonus[/B] +11/+6/+1 [B]Morphing +1 Small Adamantine Dwarven Waraxe [/B] +15/+10/+5 (1d8+2, x3) [B] Small Dwarvencraft Mithral Full Plate +3[/B], [B] Small Dwarvencraft Mithral Heavy Shield +3[/B] (+11 Armor, +5 Shield, +1 Dex, +1 Size, +4 Deflect) [B]Abilities[/B] Str 15, Dex 12, Con 14, Int 25, Wis 11, Cha 16 [B]Condition[/B] [spoiler=Spells and Infusions] Archivist Spells Prepared: 0 - Read Magic, Resistance, Mending, Purify Food and Drink 1st -[strike] Longstrider[/strike], Identify, Divine Favor, Resurgence, Hide from Undead, Protection from Evil, Lesser Restoration 2nd -[strike] Tyche's Touch[/strike], Lore of the Gods, Mass Snake's Swiftness, Mass Snake's Swiftness, See Invisibility, Augury 3rd - [strike]Mass Conviction[/strike], Mass Conviction, Dispel Magic, Dispel Magic, Magic Circle Against Evil, Mass Resist Energy 4th - Death Ward, Restoration, Recitation, Freedom of Movement Infusions: 1st level 4/6, 2nd level 3/6, 3rd level 5/5, 4th level 4/4, 5th level 1/3 [/spoiler] [spoiler=Default Active Spells] [strike]Longstrider: +10 land speed Tyche's Touch (Protection): 4/4 [/strike] [/spoiler] [spoiler=Special] 20% Miss Chance against Oswald via Minor Displacement effect +1 bonus to all saving throws against spells and SLAs +4 bonus to throws against enchantment spells and effects Greater Crystal of Lifekeeping: +5 competence bonus against energy drain, inflict spells, death effects, and death spells. 1/day reroll on failed save as a mental immediate action. Dark Knowledge 5/5 Bestow Curse SLA 3/3 ( Save DC 18, CL 10 ) [/spoiler] [spoiler=Adventuring Gear] [ooc=Tome of Worldly Memory]3/day +5 on a Knowledge check (takes 1 min, but if you have 5+ ranks in the Knowledge skill, it only takes a standard action)[/ooc] [ooc=Cloak of Minor Displacement and Resistance +3] +20 Miss Chance via the Displacement effect.[/ooc] [ooc=Ring of Master Artifice, Lesser] When worn for at least 24 hours, grants an extra 1st and 2nd level Infusion slot.[/ooc] [i]Ring of Protection +4[/i] [ooc=Stone of Luck] Gives a +1 Luck bonus to saving throws, ability checks, and skill checks.[/ooc] [i]Belt of the Adamantine Dwarf[/i] +2STR/+2CON [spoiler=Mithral Crown of UMD +5, Intelligence +4]+5 competence bonus to UMD.[/spoiler] [i]Boots of Dexterity +2[/i] [i]Everfull Mug[/i] x2, [i]Everlasting Rations[/i], [i]Field Provisions Box[/i], [i]Magic Bedroll[/i] [spoiler=Carried MW Tools] K. Arcana, K. Religion, K. Dungeoneering, K. The Planes, K. Nature, K. Local, Spellcraft, Decipher Script, Thieves Tools [/spoiler] [I]Wand of Repair Light Damage 50/50[/I], [spoiler=Augment Crystals] Restful Crystal( Armor ): Silver clasp with star shaped crystals. Allows the wearer to sleep in armor without issue. [Equipped]Crystal of Lifekeeping, Greater( Armor ): Bright, gleaming crystal. +5 Competence bonus against energy drain, inflict spells, death effects, and death spells. 1/day reroll on failed save as a mental immediate action. Crystal of Adaptation, Greater( Armor ): Bright green circular crystal. [i]Endure Elements[/i] effect, immunity against alignment and positive and negate planar effects. Crystal of Bent Sight( Shield ): small crystal on a plate of silver. Can avert eyes from a glance attack without miss chance. Truedeath, Lesser( Weapon ): Amethyst skull. +1d6 damage to undead. [/spoiler] [/spoiler]
Oswald Magismith
Male Lawful Good Midgard Dwarf Outsider (Native) Artificer13|Midgard5/Archivist8, Level 13, Init 1, HP 51/124, DR SR 23, Speed 20 ft
AC 32, Touch 16, Flat-footed 31, Fort 15, Ref 8, Will 13, Base Attack Bonus +11/+6/+1
Morphing +1 Small Adamantine Dwarven Waraxe +15/+10/+5 (1d8+2, x3)
Small Dwarvencraft Mithral Full Plate +3, Small Dwarvencraft Mithral Heavy Shield +3 (+11 Armor, +5 Shield, +1 Dex, +1 Size, +4 Deflect)
Abilities Str 15, Dex 12, Con 14, Int 25, Wis 11, Cha 16
Condition

Spells and Infusions


Archivist Spells Prepared:
0 - Read Magic, Resistance, Mending, Purify Food and Drink
1st - Longstrider, Identify, Divine Favor, Resurgence, Hide from Undead, Protection from Evil, Lesser Restoration
2nd - Tyche's Touch, Lore of the Gods, Mass Snake's Swiftness, Mass Snake's Swiftness, See Invisibility, Augury
3rd - Mass Conviction, Mass Conviction, Dispel Magic, Dispel Magic, Magic Circle Against Evil, Mass Resist Energy
4th - Death Ward, Restoration, Recitation, Freedom of Movement

Infusions:
1st level 4/6, 2nd level 3/6, 3rd level 5/5, 4th level 4/4, 5th level 1/3

 

Default Active Spells


Longstrider: +10 land speed
Tyche's Touch (Protection): 4/4

 

Special


20% Miss Chance against Oswald via Minor Displacement effect
+1 bonus to all saving throws against spells and SLAs
+4 bonus to throws against enchantment spells and effects
Greater Crystal of Lifekeeping: +5 competence bonus against energy drain, inflict spells, death effects, and death spells. 1/day reroll on failed save as a mental immediate action.
Dark Knowledge 5/5
Bestow Curse SLA 3/3 ( Save DC 18, CL 10 )

 

Adventuring Gear


Tome of Worldly Memory3/day +5 on a Knowledge check (takes 1 min, but if you have 5+ ranks in the Knowledge skill, it only takes a standard action)
Cloak of Minor Displacement and Resistance +3 +20 Miss Chance via the Displacement effect.
Ring of Master Artifice, Lesser When worn for at least 24 hours, grants an extra 1st and 2nd level Infusion slot.
Ring of Protection +4
Stone of Luck Gives a +1 Luck bonus to saving throws, ability checks, and skill checks.
Belt of the Adamantine Dwarf +2STR/+2CON

Mithral Crown of UMD +5, Intelligence +4

+5 competence bonus to UMD.


Boots of Dexterity +2
Everfull Mug x2, Everlasting Rations, Field Provisions Box, Magic Bedroll

Carried MW Tools


K. Arcana, K. Religion, K. Dungeoneering, K. The Planes, K. Nature, K. Local, Spellcraft, Decipher Script, Thieves Tools


Wand of Repair Light Damage 50/50,
 

Augment Crystals


Restful Crystal( Armor ): Silver clasp with star shaped crystals. Allows the wearer to sleep in armor without issue.
[Equipped]Crystal of Lifekeeping, Greater( Armor ): Bright, gleaming crystal. +5 Competence bonus against energy drain, inflict spells, death effects, and death spells. 1/day reroll on failed save as a mental immediate action.
Crystal of Adaptation, Greater( Armor ): Bright green circular crystal. Endure Elements effect, immunity against alignment and positive and negate planar effects.
Crystal of Bent Sight( Shield ): small crystal on a plate of silver. Can avert eyes from a glance attack without miss chance.
Truedeath, Lesser( Weapon ): Amethyst skull. +1d6 damage to undead.

 

 

 

Edited by DragonFriend (see edit history)
Name
Oswald's Fort Save
19
1d20+15 4
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OoC

How deep is the pool?

 

Also, if I'd known we were playing disjunction level screw-around-ary, I'd have tried a little harder to munchkin this...
Also also: Terry's at less than half WBL gear... aka he's missing more than a little in the way of oomph. ... I think I'm going to get Keen on all my natural weapons. after all, only a +1. And might as well try this terrible critfish idea for that low of a cost.

 

Terry spit Gitcha into a neraby bush, there was a crunching sound, but he survived. Probably.

 

Then a wave of ... unmagic? washed over him, it felt... greasy? He felt it try to rip the magic from certain scales on his body, but he held firm; it would take more than that to take anything from him.

As the two archers tried to rush into the cave he smashed through the wall, his terrifying maw chomping into the lead man.

 

Crunch

Yaaa, 11 rolls (I assume you roll for potions, since, well, it's still magical, just not an 'equipped' item... but it is 'held', so Terry's saves!), and thankfully none failed! woot!

Well, no buff since it's not his turn, and no debuff since stones is gone. Overall, Woot. Ish. He's got +12 next turn (or whatever Gitcha's hp is anyways), so .... ya.

Currently marked damage: 16, 23 subdual after those snowballs.

Also something I'll make use of since I don't want Oswald taking any extra damage beyond ... you know, LAVA, second one (technically both, but assumedly the first one is going to be grabbed) needs to make a DC 32 Will save or be shaken, if he fails by 10 or more he's panicked.

Statblock

Terry

Colossal Magical Beast

Hit Points/Dice: 442 / 17d12

Initiative: +2

Speed:50 ft. (10 Squares), Swim 50 ft. (10 Squares), Burrow 25 ft. (5 Squares)

Armour Class: 29, Touch 5, Flat-Footed 27

Other Defenses: Damage Reduction 8/-, Spell Resistance 32, Mind Blank, Regeneration 8, Resistance to Acid 17, Cold 17, Electricity 17, Fire 17, Sonic 17

Base Attack/Grapple:+12/+38

Attack: Bite +15 melee (6d8+16/18-20/x3) or Claw +10 melee (3d6+10/18-20/x3) or Horn +10 melee (3d6+6/18-20/x3) or Tail (Whirlwind) +10 (3d8+6/18-20/x3) or Fullblade +15 melee (Xd8+11/+16)

Full Attack: Bite +15 melee (6d8+16/18-20/x3) and 2 Claws +10 melee (3d6+11/18-20/x3) and 2 Horns +10 melee (3d6+6/18-20/x3) and Tail +10 melee (3d8+6/18-20/x3) or Fullblade +15/+10/+5 melee (Xd8+11/+16)

Space/Reach: 30ft./20 ft.

Special Attacks: Brutal Grab, Rush, Improved Grab, Stomp, Primal Roar, Devouring Bite, Reality Tear, Tail Slap, Trample, Earthquake

Special Qualities: Ancient Body, Assimilation*, Monstrosity, Growth (4), Beginning of the End, Terror from Below, Reality Bend, Destroyer, Carapace, Prevail, Augmented Critical, Doom, Counter

Saves: Fort +29, Ref +7, Will +26

Abilities: Str 31, Dex 14, Con 39, Int 14, Wis 11, Cha 11

Skills: Hide -10, Intimidate +21, Listen +20, Move Silently +6, Spot +20, Survival +2

Feats: Alternate Form [Monstrous], Endurance, Subduing Strike [General], Steadfast Determination, Reactive Resistance, Improved Alternate Form [Monstrous]

Edited by Sylas (see edit history)
Name
Will Saves for Items
28,30,46,44,39,39,42,37,46,45,41
repeat(1d20+26,11) 2,4,20,18,13,13,16,11,20,19,15
Bite AoO
28; 45
1d20+15;6d8+16 [13]; [13,1,8,1,8,7,4]
Bite Grapple
54
1d20+38 16
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OOC: Oswald's item saves in the order they would be affected as per the SRD Spell Descriptions entry. His Will save is high enough that it would be higher than all non [Epic] items natural save bonus. Save DC is at minimum 23 for a 9th level spell. Oswald also has a blanket +1 bonus to saves against all spells and SLAs, which should still apply to his items as they use his save modifier.

Edit: So the Reaper's Scythe along with most of my items have been destroyed. Also both my Cloak of Resistance +3 and Stone of Luck were lost, so the saves of the items below at least the cloak need to be lower by 3, and something needs to be rolled to see when in the "anything else" the stone of luck was destroyed. Also my crown has been destroyed so my Craft (Weaponsmithing) check is only a +14 now, so even if the Scythe survived I really couldn't make the check now.

Small +3 Dwarvencraft Mithral Heavy Shield with Wand Chamber

Small +3 Dwarvencraft Mithral Full Plate

Mithral Crown of Use Magic Device +5, Intelligence +4

Reaper's Scythe

Cloak of Minor Displacement and Resistance +3

If the cloak fails its save then all the saves below this need a -3 adjustment.

Small +1 Morphing Adamantine Dwarven Waraxe

Wand of Repair Light Damage

Everburning MW Dagger loses its Continual Flame with no save.

Belt of the Adamantine Dwarf +2STR/+2CON

Boots of Dexterity +2

Handy Haversack

Ring of Master Artifice, Lessor

Ring of Protection +4

Everything past here should be in a random order, but his Stone of Luck also gives +1 to his saves.

Stone of Luck

Aureon's Spellshard

Tome of Worldly Memory

Everlasting Mug 1

Everlasting Mug 2

Field Provisions Box

Everlasting Rations

Magic Bedroll

Restful Crystal( Armor )

Crystal of Bent Sight( Shield )

Truedeath, Lesser( Weapon )

Crystal of Lifekeeping, Greater( Armor )

Crystal of Adaptation, Greater( Armor )

 

Edited by DragonFriend (see edit history)
Name
Small +3 Dwarvencraft Mithral Heavy Shield with Wand Chamber
20
1d20+14 6
Small +3 Dwarvencraft Mithral Full Plate
15
1d20+14 1
Mithral Crown of Use Magic Device +5, Intelligence +4
18
1d20+14 4
Reaper's Scythe
18
1d20+14 4
Cloak of Minor Displacement and Resistance +3
15
1d20+14 1
Small +1 Morphing Adamantine Dwarven Waraxe
31
1d20+14 17
Wand of Repair Light Damage
34
1d20+14 20
Belt of the Adamantine Dwarf +2STR/+2CON
19
1d20+14 5
Boots of Dexterity +2
30
1d20+14 16
Handy Haversack
23
1d20+14 9
Ring of Master Artifice, Lessor
26
1d20+14 12
Ring of Protection +4
29
1d20+14 15
Stone of Luck
22
1d20+14 8
Aureon's Spellshard
31
1d20+14 17
Tome of Worldly Memory
20
1d20+14 6
Everlasting Mug 1
32
1d20+14 18
Everlasting Mug 2
26
1d20+14 12
Field Provisions Box
31
1d20+14 17
Everlasting Rations
32
1d20+14 18
Magic Bedroll
23
1d20+14 9
Restful Crystal( Armor )
33
1d20+14 19
Crystal of Bent Sight( Shield )
29
1d20+14 15
Truedeath, Lesser( Weapon )
28
1d20+14 14
Crystal of Lifekeeping, Greater( Armor )
29
1d20+14 15
Crystal of Adaptation, Greater( Armor )
18
1d20+14 4
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Naomi's AC is 35, so the stamp would be a miss yes?

jsMLpMl.jpg

Race Anthropomorphic Tiger

Sheet: http://www.myth-weavers.com/sheet.html#id=831832

Name Naomi

Class/Level Anthropomorphic Tiger 3/ Monk 11// Favoured Soul 14

Ongoing Effects: Shield of Faith (+4) AC 35, Divine Favour (+5) Attack, Bulls Str (+4, +2 Attack and Damage)

 

Naomi pounds the tree with everything she has, a quick flurry of punches and claws with a bite to boot.

Spiritual Weapon - 1st Attack , 2nd

Attack - Flurry of blows

 

 

Round 1: Shield of Faith (+4 Deflection)

Round 2: Divine Favour (+5 to Attack)

Round 3: Spiritual Weapon (Shaped like a claw, +15 1d8+4)

Edited by paladinred (see edit history)
Name
Flurry 1
35
1d20+21 14
Flurry 2
30
1d20+21 9
Flurry 3
27
1d20+21 6
Flurry 4
19
1d20+16 3
Damage
22
2d10+7 9,6
Damage
17
2d10+7 5,5
Damage
9
1d10+7 2
Damage
25
2d10+7 10,8
Bite
22
1d20+12 10
Damage
9
2d6+2 3,4
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Posted (edited)

Defending the Weird Cave

Naomi

((Oh, I missed that you have a boosted AC. Okay.))

Naomi dodges the tree's stomp attack and slashes away at its leg.

Terry

As the two archers run past him, Terry manages to snag one of them in his teeth and crush him. The man's not technically dead (yet), but he's in real bad shape and wedged between Terry's teeth.

Oswald

Ukumalei looks on anxiously as the Barkeeper's big spell drops. "Oswald?" she asks as she helps lift him out of the lava to set him back on the stone floor of the cave, "Are you alright? I'm sorry: I should have known he could do that. But you were almost done with it! We were so close! Perhaps we should retreat to the Plane of Fire and regroup?" She looks out the cave entrance and sees the magical storm raging, and nods grimly. "Or... I can cast wish. I obviously can't use it to create the reaper's scythe for you, but perhaps I could use it to restore an item that was destroyed, perhaps even the Forge. I can only cast it once, and it will cost me dearly. What do you think, Oswald?"

Warriors and Spellcaster

Outside, the warriors keep up their attacks on Oswald's constructs.

Greatsword vs Gaius (atk;atk;dmg;dmg)

Greatsword vs Thorn (atk;atk;dmg;dmg)

The third warrior charges at Cufwell:

Greatsword vs Cufwell

And the spellcaster casts binding winds on Cufwell (Ref DC 18 negates): on a failure, you're surrounded by a whirlwind that stops you from moving, blocks your voice, and gives a -2 penalty on ranged attacks in or out of the whirlwind.

Map

SaFMap05-WeirdCave.png.a9263d945544391ed2e108b4c25db3d6.png

Initiative & Status

27 - Jarren

26 - Cufwell & Tanu

25 - Grugurg

18 - Terry

17 - Demiplane (Tree 131/400 hp)

16 - Experts (0/48 hp, 3/48 hp, 48/48 hp)

10 - Naomi

9 - Gitcha

6 - Warriors (66/96 hp (18 nonlethal), 96/96 hp, 96/96 hp)

4 - Spellcasters (0/32 hp, 0/32 hp, 32/32 hp)

3 - Oswald

To Post: Oswald & Constructs, Jarren, Cufwell & Tanu

Special Actions: --

 

 

 

Edited by Blue Jay (see edit history)
Name
Greatsword vs Gaius (atk;atk;dmg;dmg)
17; 20; 13.6
1d20+13;1d20+8;2d6+8/2d6+8 [4]; [4,12]; [4,12,1,3,2,3]
Greatsword vs Thorn (atk;atk;dmg;dmg)
29; 17; 16; 14
1d20+13;1d20+8;2d6+8;2d6+8 [16]; [16,9]; [16,9,3,5]; [16,9,3,5,3,3]
Greatsword vs Cufwell
19; 15
1d20+15;2d6+8 [4]; [4,1,6]
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Jarren Grayson, the Nightshade

image.jpeg.7ee722c41543eea6cfe96701d4f48ece.jpeg

Jarren may be a wizened adventurer, but even he hasn't encountered the very upper echelons of magical power in the multiverse. Whatever happened around the Forge, though, it shook him to his core, almost like a shockwave that blasted his very soul. Tucking his shoulder, he sprinted as fast and as hard as he could straight for the spellcaster, before slashing first at the arms to disable their somatic capabilities, then stabbing in the back for a swift death.

Mechanics & OOC

Statblock

Jarren Grayson, the Nightshade
Male NG Dark Human LA 1/Rogue 5/Avenger 7 || Urban Ranger 3/Fighter 4/Swashbuckler 2/Urban Ranger +3/Barbarian 1, Level 13, Init 7, HP 83+26/131+26, DR 1/- (7/10), Speed 60ft
AC 23+4, Touch 16, Flat-footed 18+4, Fort 11+7, Ref 16+7, Will 6+7, Base Attack Bonus +13/+8/+3
Lesser Cold Assault Rogue Blade +19/+14/+9 (1d8+1+1d6 Cold, 18-20/x2)
+1 Light Swordbow (x40 Arrows) +19/+14/+9 (1d6+1 [Bow] | 1d8+1 [Rapier], x3 [Bow] | 18-20/x2 [Rapier])
+2 Short Sword +20/+15/+10 (1d6+2, 19-20/x2)
+3 Least Iron Ward Mithral Chain Shirt (+7 Armor, +6 Dex)
Abilities Str 11, Dex 21, Con 13, Int 18, Wis 11, Cha 15
Condition

Dark Subtype

  • Resistance: Cold 10
  • Hide in Plain Sight (Ex)

Rogue/Avenger

  • Sneak Attack (+7d6+13)
  • Trap Sense (Ex) +1
  • Trapfinding
  • (Improved) Uncanny Dodge (Ex)
  • Evasion (Ex)
  • Poison Use
  • +3 to Saves vs Poison
  • Death Attack (DC 21)

Urban Ranger

  • Favored Enemy (Human +4) (Gnoll +2) (Ex)
  • Urban Tracking
  • Wild Empathy (Ex) (1d20+3)
  • Combat Style (Two-Weapon) (Ex)
  • Improved Combat Style (Two-Weapon) (Ex)

Swashbuckler

  • Weapon Finesse (Ex)
  • Grace (Ex) (+1)

Barbarian

  • Ferocity (Ex) [0/1]x/day
  • Lion Totem

Shadows of Virtue

  • Rank 30 (Nightshade)
  • Hire for Lesser Action
  • Hire for Greater Action
  • Nimble Charge
  • Nimble Stand
  • Dimension Door [0/1]x/day
  • Opportunist (Ex)

Magic Items

  • Rogue Blade [2/2]x/day
  • Belt of Battle [2/3] charges
  • Rod of Ropes
  • Corsair's Eyepatch
  • Bracers of Murder
  • Cloak of the Bat
  • Necklace of Vine Strike [3/3]x/day
  • Anklet of Translocation [2/2]x/day
  • Ring of the Darkhidden
  • Shiftweave
  • Handy Haversack 

Active Effects: Nondetection (7 hours), Gift of Grace (until end of day); Conviction (130 minutes); Bear's Endurance (13 minutes); Freedom of Movement (70 minutes); Shield (1 minute)


OOC: Jarren charges at the spellcaster, who should be within 120ft of movement if he goes diagonally.

He then makes a full attack, since he has the Pounce ability. Same math as before. If the spellcaster is a human, all of these attacks gain a +4 bonus to hit and a +4 bonus to damage, due to Favored Enemy + Solitary Hunter, though I doubt they're needed.

Edited by rogueblade0729 (see edit history)
Name
Rogue Blade Stab 1
20; 12
1d20+19;1d8+1d6+1 [1]; [1,8,3]
Rogue Blade Stab 2
26; 14
1d20+14;1d8+1d6+1 [12]; [12,8,5]
Rogue Blade Stab 3
27; 12
1d20+9;1d8+1d6+1 [18]; [18,8,3]
Crit Confirm
28; 9
1d20+9;1d8+1d6+1 [19]; [19,7,1]
Short Sword Stab 1
35; 4
1d20+20;1d6+2 [15]; [15,2]
Short Sword Stab 2
27; 7
1d20+12;1d6+2 [15]; [15,5]
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IMG_7551.webp.9713902046aecce75d37d3533641b809.webp
Cufwell Greenskin

Cufwell feels the magic building around him and dances through it, the wind tugging at the fur and ties of his armour. With little more than a thought he cuts down the man with the giant sword.

OOC: curses; remove the skirmish damage throughout as he hasn't moved!



IMG_7550.webp.9b98a5e81a08acfb768da1d99949a723.webp
Tanu

The brave hound runs towards Cufwell and Terry, eager to rejoin the fray.

 

OOC: Run towards Cufwell at max speed

Reflex

 

Edited by Delia2531 (see edit history)
Name
Reflex
29
1d20+25 4
Primary hand 1st attack 
43; 17; 6; 13
1d20+33;1d8+14;1d6;4d6+2 [10]; [10,3]; [10,3,6]; [10,3,6,3,2,5,1]
Secondary hand 1st attack
48; 16; 3; 3; 17
1d20+32;1d8+11; 1d6;1d6;4d6+2 [16]; [16,5]; [16,5,3]; [16,5,3,3]; [16,5,3,3,5,2,2,6]
Primary hand 2nd attack
36; 21; 3; 13
1d20+28;1d8+14;1d6;4d6+2 [8]; [8,7]; [8,7,3]; [8,7,3,3,4,2,2]
Primary hand 3rd attack
30; 19; 1; 20
1d20+23;1d8+14;1d6;4d6+2 [7]; [7,5]; [7,5,1]; [7,5,1,5,6,2,5]
Primary hand 4th attack
26; 21; 2; 16
1d20+18;1d8+14;1d6;4d6+2 [8]; [8,7]; [8,7,2]; [8,7,2,1,4,6,3]
Secondary hand 2nd attack
29; 16; 4; 3; 21
1d20+27;1d8+11; 1d6;1d6;4d6+2 [2]; [2,5]; [2,5,4]; [2,5,4,3]; [2,5,4,3,4,3,6,6]
Secondary hand 3rd attack
38; 15; 5; 3; 16
1d20+27;1d8+11; 1d6;1d6;4d6+2 [11]; [11,4]; [11,4,5]; [11,4,5,3]; [11,4,5,3,2,6,5,1]
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Oswald Magismith, the Magical Artisan

Oswald, quite worse for wear, catches his breath before responding, "No, save your strength Lady Ukumalei, I cannot finish the scythe in my condition, even if the Forge was restored. We need to retreat, and I just need a need a day. I know that is a lot to ask in this circumstance, but it is the only way I can think of to finish the scythe." Oswald looks to the side for a moment, before nodding his head slightly. "My companions are returning, though I don't know how long they will take to get here."

 


~Thorn and Gaius~

Gaius knock the opponent that attacked him to 28-AA as an immediate action. Through his empathetic link with Oswald, Thorn is able to tell something has gone very wrong. He takes off towards the cave, towards Oswald, and Gaius takes the cue and does the same. Both go into a full runGaius has 30ft base movement, Thorn has 50ft base movement, neither are wearing heavy armor. So 120ft of movement for Gaius, 200ft for Thorn. If they cannot run they will both take the withdraw action, though Gaius will still trigger an AoO I believe. towards the nearest entrance, preferably one without an obvious enemy outside of it. Thorn yells out in Draconic to anyone who can understand it, "Fallback!"

 

Edited by DragonFriend (see edit history)
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Posted (edited)

Weird Cave

Inside the Grotto

Ukumalei seems to lapse into deep thought. Finally, she sighs. "Alright, we can escape through my pool," she says, gesturing to the lava pool that nearly swallowed you before, "But, are you sure that's what we should do? Stopping now will probably set us back further than you realize. If I go through the pool's portal, the pool will vanish, and my power will be diminished for some time after. Without my aid, you'd need weeks or months of work to complete the scythe, and we'd probably need to find another artifact forge.

"If I cast wish to restore the Forge, there's still a chance you could succeed. It would be a gamble, but I don't think we can afford a weeks' long delay, given the Barkeeper's current condition. I think it's worth the risk to stay and try it now: I might be able to boost you with another spell, as well. And I'm sure the Barkeeper has used up his most powerful spells already, so the chances that your companions can protect you long enough are pretty good."

Jarren and Cufwell

Gaius and Thorn take off running towards the cave. ((I think both with trigger AoOs, because there are two warriors still there.))

Greatsword AoO vs Gaius (atk;dmg)

Greatsword AoO vs Thorn (atk;dmg)

Cufwell and Jarren both swiftly cut down two of the thralls with little ceremony. The last spellcaster (other than the Barkeeper himself), is thus taken out of the fight.

((Wait, you both went after the spellcaster, but the one who closed to melee with Cufwell was one of the warriors. @Delia2531, did you mean to ignore him and provoke an AoO?))

Grugurg

The big half-orc with the lionskin hoodie and the lute on his back roars a loud roar and rushes towards Jarren and Cufwell, his massive hammer held high. The hammer swings hard at both of them ((This is a Massive Swing (from the War Hulk class) at the end of a charge. He makes one attack roll, and it applies to every creature he threatens)):

Greathammer (atk;dmg)

...resolution pending...

Map

...incoming...

Initiative & Status

27 - Jarren

26 - Cufwell & Tanu

25 - Grugurg

18 - Terry

17 - Demiplane (Tree 131/400 hp)

16 - Experts (0/48 hp, 3/48 hp (grappled), 48/48 hp)

10 - Naomi

9 - Gitcha

6 - Warriors (66/96 hp (18 nonlethal), 96/96 hp, 96/96 hp)

4 - Spellcasters (0/32 hp, 0/32 hp, 0/32 hp)

3 - Oswald

To Post: Wait for it!

Special Actions: Query for @Delia2531

Edited by Blue Jay (see edit history)
Name
Greatsword AoO vs Gaius (atk;dmg)
24; 14
1d20+13;2d6+8 [11]; [11,5,1]
Greatsword AoO vs Thorn (atk;dmg)
27; 15
1d20+13;2d6+8 [14]; [14,4,3]
Greathammer (atk;dmg)
46; 31
1d20+34;3d6+22 [12]; [12,3,1,5]
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Posted (edited)

Weird Cave

Grugurg (cont'd)

So, Grugurg's actions proceed as described above: Massive Swing to hit both Cufwell and Jarren (46 to hit, 31 damage). Now, he also gets to use his Knockback feat to Bull Rush (his Bull Rush modifier is absurd too):

Bull Rush vs Cufwell

Bull Rush vs Jarren

((If he succeeds, you are pushed back 5 feet. Also, Cufwell will get slammed into the tree trunk, which triggers Grugurg's Dungeon Crasher for a whole lot more damage))

Dungeon Crasher

Map

SaFMap05-WeirdCave.png.61c55d6ada63c506614e1e76d992116d.png

Initiative & Status

27 - Jarren

26 - Cufwell & Tanu

25 - Grugurg

18 - Terry

17 - Demiplane (Tree 131/400 hp)

16 - Experts (0/48 hp, 3/48 hp (grappled), 48/48 hp)

10 - Naomi

9 - Gitcha

6 - Warriors (66/96 hp (18 nonlethal), -0/96 hp, 96/96 hp)

4 - Spellcasters (0/32 hp, 0/32 hp, 0/32 hp)

3 - Oswald

To Post: Terry

Special Actions: Cufwell & Jarren (oppose Bull Rush)

Edited by Blue Jay (see edit history)
Name
Bull Rush vs Cufwell
27
1d20+22 5
Bull Rush vs Jarren
23
1d20+22 1
Dungeon Crasher
82
8d6+51 6,5,2,4,5,1,6,2
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