Javenloft OOC

Online roleplaying at the Café
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Zilfer
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Re: Javenloft OOC

Post by Zilfer »

Anyone like the new forum colors? I got to say.... BANGIN!
There's always something to lose.

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Rexleith
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Re: Javenloft OOC

Post by Rexleith »

Damn! (about the forum colors)

I do have Elifain. I just haven't been on in a few days. Real life stuff has caught up to me. So from now until next week I'm trying to figure this thing out.
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Re: Javenloft OOC

Post by Zilfer »

Rexleith wrote:Damn! (about the forum colors)

I do have Elifain. I just haven't been on in a few days. Real life stuff has caught up to me. So from now until next week I'm trying to figure this thing out.
haha! No worries. We have plenty of time to figure things out. We got a steady post a week going on I think. :)
There's always something to lose.

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Re: Javenloft OOC

Post by Zilfer »

This is the way the world ends....
This is the way the world ends....
This is the way the world ends....
Not with a bang, but a whimper.....

:P Anyone else know that poem?
There's always something to lose.

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Re: Javenloft OOC

Post by Nemesio »

sounds familiar...

Sorry I've been updating all the kids animal characters for the After School Program, so once again the Forum takes a backseat... :(
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Re: Javenloft OOC

Post by Nemesio »

I know it is off topic but I want to start posting the kids' characters as I finish them in alphabetical order, just so that you guys know that I haven't forsaken our game. I'm just very distracted right now with my wedding/honeymoon coming up in a month and a half... I'm still very fond of the characters and of our little Ravenloft story, but I've been very scatterbrained as of late...

I also wanna thank everybody for being so patient with me. Know that I will not let the game die! Even if there is a single player I will continue. I do lose steam from time to time though, and for that you have my sincerest apology...

So here it goes, After School Character-Wise. These are some of the freaking animals that have been wreaking havoc in my Planescape campaign with the kids... Feel free to use these stats to fuck with PCs in your own campaigns. ;)

ALASTOR GUTNOSE , CR 8 (XP 4,800)
Male awakened vulture rogue (spy) 6
N Small magical beast (augmented animal)
Init +1; Senses low-light vision, scent; Perception +23
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 natural)
hp 86 (9d8+42)
Fort +10, Ref +9, Will +5; +4 vs. disease
Defensive evasion, uncanny dodge
OFFENSE
Speed 10 ft., fly 50 ft. (average)
Melee bite +7 (1d6)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 6th; concentration +8)
3/day—ghost sound (DC 12)
2/day—disguise self
STATISTICS
Str 10, Dex 12, Con 17, Int 14, Wis 14, Cha 14
Base Atk +6; CMB +5; CMD 16
Feats Alertness, Deceitful, Great Fortitude, Skill Focus (Bluff), Toughness
Skills Acrobatics +5, Appraise +6, Bluff +16 [+19 to deceive], Craft (alchemy) +8, Diplomacy +10, Disable Device +8, Disguise +13 [+23 with disguise self], Escape Artist +6, Fly +10, Intimidate +6, Knowledge (local) +10, Linguistics +6, Perception +23, Perform (act) +10, Sense Motive +8, Sleight of Hand +8, Stealth +9, Survival +7, Swim +0, Use Magic Device +8; Racial Modifiers +8 Perception
Languages Planar Trade, Draconic, Giant, Sylvan
SQ favored class (rogue; 6 hit points), poison use, rogue talent (major magic, minor magic, quick disguise), skilled liar +3
Gear bag of holding (type I), cap of the free thinker (roll twice against mind-affecting effects and take better roll), coin of the faithful attendant (1/day—extended unseen servant; CL 12th), flask of deathblade (3 doses), sprig of hemlock (3 doses), periapt of proof against poison, thieves’ tools
SPECIAL ABILITIES
Poison Use (Ex) Alastor is trained in the use of poison and cannot accidentally poison himself when applying poison to his beak.
Quick Disguise (Ex) Alastor can use the items at hand and seemingly innocuous material hidden on his person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for Alastor to alter his appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative.
Disguise----Time
Minor details only----full-round action
Disguise as a different gender----1 minute
Disguise as a different race----1 minute
Disguise as a different age category----1 minute
Disguise as a different size category----1 minute
Skilled Liar (Ex) Whenever Alastor uses Bluff to attempt to deceive someone, he gains a bonus on the opposed roll equal to 1/2 his rogue level. This bonus does not apply to feint attempts or attempts to pass secret messages.

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ATELES, CR 8 (XP 4,800)
Male awakened spider monkey rogue (acrobat) 6
NG Tiny magical beast (augmented animal)
Init +5; Senses low-light vision; Perception +15
DEFENSE
AC 17, touch 17, flat-footed 12 (+2 size, +5 Dex)
hp 53 (9d8+9)
Fort +6, Ref +13, Will +6; +2 vs. fear
Defensive Abilities evasion, uncanny dodge
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +13 melee (1d3-2) or +2 short sword +16/+11 (1d3/19-20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +3d6
STATISTICS
Str 6, Dex 21, Con 12, Int 15, Wis 17, Cha 8
Base Atk +6; CMB +9; CMD 17
Feats Acrobatic, Athletic, Stealthy, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +27, Appraise +11, Bluff +6, Climb +27, Disable Device +11, Escape Artist +14, Knowledge (local) +6, Knowledge (nature) +6, Perception +15, Sleight of Hand +14, Stealth +25, Survival +10, Swim +10; Racial Modifiers +8 Acrobatics
Languages Planar Trade, Celestial, Sylvan
SQ expert acrobat, favored class (rogue; 6 skill ranks), rogue talents (expert leaper, ledge walker, nimble climber), second chance 2/day
Gear +2 courageous short sword, masterwork thieves’ tools, merform belt (1/day—merfolk form [breath water, +2 natural armor bonus, swim speed of 30 ft., +8 racial modifier on Swim checks, and land speed reduced by 5 ft.; up to 12 hours/day]), pickpocket’s outfit
SPECIAL ABILITIES
Expert Acrobat (Ex) Ateles does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When he is not wearing armor, he gains a +2 competency bonus on Acrobatics and Fly skill checks.
Expert Leaper (Ex) When making jump checks, Ateles is always considered to have a running start. Also, he deliberately falls, a DC 15 Acrobatics check allows him to ignore the first 20 feet fallen, instead of the first 10 feet.
Ledge Walker (Ex) This ability allows Ateles to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, Ateles is not flat-footed when using Acrobatics to move along narrow surfaces.
Nimble Climber (Ex) When Ateles fails a Climb check by 5 or more, he can immediately make another Climb check at the surface’s base DC +10. If successful, he stops her fall by clinging onto the surface. Ateles does not take falling damage when he stops his fall in this manner.
Second Chance (Ex) Ateles can reroll any Acrobatics, Climb, or Fly skill check he has just made. This reroll is made at a –5 penalty. He must take the second result, even if it is worse. Ateles can use this ability only once on any given skill check. He can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd.

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BUFO, CR 8 (XP 4,800)
Male awakened toad druid 6
N Diminutive magical beast (augmented animal)
Init +2; Senses low-light vision, scent; Perception +20
DEFENSE
AC 16, touch 16, flat-footed 14 (+4 size, +2 Dex)
hp 35 (9d8–9)
Fort +7, Ref +7, Will +13; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
OFFENSE
Speed 5 ft.
Melee touch +12
Space 1 ft.; Reach 0 ft.
Special Attacks wild shape 2/day
Domain Spell-Like Abilities (CL 6th; concentration +11 [+15 defensive])
8/day—acid dart (30 ft., ranged touch +12, 1d6+3 acid damage)
Druid Spells Prepared (CL 6th; concentration +11 [+15 defensive])
3rd—poison (DC 18), speak with plants, stone shapeD, summon nature’s ally III
2nd—barkskin, bear’s endurance, flaming sphere (DC 17), soften earth and stoneD, summon swarm
1st—cure light wounds, jump, longstrider, magic stoneD, obscuring mist, speak with animals
0 (at will)—create water, guidance, know direction, light
D Domain spell; Domain Earth
STATISTICS
Str 3, Dex 15, Con 8, Int 14, Wis 20, Cha 6
Base Atk +6; CMB +4; CMD 10 (14 vs. trip)
Feats Combat Casting, Iron Will, Natural Spell, Skill Focus (Perception), Stealthy
Skills Climb +7, Escape Artist +16, Fly +14 [+10 Small wild shape, +8 Medium wild shape], Knowledge (geography) +11, Knowledge (nature) +11, Perception +20, Stealth +30, Survival +10, Swim +7; Racial Modifiers +4 Stealth
Languages Planar Trade, Druidic, Dwarven, Terran
SQ favored enemy (druid; 6 skill ranks), nature bond (Earth domain), nature sense, trackless step, wild empathy +4, woodland stride
Gear coin of the faithful attendant (1/day—extended unseen servant; CL 12th), helm of teleportation (3/day—teleport; CL 9th), pearl of power (2nd), sprig of holly (divine focus)

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CARL, CR 8 (XP 4,800)
Male awakened raccoon rogue (burglar) 6
N Tiny magical beast (augmented animal)
Init +4; Senses low-light vision, scent; Perception +12
DEFENSE
AC 17, touch 16, flat-footed 13 (+2 size, +4 Dex, +1 natural); +2 vs. traps
hp 62 (9d8+18)
Fort +7, Ref +12, Will +6; +2 vs. traps
Defensive Abilities evasion, trap sense +2
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +13 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +3d6
STATISTICS
Str 10, Dex 19, Con 14, Int 14, Wis 16, Cha 11
Base Atk +6; CMB +8 (+12 to steal); CMD 18 (20 vs. steal, +22 vs. trip)
Feats Combat Expertise, Deft Hands, Greater Steal, Improved Steal, Weapon Finesse, Weapon Focus (bite)B
Skills Acrobatics +11 [+7 jumping], Appraise +9, Bluff +7, Climb +20, Diplomacy +5, Disable Device +18, Escape Artist +13, Knowledge (dungeoneering) +7, Knowledge (local) +10, Perception +12 [+15 to locate traps], Sense Motive +9, Sleight of Hand +18, Stealth +24, Survival +7, Swim +5, Use Magic Device +9
Languages Planar Trade, Goblin, Sylvan
SQ favored class (rogue; 6 skill ranks), rogue talents (fast picks, nimble climber, weapon training), trap finding +3
Gear bag of holding (type II), handy haversack, medallion of thoughts (At will—detect thoughts [DC 13]; CL 5th), masterwork thieves’ tools, wand of beast shape II (CL 7th; 50 charges)
SPECIAL ABILITIES
Careful Disarm (Ex) Whenever Carl attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. If he does set off a trap he was attempting to disarm, he adds double his trap sense bonus to avoid the trap.
Fast Picks (Ex) Carl can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.
Nimble Climber (Ex) When Carl fails a Climb check by 5 or more, he can immediately make another Climb check at the surface’s base DC +10. If successful, he stops his fall by clinging onto the surface. The rogue does not take falling damage when he stops his fall in this manner.

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CERASTES, CR 8 (XP 4,800)
Male awakened horned viper sorcerer 6
LN Tiny magical beast (augmented animal)
Init +9; Senses low-light vision, scent; Perception +10
DEFENSE
AC 18, touch 17, flat-footed 13 (+2 size, +5 Dex, +1 natural)
hp 46 (3d8+6d6+9)
Fort +6, Ref +12, Will +6
Immune attempts to magically discern alignment, detect lies, detect thoughts
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +12 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Bloodline Spell-Like Abilities (CL 6th; concentration +8)
At will—speak with animals (reptilian only)
5 rounds/day—serpent’s fang
Sorcerer Spells Known (CL 6th; concentration +8)
3rd (3/day)—suggestion (17)
2nd (6/day)—blindness/deafness (DC 14), delay poison, daze monster (DC 16)
1st (7/day)—charm person (DC 15), hypnotism (DC 15), mage armor, shield, true strike
0 (at will)—acid splash, detect magic, mage hand, mending, message, open/close, read magic
Bloodline serpentine
STATISTICS
Str 4, Dex 20, Con 13, Int 12, Wis 10, Cha 15
Base Atk +5; CMB +8; CMD 15 (can’t be tripped)
Feats Alertness [within reach of familiar], Eschew Materials, Greater Spell Focus (enchantment), Improved Initiative, Lightning Reflexes, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +2 [+4 with reach of familiar], Climb +19, Diplomacy +9, Knowledge (arcana) +9, Perception +10 [+12 within reach of familiar], Sense Motive +0 [+2 within reach of familiar], Spellcraft +8, Stealth +22, Survival +6, Swim +18; Racial
Languages Planar Trade, Draconic
Modifiers +4 Perception, +4 Stealth
SQ bloodline arcane (mind-affecting or language-dependent spells affects animals, magical beasts, and monstrous humanoids, as if they were humanoids who understood language), favored class (sorcerer; 6 skill ranks)
Gear coin of the faithful attendant (1/day—extended unseen servant; CL 12th), ring of mind shielding, snake charmer basket, snake scale of mighty constitution +2, spell component pouch
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Serpent’s Fang (Ex) Cerastes can augment his fangs for 5 rounds (3 + Charisma modifier) per day. While augmented, Cerastes’s fangs are considered magical for the purpose of overcoming DR and his poison becomes more potent (Bite—injury; save Fort DC 14 [10 + 1/2 sorcerer level + Constitution modifier]; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 successful saves). At 11th level, his poison damage increases to 1d4 Con.
Serpentfriend (Ex) Cerastes can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and he gains a viper familiar using his sorcerer level –2 as his effective wizard level.

VIPERA
Female asp familiar
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +11
DEFENSE
AC 18, touch 15, flat-footed 15 (+2 size, +3 Dex, +3 natural)
hp 23 (9; 1d8-1)
Fort +4, Ref +10, Will +7
Defensive Abilities improved evasion
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +10 (1d2-2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
STATISTICS
Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +5; CMB +6; CMD 13 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +17, Perception +11, Stealth +20, Swim +16; Racial Modifiers +4 Perception, +4 Stealth
SQ Alertness, empathic link, share spells
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

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DAISY, CR 8 (XP 4,800)
Female awakened armadillo sorcerer 6
N Tiny magical beast (augmented animal)
Init +4; Senses scent; Perception +10
DEFENSE
AC 18, touch 16, flat-footed 14 (+2 size, +4 Dex, +2 natural)
hp 61 (3d8+6d6+24)
Fort +8, Ref +9, Will +8
OFFENSE
Speed 30 ft., burrow 5 ft.
Melee claw +6 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Bloodline Spell-Like Abilities (CL 6th; concentration +8 [+12 defensive])
6/day—tremor (trip +9)
Sorcerer Spells Known (CL 6th; concentration +8 [+12 defensive])
3rd (4/day)—displacement
2nd (6/day)—alter self, darkvision, scorching ray
1st (7/day)—endure elements, expeditious excavation, mage armor, magic missile, shield
0 (at will)—acid splash, detect magic, detect poison, mage hand, message, read magic, resistance
Bloodline deep earth
STATISTICS
Str 4, Dex 18, Con 13, Int 8, Wis 14, Cha 16
Base Atk +5; CMB +7; CMD 13 (17 vs. trip)
Feats Combat Casting, Eschew MaterialsB, Extend Spell, Great Fortitude, Skill Focus (Perception), Toughness
Skills Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Perception +10, Spellcraft +4, Survival +6, Swim +8; Racial Modifiers +4 Swim
SQ bloodline arcane (whenever Daisy and the target of her spell are both underground, increase the spell’s save DC by +1), favored class (sorcerer; 6 hit points), rockseer
Gear coin of the faithful attendant (1/day—extended unseen servant; CL 12th), spell component pouch
SPECIAL ABILITIES
Natural Diver (Ex) Daisy can hold her breath underwater for up to 6 minutes. Her dense armor naturally causes her to sink; she can inflate her stomach to counter this, accounting for her racial bonus on Swim checks.
Protective Ball (Ex) Daisy can roll up into a ball, increasing her natural armor bonus to +3 but decreasing her speed to 0.
Rockseer (Su) Daisy receives a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. She also receives a check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking. At 9th level, she gains tremorsense 30 feet. At 15th level, she can see through solid objects as if using a ring of x-ray vision for a number of rounds per day equal to her sorcerer level. These rounds do not need to be consecutive.
Tremor (Sp) As a standard action, Daisy can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using her sorcerer level plus her Charisma modifier in place of her CMB. Daisy can use this ability a number of times per day equal to 3 + her Charisma modifier.

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DRAKE, CR 8 (4,800)
Male awakened mallard bard (demagogue) 6
LN Tiny magical beast (augmented animal)
Init +3; Senses low-light vision; Perception +16
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 size, +3 Dex)
hp 44 (9d8)
Fort +5, Ref +11, Will +7; +4 vs. bardic performance, language-dependent, and sonic
OFFENSE
Speed 10 ft., fly 40 ft. (average), swim 20 ft.
Melee bite +11 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bardic music 22 rounds/day (countersong, distraction, fascinate, gather crowd, incite violence, inspire competence +2, inspire courage +1)
Demagogue Spells Known (CL 5th; concentration +7)
2nd (4/day)—alter self, calm emotions (DC 16), rage, tongues
1st (5/day)—charm person (DC 15), cure light wounds, expeditious retreat, unseen servant
0 (at will)—detect magic, ghost sound (DC 12), mage hand, message, open/close, read magic
STATISTICS
Str 2, Dex 16, Con 11, Int 14, Wis 12, Cha 14
Base Atk +6; CMB +7; CMD 13
Feats Eschew Materials, Extra Performance, Greater Spell Focus (enchantment), Skill Focus (Perception), Spell Focus (enchantment), Weapon Finesse
Skills Bluff +8, Diplomacy +2, Escape Artist +11, Fly +18, Intimidate +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Perception +16, Perform (comedy) +14, Perform (oratory) +14, Profession (politician) +5, Sense Motive +1, Spellcraft +6, Stealth +16, Swim +22, Use Magic Device +6
Languages Planar Trade, Auran, Aquan
SQ bardic knowledge +3, famous +2, favored class (demagogue; 6 skill ranks), versatile performance (comedy [Bluff, Intimidate], oratory [Diplomacy, Sense Motive])
Gear coin of the faithful attendant (1/day—extended unseen servant; CL 12th), figurine of wondrous power (marble elephant), major crown of blasting (1/day—maximized searing light [ranged touch +17, 40 points of damage, or 60 vs. undead, or 80 vs. undead with vulnerability to bright light]; CL 17th)
SPECIAL ABILITIES
Bardic Performance (Su or Ex) Drake is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability 20 rounds per day. Each round, Drake can produce any one of the types of bardic performance that he has mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires Drake to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if Drake is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Drake cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. If deafened, Drake has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. If blinded, Drake has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): Drake has learned to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (string) skill check. Any creature within 30 feet of Drake (including himself) that is affected by a sonic or language-dependent magical attack may use his Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Drake’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): Drake can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act or oratory) skill check. Any creature within 30 feet of Drake (including himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the his Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use Drake’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): Drake can use his performance to cause up to three creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear Drake, and capable of paying attention to him. Drake must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save DC 15 (10 + 1/2 the bard’s level + the bard’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, Drake cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as Drake continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Gather Crowd (Ex): Drake can quickly gather a crowd. If he is in a settlement or populated area, he can shout or otherwise make himself noticed in order to attract an audience to his impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 3 × (equal to 1/2 the bard’s class level) the result of the Drake’s Perform check. The crowd gathers over the next 1d10 rounds. If the bard fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds.
Incite Violence (Ex): Drake can use his performance to fan the fury of a crowd of people he has fascinated. Using this ability does not disrupt the fascinate effect, but does require a standard action to activate (in addition to the free action to continue the fascinate effect). Drake selects 6 targets (a number equal to his level), who must make Will saves DC 15 (10 + 1/2 the bard’s level + the bard’s Charisma modifier) or be affected by rage for a number of rounds equal to Drake’s bard level. Drake indicates who is the intended target of violence (either after using this ability or as part of the performance leading to it) and the enraged members of the crowd immediately attack the target if possible. The target does not need to be present (“kill the king” is a suitable choice) and can be an object instead of a person (“destroy the prison!” is likewise appropriate). Other members of the crowd may follow suit, though they do not gain the benefits of rage. This is a sound-based effect and is affected by countersong. If Drake and other bards are attempting to direct the crowd against different targets, they must make opposed Charisma checks, with the crowd following the directions of the winner.
Inspire Courage (Su): Drake can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive Drake’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. Drake must choose which component to use when starting his performance.
Famous (Ex) Drake is famous in the Armory District of Sigil. The locals are more likely to react favorably toward him there. Drake gains a +2 bonus on Bluff and Intimidate checks in that area and to influence people from the Armory District.

Marble Elephant CR 7 (XP 3,200)
N Huge magical beast
Init +0; Senses low-light vision, scent; Perception +21
DEFENSE
AC 17, touch 8, flat-footed 17 (-2 size, +9 natural)
hp 93 (11d8+44)
Fort +13, Ref +7, Will +6
OFFENSE
Speed 40 ft.
Melee gore +16 (2d8+10), slam +16 (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+15; DC 25)
STATISTICS
Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Base Atk +8; CMB +20; CMD 30 (34 vs. trip)
Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +21

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DREX, CR 8 (XP 4,800)
Male awakened ferret wizard (necromancer) 6
NE Tiny magical beast (augmented animal)
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 18, touch 16, flat-footed 14 (+2 size, +4 Dex, +2 natural)
hp 61 (3d8+6d6+24); regeneration 1
Fort +5, Ref +9, Will +6
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +11 (1d3–3 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks channel negative energy (DC 12, 6/day)
Arcane School Spell-Like Abilities (CL 6th; concentration +9 [+13 defensive])
6/day—grave touch (3 rounds)
Necromancer Spells Prepared (CL 6th; concentration +9 [+13 defensive])
3rd—fly, ray of exhaustion, vampiric touch (DC 18, 2)
2nd—blindness/deafness (DC 17), ghoul touch (DC 17, 2), scare (DC 17), spectral hand
1st—chill touch (DC 16, 2), mage armor, shield, shocking grasp (DC 15)
0 (at will)—bleed (DC 15), detect magic, mage hand, read magic
Opposition Schools enchantment, illusion
STATISTICS
Str 5, Dex 18, Con 10, Int 16, Wis 10, Cha 9
Base Atk +5; CMB +7; CMD 14
Feats Combat Casting, Command UndeadB, Greater Spell Focus (necromancy), Scribe ScrollB, Spell Focus (necromancy), Toughness, Weapon Finesse
Skills Acrobatics +18 [+14 when jumping], Climb +18, Escape Artist +10, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +8, Spellcraft +12, Stealth +22, Survival +12, Swim +10; Racial Modifiers +4 Stealth, +8 Acrobatics
Languages Planar Trade, Abyssal, Draconic, Infernal
SQ bloodline arcana (collar of natural armor +1; 1/day—cast any spell in spellbook), favored class (wizard; 6 hit points)
Gear coin of the faithful attendant (1/day—extended unseen servant; CL 12th), collar of natural armor +1, dust of disappearance (6 doses), handy haversack, mask of the skull (1/day—finger of death +11 ranged touch [50 ft.], Fort DC 20; CL 13th), ring of regeneration, spell component pouch
SPECIAL ABILITIES
Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

DREX’S SPELLBOOK
3rd—fly, gentle repose, halt undead, ray of exhaustion, vampiric touch, water breathing
2nd—blindness/deafness, command undead, false life, ghoul touch, scare, spectral hand
1st—cause fear, chill touch, detect undead, expeditious retreat, mage armor, ray of enfeeblement, shield, shocking grasp
0—all

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GENUS PICA (NPC Leader of The Awakened Beast Society), CR 11 (XP 12,800)
Female awakened magpie psion (kineticist) 5/rogue 4
N Tiny magical beast (augmented animal)
Init +4; Senses low-light vision; Perception +18
DEFENSE
AC 17, touch 17, flat-footed 13 (+2 size, +4 Dex, +1 dodge); +1 vs. traps
hp 52 (7d8+5d6)
Fort +5, Ref +12, Will +7; +1 vs. traps
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +13 (1d3-4)
Ranged telekinetic hurl +14 (2d4+2)
Space 2 ½ ft.; Reach 0 ft.
Special Attacks sneak attack +2d6, telekinetic hurl
Kineticist Powers Known (ML 5th; power points 32; concentration +8 [+12 defensive])
3rd—energy cone (DC 16), telekinetic force (DC 16)
2nd—breach, cloud mind (DC 15), control air, energy missile (DC 15)
1st—control object, far hand, force screen, detect psionics, sense link
STATISTICS
Str 2, Dex 18, Con 10, Int 16, Wis 13, Cha 11
Base Atk +7; CMB +9; CMD 15
Feats Combat Manifestation, Dodge, Mobility, Power Specialization (ray), Psionic Meditation, Skill Focus (Perception), Weapon Finesse, Weapon Focus (ray)
Skills Acrobatics +4, Appraise +10, Autohypnosis +9, Bluff +7, Fly +20, Diplomacy +7, Disable Device +15, Escape Artist +11, Intimidate +12, Knowledge (local) +10, Knowledge (planes) +10, Knowledge (psionics) +11, Perception +18 [+20 to locate traps], Sense Motive +8, Sleight of Hand +11, Spellcraft +11, Stealth +22, Survival +6
Languages Planar Trade, Auran, Dwarven, Sylvan
SQ detect psionics, discipline talents (far hand, force screen), favored class (rogue; 4 skill ranks), rogue talent (surprise attack), trapfinding +2
Gear bag of holding (type I), coin of the faithful attendant (1/day—extended unseen servant; CL 12th), dark blue rhomboid ioun stone (Alertness), masterwork thieves’ tools, pearly white spindle ioun stone (regenerate 1 point of damage per 10 minutes)
SPECIAL ABILITIES
Detect Psionics (Ps) Genus Pica can use detect psionics at will, as long as she maintains psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Discipline Talents (Ps) As long as Genus Pica maintains psionic focus, she may manifest either far hand or force screen chosen without paying a power point cost, but the powers may not be augmented or affected by metapsionic feats. The shield bonus of force screen is reduced to +2.
Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to Genus Pica, even if they have already acted.
Telekinetic Hurl (Su) As long as Genus Pica maintains psionic focus, she gains the ability to telekinetically hurl objects of up to 5 lbs. as a ranged attack at an enemy within 30 ft. Such attacks deal 2d4 points of damage due to the force exerted.
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More to come before I get my post up...
Last edited by Nemesio on Tue Apr 08, 2014 11:09 am, edited 7 times in total.
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Zilfer
Evil Genius
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Posts: 4231
Joined: Wed Apr 20, 2011 8:14 pm
Gender: Male
Location: WA (Land of lots of trees)
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Re: Javenloft OOC

Post by Zilfer »

Lol it looks like the kids like playing as animals? xD
There's always something to lose.

Fraternity of Shadows Discord
https://discord.gg/AM6Kp95ekf
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Nemesio
Evil Genius
Evil Genius
Posts: 2030
Joined: Sat Nov 24, 2012 2:26 pm
Gender: Male
Location: Holbrook MA
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Re: Javenloft OOC

Post by Nemesio »

...and some more...

MAC, CR 8 (XP 4,800)
Male awakened rhesus monkey rogue (cutpurse) 6
N Small magical beast (augmented animal)
Init +4; Senses low-light vision; Perception +9
DEFENSE
AC 15, touch 15, flat-footed 11 (+1 size, +4 Dex)
hp 44 (9d8)
Fort +7, Ref +12, Will +4
Defensive Abilities evasion, uncanny dodge
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +11 (1d3) or +2 short sword +13/+8
Ranged +2 sling +13/+8 (1d3+2)
Special Attacks sneak attack +3d6
STATISTICS
Str 10, Dex 18, Con 10, Int 14, Wis 12, Cha 11
Base Atk +6; CMB +9 (+13 to steal from a foe); CMD 19 (21 vs. steal attempts)
Feats Agile Maneuvers, Combat Expertise (-2/+2), Deft Hands, Greater Steal, Improved StealB, Weapon Finesse
Skills Acrobatics +20, Appraise +10, Bluff +12, Climb +16, Diplomacy +8, Disable Device +16, Escape Artist +12, Knowledge (local) +10, Perception +9, Perform (comedy) +5, Perform (dance) +5, Sense Motive +6, Sleight of Hand +18, Stealth +16, Survival +6, Swim +5, Use Magic Device +8; Racial Modifiers +8 Acrobatics
Languages Planar Trade, Goblin, Halfling
SQ favored class (rogue; 6 skill ranks), rogue talent (combat swipe, fast fingers, fast getaway)
Gear bag of holding (type III), masterwork thieves’ tools, +2 short sword, +2 sling and 20 bullets
SPECIAL ABILITIES
Fast Fingers (Ex) Once per day, Mac can roll two dice while making a Sleight of Hand check and take the better result. He must choose to use this talent before making the Sleight of Hand check.
Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, Mac can spend a move action to take the withdraw action. He can move no more than his speed during this movement.
Measure of the Mark (Ex) When Mac makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes his Sleight of Hand check, and the rogue knows the Perception check result. He can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, he can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt.
Stab and Grab (Ex) As a full-round action, Mac can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an Item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft.

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MIN, CR 8 (XP 4,800)
Male awakened northern goshawk ranger (guide) 6
NG Tiny magical beast (augmented animal)
Init +4; Senses low-light vision; Perception +21
DEFENSE
AC 17, touch 17, flatfooted 12 (+2 size, +4 Dex, +1 dodge)
hp 66 (3d8+6d10+15)
Fort +9, Ref +12, Will +5
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +16 (1d6+2 plus 1d6 fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks ranger’s focus (+4, 2/day), rend (2 talons, 1d6)
Ranger Spells Prepared (CL 3rd; concentration +5)
1st—endure elements, resist energy
STATISTICS
Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 6
Base Atk +8; CMB +10; CMD 21
Feats Dodge, EnduranceB, Flyby Attack, Improved Natural Weapon (talons)B, Power Attack (-2/+4), Rending ClawsB, Weapon Finesse, Weapon Focus (talons)
Skills Acrobatics +7, Fly +19, Knowledge (geography) +11, Knowledge (nature) +11, Perception +21, Stealth +23, Survival +13 [+16 when tracking]; Racial Modifier +8 Perception
Languages Planar Trade
SQ combat style (natural weapons), favored class (ranger; 6 hit points), favored terrain (forest +2), track +3, wild empathy +4
Gear anklet of flaming mighty fists +1, coin of the faithful attendant (1/day—extended unseen servant; CL 12th), ring of blinking (At will—blink; CL 7th)
SPECIAL ABILITIES
Favored Terrain (Ex) Min gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in his favored terrain. When traveling through his favored terrain, he normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, Min may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, Min's bonuses do not stack; he simply uses whichever bonus is higher.
Ranger’s Focus (Ex) Twice per day, Min can focus on a single enemy within line of sight as a swift action. That creature remains Min’s focus until it is reduced to 0 or fewer hit points or surrenders, or until Min designates a new focus, whichever occurs first. Min gains a +4 bonus on attack and damage rolls against the target of his focus. At 10th level, and every five levels thereafter, this bonus increases by +2. At 7th level, and every 3 levels thereafter, Min can use this ability one additional time per day.
Terrain Bond (Ex) When in his favored terrain, Min grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, Min’s allies leave no trail and can’t be tracked. Min can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.

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NOCTILIO, CR 8 (XP 4,800)
Male awakened bulldog bat cleric of the Queen of Air and Darkness 6
CN Tiny magical beast (augmented animal)
Init +6; Senses blindsense 20 ft., low-light vision; Perception +15
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 44 (9d8)
Fort +7, Ref +7, Will +11
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee bite +10 (1d4–3) or touch +10
Space 1 ft.; Reach 0 ft.
Special Attacks channel negative energy 3/day (DC 10, 2d6)
Domain Spell-Like Abilities (CL 6th; concentration +11)
8/day—lightning arc (30 ft., ranged touch +10, 1d6+3 electricity damage), tough of darkness (touch +10, 3 rounds)
Cleric Spells Prepared (CL 6th; concentration +11)
3rd—animate dead, cure serious wounds, deeper darknessD, summon monster III
2nd—blindness/deafnessD (DC 17), darkness, summon monster II, wind wallD
1st—cure light wounds (4), obscuring mistD, summon monster I
0 (at will)—create water, purify food and drink, resistance, stabilize
D Domain spell; Domains Air, Darkness
STATISTICS
Str 5, Dex 15, Con 8, Int 8, Wis 20, Cha 10
Base Atk +6; CMB +6; CMD 13
Feats Acrobatic, Alertness, Blind-FightB, Hover, Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Diplomacy +4, Fly +16, Knowledge (religion) +8, Perception +15, Sense Motive +7, Spellcraft +8, Stealth +14, Swim +6; Racial Modifier +4 Perception, +4 Swim
Languages Planar Trade
SQ favored class (cleric; 6 skill ranks), spontaneous casting (inflict spells)
Gear bag of holding (type I), pearl of power (2nd), unholy symbol of the Queen of Air & Darkness (1,300 gp value small black diamond)
SPECIAL ABILITIES
Lightning Arc (Sp) As a standard action, Noctilio can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels he possesses. Noctilio can use this ability a number of times per day equal to 3 + his Wisdom modifier.
Touch of Darkness (Sp) As a melee touch attack, Noctilio can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 Noctilio’s cleric level (minimum 1). Noctilio can use this ability a number of times per day equal to 3 + his Wisdom modifier.

HUESOS GRANDES, CR 7 (XP 3,200)
Male cloud giant skeleton
NE Huge undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 21, touch 10, flat-footed 19 (-2 size, +2 Dex, +3 natural, +6 armor, +2 shield)
hp 96 (16d8)
Fort +5, Ref +7, Will +10
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 50 ft.
Melee 2 claws +22 (1d8+12), or mwk alchemical silver dagger +23/+18/+13 (1d8+12/19-20), or heavy mace +22/+17/+12 (3d6+12)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 35, Dex 15, Con —, Int —, Wis 10, Cha 10
Base Atk +12; CMB +26; CMD 38
Feats Improved InitiativeB
Gear +2 chain shirt, heavy mace, heavy steel shield, masterwork alchemical silver dagger

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OZ, CR 8 (XP 4,800)
Male awakened deer ranger (warden) 5
N Medium magical beast (augmented animal)
Init +4; Senses low-light vision, scent; Perception +14
DEFENSE
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 81 (4d8+5d10+41)
Fort +12, Ref +14, Will +4
OFFENSE
Speed 40 ft.
Melee gore +12 (1d8+2), 2 hooves +8 (1d4+1)
Ranger Spells Prepared (CL 2nd; concentration +4)
1st—longstrider, speak with animals
STATISTICS
Str 15, Dex 18, Con 18, Int 8, Wis 14, Cha 10
Base Atk +8; CMB +10; CMD 24 (28 vs. trip)
Feats DodgeB, EnduranceB, Improved Natural Weapon (gore), Lightning Reflexes, MobilityB, Power Attack (-3/+6), Run, Weapon Finesse
Skills Acrobatics +12 [+16 when jumping], Climb +7, Knowledge (geography) +6, Knowledge (nature) +6, Perception +14, Stealth +13 [+17 in forests], Survival +10 [+12 when tracking], Swim +11; Racial Modifiers +4 Perception, +4 Stealth [+8 in forests], +4 Swim
SQ able explorer, favored class (warden; 5 hit points), master of terrain (forest +4, mountain +2), track +2, wild empathy +5
Gear collar of mighty fists +2, handy saddlebag, unfettered harness (1/day—freedom of movement for 10 minutes; CL 7th)
SPECIAL ATTACKS
Able Explorer (Ex) When making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, Oz can make two skill checks and take the higher result.
Live in Comfort (Ex) Oz is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. Oz can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If Oz is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.
Master of Terrain (Ex) Oz gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain (forest +4, mountain +2). When Oz is traveling through his favored terrain, he normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, Oz may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, Oz's bonuses do not stack; he simply uses whichever bonus is higher.
Terrain Bond (Ex) Oz can form a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, he grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, Oz's allies leave no trail and can't be tracked. He can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires.

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QUICKHATCH, CR 8 (XP 4,800)
Male awakened wolverine fighter (savage warrior) 4
CG Medium magical beast (augmented animal)
Init +3; Senses low-light vision, scent; Perception +10
DEFENSE
AC 20, touch 10, flat-footed 18 (-2 rage, +2 Dex, +2 natural, +8 armor)
hp 116 (5d8+4d10+67)
Fort +14, Ref +8, Will +6; +1 vs. energy drain and death effects
Defensive Abilities spark of life +1
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft., fly 60 ft. (average)
Melee 2 claws +16 (1d8+10/19-20), bite +16 (1d4+8/19-20)
Special Attacks rage
Base Statistics When not raging, Quickhatch’s statistics are AC 20, touch 12, flat-footed 18; hp 98 (5d8+4d10+40); Fort +12, Will+4; +1 vs. energy drain and death effects; Melee 2 claws +11 (1d8+6), bite +11 (1d4+4); Str 18, Con 19; CMB +11; CMD 24 (28 vs. trip); Skills Climb +15 [+17 unarmored], Swim +6 [+8 unarmored]
STATISTICS
Str 22, Dex 17, Con 23, Int 8, Wis 14, Cha 12
Base Atk +7; CMB +13 (+15 to grapple); CMD 26 (30 vs. trip)
Feats Cleave, Improved Natural Attack (claws), Power Attack (-2/+4), Skill Focus (Perception), Toughness, Weapon Focus (bite), Weapon Focus (claws), Weapon Specialization (claws)
Skills Acrobatics +6 [+8 unarmored], Climb +17 [+19 unarmored], Fly +8, Perception +10, Survival +8, Swim +8 [+10 unarmored]
Languages Planar Trade
SQ armor training 1, favored class (savage warrior; 4 hit points)
Gear +2 breastplate barding of brawling, coin of the faithful attendant (1/day—extended unseen servant; CL 12th), collar of keen mighty fists, wings of flying
SPECIAL ABILITIES
Armor Training (Ex) Quickhatch has learned to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, Quickhatch can also move at his normal speed while wearing medium armor. At 7th level, Quickhatch can move at his normal speed while wearing heavy armor.
Rage (Ex) If Quickhatch takes damage in combat, he flies into a rage on his next turn, clawing and biting madly until either he or his opponent is dead. He gains +4 to Strength, +4 to Constitution, and –2 to AC. Quickhatch cannot end his rage voluntarily.

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SHADOW, CR 8 (XP 4,800)
Male awakened cat rogue (investigator) 6
NG Tiny magical beast (augmented animal)
Init +7; Senses low-light vision, scent; Perception +14
DEFENSE
AC 24, touch 19, flat-footed 17 (+2 size, +7 Dex, +5 armor); +2 vs. traps
hp 62 (9d8+18)
Fort +7, Ref +15, Will +3; +2 vs. traps
Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 30 ft.
Melee 2 claws +15 (1d2–4), bite +15 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +3d6
STATISTICS
Str 3, Dex 24, Con 15, Int 15, Wis 10, Cha 12
Base Atk +6; CMB +11; CMD 17 (21 vs. trip)
Feats Alertness, Combat Expertise (-2/+2), Persuasive, Skill Focus (Diplomacy), Weapon Finesse
Skills Acrobatics +15, Bluff +12, Climb +21, Diplomacy +16, Escape Artist +18, Knowledge (local) +13, Perception +14, Sense Motive +14, Stealth +30, Survival +11; Racial Modifiers +4 Climb, +4 Stealth
Languages Planar Trade, Goblin, Halfling
SQ favored class (investigator; 6 skill ranks), rogue talents (coax information, follow clues, hard to fool)
Gear coin of the faithful attendant (1/day—extended unseen servant; CL 12th), greater plague rat collar (+2 enhancement bonus to Dex and Con; 3/day—reroll save to resist disease or poison [must take second roll]; CL 8th), harness of armor +5
SPECIAL ABILITIES
Coax Information (Ex) Shadow can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward him.
Follow Clues (Ex) Shadow can use Perception to follow tracks as per the Survival skill.
Follow Up (Ex) Shadow can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, Shadow is aware of it. False information is not revealed in this way if the people he questioned do not know it to be false.
Hard to Fool (Ex) Once per day, Shadow can roll two dice while making a Sense Motive check, and take the better result. He must choose to use this talent before making the Sense Motive check.

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SHULB, CR 8 (4,800)
Male awakened blue-ringed octopus wizard (universalist) 6
N Tiny magical beast (aquatic, augmented animal)
Init +8; Senses low-light vision; Perception +9
DEFENSE
AC 20, touch 20, flat-footed 12 (+2 size, +8 Dex)
hp 47 (3d8+6d6)
Fort +5, Ref +13, Will +8
Defensive Abilities ink cloud, jet
OFFENSE
Speed 20 ft., swim 30 ft., jet 60 ft.
Melee bite +15 (1d2 plus poison), tentacles +13 (grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks grab, poison
Universalist School Spell-Like Abilities (CL 6th; concentration +10 [+14 defensive])
7/day—hand of the apprentice (ranged touch +11)
Wizard Spells Prepared (CL 6th; concentration +10 [+14 defensive])
3rd—fly, scorching ray, vampiric touch (DC 18)
2nd—alter self, ghoul touch (DC 17), levitate, spider climb
1st—floating disc, ray of enfeeblement (DC 16), shield, shocking grasp
0 (at will)—detect magic, mage hand, prestidigitation, read magic
STATISTICS
Str 10, Dex 26, Con 10, Int 18, Wis 11, Cha 5
Base Atk +5; CMB +11 (+15 grapple); CMD 21 (can’t be tripped)
Feats Ability Focus (poison), Combat Casting, Eschew Materials, Iron Will, MultiattackB, Spell Focus (necromancy)B, Scribe ScrollB, Weapon Finesse
Skills Climb +17, Escape Artist +28, Knowledge (arcana) +13, Knowledge (geography) +12, Knowledge (planes) +12, Knowledge (nature) +12, Perception +9, Spellcraft +13, Stealth +33, Swim +25; Racial Modifiers +10 Escape Artist, +8 Stealth
Languages Planar Trade, Aquan, Draconic, Elven, Undercommon
SQ arcane bond (fish bowl; 1/day—cast any spell in spellbook), favored class (wizard; 6 skill ranks)
Gear coin of the faithful attendant (1/day—extended unseen servant; CL 12th), decanter of endless water, fish bowl, portable hole, ring of air breathing, ring of counterspells (vampiric touch), waterproof spell component pouch, waterproof spellbook
SPECIAL ABILITIES
Hand of the Apprentice (Su) Brainsucker cause its melee weapon to fly from its grasp and strike a foe before instantly returning to it. As a standard action, Brainsucker can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that Brainsucker adds its Intelligence modifier on the attack roll instead of its Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. Brainsucker can use this ability a number of times per day equal to 3 + its Intelligence modifier.
Ink Cloud (Ex) While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.
Jet (Ex) The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

SHULB’S SPELLBOOK
3rd—dispel magic, fly, scorching ray, vampiric touch
2nd—alter self, ghoul touch, invisibility, levitate, spider climb
1st—alarm, endure elements, expeditious retreat, feather fall, floating disc, jump, mage armor, magic missile, ray of enfeeblement, shield, shocking grasp, unseen servant
0—all

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SIR JOHN, CR 8 (XP 4,800)
Male awakened lion paladin of Haelyn 2
LG Large magical beast (augmented animal)
Init +8; Senses low-light vision, scent; Perception +16
DEFENSE
AC 16, touch 13, flat-footed 12 (-1 size, +4 Dex, +3 natural)
hp 99 (7d8+2d10+56)
Fort +15, Ref +10, Will +8
Defensive Abilities divine grace
OFFENSE
Speed 40 ft.
Melee bite +17 (1d8+11 plus 2d6 vs. evil, plus grab), 2 claws +17 (1d4+11 plus 2d6 vs. evil)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +17, 1d4+11), smite evil 1/day (+1 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
At will—detect evil
STATISTICS
Str 28, Dex 18, Con 22, Int 10, Wis 15, Cha 12
Base Atk +7; CMB +17 (+21 grapple); CMD 31 (35 vs. trip)
Feats Extra Lay on Hands, Improved Initiative, Power Attack (-2/+4), Run, Skill Focus (Perception)
Skills Acrobatics +14 [+18 jumping], Diplomacy +6, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +16, Sense Motive +2, Stealth +14 [+22 in undergrowth]; Racial Modifiers +4 Acrobatics, +4 Stealth [+8 in undergrowth]
Languages Planar Trade
SQ aura, code of conduct, favored class (paladin; 2 hit points), lay on hands (1d6, 4/day)
Gear collar of holy mighty fists +2, handy saddlebag, holy symbol of Haelyn (100 gp value gold amulet depicting a sword and sunburst), unfettered harness (1/day—freedom of movement for 10 minutes; CL 7th)
SPECIAL ABILITIES
Lay On Hands (Su) Sir John can heal wounds (his own or those of others) by touch. Each day he can use this ability 2/day (a number of times equal to 1/2 his paladin level plus his Charisma modifier). With one use of this ability, Sir John can heal 1d6 hit points of damage (1d6 for every two paladin levels he possesses). Using this ability is a standard action, unless Sir John targets herself, in which case it is a swift action. Despite the name of this ability, Sir John can use his tongue or a paw to use this ability.
Alternatively, Sir John can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

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TESS, CR 8 (XP 4,800)
Female awakened raccoon rogue (burglar) 6
N Tiny magical beast (augmented animal)
Init +4; Senses low-light vision, scent; Perception +14
DEFENSE
AC 20, touch 19, flat-footed 16 (+2 size, +4 Dex, +1 natural, +3 deflection); +2 vs. traps
hp 44 (9d8)
Fort +5, Ref +12, Will +10; +2 vs. traps
Defensive Abilities evasion, trap sense +2
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +13 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +3d6
STATISTICS
Str 6, Dex 19, Con 10, Int 13, Wis 20, Cha 10
Base Atk +6; CMB +8 (+10 to steal); CMD 16 (18 vs. steal, +20 vs. trip)
Feats Combat Expertise, Deft Hands, Improved Steal, Iron Will, Weapon Finesse, Weapon Focus (bite)B
Skills Acrobatics +10 [+6 jumping], Appraise +7, Bluff +7, Climb +20, Diplomacy +5, Disable Device +16, Escape Artist +13, Knowledge (dungeoneering) +5, Knowledge (local) +8, Perception +14 [+17 to locate traps], Sense Motive +11, Sleight of Hand +16, Stealth +24, Survival +9, Swim +5, Use Magic Device +8
Languages Planar Trade, Goblin, Sylvan
SQ favored class (rogue; 6 skill ranks), rogue talents (fast picks, nimble climber, weapon training), trap finding +3
Gear bag of holding (type III), masterwork thieves’ tools, ring of protection +3
SPECIAL ABILITIES
Careful Disarm (Ex) Whenever Tess attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
Fast Picks (Ex) Tess can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.
Nimble Climber (Ex) When Tess fails a Climb check by 5 or more, she can immediately make another Climb check at the surface’s base DC +10. If successful, she stops her fall by clinging onto the surface. The rogue does not take falling damage when she stops his fall in this manner.
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Rexleith
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Re: Javenloft OOC

Post by Rexleith »

I had a massive computer failure this past week. I just got back into the forum now! It sucks it took so long.
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Re: Javenloft OOC

Post by Ryan Naylor »

Zilfer wrote:This is the way the world ends....
This is the way the world ends....
This is the way the world ends....
Not with a bang, but a whimper.....

:P Anyone else know that poem?
T. S. Elliott. The Hollow Men.

I don't particularly like it :)
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Re: Javenloft OOC

Post by Nemesio »

Ha! I'll give you a whimper! :azalin:
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Re: Javenloft OOC

Post by Zilfer »

Ryan Naylor wrote:
Zilfer wrote:This is the way the world ends....
This is the way the world ends....
This is the way the world ends....
Not with a bang, but a whimper.....

:P Anyone else know that poem?
T. S. Elliott. The Hollow Men.

I don't particularly like it :)
I don't think most people do, it's mostly the ending that is quoted. :D
There's always something to lose.

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Ryan Naylor
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Re: Javenloft OOC

Post by Ryan Naylor »

Given it's (in one reading at least) about the hanging of Guy Fawkes (it's his whimper, rather than the bang of blowing up Parliament he wanted), it's not entirely inappropriate for us.


I'd rather the "falls the shadow" passage if I had to pick something out of the poem, but I'm not that fond of Elliott generally.
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Re: Javenloft OOC

Post by Zilfer »

Ryan Naylor wrote:Given it's (in one reading at least) about the hanging of Guy Fawkes (it's his whimper, rather than the bang of blowing up Parliament he wanted), it's not entirely inappropriate for us.


I'd rather the "falls the shadow" passage if I had to pick something out of the poem, but I'm not that fond of Elliott generally.
ha! Wonder if Guy Fawkes knew he would be remembered for ages to come.

Furthermore I only know that part of the poem for the most part, and nothing of Elliott. :D

Probably a post coming from me soon. :)
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Re: Javenloft OOC

Post by Zilfer »

aaaaaand might have taken some liberties but..... let me know if i need to edit anything. :)
There's always something to lose.

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