MiniQuest: Into the Mind of the Warrior [ECL 7] [Archive] - Wizards Community

Post/Author/DateTimePost
Rauul

11-14-07, 05:03 PM
This is a miniquest for Kilor Mintolo (Salrantol) to gain a warmind teacher. If you are not Rauul or Salrantol, please do not post in this thread. If you have concerns about this miniquest, please PM them to me.

Result: in Process!
http://www.wizards.com/dnd/images/completechampion_gallery/104710.jpg
Ready for November 14, 2007 [ECL 7] [Fight 1] Miniquest to qualify for Warmind

Kilor Mintolo
Gender and Race: Female Human
Size and Type: Medium Humanoid (human, psionic)
Height and Weight: 6'1", 125 lbs.
Age: 27
Alignment: Lawful Good
ECL: Wilder 4/Cleric 1/Paladin 2 [ECL 7] of Lis, Goddess of Beauty
Wilder/Cleric/Paladin/Paladin/Wilder x3/Warmind x2/Ranger/Slayer x10
Experience: 21625/28000

Attributes
STR 18 (+4) [13 pts] [17 Base, +1 Level 4]
DEX 10 (+0) [02 pts] [10 Base]
CON 14 (+2) [06 pts] [14 Base]
INT 10 (+0) [02 pts] [10 Base]
WIS 11 (+0) [03 pts] [11 Base]
CHA 16 (+3) [10 pts] [16 Base] [+4 Charm domain 1/day 1 minute]

Miscellaneous Statistics
Hit Points: 46 [7 HD] [6 Wilder 1 + (3.5 Wilder x 3) + (4.5 Cleric x 1) + (5.5 Paladin x 2) + (7 HD x +2 Con)]
Armor Class (Normal): 18 [10 Base, +0 Dex, +8 Armor]
Armor Class (Touch): 13 [10 Base, +0 Dex, +3 Cha]
Armor Class (Flat-Footed): 18 [10 Base, +8 Armor]
Initiative: +0 [+0 Dex]
Base Attack Bonus: +5 [+3 Wilder 4, +0 Cleric 1, +2 Paladin 2]
Grapple: +9 [+5 BAB, +4 Str]
Speed (Land): 20 ft [30 Base, 20 heavy armor, 20 medium encumbrance]
Weight Carried: 121.4 lbs, medium encumbrance [0-100 (Light), 101-200 (Medium), 201-300 (Heavy)]
Damage Reduction: 3/-- [adamantine full plate]

Saves
Fortitude: +11 [+2 Con, +3 Cha, +1 Wilder 4, +2 Cleric 1, +3 Paladin 2]
Reflex: +4 [+0 Dex, +3 Cha, +1 Wilder 4, +0 Cleric 1, +0 Paladin 2]
Will: +10 [+1 Wis, +3 Cha, +4 Wilder 4, +2 Cleric 1, +0 Paladin 2]

Melee Attacks
"Aesthesis" deepcrystal greatsword +10, 2d6+6, (19-20/x2), slashing [+4 Str, +5 BAB, +1 Enhancement] [+2d6 damage charged]
"Turpis" adamantine greatsword +10, 2d6+6, (19-20/x2), slashing [+4 Str, +5 BAB, +1 Enhancement]
"Anthropis" alchemical silver greatsword +10, 2d6+5, (19-20/x2), slashing [+4 Str, +5 BAB, +1 Enhancement]
cold iron heavy flail +10, 1d10+6, (19-20/x2), bludgeoning [+4 Str, +5 BAB, +1 Enhancement]
armor spikes +10, 1d6+4, (20/x2), piercing [+4 Str, +5 BAB, +1 Enhancement]
touch attack +9 [+4 Str, +5 BAB]

Ranged Attacks
composite longbow +6, 1d8+4, (20/x3), Range 110 ft, piercing [+0 Dex, +5 BAB, +1 Enhancement]
touch attack +5 [+0 Dex, +5 BAB]

Special Attacks & Abilities
turn undead 6/day
moderate aura of good
faint aura of law
detect evil at will
smite evil 1/day (+3 to hit, +2 to damage)
lay on hands 6 hp/day
wild surge +2
Domains: Charm and Magic

Divine Spells Readied
Orisons [DC 11] light x2, resistance
Level 1 [DC 12] magic auraD, magic weapon

Spell Levels Available Per Fight: 1 (3 Orisons) [2 Total Spell Levels / 3, rounded up]
Total Spell Levels: 2 [([1+1] x 1)]
Caster Level: 1

Powers Readied
Level 1 [DC 15] Vigor, Defensive Precognition, Offensive Prescience

Power Points Available Per Fight: 8 [23 Total Power Points / 3, rounded up]
Total Power Points: 23 [17 Wilder 3 + 6 Cha] [0 used]
Manifester Level: 4

Feats
Power AttackLvl 1
Improved SunderHuman
Divine MightLvl 3
LeadershipLvl 6
[Leadership score 9: Cohort up to 5th level]

Skills
Total Skill Points: 43 [34 Wilder, 3 Cleric, 6 Paladin]
Languages: Common [1 Racial, +0 Int]
Armor Check Penalty: -1 [-1 Armor]

Appraise: +0 [+0 Int, 0 Ranks] [+2 Synergy (Craft) for armor, icons, & weapons]
Balance: -1 [+0 Dex, 0 Ranks, -1 ACP]
Climb: +3 [+4 Str, 0 Ranks, -1 ACP]
Concentration: +7 [+2 Con, 5 Ranks (4 Wilder, 1 Paladin)]
Craft (armorsmithing): +10 [+0 Int, 8 Ranks (6 Wilder, 1 Cleric, 1 Paladin), +2 tool]
Craft (iconcrafting): +11 [+0 Int, 9 Ranks (6 Wilder, 1 Cleric, 2 Paladin), +2 tool]
Craft (weaponsmithing): +10 [+0 Int, 8 Ranks (5 Wilder, 1 Cleric, 2 Paladin), +2 tool]
Hide: -1 [+0 Dex, 0 Ranks, -1 ACP]
Jump: +3 [+4 Str, 0 Ranks, -1 ACP]
Knowledge (History): +2 [+0 Int, 2 Ranks (4 WilderCC)]
Knowledge (Psionics): +8 [+0 Int, 8 Ranks (8 Wilder)]
Listen: +1 [+1 Wis, 0 Ranks]
Move Silently: -1 [+0 Dex, 0 Ranks, -1 ACP]
Psicraft: +3 [+0 Int, 1 Ranks (1 Wilder), +2 Synergy (Knowledge (psionics))]
Spot: +1 [+1 Wis, 0 Ranks]
Swim: +2 [+4 Str, 0 Ranks, -2 ACP]

Conditional ModifiersLarge Humanoid (human, psionic)
Attributes
STR 20 (+5) [13 pts] [17 Base, +1 Level 4, +2 size]
DEX 08 (-1) [02 pts] [10 Base, -2 size]

Miscellaneous Statistics
Armor Class (Normal): 16 [10 Base, -1 Dex, +8 Armor, -1 Size]
Armor Class (Touch): 11 [10 Base, -1 Dex, +3 Cha, -1 Size]
Armor Class (Flat-Footed): 16 [10 Base, -1 Dex, +8 Armor, -1 Size]
Initiative: -1 [-1 Dex]
Grapple: +14 [+5 BAB, +5 Str, +4 Size]

Saves
Reflex: +3 [-1 Dex, +3 Cha, +1 Wilder 3, +0 Cleric 1, +0 Paladin 2]

Melee Attacks
"Aesthesis" deepcrystal greatsword +10, 3d6+7, (19-20/x2), slashing [+5 Str, +5 BAB, +1 Enhancement, -1 Size] [+2d6 damage charged]
"Turpis" adamantine greatsword +10, 3d6+7, (19-20/x2), slashing [+5 Str, +5 BAB, +1 Enhancement, -1 Size]
"Anthropis" alchemical silver greatsword +10, 3d6+6, (19-20/x2), slashing [+5 Str, +5 BAB, +1 Enhancement, -1 Size]
cold iron heavy flail +10, 2d8+7, (19-20/x2), bludgeoning [+5 Str, +5 BAB, +1 Enhancement, -1 Size]
armor spikes +10, 1d8+5, (20/x2), piercing [+5 Str, +5 BAB, +1 Enhancement, -1 Size]
touch attack +9 [+5 Str, +5 BAB, -1 Size]

Ranged Attacks
composite longbow +4, 2d6+4, (20/x3), Range 110 ft, piercing [-1 Dex, +5 BAB, +1 Enhancement, -1 Size]
touch attack +3 [-1 Dex, +5 BAB, -1 Size]

Skills
Balance: -2 [-1 Dex, 0 Ranks, -1 ACP]
Climb: +4 [+5 Str, 0 Ranks, -1 ACP]
Hide: -6 [-1 Dex, 0 Ranks, -4 Size, -1 ACP]
Jump: +4 [+5 Str, 0 Ranks, -1 ACP]
Move Silently: -2 [-1 Dex, 0 Ranks, -1 ACP]
Swim: +3 [+5 Str, 0 Ranks, -2 ACP]Prefight Actions
Bring Salrantol [(5/5) x 25% =-25%]
read magic on all scrolls
all powerstones addressed
psionically focused
Salrantol psionically focused

Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
adamantine full plateC with armor spikesMC [60 lbs][8350 gp] [x]
"Aesthesis", deepcrystal greatswordC [8 lbs][525 gp]
"Turpis", adamantine greatswordC [8 lbs][1525 gp]
"Anthropis", alchemical silver greatswordMC [215 gp] [x]
cold iron heavy flailMC [10 lbs][165 gp]
mighty composite longbow (+4)M [1.5 lbs][800 gp]
wooden holy symbol [0 lbs][1 gp]
spell component pouch [2 lbs][5 gp]
200 Arrows [0.15 lb each = 30 lbs][0.05 gp each = 10 gp]
1 Silversheen [0 lb each = 0 lbs][250 gp each = 500 gp]
1 Wand of cure light wounds [CL 1] [0.1 lb each = .1 lbs][750 gp each = 750 gp] [49 charges]
1 Wand of shieldA [CL 2] [0.1 lb each = .1 lbs][1500 gp each = 1500 gp] [47 charges]
1 Wand of expeditious retreatA [CL 2] [0.1 lb each = .1 lbs][1500 gp each = 1500 gp] [47 charges]
1 Wand of enlarge personA [CL 2] [0.1 lb each = .1 lbs][1500 gp each = 1500 gp] [47 charges]

Expendable Items
3 Powerstones of Specified Energy Adaptation [ML 3] [[0.0 lb each = 0 lbs][150 gp each = 450 gp]
1 Powerstone of Synesthete [ML 1] [0.0 lb each = 0 lbs][25 gp each = 25 gp]
1 Powerstone of Touchsight [ML 5] [0.0 lb each = 0 lbs][375 gp each = 375 gp]
2 Scrolls of entropic shield [CL 2] [0.0 lb each = 0 lbs][50 gp each = 100 gp]
1 Scroll of protection from evil [CL 2] [0.0 lb each = 0 lbs][50 gp each = 50 gp]
1 Scroll of protection from chaos [CL 2] [0.0 lb each = 0 lbs][50 gp each = 50 gp]
2 Scrolls of shield of faith [CL 2] [0.0 lb each = 0 lbs][50 gp each = 100 gp]
Max total (ECL2 x 50): 2450 gp
Current subtotal: 1175 gp
Salrantol total: 525 gp
Total: 1700 gp

Equipment at Home
armorsmithing toolsM [5 lbs][55 gp]
iconcrafting toolsM [5 lbs][55 gp]
weaponsmithing toolsM [5 lbs][55 gp]

Results
1: [Fight 1]Miniquest: Salrantol is recruited (win) [+1800 XP] [+2000 gp] [Vathelokai questlord]
2: [Fight 2]Razorfang, Macbrea: Griefing is denied by Kilor's big honkin' sword (win) [+1350 XP] [+1626 gp] [Yitzi pitlord] [+126 gp iconcrafting]
3: [Fight 3]Lady Liara, templer10: One sentence finds its way out of tactics and fight is lost (loss) [+500 XP] [+555 gp] [Zevox pitlord] [+126 gp iconcrafting]
4: [Fight 1]Celestial Basilisk: Power Attack goes bad, but earns its keep later (win) [+1350 XP] [+1500 gp] [Rauul pitlord] [+126 gp iconcrafting]
5: [Fight 2]Bulgar Stronghammer & Wiener Wadlbeisser, TelinArtho, lonewolf, whitebaron, & mucki: Salrantol chooses his targets poorly and wins the fight for Bulgar instead of Kilor (loss) [+450 XP] [+500 gp] [Erithmu pitlord] [+126 gp iconcrafting]
6: [Fight 3]The Eternal Dreamless Sleep, hogarth & templer10: The lack of Salrantol, the dice, and the pitlord conspire to make a fight unwinnable (loss) [+675 XP] [+750 gp] [+126 gp iconcrafting]

Allies
Maximum CR per ally: CR 3
Maximum ECL per ally: ECL 5
Maximum CA of allies per fight: CA 5

Gender and Race: Human Male
Size and Type: Medium Humanoid (human, psionic)
Height and Weight: 6'6", 160 lbs
Age: 21
Alignment: Lawful Good
ECL: Psion (kineticist) 5

Attributes
STR 08 (-1) [00 points][08 Base]
DEX 14 (+2) [06 points][14 Base]
CON 14 (+2) [06 points][14 Base]
INT 18 (+4) [13 points][17 Base, +1 Level 4]
WIS 08 (-1) [00 points][08 Base]
CHA 08 (-1) [00 points][08 Base]

Miscellaneous Statistics
Hit Points: 32 [5 HD] [4 Psion 1 + (2.5 Psion x 4) + (5 HD x +2 Con) + 8 Psionic Body]
Armor Class (Normal): 16 [10 Base, +2 Dex, +4 Armor]
Armor Class (Touch): 12 [10 Base, +2 Dex]
Armor Class (Flat-Footed): 14 [10 Base, +4 Armor]
Initiative: +2 [+2 Dex]
Base Attack Bonus: +2 [+2 Kineticist 5]
Grapple: +1 [+2 BAB, -1 Str]
Speed (Land): 30 ft [30 Base]
Weight Carried: 23.0 lbs, light encumbrance [0-26 (Light), 26-53 (Medium), 54-80 (Heavy)]

Saves
Fortitude: +3 [+2 Con, +1 Psion 4]
Reflex: +3 [+2 Dex, +1 Psion 4]
Will: +3 [-1 Wis, +4 Psion 4]

Melee Attacks
scythe -3, 2d4-1, (20/x4), slashing or piercing [-1 Str, +2 BAB, -4 Nonproficiency]
shortspear +1, 1d6-1, (20/x2), piercing [-1 Str, +2 BAB, +1 Enhancement]
touch attack +1 [-1 Str, +2 BAB]

Ranged Attacks
shortspear +5, 1d6-1, (20/x2), Range 20 ft, piercing [+2 Dex, +2 BAB, +1 Enhancement]
touch attack +4 [+2 Dex, +2 BAB]

Special Attacks and Abilities

Powers Readied
Level 1 [DC 15] Deja Vu, Dissipating Touch, Empty Mind, Energy Ray, Psionic Grease
Level 2 [DC 16] Bestow Power, Ego Whip, Energy Missile, Energy Stun
Level 3 [DC 17] Dispel Psionics, Energy Wall

Power Points Available Per Fight: 15 [44 Total Power Points / 3, rounded up]
Total Power Points: 44 [25 Psion 5, 10 Int 18, 9 Psionic Talent] [0 used]
Manifester Level: 5

Feats
Psionic BodyLvl 1
Enlarge PowerHuman
Psionic TalentPsion 1
Psionic TalentLvl 3
Psionic TalentPsion 5

Skills
Languages: Common, Elven, Dwarven, Gnome [1 Racial, +3 Int]
Total Skill Points: 42 [42 Psion]
Armor Check Penalty: -0 [-0 Armor]
Changes

Balance: +2 [+2 Dex, 0 Ranks, -0 ACP]
Climb: -1 [-1 Str, 0 Ranks, -0 ACP]
Concentration: +10 [+2 Con, 8 Ranks (8 Psion)]
Hide: +2 [+2 Dex, 0 Ranks, -0 ACP]
Jump: -1 [-1 Str, 0 Ranks, -0 ACP]
Knowledge (Arcana): +9 [+4 Int, 5 Ranks (5 Psion)]
Knowledge (Dungeoneering): +5 [+4 Int, 1 Rank (1 Psion)]
Knowledge (Nature): +6 [+4 Int, 2 Ranks (2 Psion)]
Knowledge (Psionics): +11 [+4 Int, 5 Ranks (5 Psion)]
Knowledge (Religion): +6 [+4 Int, 2 Ranks (2 Psion)]
Knowledge (The Planes): +7 [+4 Int, 3 Ranks (3 Psion)]
Listen: -1 [-1 Wis, 0 Ranks]
Move Silently: +2 [+2 Dex, 0 Ranks, -0 ACP]
Psicraft: +13 [+4 Int, 7 Ranks (7 Psion), +2 Synergy (Knowledge (psionics))]
Spellcraft: +10 [+4 Int, 4 Ranks (8 PsionCC), +2 Synergy (Knowledge (arcana))]
Spot: -1 [-1 Wis, 0 Ranks]
Swim: -1 [-1 Str, 0 Ranks, -0 ACP]

Equipment Worn and Carried
mithral shirtC [10 lbs][550 gp]
shortspearMC [3 lbs][150 gp, 5 sp]
scytheC [10 lbs][9 gp]

Expendables
2 Powerstones of Force Screen [2] [0 lbs][50 gp each = 100 gp]
2 Powerstones of Specified Energy Adaptation [3] [0 lbs][150 gp each = 300 gp]
2 Powerstones of Skate [2] [0 lbs][50 gp each = 100 gp]
1 Powerstone of Synesthete [1] [0 lbs][25 gp each = 25 gp]
Current total: 525 gp

Miscellaneous InformationMiscellaneous InformationStarting: 15500 XP
Earned: 6125 XP
Remaining: 21625 XPStarting: 13500 gp
Earned: 7535 gp
Sales: 2475 gp
Spent: 22830 gp, 5 sp
Remaining: 689 gp, 5 spmithral breastplateC with armor spikesMC[2275 gp] [x]
2 Powerstones of Biofeedback [ML 4A, psychic warrior crafted] [200 gp]1 silversheen [250 gp]
1 Powerstone of Force Screen [2] [50 gp]
2 Powerstones of Skate [2] [100 gp]
1 Powerstone of Touchsight [5] [375 gp]
1 scroll of entropic shield [2] [50 gp]
1 scroll of shield of faith [2] [50 gp]Optional Information
Rauul

11-14-07, 05:08 PM
Gimme a little roleplay into how your looking for a teacher.. and we will go from that.. i promise *crosses fingers* to be easy..
Rauul

11-15-07, 12:53 AM
Kilor has spent the last few months learning what he can of the group that killed his mentor.. the Few things he has learned is that there is an elf named Lesren, who heads up a Criminal underground... but getting people to talk about Lesren has lead to several Dead ends.. usually with the people talking ending up Dead..

The Latest news to reach Kilor, what that the Enforcer of the organization is hold up in an Old house in the Gawane District..

All that is Known.. is that the Guy's name is Isafa, and is rumored to have killed so many for Lesren that people are talking.. making him expendable.. but Expendable with Secrets..
Salrantol

11-15-07, 06:58 AM
Kilor and Salrantol, through conversations with the people of the Gawane district, try to gain an idea of where in the district the old house is in which he is "holed up" and an idea of who he is, what he looks like, what to expect from him.
Rauul

11-15-07, 11:40 AM
By Greasing the right palms you find a bartender who Tells you were he is located.. the following day you go back to talk to the Bartender.. and he is dead.. Burnt to a crisp inside his bar..

A little later you find a Prostitute Who has heard of Isafa, the "Elementalist", a Master of Elemental powers and Spells.. Only to go back later to talk to her and find her Dead.. Frozen Solid..

In talking to the 2 before they died.. you found out Isafa looks human.. But doesn't act 100% human.. Red hair, Cool blue eyes, about 5'8" but dosen't look all that strong.. but is deadly.. extremely deadly..
Salrantol

11-15-07, 02:42 PM
Upon learning of the fates of their informants, Kilor and Salrantol exchange glances that very clearly communicate that they are through with reconnaissance and it is time for confrontation. They move quickly to the old house and ready themselves to enter.Both activate powerstones of Specified Energy Adaptation (cold and fire) (Salrantol waits until the last two rounds of Kilor's buffing). Kilor manifests a 2pp +2 wild surged Defensive Precognition and a 2pp +2 wild surged Offensive Prescience and a 1pp +2 wild surged Vigor. Kilor activates her wands of enlarge person and shield, draws Turpis, and hacks away at the door.
Rauul

11-16-07, 02:02 AM
Gonna let you redo your buffs and things... i forgot to look at your groups knowledges...

Salrantol Vakt recognizes the attacks of a Kinetist, and the blood drain from the frozen one points to it being a Vampire..
Salrantol

11-18-07, 09:18 AM
I redid the buffs above, as per the PM I sent earlier.
Rauul

11-18-07, 11:30 AM
Rd 1 Kilor manifests a 2pp +2 wild surged Defensive Precognition
Isafa Does something
Salrantol waits

rd 2 Kilor Manifests a 2pp +2 wild surged Offensive Prescience
Salrantol waits buts hears large number of bats

rd 3 Kilor Manifests a 1pp +2 wild surged Vigor

rd 4 Kilor activate powerstone of Specified Energy Adaptation (cold)

rd 5 Kilor activate powerstone of Specified Energy Adaptation (fire)

rd 6 kilor activates Wand of enlarge person and grows to double her normal size
Salrantol activate powerstone of Specified Energy Adaptation (cold)

rd 7 Kilor Activates wand of shield, stows it and Draws "Turpis" adamantine greatsword
Salrantol activate powerstone of Specified Energy Adaptation (fire)

Kilor 61/46 hps Ac 18+4+2-2=22 ac (Defensive Precognition 41)(Offensive Prescience 42)(Vigor 42)(fire and cold resistance 10 Long)(enlarge 26) (shield 27)
Salrantol 32/32 hps Ac 16 (fire and cold resistance 10 Long)

Rd 8 Kilor Chops the door to little pieces with a mighty blow of his sword
Bats... hundreds of bats swarm out of the room and surround the pair! Kilor takes dmg 1d6=3
Salrantol takes Dmg 1d6=2

Kilor 61/46 hps Ac 18+4+2-2=22 ac (Defensive Precognition 41)(Offensive Prescience 42)(Vigor 42)(fire and cold resistance 10 Long)(enlarge 26) (shield 27) (wounding 0)
Salrantol 32/32 hps Ac 16 (fire and cold resistance 10 Long)(wounding 0)

At this point your covered with a bat Swarm.. and many more bats in the house..
Salrantol

11-19-07, 06:51 AM
How is the bat swarm arranged? Is it in two of Kilor's squares and Salrantol's square with the rest of it in the house? Is it in two of Kilor's squares, Salrantol's square and one adjacent square outside? Is it in three of Kilor's squares and Salrantol's square? Remember, Kilor is the same size as the swarm and I need to know how it's arranged to determine my action.Kilor lets out a surprised gasp as the bats swarm out around her, then grits her teeth and composes herself as Salrantol eyes the layout, getting an eye for what he can do now.
Rauul

11-19-07, 03:09 PM
Map and Info

http://www.hwx.it/coco/coco.php;v=1;map=city;a=Name,L,28,58,Kil or;b=Name,M,27,56,Salrantol;n=Effect,28, 56,1;o=Effect,29,58,1;style=s

Ok the gray batch is acually in your Square,, the green batch is suppost to be covering Salrantol, you haven'ty seen Isafa yet.. the Actions were as Follows..

When you broke the Door, the Bats Readied action went off and they Swarmed out seeking living flesh (Kilor and Salrantol) one moved over you to nibble on Salrantol, one stopped on you to nibble your tender flesh..
Salrantol

11-19-07, 05:38 PM
Salrantol maneuvers himself out of the bats' swarming frenzy and summons his psionic energies to imbue the area before him with a chill wind--a wall of pure cold appears, engulfing the bats and Kilor in a frigid, stinging cold.http://www.hwx.it/coco/coco.php;v=1;map=city;a=Name,L,28,59,Swa rm;b=Name,L,27,57,Swarm;c=Name,L,28,58,K ilor;d=Name,M,27,56,28,55,Salrantol;e=Na me,M,28,56,28,64,Wall of Cold;style=s
The side of the wall emanating cold is the right side.

Kilor delays until at least the results of Salrantol's action are known.
Salrantol

11-21-07, 08:50 PM
In case I was too vague, that's Salrantol manifesting Energy Wall (cold).
Rauul

11-28-07, 07:46 PM
now that my internet is more stable.. i will be working on this and we will finish it up before Sunday... I apologize
Rauul

11-30-07, 02:43 PM
the Swarm around Kilor Crumbles as the wash of the ice cold wall of Ice washes over them and Kilor, who is protected from the cold, The swarm around Salrantol resists the cold better and takes only 6 dmg.. the Surviving swarm Proceed to attempt to swarm Salrantol but they are frozen to death as they attempt to get close..

Looking into the House, You see what looks to be only described as a temple to death.. Dead animals, dead people, dead creatures you have never seen can be seen painted on the walls... from the back of the temple.. you hear a Hallowed Laugh

"So you have defeated my bats, congrats on that holy warrior.. now you get to face your worse Nightmare... ME!"

As he saids the final word... a Wall of Electricity is placed over Kilor.. dealing 6 damage to Kilor, and 6 dmg to Salrantol, + they each take 1 dmg from thier bat bites!


Kilor 54/46 hps Ac 18+4+2-2=22 ac (Defensive Precognition 41)(Offensive Prescience 42)(Vigor 42)(fire and cold resistance 10 Long)(enlarge 26) (shield 27) (wounding 1)
Salrantol 25/32 hps Ac 16 (fire and cold resistance 10 Long)(wounding 1)

Map is the Temple map.. your just outside of it..and he is somewhere in it..
Salrantol

11-30-07, 05:04 PM
Map is the Temple map.. your just outside of it..and he is somewhere in it..Can you show the map, so I can see where the door is on the map and the lay out of the Energy Wall (electricity)? Salrantol's Energy Wall would have extended as far into the building as he could see and affect with the power (100 ft. long max.).
Rauul

12-01-07, 05:03 AM
http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,1,30,co rner0ne;b=Name,M,30,30,CORNERTWO;c=Name, M,15,19,END OF WALL OF COLD;e=Name,L,15,1,DOOR;style=s

Your just outside the door... also the wall of electric is flush with the wall with the door..

Special notes About the map...


Dim light
Lava is blood or read water (wanna smell or taste it?)
Center Statue is acually used to be a stairway is now rubble
Salrantol

12-01-07, 07:01 AM
You're just outside the door... also the wall of electricity is flush with the wall with the door...Do you mean it looks like this, only closer to the wall?
http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,1,1,30, 1,Energy Wall (elec);style=s
Because if so, how did it deal damage to Salrantol and Kilor?
Salrantol

12-01-07, 07:18 AM
Kilor, knowing her foe is inside somewhere, slips Turpis back into its sheath and runs into the room, drawing Anthropis along the way.
http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,1,1,30, 1,Energy Wall (elec);b=Name,L,15,2,15,4,Kilor;c=Name,M ,15,1,15,18,Energy Wall (cold);style=s
Salrantol's action will depend on the answer you give to the question above.
Rauul

12-01-07, 11:58 AM
Do you mean it looks like this, only closer to the wall?
http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,1,1,30, 1,Energy Wall (elec);style=s
Because if so, how did it deal damage to Salrantol and Kilor?

yes Identical to that... except flush with the wall... Kilor took damage because she was in the doorway.. Sal took damage because he was within 10ft of the door.. Will adjust the damage to Sal.. sorry

Kilor 54/46 hps Ac 18+4+2-2=22 ac (Defensive Precognition 41)(Offensive Prescience 42)(Vigor 42)(fire and cold resistance 10 Long)(enlarge 26) (shield 27) (wounding 1)
Salrantol 28/32 hps Ac 16 (fire and cold resistance 10 Long)(wounding 1)

yes your Picture is Accurate once you move into the building..
Salrantol

12-01-07, 03:02 PM
http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,L,15,2,15 ,4,Kilor;b=Name,M,16,1,18,2,Salrantol;c= Name,M,15,1,15,19,EW (cold);style=sBursting into the house in spite of the wall of electricity, Salrantol quickly looks around for their foe.

If Salrantol doesn't see anyone, he will ready to manifest a 5pp (Enlarged if necessary) Energy Ray (fire) on the opponent on sight of him.
Stormwind

12-13-07, 07:44 AM
Ok, Just a heads up that I've been assigned to take over the miniquest. I will have an update up shortly.
Stormwind

12-13-07, 09:04 AM
As far as I can tell, this is the current situation. Please let me know if I have missed anything.

Round 11
Isafa (vampire kineticist) manifests energy wall
Kilor moves inside, sheaths Turpis and draws Anthropis
Salrantol moves through the wall (fail reflex save; 12 damage) to get inside and readies to manifest a 5pp (Enlarged if necessary) Energy Ray (fire) on sight.

Kilor: 53/46 HP, AC 22, 3/8pp
Defensive Precognition (+2AC, 41 rounds), Offensive Prescience (+3 damage, 42 rounds), Vigor (+7HP, 42 rounds), Fire & Cold resistance 10 (Long), Enlarge (-2AC, +4 grapple, 26 rounds), Shield (+4AC, 27 rounds)
Wounding
Salrantol 15/32 HP, AC 16, 10/15pp
Fire & Cold resistance 10 (Long)
Wounding


Round 12 (partial)
Isafa can be seen briefly across the room as soft coruscating light surrounds him as he begins to manifest a power (Salrantol identifies the power as Dispel psionics).
Salrantol's readied action triggers but is unable to complete as Isafa is too far away.
Isafa's power manifests against Kilor, stripping away some of his protections (Targeted dispel succeeds vs Defensive precognition and Enlarge)
Kilor ...
Salrantol ...

Kilor: 53/46 HP, AC 22, 3/8pp
Defensive Precognition (+2AC, 41 rounds), Offensive Prescience (+3 damage, 42 rounds), Vigor (+7HP, 42 rounds), Fire & Cold resistance 10 (Long), Enlarge (-2AC, +4 grapple, 26 rounds), Shield (+4AC, 27 rounds)
Wounding
Salrantol 15/32 HP, AC 16, 10/15pp
Fire & Cold resistance 10 (Long)
Wounding

http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Kilor,M,15,4;b =Salrantol,M,18,2;c=Isafa,M,24,24
Salrantol

12-13-07, 02:37 PM
Kilor delays.

Salrantol hurries down the stairs and moves towards the vampire and summons a blast of heat and flame around his foe. [5pp Energy Missile (fire)]

Kilor, looking at her bosom companion, sees his sizzling hair and singed arms and realizes how hurt he is. She quickly draws a wand as she dashes to him and uses it, restoring his health. [wand of cure light wounds]
Stormwind

12-13-07, 05:45 PM
Round 12 (complete)
...
Kilor delays
Salrantol hurries down the stairs and moves towards the vampire and summons a blast of heat and flame around his foe. (Isafa saves for 9 damage)
Kilor, looking at her bosom companion, sees his sizzling hair and singed arms and realizes how hurt he is. She quickly draws a wand as she dashes to him and uses it, restoring his health. (2hp healed)

Kilor: 52/46 HP, AC 22, 3/8pp
Offensive Prescience (+3 damage, 41 rounds), Vigor (+7HP, 41 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 26 rounds)
Wounding
Salrantol: 17/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -9/?? HP, AC ??, -10/??pp


Round 13 (partial)
Snarling from the flames, the vampire manifests freezing missiles towards both of the intruders (Salrantol saves for 11-10=1 damage, Kilor saves for 11-10=1 damage)
Salrantol ...
Kilor ...

Kilor: 51/46 HP, AC 22, 3/8pp
Offensive Prescience (+3 damage, 40 rounds), Vigor (+7HP, 40 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 25 rounds)
Wounding
Salrantol: 16/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -4/?? HP, AC ??, -15/??pp

http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Kilor,M,15,4,1 7,7;b=Salrantol,M,18,2,16,3,18,6;c=Isafa ,M,24,24
Salrantol

12-14-07, 07:14 AM
Salrantol delays.

Kilor uses her wand on her ally again and moves forward.http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Name,M,17,7,20 ,10,Kilor;b=Name,M,18,6,Salrantol
Stormwind

12-14-07, 08:29 AM
Round 13 (complete)
...
Salrantol delays
Kilor uses her wand on her ally again and moves forward (8hp healed)

Kilor: 50/46 HP, AC 22, 3/8pp
Offensive Prescience (+3 damage, 40 rounds), Vigor (+4HP, 40 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 25 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -4/?? HP, AC ??, -15/??pp


Round 14 (partial)
Isafa sends forth another freezing missile at Kilor and snarls as he realises it has no effect
(Kilor saves for 10-10=0 damage, missile can't target Salrantol as he is too far away from Kilor)
Salrantol ...
Kilor ...

Kilor: 50/46 HP, AC 22, 3/8pp
Offensive Prescience (+3 damage, 39 rounds), Vigor (+4HP, 38 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 24 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -/?? HP, AC ??, -20/??pp

http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Kilor,M,17,7,2 0,10;b=Salrantol,M,18,6;c=Isafa,M,24,24

@Salrantol: Since you didn't specify what to delay for with Salrantol, I went ahead with the start of the next round. If you wish to act before Isafa, that's fine, just let me know.

On another matter, I will be travelling this weekend and unfortunately won't have internet access. I will, however, be back on Sunday night. Hopefully the last part of this will go quickly ;)
Salrantol

12-14-07, 02:50 PM
Salrantol continues to delay--what might he be waiting for?

Kilor stows her wand and draws another--her wand of expeditious retreat.

Unless something dramatic happens, Kilor will use the wand and move towards the stairs to the east in the next round, and unless something really dramatic happens, Salrantol will continue to delay.
Stormwind

12-16-07, 08:56 AM
Round 14 (complete)
...
Salrantol delays
Kilor stows her wand and draws another.

Kilor: 50/46 HP, AC 22, 3/8pp
Offensive Prescience (+3 damage, 38 rounds), Vigor (+4HP, 37 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 23 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -/?? HP, AC ??, -20/??pp


Round 15
Isafa sends forth another missile at Kilor, this time a missile of burning ectoplasm that burns away part of Kilor's protections.
(Kilor fails to save taking 21-10=11 damage, missile can't target Salrantol as he is too far away from Kilor)
Salrantol delays
Kilor uses the wand and move towards the stairs to the east.

Kilor: 38/46 HP, AC 22, 3/8pp
Offensive Prescience (+3 damage, 37 rounds), Vigor (+4HP, 36 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 22 rounds), Expeditious retreat (+30 speed, 20 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -/?? HP, AC ??, -25/??pp


Round 16 (partial)
Isafa draws a dorje and sends forth another missile at Kilor, this time a missile of burning ectoplasm.
(Kilor fails to save taking 28-10=18 damage, missile can't target Salrantol as he is too far away from Kilor)
Salrantol ...
Kilor ...

Kilor: 19/46 HP, AC 22, 3/8pp
Offensive Prescience (+3 damage, 36 rounds), Vigor (+4HP, 36 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 21 rounds), Expeditious retreat (+30 speed, 19 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -/?? HP, AC ??, -25/??pp

http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Kilor,M,20,10, 26,16,28,16;b=Salrantol,M,18,6;c=Isafa,M ,24,24
Salrantol

12-16-07, 09:20 AM
Salrantol delays.

Kilor manifests a 3pp +2 wild surged Vigor, stows her wand, and takes a 5' step northeast.

The next round, unless Isafa moves, Kilor will move in to base him and attack with Anthropis, which is in her hand. If Kilor hits him, Salrantol will ready a 5pp Energy Missile (cold) on Isafa manifesting. If Isafa moves so that Kilor cannot base him in a single move, Kilor will draw and use her wand of enlarge person.
Stormwind

12-16-07, 11:17 AM
Round 16 (complete)
...
Salrantol delays
Kilor manifests a wild surged Vigor, stows her wand, and takes a 5' step northeast. (Psychic enervation 10% - pass)

Kilor: 44/46 HP, AC 22, 0/8pp
Offensive Prescience (+3 damage, 36 rounds), Vigor (+25HP, 50 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 21 rounds), Expeditious retreat (+30 speed, 19 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -/?? HP, AC ??, -25/??pp


Round 17
Isafa snarls and once again uses the dorje to unleash another firey missile against Kilor. (Kilor saves for 13-10=3 damage)
Salrantol delays
Kilor moves in to base Isafa and attacks with Anthropis (hit, 11+3 damage)
Salrantol readies to manifest an energy missile against Isafa if he starts to manifest a power

Kilor: 40/46 HP, AC 22, 0/8pp
Offensive Prescience (+3 damage, 35 rounds), Vigor (+21HP, 49 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 20 rounds), Expeditious retreat (+30 speed, 18 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 5/15pp
Fire & Cold resistance 10 (Long)
Isafa: -14/?? HP, AC ??, -25/??pp


Round 18 (partial)
Isafa takes a 5ft step back and begins to manifest a power from the dorje
Salrantol's ready action activates and he manifest's a cold based energy missile against Isafa (Isafa fails to save and takes 21-10=11 damage)
Isafa snarls again, and yet manages to manifest another firey missile at Kilor (Concentration vs damage - pass, Concentration vs defensive manifest - pass, Kilor fails to save taking 20-10=10 damage)
Kilor ...

Kilor: 29/46 HP, AC 22, 0/8pp
Offensive Prescience (+3 damage, 34 rounds), Vigor (+10HP, 48 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 19 rounds), Expeditious retreat (+30 speed, 17 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 0/15pp
Fire & Cold resistance 10 (Long)
Isafa: -25/?? HP, AC ??, -25/??pp

http://www.hwx.it/coco/coco.php;v=1;map=temple;a=Kilor,M,29,17, 29,24,25,25;b=Salrantol,M,18,6;c=Isafa,M ,24,24,24,25
Salrantol

12-16-07, 02:07 PM
Kilor will cast magic weapon on Anthropis. Kilor will, barring something stopping her, attack Isafa again the subsequent round, smiting evil and using Divine Might. She will use Divine Might the next round if Isafa still stands. If Isafa provokes an attack of opportunity before Kilor's next action, Kilor will use her smite evil on that attack.

Salrantol will search the building for Isafa's coffin, and if he finds it, ready to coup de grace the body when it appears there.
Stormwind

12-16-07, 03:10 PM
Round 18 (complete)
...
Kilor steps back and casts magic weapon on Anthropis.

Kilor: 29/46 HP, AC 22, 0/8pp
Offensive Prescience (+3 damage, 34 rounds), Vigor (+10HP, 48 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 19 rounds), Expeditious retreat (+30 speed, 17 rounds), Magic weapon (+1 attack, +1 damage, 10 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 0/15pp
Fire & Cold resistance 10 (Long)
Isafa: -20/?? HP, AC ??, -25/??pp


Round 19
Salrantol starts to search the room.
Isafa focuses his gaze on Kilor (Will save vs Dominating Gaze - pass)
Kilor move forward and attacks Isafa again, smiting evil (+3 attack, +2 damage) and using Divine Might (turn undead -> +3 damage) almost decapitating the vampire as its body turns to mist.(attack hits, 20 damage)
Kilor: 28/46 HP, AC 22, 0/8pp
Offensive Prescience (+3 damage, 33 rounds), Vigor (+10HP, 47 rounds), Fire & Cold resistance 10 (Long), Shield (+4AC, 18 rounds), Expeditious retreat (+30 speed, 16 rounds), Magic weapon (+1 attack, +1 damage, 9 rounds)
Wounding
Salrantol: 24/32 HP, AC 16, 0/15pp
Fire & Cold resistance 10 (Long)
Isafa: -40/?? HP, AC ??, -25/??pp


The gaseous form of the vampire slowly starts to move toward the center of the room and Kilor, looking in the direction of the vampire's movement, soon spots the corner of a stone sarcophagus partially buried under the rubble in the center of the room. The red liquid surrounding the rubble reminds her rather uncomfortably of blood.

Congrats on surviving the fight ... now it's up to you how you want Kilor and Salrantol to finish things ;)
Salrantol

12-16-07, 03:40 PM
"Such a foul abomination must not be allowed to continue its infernal existence!" shouted Kilor to Salrantol, gesturing towards the sarcophagus. "Let us unearth its home and terminate it for good!" Both of them move toward it and, assuming it's neither too deep or hazardous, Kilor trudges through the liquid to the island where the sarcophagus sits, and starts digging through the rubble, tossing it into the liquid between her and Salrantol, hoping to fill in enough for them to carry the vampire over without stepping in the liquid while she digs.

Once she has unearthed enough of the sarcophagus to lift the lid, she does so, and drags Isafa's helpless corpse from it. She crosses back over the blood-like liquid and hauls Isafa outdoors, where she tosses him into the sunlit square with disdain and watches the sunlight burn away his rotted flesh.

Content with a job well done, and hoping to be one step closer to Lesren, she returns inside, and she and Salrantol scour the room for pointers to how next to attack Lesren's organization. They find not only some small clues for that, but also learn of Isafa's archrival, a psionic paladin by the name of Zerrick Vash, who is a master of the integration of psionics and combat. Apparently, he had bested Isafa on a number of occasions, but could never reach the coffin in time to stop Isafa from reforming and recovering. Kilor thinks it might be best to follow up on that lead.
Stormwind

12-16-07, 04:53 PM
No problem with navigating the pool of blood in the center of the room, although Kilor now has dried blood caking her armor and clothes up to her chest.

I assume that you intend for Zerrick to give Kilor instruction to become a warmind?

With the enforcer dead, for good this time, Kilor's attention turns towards Isafa's rival, Zerrick Vash. Isafa's notes on his rival, which Kilor discovers in the upper story of the building, detail an immensity of detail on this unknown paladin, and Kilor endeavours to try and meet with him to perhaps find common ground and an ally against Lesren. Taking Isafa's papers with her, Kilor departs.
Fortunately Zerrick is not all that difficult to locate ...

... After learning that Kilor has dispatched his nemesis and shares similar life pursuits as himself, Zerrick offers instruction in the Path of the Warmind in appreciation of that fact, should Kilor be interested.
Salrantol

12-16-07, 05:28 PM
I assume that you intend for Zerrick to give Kilor instruction to become a warmind?Yes. Thanks for taking over the miniquest.
Stormwind

12-17-07, 03:38 AM
This is a mini-quest for Kilor Minolto (Salrantol) to fulfil the requirement for entry to the Warmind prestige class.

Success

Description
Kilor tracks down one of Lesren's top enforcers, Isafa. After a long hard fight Kilor is victorious, leaving the vampire a pile of smouldering dust on the street. Within the vampire's belongings, Kilor discover papers detailing the vampires arch nemesis Zerrich Vash, and proceeds to approach him. Zerrich is appreciative of the fact that Kilor has dispatched his nemesis and after discovering common pursuits, offer to instruct Kilor in the path of a Warmind.

Rewards (-25% ally penalty)
Experience: 1575xp
Gold: 1950gp
Gain instruction from a Warmind

Time Between Fights: 6 hrs
Abilities used: Smite evil, Turn undead
Items used (Kilor): Powerstone of Specified Energy Adaptation x2, Wand of enlarge person (1 charge), Wand of shield (1 charge), Wand of cure light wounds (2 charges), Wand of Expeditious retreat (1 charge)
Items used (Salrantol): Powerstone of Specified Energy Adaptation x2
Power points used (Kilor): 8pp
Power points used (Salrantol): 15pp
Spells used (Kilor): Magic weapon
Allies killed: ...
Prebuffs/Ongoing effects: ...


Medium augmented humanoid (human, undead)
Psion (Kineticist) 5
Hit Dice: 5d12 +6 (38 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d6+4 plus energy drain)
Full Attack: Slam +5 melee (1d6+4 plus energy drain) + 1 weapon attack
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, Children of the night, Create spawn, Domination, Energy drain
Special Qualities: +4 turn resistance, damage reduction 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 16, Dex 14, Con —, Int 12, Wis 12, Cha 14
Skills: Bluff +10, Concentration +12, Hide +10, Listen +9, Move Silently +10, Profession (Enforcer) +11, Psicraft +11, Search +9, Sense Motive +9, Spot +9
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Psionic body, Psionic Dodge, Craft Dorje

Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.

Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire - they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.
Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.
Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

Powers (27pp)
1st (5 known): Control light, Control object, Defensive precognition, Energy ray, Skate
2nd (4 known): Control air, Energy missile, Forced sense link, Recall agony
3rd (2 known): Energy cone, Energy wall

Equipment (7200gp)
Cloak of resistance +1 [1000gp]
Dorje of Energy missile (fire) (crafted) [ML5 | 5625gp] - used 3 charges
Powerstone of Inertial armor [25gp]
Powerstone of Vigor [25gp]
Powerstone of Psionic levitate [150gp]
Powerstone of Dispel psionics [375gp]
0gp
Stormwind

12-17-07, 03:47 AM
Rolls by Rauul (http://www.hwx.it/wizards.com/dice.php?sid=2107)
Rolls by Stormwind (http://www.hwx.it/wizards.com/dice.php?sid=2154)