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| Salrantol08-01-07, 07:27 AM | This is a miniquest for the Corruptor to earn several skeletons to animate. Do not post here if you are neither myself nor Rauul. Objective: 2 yeth hound corpses, 2 centaur corpses, 1 minotaur corpse Status: SUCCESS! Rewards: 2 yeth hound corpses, 2 centaur corpses, 1 minotaur corpse, 2400 XP -25% = 1800 XP, 3400 gp - 25% = 2550 gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used (Corruptor): enlarge person [1], spectral hand [2], enervation [4], expeditious retreat [1], lightning bolt [3] x2, chill touch [1], shocking grasp [1], vampiric touch [3], scorching ray, magic missile x3 Spells or Powerpoints Used (Reaper): shield other [2], spiritual weapon [2] x/day Abilities Used: change size (Gravedigger), pearl of power [2], pearl of power [1] x3 Free Activity: none (MQ) Special: Reaper and Gravedigger died. The Corruptor The Undead Recruiter of the EHTC http://www.geocities.com/abyssallord/corrupt.jpg "Death is the recruiter for My army!" Miniquesting for 2 yeth hound corpses(cr 3's) 2 Centaur corpse(cr 3's) And 1 Minotaur Corpse (cr 4) Automatic Skill Package Court Connections 16% and Political Career 26% (http://boards1.wizards.com/showpost.php?p=6466576#post6466576) Free activity:Bookbinding +224gp + 16% = 259 gp, 8sp 4 cp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: craft (259 GP, 8 SP. 4 CP)Time Between Fight: 5 hrs Prebuffs/Ongoing Effects: None. Items Used: 2 Goblin Skeletons from Robe of Bones. Spells or Powerpoints Used: Invisibility, Improved Invisibility, Fly. x/day Abilities Used: N/A. Free Activity: Craft (Bookbinding) for 259 gp.Time Between Fights: ? hrs Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining) Items Used: xxxxx, xxxxx Spells/Power Points Used: xxxxx x/day Abilities Used: xxxxx Free Activity: xxxxx Gender and Race: Male Human Size and Type: Medium Humanoid Height and Weight: 5'8", 160 lbs. Age: 38 years (Middle age) Alignment: Neutral Evil ECL: Wizard (necromancer)7/ Red Wizard of Thay 1 [ECL 8]Prohibited: Conjuration, Enchantment, Illusion (lvl 5+) Experience: 31092/36000 Attributes STR 07 (-2) [00 pts] [8 Base,-1 age] DEX 14 (+2) [06 pts] [13 Base,-1 age,+2 Enchantment] CON 13 (+1) [06 pts] [14 Base,-1 age] INT 22 (+6) [16 pts] [18 Base,+1 level +2 enchantment +1 age] WIS 12 (+2) [02 pts] [11 Base,+1 age ] CHA 16 (+3) [06 pts] [14 Base,+1 age +1 level] Miscellaneous Statistics Hit Points: 29.5 [8 HD] [4 (wiz 1) + (2.5 * 7 wizard) + 1 x 8 Con)] Armor Class: 12 (16), Touch 12, Flat 10 [10 Base, 2 Dex],[+4 Inertial armor][+2 shield] Initiative: +2 [2 Dex] Base Attack Bonus: +3 [+3 Wizard] Grapple: +1 [3 BAB, -2 Str] Speed (Land): 30 ft, [30 Base] Weight Carried: 4.0 lbs, light encumbrance [0-23 (Light), 24-46 (Medium), 47-70 (Heavy)] Saves +1 vs Necromantic Spells Fortitude: +3 [1 Con, +2 wiz] Reflex: +4 [2 Dex, +2 Wiz] Will: +8 [2 Wis, +4 wiz +2 red] Melee Attacks Quarterstaff +1 1d6-2 x2 [-2 Str] Ranged Attacks Range Touch attack +5 +7 with Spectral hand[+2 dex] Special Attacks & Abilities Bonus Feats: Extend spell 1,Craft Wondrous Item5 Proficiency: Wizard Weapons Scribe Scroll Spellbooks Arcane Spells Summon Familiar Weapon and Armor: No new proficiency Spells per Day: Gain spells and caster lv. as previous arcane class Enhanced Specialization: Gain a new banned school Illusion. You can not learn new spells from that school, but you can still use the spells you already know, and items activated by the spells you already know. Specialist Defense: Gain a bonus on saving throws against against Necromancy [B]Spell Power: Gain a virtual increase in caster lv for all spells. Bonus Feat: Must be metamagic, item creation, or spell mastery. Circle Leader: Can lead a circle magic ritual and recieve spell levels donated from followers (see below). Scribe Tattoo: Can give Tatoo focus's to worthy apprentices Great Circle Leader: Can lead a circle magic ritual with more participants and recieve spell levels donated from followers Specialized: Necromancy Prohibited: Conjuration, Enchantment, Illusion (no new just whats in the Spell book) Arcane Spells Prepared +1 dc for Necromantic School spells Cantrips:{dc 16} Read Magic, Touch of Fatigue, Ray of Frost, Touch of Fatigue, Disrupt Undeads Level 1:{dc 17} Enlarge person, Magic Missile, Ray of Enfeeblement, Magic Missile, Shocking Grasp, Chill touch Ray of Enfeeblements Magic Missilemh Level 2:{dc 18} Scorching ray, False Life, Spectral hand, Invisibility, Protection from Arrows, Ghoul Touchs Spectral handmh Level 3:{dc 19} Dispel Magic, Lightning Bolt, Fly, Lightning bolt Vampiric Touchs Level 4:{dc 20} Greater Invisibility, Stoneskin,Mnemonic Enhancer, Enervations Spells Per Day: 4+1 6+1 5+1 4+1 3+1 Spell Levels Available Per Fight: 16 (5 Cantrips) [50] Specialty spellss, Mnemonic Enhancermh [50][49]mhTotal Spell Levels / 3, rounded up: 16/17/17 ] Arcane Spell Failure: 0% Caster Level: 8st Feats changes (http://boards1.wizards.com/showpost.php?p=12211027&postcount=523) Tattoo Focus — Add +1 to the DC of your specialist school. You get a +1 to caster lv. checks to overcome spell resistance with spells of your specialist school.[Human bonus] Scribe Scroll — (PH99).[wiz bonus] Extend Spell [Metamagic] — An extended spell lasts twice as long as normal. An extended spell uses up a spell slot one level higher than the spell’s actual level..[wiz 1] Improved Familiar — (DMG200) [lvl 3] Craft Wondrous Item — (PH92).[wiz 5] Leadership — (PH97).[lvl 6] [level 8+3(cha)-2(familiar)+2(guild) =11 (ecl 6+ 6 lvl 1's) leadership score ] Skills Total Skill Points: 90 Skill points: Level 1 = (2 + 4 (Int19)) x 4 + 4 (Human) = 36 Level 2 = 2+4+1 = 7 Level 3 = 2+4+1 = 7 Level 4 = 2+5+1 = 8 Level 5 = 2+5+1 = 8 Level 6 = 2+5+1 = 8 Level 7 = 2+5+1 = 8 Level 8 = 2+5+1 = 8 Total: 90 Languages: Common, Draconic, Giant, Infernal, Terran [1 Racial, 4 Int] Armor Check Penalty: 0 Balance: +2 [2 Dex, 0 Ranks] Climb: -2 [-2 Str, 0 Ranks] Concentration: +11 [1 Con, 10 Ranks] Diplomacy: +10 [3 cha, 5 Ranks 2 wiz cc 8cc red wizard +2 Synergy (Local Knowledge)] Decipher Script: +16 [ 10 ranks + 6 int] Hide: +2 [2 Dex, 0 Ranks] Jump: -2 [-2 Str] Knowledge (Arcana): +16 [6 Int, 10 Ranks] Knowledge (Nobility and Royalty): +16 [6 Int, 10 Ranks] Knowledge (Local): +11 [6 Int, 5 Ranks Wiz] Knowledge (Religion): +16 [6 Int, 10 Ranks] Knowledge (History): +7 [6 Int, 1 Ranks] Knowledge (Forbidden Lore): +7 [6 Int, 1 Ranks] Knowledge (Nature): +7 [6 Int, 1 Ranks] Knowledge (Planes): +7 [6 Int, 1 Ranks] Knowledge (Psionics): +7 [6 Int, 1 Ranks] Listen: 2 [2 Wis, 0 Ranks] Move Silently: +2 [2 Dex] Craft (Bookbinding) +18 [10 ranks +6 int +2 Mw tools] Spot: 2 [2 Wis, 0 Ranks] Spellcraft: +17 [6 Int, 10 Ranks, 2 synergy Knowledge (Arcana)] Conditional Modifiers Specialist Defense: Gain a bonus on saving throws against against Necromancy Prefight Actions Mnemonic Enhancermh In Spells Bring Gravedigger50 (http://boards1.wizards.com/showpost.php?p=12016802&postcount=406) Bring The Reaper (Cohort) Bring Undead dogs (2) Check Spell Components Check Scrolls Tactics Always Submitted Equipment Worn and Carried [10lbs] Quarterstaff [4 lbs] [0 gp] Black robes [0 lbs] [0 gp] Spell component pouch [2 lbs][5 gp] 5 Torch [1 lbs][.01 gp] Grimore of Corruption crafted6,250 [1 lbs](blessed book) 1 Gloves of Dexterity +2 crafted 2,000gp 1Lb 1 Headband of Intellect +2crafted 2,000 gp 3 pearls of power lvl 1crafted 1,500gp 1 pearls of power lvl 2crafted (http://boards1.wizards.com/showpost.php?p=12416146&postcount=867) 2,000gp Diamond dust 250 gp 3 250 gp black onyx gem 750 gp 4 125 gp black onyx gem 500 gp 1 An ivory plaque 50 gp 1 platinum ring 50 gp Equipment Worn and Carried By Reaper Half plate(MW) 750 gp Armor spikes 50 gp Scythe 318 gp Wand of Cure light Wounds (46)750 gp 1 platinum ring 50 gp Expendable Items 1550/3200 (3)Psionic Tattoo: Inertial Armor [ml 1] 300 gp (3)Psionic Tattoo: Synesthete [ml 1] 300 gp (2) Scrolls of Expeditious Retreat [CL3]crafted15gpx2=30 (3) Scrolls of Shield [CL3]crafted15 gp x3 =45pg (2) scrolls of see invisibility [CL3]crafted75 gp x2 =150gp (3)potions of Cure light wounds 50 gp x3 =150pg (2)potions of Cure light wounds 50 gp x2 =100pg Gravedigger (1) Scrolls of False Life [CL4]crafted100 gp (1) scrolls of Extended False life [CL4] crafted (http://boards1.wizards.com/showpost.php?p=12416146&postcount=867)375 gp (3)scrolls shield of faith 25 gp x4 =75pg Reaper (3)Psionic Tattoo: Synesthete [ml 1] 300 gp Reaper Max total (ECL2 x 50): 3200 gp Equipment at Home Masterwork Scribing tools tools [5 lbs][55 gp] 1 Wizards Spellbooks (Cantrips All) [20 lbs][15 gp] 1 Wizards Spellbooks (Empty) [20 lbs][15 gp] 1 Wagon [35 gp] Allies Maximum CR per ally: CR 4 Maximum ECL per ally: ECL 6 Maximum CA of allies per fight: CA 6 Familiar: Earth Mephit (Small Outsider (Earth, Extraplanar)) Abilities Str: 17 (+3) Dex: 8 (-2) Con: 13 (+1) Int: 6 (-2) Wis: 11 (+0) Cha: 15 (+2) Size/Type: Small Outsider (Earth, Extraplanar) Hit Dice: 3d8+6 (17.75 hp (1/2 +3 for toughness) Initiative: -1 Speed: 30 ft. fly 40 ft. (average) Armor Class: 20 (+1 size, -1 Dex, +6 natural), touch 11, flat-footed 20 Base Attack/Grapple: +3/+2 Attack: Claw +7 melee (1d3+3) Full Attack: 2 claws +7 melee (1d3+3) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities, summon mephit Special Qualities: Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2 Features: Empathic Link, Share Spells, Improved Evasion, Alertness Saves: Fort +4, Ref +2, Will +5 Skills: Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings) Feats: Simple Weapon Proficiency,Power Attack, Toughness Equipment Carried Robe of Bones [0 lbs] 2 Potions of Cure Light wounds (2) Silversheen 2 Small goblin skeleton 2 Medium human commoner skeleton 2 Medium wolf skeleton 2 Small goblin zombie 2 Medium human commoner zombie 2 Medium wolf zombie Melee Attacks Small Halberdmw+6 1d8+3 x3 [BAB 3][3 Str] (Enlarged 1d10+4) Breath Weapon (Su) 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. Spell-Like Abilities 1/day—soften earth and stone. Caster level 6th. Change Size (Sp) Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell. Fast Healing (Ex) An earth mephit heals only if it is underground or buried up to its waist in earth. [b]The Reaper[/font] Gender and Race: Male Human Size and Type: Medium Humanoid Height and Weight: 6'5", 272 lbs. Age: 28 years Alignment: Neutral Evil ECL: Fighter 2 / Cleric 4 (War,Death) Experience: Cohort Attributes 25pts +1 wis lvl 4 STR 14 (+2) DEX 10 (+0) CON 10 (+0) INT 13 (+1) WIS 15 (+3) CHA 10 (+0) Miscellaneous Statistics Hit Points: 29 [5 HD] [5.5 * 2= 11 (fig 1&2) + (4.5 * 4)=)] Armor Class: 17, Touch 10, Flat 17 10 Base +7 armor, Initiative: +0 [1 Dex] Base Attack Bonus: +5 [+2 fighter +3 cleric] Grapple: +6 [4 BAB, +2 Str] Speed (Land): 20 ft, Fly 60 (good) [30 Base] Weight Carried: 78.0 lbs, Medium encumbrance [0-58 (Light), 59-116 (Medium), 117-175 (Heavy)] Saves Fortitude: +6 [0 Con, +3 fig+4 clr] Reflex: +1 [0 Dex, +1 clr] Will: +5 [2 Wis, +4 clr] Melee Attacks Scythemw+9 2d4+3 x4 10lbs +5 bab +2 str +1 feat +1 enchantment Armored Spikes +7 1d6+2 x2 +5 bab +2 str Ranged Attacks Special Attacks & Abilities 1/day Death touch death domain Divine Spells Prepared Cantrips: cure minor wound, cure minor wound, cure minor wound, cure minor wound Level 1: Cure light wounds, Doom, Shield of Faith,Obscuring Mist, Magic Weapon Level 2: Bulls strength,Shield Other, Delay Poison, Spiritual Weapon Spells Per Day: 4 4+1 3+1 (4,4,3) Spell Levels Available Per Fight: (4,4,3) (5 Cantrips) [10 Total Spell Levels / 3, rounded up: 4 ] Arcane Spell Failure: 0% Caster Level: 4st Feats Combat Expertise —(PH92).[lvl 1] Diehard —[human] Endurance — (PH93).[fig lvl 1] Improved Trip (PH96).[fig lvl 2] Martial Weapon Proficiency: Scythe (PH97).[war bonus] Weapon Focus: Scythe — (PH102).[war bonus] Power Attack — (PH98).[lvl 3] Skills Total Skill Points: 32 [20 fig 16 cleric] Languages: Common,Terran [1 Racial, 1 Int] Armor Check Penalty: -7 Balance: +0 [0 Dex, 0 Ranks] Climb: 10 [2 Str, 8 Ranks] (+2 Rage) Concentration: +7 [0 Con, 7 Ranks] Handle Animal: +4 [0 Cha, 4 Ranks] Hide: -7 [0 Dex, 0 Ranks, -7 ACP] Jump: 3 [2 Str, 8 ranks -7 ACP] Listen: 2 [2 Wis, 0 Ranks] Move Silently: 0 [0 Dex -7 ACP] Spot: 5 [2 Wis, 3 Ranks] Spellcraft: +2 [1 Int, 1 Ranks] Conditional Modifiers When at -0 hps, always disabled.(feat) Prefight Actions bring evererything Equipment Worn and Carried Wooden Holy Symbol [0.1 lbs] [5 gp] Half platemw 50lbs Armor spikes 10lbs Scythemw 10lbs wand of cure light wounds[cl 1] (46) 0.1lbs Pearl of Power lvl 1 0.1lbs 1 platinum ring 0.1lbs Expendable Items (3)Psionic Tattoo: Synesthete [ml 1] (4)scrolls shield of faith [cl 1] (3) Silversheen Max total (ECL2 x 50): 0 gp (cohort) Size/Type: Large Undead Animal (undead mule) Hit Dice: 6d12+3 (48 hp) [6.5x6+3 +6(desecration)] Initiative: 0 Speed: 30 ft. (6 squares) Armor Class: 15 (-1 size, +3 natural +3 undead), touch 9, flat-footed 15 Base Attack/Grapple: +2/+10 Attack: Hoof +5 melee (1d4+4) or slam attack (1d8+6) Full Attack: -- Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: damage reduction 5/slashing(ex), Single Actions Only (Ex),darkvision 60 ft,Undead Traits (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType) Saves: Fort +3, Ref +3, Will +1 Abilities: Str 18 (+4) Dex 11 (0) Con -- Int -- Wis 10 (0) Cha 1 (-5) Skills: -- Feats: Toughness Challenge Rating: 2 Alignment: neutral evil Cost 8gp+75gp for Black onyx gem 83gp is the new mule that was slaugtered for being stubborn http://www.geocities.com/abyssallord/skeleton2a.gif Size/Type: Medium undead Animal (undead St. Bernard) Hit Dice: 2d12 (17 hp)[6.5x2+4 desecration] Initiative: +7 Speed: 40 ft. (8 squares) Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +1 melee (1d6+1) Full Attack: Bite +1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities:Immunity to Cold (Ex),Damage Reduction 5/bludgeoning (Ex),darkvision 60 ft, Undead Traits (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType) Saves: Fort +0, Ref +6, Will +1 Abilities: Str 15 (+2) Dex 17 (+3) Con -- Int -- Wis 10 (0) Cha 1 (-5) Skills: -- Feats: Improved Initiative Alignment : neutral evil Challenge Rating: 1 Cost Riding Dog (150 gp)+50 gp Black onyx gem= 200 gp (Blessed Book 45 spells) Level 1 (9)+2 (200 gp) Cause fear, Chill touch, Enlarge person,Expeditious Retreat, Magic Missile, Magic Weapon, Protection From chaos, Protection from Good, Shield, Ray of Enfeeblement, Shocking Grasp Level 2 (4)+10 (1000 gp) Blindness/Deafness, Bulls Strength, Cats Grace, Command undead, Darkvision, Eagle's Splendor, False Life, Fox's cunning, Ghoul touch, Invisibility, Mirror Image, Scorching ray, See Invisibility, Spectral hand, Protection from Arrows,level Resist energylevel Level 3 (4)+5 (900 gp) Gentle Repose, Blacklight, Fireball, Fly, Haste, Lightning bolt, Protection from Energy, Secret page, Vampiric touch, Dispel Magic Level 4 (2)+6 (1200gp) Animate dead, Greater Invisibility, Enervation, Fire Shield, Lesser globe of Invulnerability, Mnemonic Enhancer, Stoneskin, Wall of ice Total Spent on Spells: 3300 gp Starting: 22000 XP Earned: 7984 XP Spent: 28000 XP Total: 1984 XP Starting: 20,000 gp Earned: 10471.28 gp total gold: 26701.08 gp Current equipment: -13110.01 gp Crafting :-4075 gp Total Spent: 26427.01 gp Remaining: 6085.7 gp Dispel Magic(150 gp) Small Halberdmw(310 gp) 5 SilversheenC (625 gp) ------------------------------------------------------------- Scroll of False Life Scroll of Expeditious Retreat Bone and Gnaw were killed and new replacements made.. Scroll of False life Bone and Gnaw were killed Scroll of Expeditious retreat, Scroll Shield, Tattoo of Inertial armor Fights, Quests & Campaigns: +22000 Exp, +20000 gp MiniQuest for the reaper (http://boards1.wizards.com/showpost.php?p=11912135&postcount=407)-Sucess (Pitlords Sjiggie) -+1680 Exp, +2080gp, 4 vs 4 (http://boards1.wizards.com/showpost.php?p=12006284&postcount=740) Ceilia vs Corruptor vs Izumi vs Balrog 4th place (Pitlords Erithmu ) -+537 Exp, +664gp Vs Kervan (http://boards1.wizards.com/showpost.php?p=12121371#post12121371) Lost (Pitlords SauroGrenom) -+560 Exp, +692.8gp Vs nymph (http://boards1.wizards.com/showpost.php?p=12279626#post12279626)Won (Pitlords Macbrea ) -+2,100xp, +2,583 gp EHTC (http://boards1.wizards.com/showthread.php?t=856677)minquest Sucessful (pitlord Salrantol) 1575 XP & 1950 gp, membership in EHTC Dawn of the dead MQ (http://boards1.wizards.com/showthread.php?t=861669) Failure (pitlord Abyssal Stalker) 0xp 0gp Vs Torel Silvanus (http://boards1.wizards.com/showpost.php?p=12778669#post12778669) Lost (pitlord Malither76) Vs Hellspawn (http://boards1.wizards.com/showpost.php?p=12896709&postcount=1030) Surrendered (pitlord Templer10) 800 XP and 1333 GP vs (http://boards1.wizards.com/showpost.php?p=12992825&postcount=1066) longshot (http://boards1.wizards.com/showpost.php?p=12992861#post12992861) Lost (pitlord Zevox) [You're missing your /code and /sblock tags at the end of Fight 2 in your 3FC info section.] |
| Salrantol08-01-07, 07:41 AM | With his encyclopedic knowledge of religion and all things undead, The Corruptor knows of a place far from the safe environs of Gladius--a place dedicated to Sosviuw, a local demigod of undeath. "The Bone Pit," it is called, for it is an unholy portal to Sosviuw's demiplane of undeath. Through this portal, one can withdraw whatever skeletons one desires. There is, of course, a catch. The good deities of the world will not allow an unholy abomination such as this to exist unchecked. To avoid the all-out war that would doubtless occur and would be certain to eradicate most, if not all, life on this sphere, the deities negotiated a deal. The good deities would provide a guardian, a suitable challenge to every seeker after these skeletons. In exchange, Sosviuw only allows said seeker to withdraw corpses that will result in a comparable challenge to the guardian--no more. The way was treacherous and fraught with peril, but the Corruptor has survived and finds himself in the immediate environs of the Bone Pit, which he knows as the alarm which calls the guardian from the upper planes has triggered.You don't actually know where the foe is, that's just a placeholder so you can see the whole map. http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,1,60,Co rruptor;b=Name,S,1,61,Gravedigger;c=Name ,M,1,62,Reaper;d=Name,L,63,2,Foe;f=Name, L,32,33,Bone Pit |
| Rauul08-01-07, 02:10 PM | maps not showing for me.. but thats just my connection.. can you just tell me what map we are using? Corrupter rd 1 enlarge person on Reaper rd 2 Spectral hand Reaper rd 1 Shield other on Corrupter (is shair pain as long as they are close) rd 2 Spiritual Weapon (Scythe) Gravedigger rd 1 Enlarges to med size (Ability) rd 2 Readies soften earth and stone. Caster level 6th (1/day ability) on the ground of anything that Approches.. With the Alarm going off i expect we will have only this one round.. Large Reaper is in front of Corrupter, Gravedigger is off to the side of Reaper (with a 5ft gap between them), Corrupter is behind Reaper casting spectral hand (rd 2) Once engaged.. will start this at a distance.. 1) Enervate, then Lightningbolt x2, Scorching ray,recall Scorching ray, then Scorching ray again, then magic missile x 3 (recall as many as needed with the 4 pps lvl 1) and then shocking grasp via Spectral hand.. All the time reaper is hitting it with the spiritual weapon, gravedigger is attacking from air with his halberd, and breath weapons.. No healing contingencies.. it's basicly all or northing... last fight of the cycle.. with a full load of spells.. I have a lot of Dr appointments this week... so have fun and i will check when i can.. hopefully won't have to adjust tactics.. |
| Salrantol08-01-07, 03:00 PM | forest map, you're starting in the top left corner. |
| Rauul08-01-07, 03:10 PM | ok don't do rd 2 things till something is visable.. movement will be at 20 with the readied actions in place.. |
| Salrantol08-01-07, 06:03 PM | Gravedigger 14 Corruptor 11 Reaper 7 Foe 5Round 1 Gravedigger enlarges. Corruptor enlarges Reaper. Reaper casts shield other on Corruptor.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,1,60,5, 60,Corruptor;b=Name,S,2,62,6,61,Gravedig ger;c=Name,L,2,60,5,59,Reaper;d=Name,L,1 5,39,12,42,4,42,FoeGravedigger [17/17] [enlarge mephit [31]] Reaper [29/29] [enlarge person [81], shielding other [2401]] Corruptor [29/29] [shield other [2401]] Foe [?/?] Round 2 Gravedigger readies. Corruptor casts spectral hand. Reaper readies. Reaper barely sees their opponent sneaking up behind a tree--it's some sort of large, winged giant. It's enough to trigger his readied action, and he summons a spectral scythe to attack this creature. The scythe soundly hits the creature, but as it does, it discorporates.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,5,60,5, 56,Corruptor;b=Name,S,6,61,6,57,Gravedig ger;c=Name,L,5,59,5,55,Reaper;d=Name,L,4 ,42,1,44,1,51,2,51,FoeGravedigger [17/17] [enlarge mephit [31]] Corruptor [25/29] [shield other [2401], spectral hand [82]] Reaper [29/29] [enlarge person [81], shielding other [2401]] Foe [?/?] Round 3 Gravedigger, seeing Reaper casting, moves forward. He spots the foe and softens the earth and stone beneath him, but it fails to encase the giant. Corruptor too moves forward, spots the creature, and unleashes his magical fury, casting a powerful necromantic incantation. A dark ray strikes the creature, but to no effect.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,5,56,5, 52,Corruptor;b=Name,S,6,57,6,53,Gravedig ger;c=Name,L,5,55,Reaper;d=Name,L,2,51,F oeGravedigger [17/17] [enlarge mephit [31]] Corruptor [25/29] [shield other [2401], spectral hand [82]] Reaper [29/29] [enlarge person [81], shielding other [2401]] Foe [?/?] Reaper's turn. |
| Rauul08-01-07, 06:29 PM | Only change in tactics is have reaper cast bulls strength, corrupter cast stoneskin on reaper.. and reaper goes in and do the Trip, kill routine.. While Corrupter does a rays of Enfeeblement on the critter other than that.. just Blast away... and hope to bypass the Stupid SR of the Template |
| Salrantol08-01-07, 06:53 PM | If Reaper is going to get in front of the Corruptor, he's gonna have to double move. Do you want to delay the casting? |
| Rauul08-01-07, 11:26 PM | ok |
| Salrantol08-02-07, 07:42 AM | Reaper moves forward. The foe swings at Reaper with two weapons swung with impossible synchronicity, and pummels him into mush.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,5,52,Co rruptor,6,53,Gravedigger;c=Name,L,5,55,5 ,51,Reaper;d=Name,L,2,51,FoeGravedigger [17/17] [enlarge mephit [31]] Corruptor [25/29] [shield other [2401], spectral hand [82]] Reaper [-31/29] [enlarge person [81], shielding other [2401]] Foe [?/?] Changes in strategy? |
| Rauul08-02-07, 09:22 AM | 50+ damage in 1 shot... yea.. gonna keep the hell away from it.. First priority is ALWAYS to keep out of it's reach... move and cast.. first spell cast will Scroll of Expeditious Retreat [CL3], Gravedigger will fly interferiance so corrupter can get the spell up... and then blast with all he has to blast with... Lightning bolt x2 8d6 dmg Chill touch (with Spectral hand +1 dc) (8 touchs of 1d6 and -1 str one SR check) Shocking grasp (with spectral hand)(1 touch for 5d6) Vampire touch (with Spectral hand +1 dc) (1 touch for 4d6 +gain that hps) Ghoul touch (with Spectral hand +1 dc) (1 touch to paralize if humanoid + sickens it) Scorching ray x2 (recall with pearl for the second one)(2 rays of 4d6 dmg) Note if a Chill touch don't effect it the first time... will cast shocking grasp.. if that dosen't get by the SR, then Go down the list.. Magic missile x3 Recall magic missile x3 |
| Salrantol08-03-07, 07:56 AM | The creature did swing each of its two weapons twice--and one had a critical--so this isn't just one hit that took out ReaperRound 4 Gravedigger flies up to the creature and unleashes his breath weapon. The foe dodges most of the blast. The Corruptor decides to beat an expeditious retreat and moves away. The foe steps in and swings at the mephit familiar, reducing him to a puddle.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,5,52,5, 56,10,61,Corruptor;b=Name,S,6,53,5,51,Gr avedigger;c=Name,L,2,51,3,51,FoeGravedig ger [-31/17] [enlarge mephit [31]] Corruptor [25/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-4/?] Round 5 The Corruptor unleashes a blast of lightning at the foe. The bolt soars over the corpses of his fallen comrades and passes directly through the foe, but once again, to no effect. Corruptor runs away. The foe chases him.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,11,61,1 7,61,21,57,Corruptor;b=Name,L,3,51,5,51, 9,62,13,62,FoeCorruptor [25/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-4/?] |
| Rauul08-03-07, 12:55 PM | no change in tactics... i can't melee it.. spells don't effect it.. si just blast it.. and remeber my +1 to necro spells for beating SR.. |
| Salrantol08-03-07, 10:54 PM | Round 6 Corruptor fires another blast of electricity at the foe. This one actually effects it, and strikes it very solidly. The Corruptor runs away. The foe pursues the Corruptor some more, and manages to get to the point where it has him within reach.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,21,57,2 3,52,29,52,Corruptor;b=Name,L,13,62,20,5 9,24,59,28,55,FoeCorruptor [25/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-23/?] Gonna need some input from you here. Do you want to withdraw? (Hint--he's as fast as you when he flies) Do you want to jump the stream? Do you want to 5' step and pray? Cast defensively and single move? Melee??? Vampiric touch to try to survive a round of combat? |
| Rauul08-03-07, 11:55 PM | well lets try to use his manuverability against him... unless he has hover or perfect.. it will take him time to turn.. So lets double back double move on a withdraw.. then blast.. ect.. I know i can't survive 1 hit from this thing.. Maybe run into the trees and make him have to decend and be on the ground.. best i got |
| Salrantol08-04-07, 07:38 AM | http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,29,52,2 2,51,18,61,15,61,Corruptor;b=Name,L,28,5 5,24,59,19,59,17,60,Foe http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,15,61,9 ,61,4,47,3,45,Corruptor;b=Name,L,17,60,8 ,62,5,54,FoeRound 9 After two rounds of withdrawing, the Corrupotr has room to cast a spell, which he uses to cast chill touch. As his icy grasp clutches the creature, it has no effect. He runs away. The creature just can't maneuver through the trees enough to catch him.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,3,45,4, 42,12,40,Corruptor;b=Name,L,5,54,1,51,3, 42,7,42,FoeCorruptor [25/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-23/?] Round 10 Corruptor casts another spell, this time shocking grasp. This time, his foe doesn't resist his spell. He runs away some more, but the creature catches him this time.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,12,40,1 8,46,18,49,Corruptor;b=Name,L,7,42,18,42 ,18,47,FoeCorruptor [25/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-31/?] Round 11 Corruptor withdraws again, and the creature follows, but can't quite catch the him.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,18,49,1 6,58,12,61,5,57,Corruptor;b=Name,L,18,47 ,15,58,12,62,FoeCorruptor [25/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-31/?] Round 12 The Corruptor's spectral hand latches on to the creature, sucking its life force out and siphoning it into the Corruptor's frail body. His foe pursues him and catches up.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,5,57,4, 50,7,47,Corruptor;b=Name,L,12,62,8,62,5, 49,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] |
| Rauul08-04-07, 09:19 AM | Yea just keep that up, till out of spells.. or till he gets hits and dies |
| Salrantol08-05-07, 09:51 AM | Round 13 The Corruptor flees, but cannot quite establish enough range to stay away from the creature.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,7,47,15 ,46,26,52,Corruptor;b=Name,L,5,49,10,47, 22,49,23,51,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 14 The Corruptor, seeing that he's fairly cornered, opts to jump the stream, and clears it, barely. He stands. The foe pursues and catches him, but cannot attack.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,26,52,3 8,52,Corruptor;b=Name,L,23,51,29,53,35,5 3,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 15 The Corruptor withdraws some more. The foe pursues some more, and can almost reach the Corruptor, but not quite.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,38,52,4 5,47,53,47,57,51,Corruptor;b=Name,L,35,5 3,43,47,47,47,53,49,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 16 The Corruptor casts scorching ray, pointing two fiery rays at his opponent. Both hit easily, but to no effect. Corruptor runs away, and the enemy follows, reaching the Corruptor just too late to attack also.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,57,51,6 1,52,60,59,Corruptor;b=Name,L,53,49,53,5 3,56,54,57,58,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 17 The Corruptor withdraws, and the foe follows, but cannot quite keep up.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,60,59,5 5,64,43,64,40,59,Corruptor;b=Name,L,57,5 8,50,60,50,64,41,63,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 18 The Corruptor recalls scorching ray with his Pearl of Power and runs away. The foe follows.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,40,59,4 6,56,46,51,Corruptor;b=Name,L,41,63,41,5 8,46,57,46,54,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 19 The Corruptor withdraws again. The foe follows.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,46,51,5 3,48,61,52,60,58,Corruptor;b=Name,L,46,5 4,47,49,57,50,60,52,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 20 The Corruptor fires off more fiery beams, which strike easily, but again to no effect. He runs and the creature follows.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,60,58,5 1,60,50,62,Corruptor;b=Name,L,60,52,61,5 7,52,60,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 21 The Corruptor withdraws again. The foe pursues again.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,50,62,4 3,63,42,47,Corruptor;b=Name,L,52,60,51,5 5,47,54,43,50,FoeCorruptor [39/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 22 The Corruptor moves, provoking an attack from the creature, who wallops him mightily as he passes and then follows.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,42,47,5 2,47,61,51,61,54,Corruptor;b=Name,L,43,5 0,47,47,56,50,59,52,FoeCorruptor [9/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 23-24 The Corruptor withdraws again, and is followed again.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,61,54,5 0,61,43,58,Corruptor;b=Name,L,59,52,51,5 4,48,58,45,58,Foe http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,43,58,4 2,52,49,49,56,50,Corruptor;b=Name,L,45,5 8,41,58,41,52,51,49,FoeCorruptor [9/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-45/?] Round 25 The Corruptor hurls a volley of magic missiles at his opponent. The Corruptor flees. His opponent follows.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,56,50,6 1,52,60,58,Corruptor;b=Name,L,51,49,57,5 0,61,53,61,56,FoeCorruptor [9/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 26 The Corruptor flees again and is pursued again.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,60,58,5 1,60,50,63,43,58,Corruptor;b=Name,L,61,5 6,50,60,50,64,47,64,FoeCorruptor [9/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 27 The Corruptor backs away and sees his foe, so he blasts him with more magic missiles. They have no effect. His opponent unleashes a heretofore unseen spell-like ability and pursues.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,43,58,4 2,52,47,49,Corruptor;b=Name,L,47,64,47,5 7,46,55,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 28 The Corruptor fires another volley at his opponent, again to no effect. He flees and is followed.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,47,49,5 8,50,61,56,57,60,Corruptor;b=Name,L,46,5 5,51,57,54,60,Foe;los=46,55,57,60,1Corru ptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 29 The Corruptor withdraws and is pursued.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,57,60,6 1,56,61,49,53,42,Corruptor;b=Name,L,54,6 0,61,57,61,52,56,50,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 30 The Corruptor moves away and recalls magic missile. The foe searches, spots, and pursues.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,53,42,5 2,35,Corruptor;b=Name,L,56,50,52,49,52,3 8,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 31 The Corruptor withdraws across the stream and is followed, but not caught.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,52,35,5 2,26,58,18,61,15,Corruptor;b=Name,L,52,3 8,52,25,61,23,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 32 The Corruptor recalls magic missile and moves away. The enemy follows.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,61,15,6 0,9,56,5,Corruptor;b=Name,L,61,23,63,15, 59,14,58,7,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] |
| Salrantol08-05-07, 10:28 AM | Round 33 The Corruptor withdraws and is pursued.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,56,5,50 ,4,45,8,43,18,Corruptor;b=Name,L,58,7,55 ,4,45,5,44,9,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 34 The Corruptor casts magic missile. It has no effect. He flees. The foe pursues.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,43,18,5 0,23,Corruptor;b=Name,L,44,9,42,14,42,18 ,48,22,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 35-39 The Corruptor withdraws and is pursued.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,50,23,5 9,24,63,16,60,12,Corruptor;b=Name,L,48,2 2,57,14,Foe http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,60,12,5 5,4,49,4,43,10,Corruptor;b=Name,L,57,14, 53,14,45,12,Foe;los=57,14,43,10,4 http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,43,10,4 2,18,49,23,53,23,Corruptor;b=Name,L,45,1 2,50,22,Foe http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,53,23,6 2,22,64,10,62,10,Corruptor;b=Name,L,50,2 2,52,18,54,14,59,12,Foe http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,62,10,5 3,4,44,9,Corruptor;b=Name,L,59,12,59,7,5 2,4,45,6,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 40 The Corruptor recalls magic missile and flees and is followed.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,44,9,44 ,19,Corruptor;b=Name,L,45,6,42,17,FoeCor ruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 41 The Corruptor withdraws and is pursued.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,44,19,5 4,23,63,20,Corruptor;b=Name,L,42,17,54,2 4,61,24,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-58/?] Round 42 The Corruptor casts magic missile and all four missiles strike the creature. He flees and is followed.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,63,20,6 4,11,61,9,Corruptor;b=Name,L,61,24,63,15 ,59,15,59,12,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-70/?] Round 43 The Corruptor withdraws and is pursued.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,61,9,54 ,4,47,5,44,11,Corruptor;b=Name,L,59,12,5 5,4,45,6,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-70/?] Round 44 The Corruptor recalls magic missile and flees and is pursued.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,44,11,4 4,19,Corruptor;b=Name,L,45,6,42,17,FoeCo rruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-70/?] Round 45-46 The Corruptor withdraws and is pursued.http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,44,19,5 4,23,63,19,Corruptor;b=Name,L,42,17,52,1 8,57,19,60,18,Foe http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,63,19,6 1,23,50,23,45,19,Corruptor;b=Name,L,60,1 8,62,18,62,24,49,23,FoeCorruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [?-70/?] Round 47 The Corruptor expends his last offensive spell in a magic missile. The creature no longer pursues as it falls to the ground unconscious. Corruptor [1/29] [shield other [2401], spectral hand [82], expeditious retreat [84]] Foe [-3/85] |
| Salrantol08-05-07, 10:29 AM | HALF-CELESTIAL ETTIN Large Outsider (native) Hit Dice: 10d8+40 (85 hp) Initiative: +4 Speed: 30 ft. in hide armor; base speed 40 ft. Fly 60ft. (good) Armor Class: 20 (–1 size, +0 Dex, +8 natural, +3 hide), touch 9, flat-footed 20 Base Attack/Grapple: +7/+19 Attack: Morningstar +15 melee (2d6+8) or javelin +6 ranged (1d8+8) Full Attack: 2 morningstars +15/+10 melee (2d6+8) or 2 javelins +6 ranged (1d8+8) Space/Reach: 10 ft./10 ft. Special Attacks: smite evil, spell-like abilities Special Qualities: Low-light vision, superior two-weapon fighting, daylight, SR 20, resist acid cold & electricity 10, DR 5/magic, immune to disease, +4 Fort vs. poison Saves: Fort +11, Ref +3, Will +5 Abilities: Str 27, Dex 10, Con 19, Int 8, Wis 14, Cha 15 Skills: Listen +12, Search +2, Spot +12 Feats: Alertness, Improved Initiative, Iron Will, Power Attack Challenge Rating: 6 Alignment: Usually chaotic evil Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years. Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5. COMBAT Though ettins aren’t very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead. Smite Evil (Su): Once per day, a half-celestial ettin can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will. Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons. Skills: An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks. Spell-Like Abilities: Protection from Evil (100) 3/day, Bless (100), Aid (100; 1d8+10), Detect Evil (up to 1000), Cure Serious Wounds (3d8+10), Neutralize Poison (1000), Holy Smite (5d8 or 10d6; Will DC 16), Remove Disease, Dispel Evil (10)upgraded default morningstars to masterworkTwo words: ARMOR CLASS. Your allies are too easy to hit with their ACs, they can't much help you against anything with decent damage output (such as this creature). Your own armor class is uninspiring as well, making the creature's threat easily confirmed when he got a swing in on you. Although, the dice had to REALLY hate you to make this as close as it was. |