Difference between revisions of "Isle of Photos/beastman"

From RPGnet
Jump to: navigation, search
Line 94: Line 94:
 
*70-79 manages a single blow, likely with no effect, is quickly defeated
 
*70-79 manages a single blow, likely with no effect, is quickly defeated
 
*80--89 easily defeated but manages clumsy blows that harm, possibly later slow the King
 
*80--89 easily defeated but manages clumsy blows that harm, possibly later slow the King
*90-99 defeated after longer combat, King noticeably wounded and slowed   
+
*90-99 defeated after longer combat, King noticeably wounded and slowed   
 
*100-109 even combat but King eventually wins, retreats wounded back into east
 
*100-109 even combat but King eventually wins, retreats wounded back into east
 
*110-119 even combat but colossus eventually wins , wrestles King to death
 
*110-119 even combat but colossus eventually wins , wrestles King to death
 
* 120-129 colossus has upper hand throughout, King finally crushed     
 
* 120-129 colossus has upper hand throughout, King finally crushed     
 
*130+ King humbled after murderous drubbing
 
*130+ King humbled after murderous drubbing

Revision as of 09:36, 9 November 2018

Beastman, Spawn of Typhon ........................................
(HUMAN FORM)
CR 2, XP 600
Human natural beastman fighter 2
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
DEFENSE

  • AC 17, touch 11, flat-footed 16 (+6 defence bonus, +1 Dex)
  • hp 19 (2d10+4)
  • Fort +5, Ref +1, Will +2 (+3 vs. fear)
  • Defensive Abilities bravery +1

OFFENSE

  • Speed 30 ft. (20 ft. in armor)
  • Melee short sword +5 (1d6+2/19–20)
  • Ranged sling +3 (1d4)

STATISTICS

  • Str 17, Dex 13, Con 14, Int 8, Wis 14, Cha 8
  • Base Atk +2; CMB +5; CMD 16
  • Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
  • Skills Climb +3, Intimidate +4, Perception +4
  • Languages Koine
  • SQ change shape (human, beastman; polymorph)

........................................
(BEAST FORM)
Human natural beastman fighter 2
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
DEFENSE

  • AC 18, touch 12, flat-footed 20 (+6 defence bonus, +2 Dex, +4 natural) Note: this is too high; reduce from 22 to 18
  • hp 21 (2d10+6)
  • Fort +6, Ref +2, Will +2 (+3 vs. fear)
  • Defensive Abilities bravery +1; DR 10/tin-made bronze

OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee short sword +6 (1d6+2/19–20), bite +1 (1d6+1 plus touched by fear DC13)
Ranged sling +4 (1d4)
STATISTICS

  • Str 19, Dex 15, Con 17,Int 8, Wis 14, Cha 8
  • Base Atk +2; CMB +6; CMD 18
  • Feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
  • Skills Climb +4, Intimidate +4, Perception +4
  • Languages Common
  • SQ change shape (human, beastman; polymorph)



[ooc]

So as stated, [B]the 5 skels are AC16, hps 4. The skeleton champion is AC21 ! Hps 17.[/B] please post your AC and hps, too. 

I'll roll their initiative and attacks now.

Thye go on [B]21[/B], so probably are fastest. I can retcon later if one of you manages to go earlier.

Two ordinary skels attack the pankratist, two the priest. One standard skel and the champion are on Tiros.

All miss except both of Tiros' opponents! Tiros [B]takes 10 damage[/B] and his attack misses.

[sblock=rolls] [URX="https://orokos.com/roll/645618"]initiative 1d20+6: 21 [1d20=15] 5 skels#1d20: 5 # 13 [1d20=13] 10 [1d20=10] 5 [1d20=5] 7 [1d20=7] 18 [1d20=18] damge if hit 1d6+1: 2 [1d6=1] champion 1d20+7: 21 [1d20=14] damage if hit 1d6+3: 8 [1d6=5][/URL]

Tiros [B]takes 10 damage[/B]! [/sblock] [/ooc] Merana and Fidi meet their bony attackers well, easily fending their clumsy swipes. But Tiros is struck twice, once glancingly by the ordinary skeleton, but again more tellingly by the helmed champion.

The champion fends Tiros' return blow!

  • cyclops, lesser, ogre on island
  • independent beastmen hunter, has killed all humans
  • great serpent
  • palace with bloody minoatur
  • Temple of Asclepius to be rescued from
  • beastman temple
  • Blue grotto can swim down
  • dragon turtle
  • harpy tree
  • strange island-far out, full of demons n such
  • satyr farmer , good bloke
  • oracle, but wants harpy dead


  • outcome for use item. 3 use magic item rolls. <40 barely mobile 40-49: stiff, slow movement; 50-59 slow but fluid movement 60-69 fluid, nimble 70-79 dancer-like agility 80+ mercurian liquid agility
  • 3 combat rolls (BAB +DEX only)
  • outcome total: <50 the colossus barely animates, or does so briefly and topples
  • 50-59 wanders stiffly and aimlessly, makes no contact
  • 60-69 manages no blows, diverts the KIng briefly before defeat
  • 70-79 manages a single blow, likely with no effect, is quickly defeated
  • 80--89 easily defeated but manages clumsy blows that harm, possibly later slow the King
  • 90-99 defeated after longer combat, King noticeably wounded and slowed
  • 100-109 even combat but King eventually wins, retreats wounded back into east
  • 110-119 even combat but colossus eventually wins , wrestles King to death
  • 120-129 colossus has upper hand throughout, King finally crushed
  • 130+ King humbled after murderous drubbing