Children of the Mud

Maidhc O Casain

Na Bith Mo Riocht Tá!
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The sting of flames washing over him pierces Weylyn's bloodrage to draw his attention to the crab, once the little man has fallen. Abnormally long arms swing the EarthBreaker Muutos with tremendous force and speed, slamming it into the carapace once... twice! His third blow is a little wild and throws rock chips through the room as it slams into the ground in front of the creature.
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[sblock=Actions/Rolls]Attack: 31/33/13, for Damage: 28/31 (51 Total)[/sblock]

[sblock=StatBlock]
Weylyn Wealbetwyn
Male aasimar bloodrager 9 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 121/128 (9d10+36)
Fort +9, Ref +5, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 50 ft.
Melee cold iron dagger +12/+7 (1d4+3/19-20) or
. . muutos +13/+8 (2d6+5/×3) or
. . silver cestus +12/+7 (1d4+3/19-20)
Special Attacks blood casting, bloodrage (23 rounds/day), staggering strike
Spell-Like Abilities (CL 9th; concentration +11)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 14)
Bloodrager Spells Known (CL 9th; concentration +11)
. . 2nd (2/day)—elemental touch[APG], glitterdust (DC 14), ironskin, stone discus[ACG]
. . 1st (3/day)—blade lash[ACG], blurred movement[ACG], enlarge person (DC 13), magic missile, stone fist[APG], thunderstomp[ACG]
. . Bloodline Aberrant
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Statistics
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Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 15
Base Atk +9; CMB +12; CMD 25
Feats Bludgeoner[UC], Combat Reflexes, Dodge, Enforcer[APG], Eschew Materials, Extra Rage, Iron Will, Power Attack
Traits armor expert, resilient (will)
Skills Acrobatics +12 (+20 to jump), Climb +9, Handle Animal +6, Intimidate +14, Linguistics +3, Perception +12, Sense Motive +2, Spellcraft +4, Survival +5 (+7 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +9
Languages Aklo, Celestial, Custom Language, Dwarven, Low Landellan
SQ abnormal reach, fast movement, truespeaker
Other Gear +1 mithral breastplate, muutos[UE], cold iron dagger, silver cestus[APG], boots of swift fury[ACG], ring of vengeful blood magic[ACG], basic maps (major landmarks only), bedroll, blanket[APG], candle (2), chalk, everburning torch, flint and steel, hammer, hammock[UE], knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (2), trail rations (6), waterskin (2), 161 gp, 1 sp
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Special Abilities
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Abnormal Reach (Su) Increase reach by 5 ft when raging.
Armor Expert -1 Armor check penalty.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Boots of swift fury While raging, +4 def to AC vs. AoO from moving through or out of threat area, or casting spell.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of vengeful blood magic (3/day) While bloodraging, cast spell (std act or less) as Attack of Opportunity.
Staggering Strike (DC 17) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Truespeaker Learn two languages for each rank you put in Linguistics.
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Deuce Traveler

Adventurer
Lem takes a five foot step backwards from the mud man and yells, "Don't let that Thrax guy die on us. We don't want to lose what he might know."

Lem heals his own wounds using ki powers, while shifting a stance to fight totally defensively next round. (+9 hit points. Now at 13/56. +4 to AC next round)

Mini-Stats
[sblock]
HP: 13/56 (30 subdual damage), AC: 26, AC Touch: 24, AC Flatfooted: 19
INIT: +8, BAB: +6, CMB: +8, CMD: 26
Fortitude: +7, Reflex:+13, Will:+10, Speed: 50'

-Unarmed Strike: Attack: +16 = [BAB (6) + Dex (6) + Size (1) + Weapon Focus (1) + Amulet (2)]
Damage: 1d8+3+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
-Flurry of Blows: Attack: +17/+17/+12/+12 = [Monk(9) + Dex(6) + TWF (-2) +WF(1) +Size(1) + Amulet (2)]
Damage: 1d8+3+1d6 fire/1d8+3+1d6 fire/1d8+3+1d6 fire/1d8+3+1d6 fire, Crit: 20/x2, Special: Stunning Fist
- Stunning Fist (7/9 day): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Can also choose to make target fatigued or sickened.

Ki Powers:
Ki Pool, 4/8 points
- ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
- Ki Pool Cold Iron/Silver (Cla Feat, Lvl 7): Unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool, a monk can do one of the following:
- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Ki Weapons (Class Feat, Lvl 5): Spend 1 point from his ki pool to deal damage equal to his unarmed strike damage with an improvised weapon for 1 round.
- Increase his speed by 20 feet for 1 round, or
- Give himself a +4 dodge bonus to AC for 1 round.
- incr range 20' for imp thrown or shuriken
- Wholeness of Body (Class Feat, Lvl 7): Heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki.
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kinem

Adventurer
So! A child of the mud!

Seeing that Lem might be in trouble, Menik casts a series of magic missiles at the mudman, in such a way as might trip it up. At the same time, his balls of lightning continue to shock the crab.

ooc: Tripping magic missile: trip [roll1]

Ball lightning: [roll2] (SR negated last round so may be moot), [roll3], [roll4]. Reflex saves DC 20 negate each.
 
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mfloyd3

Explorer
As Larissa strikes at the little man, a tendril of black energy tries to slither up her blade. But as it reaches the guard, the symbol of Lady Kamara blazes, dispersing the energy.

The priestess murmurs a brief chant of gratitude, but her face grows cold at the scent of ozone. Remembering a maneuver from her training, she jabs the tip of her blade into the muddy floor and ducks behind it. She winces as the bolt dances about her, but the metal sends most of the energy arcing into the ground. She rises, panting as she fights to overcome her injuries.

The crab is reeling backward from the strength of Weylyn's blows, and abruptly finds itself standing before the warrior woman. Larissa moves in a whirlwind of devastation that leaves the cavern echoing with the sound of ringing steel.

[sblock=ooc]
Saves:
Will save:_: 1D20+9 = [18]+9 = 27


Reflex save:_: 1D20+2 = [14]+2 = 16


Attack Rolls: NOTE: THESE TWO SHOULD HAVE ONE MORE ADDED TO THEM FOR EFFECT OF HASTE
_: 1D20+12 = [14]+12 = 26
1D20+7 = [18]+7 = 25


Damage for these attacks (assuming they hit):
Damage for first 2 attacks: 2D6+14 = [6, 1]+14 = 21
2D6+14 = [1, 1]+14 = 16


BONUS ATTACK DUE TO HASTE (FORGOT)
Bonust power attk due to Haste: 1D20+13 = [20]+13 = 33

Confirming crit:confirming crit: 1D20+13 = [18]+13 = 31
- CRIT CONFIRMED!

Rolling damage
Larissa crit hit: 4D6+14 = [6, 1, 1, 3]+14 = 25


Coyotecode is apparently very sorry it made trouble for me yesterday, and is trying to make it up. And I have to say, all is forgiven!

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sunshadow21

Explorer
Menik's magic seems to give Lem the room he needs to recover from the steady stream of pummeling he has gotten since opening his mouth, knocking the mud creature prone, or at least as prone as one can knock a creature made of flowing mud, and sending some damp sticky mud flying, some of which sticks to Lem somewhat unpleasantly. While this exchange is going on, Larissa and Weylyn turn their attention to the crab like monstrosity, and though none of the hits seems to have the full impact that is expected, the sheer number of blows is too much for the creature to take. As the the whole party hears amused chuckles in their heads, every blow not only sends green ichor that smells of rotten eggs flying out of the creature, covering Larissa and Weylyn, but also causes the cave itself to distort and shrink as it starts to fade away. By the time Larissa starts in, a faint outline of the inside of a snail's shell is becoming visible as the party is pushed closer and closer together. Finally, as the last blow falls, the party, along with the still bleeding body of Thrax, two mud men, and a tiny floating tentacled creature, finds itself crammed into a tight space between a moss covered swamp rock with a well dissected body of the crab like thing, the inside walls of an overly sized snail shell, and the opening through which the party can see darkness and rain. The chuckles turns into a deep voice with a tone of a parent talking to a child, "So the heroes of the chains finally arrive; no matter, the seeds have been planted. I shall return soon enough to reap the harvest. The unnatural chains cannot hold against the forces that are now arrayed to tear them apart."
----------
The floating thing disappears out into the rain quickly, clearly having no interest in staying to get to know you better. The mudman that had been pummeling Lem continues to do so, but the halfling's healing efforts prove to be sufficient to keep conscious as yet another blow hits home. The other mudman releases a stinking cloud that is even worse than normal due to the extremely cramped conditions of the snail shell. While Lem and Weylyn find themselves barely able to act because of nausua, Menik and Larissa are able to finish off the mudmen without any further difficulty, and a silence broken only by the eerie reverbations of the pitter patter of the outside rain falls on the scene. Pushed together close enough that any movement is uncomfortable, covered in sticky mud, green and rotten smelling ichor from the crab, and the almost, but not quite, normal blood from Thrax's still bleeding wounds, and surrounded by a sickening fog filled with weird shadows created by the lightning balls, the party has a chance to take in the surreal scene and ponder what the heck just happened.

OOC: Sorry about the delay, but there was a lot to cover with this post, and I wanted to make sure to include all of it. Combat is over, Thrax can still be saved if the party wishes, and the party is free to react to the scene described above. The opening looks like the one you came through, so it is big enough to go through; you can also climb onto the rock with the dissected crab-like thing bits on it.
 
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mfloyd3

Explorer
Larissa looks at her bloodied companions. "Keep him covered," she tells Weylyn, gesturing to the prostrate Thrax. "I'll see to our wounds." She gathers her patrons power together and lets it wash over her comrades, healing their wounds even if it fails to cleanse the filth from their bodies.

As the wave of energy recedes, she says, "Come. Our true foe seems to have quit this place. We should do the same." While calm in the face of the corruption and devastation, she is clearly ready to leave the cavern behind her.

[sblock=ooc]
Channeling, including Thrax but no other enemies who might still be alive (she has selective channeling).

Channel check: 4D6 = [4, 2, 2, 1] = 9



[/sblock]



[sblock=Larissa stat block]
Larissa
Initiative: +0
AC: 22 (22 flat-footed, 11 Touch)
HP: 93 Current: 93
CMB: +11 CMD: 22
Fort: +10 Reflex: +2 Will: +9 (currently wearing Cloak of Resistance)
PER Roll: +3
Move: 30’ (w/boots of Striding & Springing)
Current Weapon in Hand: Greatsword

Weapons:
+2 Greatsword Attack: +14/+9 = [BAB(6/1) + STR(4) + WF(1) + Magic(2)]
Damage: 2d6+8, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+2 Greatsword Attack: +12/+7 = [BAB(6/1) + STR(4) + WF(1) + Magic(2) +PA(-2)]
Damage: 2d6+14, Crit: 19-20/x2,




Spells prepared:
0 Level (4) Level 01 (5+1) Level 02 (4+1)
* Detect Magic * Bless * Shatter
* Read Magic * Protection from Evil * Resist Energy
* Light * Detect Evil * Grace
* Guidance * Obscuring Mist * Zone of Truth
* *unassigned * D: Spiritual Weapon
* D: Shield of Faith


Level 03 (4+1) Level 04 (2+1)

* Speak with Dead * Summon Monster IV
* Remove Curse * Divination
* D: Holy Smite
* Dispel Magic
* Searing Light
* D: Heroism



Channeling at current level: Channel 4d6,
DC 18 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for
Undead to Save.





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kinem

Adventurer
"Thank you, Larissa" Menik says as the healing energy reaches him. "Yes, let's take him and go."

If Thrax is still unconscious, Menik will help carry him out.
 

sunshadow21

Explorer
He is now conscious, but you realize quickly that if you wish to travel with him, keeping him unconscious or gagged will be necessary if you don't want to draw the attention of everything in the marshes as you leave. He keeps laughing maniacally while occasionally spouting nonsense about the glory of the Prophet or the need to break the chains that enslave the world.
 

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