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The Battle of All Alignments
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NG vs. NE: Neutral Evil is Victorious!
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<blockquote data-quote="Infiniti2000" data-source="post: 2828383" data-attributes="member: 31734"><p>Something may or may not enter the arena, as far as Michaela is concerned.</p><p>Stats, for the mods and NE only: [sblock] Advanced 7th-level Shadow Cloaker Sorcere</p><p>huge aberration (extraplanar)</p><p>HD 10d8+70 plus 7d4+49 (181 hp), Init +7, Spd 15, fly 60 (average)</p><p>AC 26 (-2 size, +3 dex, +11 nat, +4 mage armor)</p><p>BAB +10, Grap +26</p><p>Full atk: Tail slap +16 melee (2d6+8) and bite +11 melee (2d6+4)</p><p>Space 15/Reach 10</p><p>SA Engulf, moan, spells</p><p>SQ DR 5/magic, darkvision 60ft, low-light vision, plane shift, resistance to cold 15, save bonus, shadow blend, shadow shift, SR 22</p><p>Fort +14 Ref +10 Will +16</p><p>Str 26 Dex 17 Con 24 Int 16 Wis 14 Cha 22</p><p></p><p>Concentration +14, Hide +8, Int +13, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Listen +15, Move Silently +21, Search +6, Sense Motive +6, Spellcraft +10, Spot +15</p><p></p><p>Combat Reflexes, Flyby Atk, Improved initiative, Improved Natural Attack (tail), Improved Natural Armor, Spell Focus (illusion)</p><p>Engulf (Ex) like normal cloaker pretty much, except Large or smaller</p><p>Moan (Ex) like normal cloaker pretty much, except DC 21</p><p></p><p>Spells Known (per day 6/8/8/5, CL 7, DC 16+SL, DC 17+SL for illusion*)</p><p>0 - daze, det. magic, ghost sound*, mage hand, ray of frost, read magic, touch of fatigue</p><p>1 - color spray*, mage armor, magic missile, prot good, ray of enfeeblement</p><p>2 - minor image*, see invisibility, web</p><p>3 - haste, lightning bolt</p><p></p><p>(The stat block says that mage armor is already cast and it was included as per the book.)</p><p></p><p>plane shift (Sp) 1/day to the Shadow plane, wheeee</p><p>save bonus (su) +2 luck, factored in</p><p>shadow blend (Su) - in any conditions other than full daylight a shadowcloak elder can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will</p><p>Shadow shift (Su) - as a normal cloaker pretty much, but DC 17 and CL 10</p><p>[/sblock]</p><p></p><p>Action(s): [sblock] Venckman enters the arena to the north at 105n flying silently (at -5), away from the fog. Once he's fully within the arena at 105e and activates shadow blend and keeps flying, ending at 105n90e10z heading west (less than 60ft movement, but more than half).[/sblock]</p><p></p><p>Decription, for later viewing by Greybar when the mod tells you to: [sblock] You see a huge, flying manta ray with hateful red eyes and a crooked maw full of needlesharp fangs. Its body ripples in shades of black, gray, and pallid white, and it has a long, lashing whip of a tail. Its wingspan is about 12ft and it appears to weigh on the order of 400 pounds.[/sblock]</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 2828383, member: 31734"] Something may or may not enter the arena, as far as Michaela is concerned. Stats, for the mods and NE only: [sblock] Advanced 7th-level Shadow Cloaker Sorcere huge aberration (extraplanar) HD 10d8+70 plus 7d4+49 (181 hp), Init +7, Spd 15, fly 60 (average) AC 26 (-2 size, +3 dex, +11 nat, +4 mage armor) BAB +10, Grap +26 Full atk: Tail slap +16 melee (2d6+8) and bite +11 melee (2d6+4) Space 15/Reach 10 SA Engulf, moan, spells SQ DR 5/magic, darkvision 60ft, low-light vision, plane shift, resistance to cold 15, save bonus, shadow blend, shadow shift, SR 22 Fort +14 Ref +10 Will +16 Str 26 Dex 17 Con 24 Int 16 Wis 14 Cha 22 Concentration +14, Hide +8, Int +13, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Listen +15, Move Silently +21, Search +6, Sense Motive +6, Spellcraft +10, Spot +15 Combat Reflexes, Flyby Atk, Improved initiative, Improved Natural Attack (tail), Improved Natural Armor, Spell Focus (illusion) Engulf (Ex) like normal cloaker pretty much, except Large or smaller Moan (Ex) like normal cloaker pretty much, except DC 21 Spells Known (per day 6/8/8/5, CL 7, DC 16+SL, DC 17+SL for illusion*) 0 - daze, det. magic, ghost sound*, mage hand, ray of frost, read magic, touch of fatigue 1 - color spray*, mage armor, magic missile, prot good, ray of enfeeblement 2 - minor image*, see invisibility, web 3 - haste, lightning bolt (The stat block says that mage armor is already cast and it was included as per the book.) plane shift (Sp) 1/day to the Shadow plane, wheeee save bonus (su) +2 luck, factored in shadow blend (Su) - in any conditions other than full daylight a shadowcloak elder can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will Shadow shift (Su) - as a normal cloaker pretty much, but DC 17 and CL 10 [/sblock] Action(s): [sblock] Venckman enters the arena to the north at 105n flying silently (at -5), away from the fog. Once he's fully within the arena at 105e and activates shadow blend and keeps flying, ending at 105n90e10z heading west (less than 60ft movement, but more than half).[/sblock] Decription, for later viewing by Greybar when the mod tells you to: [sblock] You see a huge, flying manta ray with hateful red eyes and a crooked maw full of needlesharp fangs. Its body ripples in shades of black, gray, and pallid white, and it has a long, lashing whip of a tail. Its wingspan is about 12ft and it appears to weigh on the order of 400 pounds.[/sblock] [/QUOTE]
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