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Collaborative Cave #2 - Updated map (see 1st post) - Now doing room assignment
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3961625" data-attributes="member: 19675"><p>I <em>believe </em>this is what was needed to complete my room (some material has been reposted):</p><p></p><p></p><p></p><p>The attackers are typical Skum, armed with longspears. </p><p></p><p>Size/Type: Medium Aberration (Aquatic)</p><p>Hit Dice: Group A: #1 15HP, #2 12HP, #3 8HP;</p><p> Group B: #4 13HP, #5 11HP, #6 11HP;</p><p> Group C: #7 12HP, #8 10HP, #9 9HP;</p><p>Initiative: +1</p><p>Speed: 20 ft. (4 squares), swim 40 ft.</p><p>Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12</p><p>Base Attack/Grapple: +1/+5</p><p>Attack: Bite +5 melee (2d6+4)</p><p>Full Attack: Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Rake 1d6+2</p><p>Special Qualities: Darkvision 60 ft., amphibious</p><p>Saves: Fort +1, Ref +1, Will +3</p><p>Abilities: Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6</p><p>Skills: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12</p><p>Feats: Alertness</p><p>Environment: Underground</p><p>Organization: Brood (2–5) or pack (6–15)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Usually lawful evil</p><p>Advancement: 3–4 HD (Medium); 5–6 HD (Large)</p><p>Level Adjustment: +3 </p><p></p><p>There are 9 of them, grouped in 3's. They are using the reach of the longspears to attack the boat while remaining below the water. The water's darkness & distortion of the surface makes fighting difficult. Furthermore, the Skum's longspears are primitive, with flaked stone heads. (Since the weapons are made of primitive materials with shoddy workmanship, they have 2 points less hardness and half of the HP of normal weapons of their kind, and have a 1 in 20 chance of breaking on an attack roll of 1.)</p><p></p><p>To reflect the difficulty of this kind of fighting, treat the water's surface as providing soft cover- IOW, a -4 to attack. However, with each successful hit, reduce the penalties by 1, and eliminate the penalty if a hit results in a crit threat. Since the Skum have some experience with this, they start off with only -2.</p><p></p><p>The Skum are trying to damage the party, to be sure, but they are mostly trying to herd the party towards their unseen 10th member. To that end, they are attacking on 3 sides, leaving the 4th side (nearest the opening to the next cave) open.</p><p></p><p>Submerged at the entrance of the next cave is the one they call "The Beast" Nabbar. He is a Large Skum (6HD),</p><p></p><p>Size/Type: Medium Aberration (Aquatic)</p><p>Hit Dice: 40HP</p><p>Initiative: +1</p><p>Speed: 20 ft. (4 squares), swim 40 ft.</p><p>Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12</p><p>Base Attack/Grapple: +1/+5</p><p>Attack: Bite +5 melee (2d6+4)</p><p>Full Attack: Bite +5 melee (5d6+4 initial, 3d6+4 without Psionic Fist) and 2 claws +0 melee (1d4+2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Rake 1d6+2</p><p>Special Qualities: Darkvision 60 ft., amphibious</p><p>Saves: Fort +1, Ref +1, Will +3</p><p>Abilities: Str 21, Dex 15, Con 15, Int 10, Wis 10, Cha 6 </p><p>Skills: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12</p><p>Feats: Improved Natural Attack: Bite (now 3d6), Wild Talent, and Psionic Fist</p><p>Environment: Underground</p><p>Organization: Brood (2–5) or pack (6–15)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Usually lawful evil</p><p>Advancement: 3–4 HD (Medium); 5–6 HD (Large)</p><p>Level Adjustment: +3</p><p></p><p>Unlike his smaller bretheren, he is mildly psionic- the end result of selective breeding including psionic stock by his Aboleth Master. Instead of Alertness, he has Improved Natural Attack: Bite (now 3d6), Wild Talent, and Psionic Fist (expend psionic focus to have Unarmed Attack or Natural Weapon deal +2d6 damage).</p><p></p><p>As an alternative to Psionics, give Nabbar the usual Alertness, plus Improved Initiative and INA, but give him the Half-Fiend template. He is the end result of the breeding program including a number of would-be sorcerers.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3961625, member: 19675"] I [I]believe [/I]this is what was needed to complete my room (some material has been reposted): The attackers are typical Skum, armed with longspears. Size/Type: Medium Aberration (Aquatic) Hit Dice: Group A: #1 15HP, #2 12HP, #3 8HP; Group B: #4 13HP, #5 11HP, #6 11HP; Group C: #7 12HP, #8 10HP, #9 9HP; Initiative: +1 Speed: 20 ft. (4 squares), swim 40 ft. Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+5 Attack: Bite +5 melee (2d6+4) Full Attack: Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Rake 1d6+2 Special Qualities: Darkvision 60 ft., amphibious Saves: Fort +1, Ref +1, Will +3 Abilities: Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6 Skills: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12 Feats: Alertness Environment: Underground Organization: Brood (2–5) or pack (6–15) Challenge Rating: 2 Treasure: None Alignment: Usually lawful evil Advancement: 3–4 HD (Medium); 5–6 HD (Large) Level Adjustment: +3 There are 9 of them, grouped in 3's. They are using the reach of the longspears to attack the boat while remaining below the water. The water's darkness & distortion of the surface makes fighting difficult. Furthermore, the Skum's longspears are primitive, with flaked stone heads. (Since the weapons are made of primitive materials with shoddy workmanship, they have 2 points less hardness and half of the HP of normal weapons of their kind, and have a 1 in 20 chance of breaking on an attack roll of 1.) To reflect the difficulty of this kind of fighting, treat the water's surface as providing soft cover- IOW, a -4 to attack. However, with each successful hit, reduce the penalties by 1, and eliminate the penalty if a hit results in a crit threat. Since the Skum have some experience with this, they start off with only -2. The Skum are trying to damage the party, to be sure, but they are mostly trying to herd the party towards their unseen 10th member. To that end, they are attacking on 3 sides, leaving the 4th side (nearest the opening to the next cave) open. Submerged at the entrance of the next cave is the one they call "The Beast" Nabbar. He is a Large Skum (6HD), Size/Type: Medium Aberration (Aquatic) Hit Dice: 40HP Initiative: +1 Speed: 20 ft. (4 squares), swim 40 ft. Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+5 Attack: Bite +5 melee (2d6+4) Full Attack: Bite +5 melee (5d6+4 initial, 3d6+4 without Psionic Fist) and 2 claws +0 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Rake 1d6+2 Special Qualities: Darkvision 60 ft., amphibious Saves: Fort +1, Ref +1, Will +3 Abilities: Str 21, Dex 15, Con 15, Int 10, Wis 10, Cha 6 Skills: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12 Feats: Improved Natural Attack: Bite (now 3d6), Wild Talent, and Psionic Fist Environment: Underground Organization: Brood (2–5) or pack (6–15) Challenge Rating: 2 Treasure: None Alignment: Usually lawful evil Advancement: 3–4 HD (Medium); 5–6 HD (Large) Level Adjustment: +3 Unlike his smaller bretheren, he is mildly psionic- the end result of selective breeding including psionic stock by his Aboleth Master. Instead of Alertness, he has Improved Natural Attack: Bite (now 3d6), Wild Talent, and Psionic Fist (expend psionic focus to have Unarmed Attack or Natural Weapon deal +2d6 damage). As an alternative to Psionics, give Nabbar the usual Alertness, plus Improved Initiative and INA, but give him the Half-Fiend template. He is the end result of the breeding program including a number of would-be sorcerers. [/QUOTE]
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