Haros had been traveling with the caravan to represent the Virtues in a matter of diplomacy. During the journey, he became cautiously interested in the female of his kind, knowing full well that many elans were twisted creatures.
All pleasantries were cut short when the storm rolled in. After the panic started, Haros returned to the wagon where he was keeping some items when the true havoc began to become apparent. Using a quick appelation to Claire, he confirmed what he already suspected. "This is no ordinary storm. We are in peril!"
[sblock=OOC]At least that's what I assume casting
Omen of Peril would tell me.[/sblock]
As the lightning hits, Haros prepares for the worst. He looks for any warriors that remain and appear ready to face the threat before them. "I should errect a ward... but I fear we don't have the time. The virtues shall shield you from harm", he says as he intones a quick spell. As the forms of the hideous creatures from the sky become apparent, he begins a new spell. "Bare your blades, warriors. This spell may help you if these creatures are some form of outsider."[sblock=OOC, preparations and first turn]
Preparation:
- Daily casting of Contingent Resist Energy (12 hours)
- Acquire psychic focus.
- Cast Mass Conviction (120 minutes) on anyone in range, presumably at least Thalnil and Jarek (plus myself). Range medium, 20' radius burst, up to 12 creatures, gain +4 morale bonus to saves.
- Cast Mass Align Weapon (Good) (12 minutes) on any warriors bearing weapons standing to fight, again presuming Thalnil and Jarek, plus any soldiers in the immediate vicinity (are they wearing red tunics?
)
- Cast Spell resistance on myself (SR 24, 12 minutes).
- Use the Dorje of Animal Affinity to grant myself a +4 charisma (3 minutes).
- Manifest Call Beast of the Id to call a Psimech Saurian (14 rounds, -11 pp). Order the Psimech to guard me until further notice.
Outset of combat:
- Manifest Schism (14 rounds, -7 pp)
- If possible, move action to stay within 20 feet of Jarek and Thalnil, so I can manifest Intellect Fortress against any damaging power or spell (or -like ability.) Keep them and the psimech between me and the retrievers.
- Have psimech unleash electrical energy bolt on retriever in line of sight (if possible while still guarding me, both retrievers), 60' long 5' wide line, 10d6 electrical, reflex DC 15 save for half. (Damage 10d6, roll=39)
[/sblock][sblock=Psimech Saurian Stats]
Psimech Saurian
Large Construct (Augmented Monstrous Humanoid, Psimech, Psionic)
Hit Dice: 7d10+40 (78 hp)
Initiative: +0
Speed: 30 feet (6 squares)
AC: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack: +7/+17
Attack: Bite +13 melee (2d8+6)
Full Attack: Bite +13 melee (2d8+6) and 2 claws +10 melee (1d8+3)
Space/Reach: 5 feet/10 feet
Special Attacks: Discharge capacitor, implant, perfect targeting, plasma jump, pounce, psi-like abilities, mode check +5, resting mode Force Multiplier +0, skinburst
Special Qualities: Acid resistance 5, cold resistance 5, defensive field 5,electrical transformation, fast healing 1/hour, fire resistance 5, operant, psimech traits, sonic resistance 5
Saves: Fort +3, Ref +2, Will +4
Abilities: Str 23, Dex 11, Con —, Int 8, Wis 15, Cha 8
Skills: Listen +9, Knowledge (engineering)**, Knowledge (psionics)**, Knowledge (the planes)**, Spot +9
Feats: Alertness, Multiattack,Weapon Focus (bite)
Challenge Rating: 10
Alignment: Chaotic neutral
This creature looks like a muscular humanoid toad half sheathed in metallic skin, complete with protruding crystal heat dissipater fins and aglow with chaotic and psionic energy.
Combat:
Discharge Capacitor (Ps): The psimech saurian can release a 5-foot-wide and 60-foot-long electrical bolt that deals 1d6 points of electricity damage per power point spent (maximum 10d6) to each creature within its area. Creatures that make a successful Reflex save (DC 15) take half damage.
Perfect Targeting (Ex): A psimech saurian gains a +2 bonus on all attack rolls and on its power Difficulty Classes.
Plasma Jump (Ex): Using an advanced application of its discharge capacitor ability, the psimech saurian electrically generates a sun-hot gas that it can use to give itself a +20 bonus on its Jump check per 2 power points spent (+100 bonus maximum); it can exceed normal Jump maximums. Using this ability also scorches all creatures in a 20-foot radius, dealing 1d6 points of fire damage and 1d6 points of electricity damage per 2 power points spent.
Pounce (Ex): If a psimech saurian leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Operant (Ex): Operant creatures manifest powers by paying power points.
Psionic Powers Discovered: (3/3/3/1; power points 40)
1st—biofeedback, offensive precognition, vigor; 2nd—animal affinity, psionic levitate, thought shield; 3rd—evade burst, psionic keen edge, vampiric blade; 4th—psionic freedom of movement.
Skinburst (Su): Once per day a psimech saurian’s skin can emit a brilliant flash of psionically pumped chromatic light. Every creature within 20 feet must succeed at a Fortitude save (DC 16) or become dazed for 1d4 rounds.
Defensive Field (Ex): Psimech saurians gain damage reduction 5/—.
** Skills: The psimech saurian enjoys a +10 competence bonus to Knowledge (engineering), Knowledge (psionics), and Knowledge (the planes).
Electrical Transformation (Ex): All psimechs have electrical transformation 10. This resembles electricity resistance 10 in that the first 10 points of electricity damage per electricity attack do not harm the creature (while electricity damage in excess of 10 points harms the psimech normally). However, the first 10 or fewer points of electricity damage that the psimech would otherwise sustain are instead transformed into psionic power points on a 5-for-1 basis (every 5 points of electricity damage are transformed into 1 power point). Psimech saurians can never accumulate more than their maximum operant psionic power point total of 40 power points using electrical transformation.
Fast Healing (Ex): Psionically mediated subroutines grant fast healing that allows the psimech saurian to regain 1 hit point per hour if damaged. The psionic repair damage power also cures damaged psimech creatures.
Psimech Traits: Psimechs are a subtype of construct. Psimechs are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They also are immune to any effect that requires a Fortitude save, unless it also works on objects. They cannot heal damage (though regeneration and fast healing still apply, if present, as does psionic repair damage and other powers or spells that heal constructs) and are not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. They are not at risk of death from massive damage, but are destroyed when reduced to 0 hit points or less; they cannot be raised or resurrected; they have darkvision 60 feet.
[/sblock]