Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Play by Post
(CSDGH) Demon with a Glass Hand [IC]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psion" data-source="post: 3818054" data-attributes="member: 172"><p>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.</p><p></p><p>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!"</p><p></p><p>[sblock=OOC]At least that's what I assume casting <em>Omen of Peril</em> would tell me.[/sblock]</p><p></p><p>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]<strong>Preparation:</strong></p><ul> <li data-xf-list-type="ul">Daily casting of <em>Contingent Resist Energy</em> (12 hours)</li> <li data-xf-list-type="ul">Acquire psychic focus.</li> <li data-xf-list-type="ul">Cast <em>Mass Conviction</em> (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.</li> <li data-xf-list-type="ul">Cast <em>Mass Align Weapon (Good)</em> (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? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</li> <li data-xf-list-type="ul">Cast <em>Spell resistance</em> on myself (SR 24, 12 minutes).</li> <li data-xf-list-type="ul">Use the <em>Dorje of Animal Affinity</em> to grant myself a +4 charisma (3 minutes).</li> <li data-xf-list-type="ul">Manifest <em>Call Beast of the Id</em> to call a <em>Psimech Saurian</em> (14 rounds, -11 pp). Order the Psimech to guard me until further notice.</li> </ul><p></p><p><strong>Outset of combat:</strong> <ul> <li data-xf-list-type="ul">Manifest <em>Schism</em> (14 rounds, -7 pp)</li> <li data-xf-list-type="ul">If possible, move action to stay within 20 feet of Jarek and Thalnil, so I can manifest <em>Intellect Fortress</em> against any damaging power or spell (or -like ability.) Keep them and the psimech between me and the retrievers.</li> <li data-xf-list-type="ul">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. (<a href="http://invisiblecastle.com/find.py?id=1306176" target="_blank">Damage 10d6, roll=39</a>)</li> </ul><p>[/sblock][sblock=Psimech Saurian Stats]<strong>Psimech Saurian </strong></p><p>Large Construct (Augmented Monstrous Humanoid, Psimech, Psionic)</p><p><strong>Hit Dice:</strong> 7d10+40 (78 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 feet (6 squares)</p><p><strong>AC:</strong> 23 (–1 size, +14 natural), touch 9, flat-footed 23</p><p><strong>Base Attack: </strong>+7/+17</p><p><strong>Attack:</strong> Bite +13 melee (2d8+6)</p><p><strong>Full Attack:</strong> Bite +13 melee (2d8+6) and 2 claws +10 melee (1d8+3)</p><p><strong>Space/Reach:</strong> 5 feet/10 feet</p><p><strong>Special Attacks:</strong> Discharge capacitor, implant, perfect targeting, plasma jump, pounce, psi-like abilities, mode check +5, resting mode Force Multiplier +0, skinburst</p><p><strong>Special Qualities:</strong> Acid resistance 5, cold resistance 5, defensive field 5,electrical transformation, fast healing 1/hour, fire resistance 5, operant, psimech traits, sonic resistance 5</p><p><strong>Saves: </strong>Fort +3, Ref +2, Will +4</p><p><strong>Abilities:</strong> Str 23, Dex 11, Con —, Int 8, Wis 15, Cha 8</p><p><strong>Skills:</strong> Listen +9, Knowledge (engineering)**, Knowledge (psionics)**, Knowledge (the planes)**, Spot +9</p><p><strong>Feats:</strong> Alertness, Multiattack,Weapon Focus (bite)</p><p><strong>Challenge Rating: </strong>10</p><p><strong>Alignment: </strong>Chaotic neutral</p><p></p><p>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.</p><p><strong>Combat:</strong></p><p><strong>Discharge Capacitor (Ps):</strong> 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.</p><p><strong>Perfect Targeting (Ex):</strong> A psimech saurian gains a +2 bonus on all attack rolls and on its power Difficulty Classes.</p><p><strong>Plasma Jump (Ex):</strong> 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.</p><p><strong>Pounce (Ex): </strong>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.</p><p><strong>Operant (Ex):</strong> Operant creatures manifest powers by paying power points.</p><p><strong>Psionic Powers Discovered:</strong> (3/3/3/1; power points 40)</p><p>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.</p><p><strong>Skinburst (Su):</strong> 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. </p><p><strong>Defensive Field (Ex):</strong> Psimech saurians gain damage reduction 5/—.</p><p><strong>** Skills:</strong> The psimech saurian enjoys a +10 competence bonus to Knowledge (engineering), Knowledge (psionics), and Knowledge (the planes).</p><p><strong>Electrical Transformation (Ex):</strong> 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.</p><p><strong>Fast Healing (Ex): </strong>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.</p><p><strong>Psimech Traits: </strong>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.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Psion, post: 3818054, member: 172"] 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 [i]Omen of Peril[/i] 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][B]Preparation:[/B] [list] [*]Daily casting of [i]Contingent Resist Energy[/i] (12 hours) [*]Acquire psychic focus. [*]Cast [I]Mass Conviction[/I] (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 [I]Mass Align Weapon (Good)[/I] (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 [i]Spell resistance[/i] on myself (SR 24, 12 minutes). [*]Use the [i]Dorje of Animal Affinity[/i] to grant myself a +4 charisma (3 minutes). [*]Manifest [i]Call Beast of the Id[/i] to call a [i]Psimech Saurian[/i] (14 rounds, -11 pp). Order the Psimech to guard me until further notice. [/list] [b]Outset of combat:[/b][list][*]Manifest [i]Schism[/i] (14 rounds, -7 pp) [*]If possible, move action to stay within 20 feet of Jarek and Thalnil, so I can manifest [i]Intellect Fortress[/i] 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. ([url=http://invisiblecastle.com/find.py?id=1306176]Damage 10d6, roll=39[/url]) [/list] [/sblock][sblock=Psimech Saurian Stats][B]Psimech Saurian [/B] Large Construct (Augmented Monstrous Humanoid, Psimech, Psionic) [B]Hit Dice:[/B] 7d10+40 (78 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 feet (6 squares) [b]AC:[/B] 23 (–1 size, +14 natural), touch 9, flat-footed 23 [B]Base Attack: [/B]+7/+17 [B]Attack:[/B] Bite +13 melee (2d8+6) [B]Full Attack:[/B] Bite +13 melee (2d8+6) and 2 claws +10 melee (1d8+3) [B]Space/Reach:[/B] 5 feet/10 feet [B]Special Attacks:[/B] Discharge capacitor, implant, perfect targeting, plasma jump, pounce, psi-like abilities, mode check +5, resting mode Force Multiplier +0, skinburst [B]Special Qualities:[/B] Acid resistance 5, cold resistance 5, defensive field 5,electrical transformation, fast healing 1/hour, fire resistance 5, operant, psimech traits, sonic resistance 5 [B]Saves: [/B]Fort +3, Ref +2, Will +4 [B]Abilities:[/B] Str 23, Dex 11, Con —, Int 8, Wis 15, Cha 8 [B]Skills:[/B] Listen +9, Knowledge (engineering)**, Knowledge (psionics)**, Knowledge (the planes)**, Spot +9 [B]Feats:[/B] Alertness, Multiattack,Weapon Focus (bite) [B]Challenge Rating: [/B]10 [B]Alignment: [/B]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. [B]Combat:[/B] [B]Discharge Capacitor (Ps):[/B] 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. [B]Perfect Targeting (Ex):[/B] A psimech saurian gains a +2 bonus on all attack rolls and on its power Difficulty Classes. [B]Plasma Jump (Ex):[/B] 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. [B]Pounce (Ex): [/B]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. [B]Operant (Ex):[/B] Operant creatures manifest powers by paying power points. [B]Psionic Powers Discovered:[/B] (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. [b]Skinburst (Su):[/b] 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. [b]Defensive Field (Ex):[/b] Psimech saurians gain damage reduction 5/—. [B]** Skills:[/B] The psimech saurian enjoys a +10 competence bonus to Knowledge (engineering), Knowledge (psionics), and Knowledge (the planes). [b]Electrical Transformation (Ex):[/b] 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. [B]Fast Healing (Ex): [/B]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. [B]Psimech Traits: [/B]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] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
(CSDGH) Demon with a Glass Hand [IC]
Top