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(CSToA) Touch of the Abyss [RG]
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<blockquote data-quote="Nephtys" data-source="post: 3916694" data-attributes="member: 31780"><p>Veris Ind (real name Veritas Indeus) </p><p> </p><p>NE Female Tiefling Warlock</p><p></p><p>Age: 19</p><p>Height/Weight: 5'6/100</p><p></p><p>Str: 8/-1 </p><p>Dex: 14/+2 </p><p>Con: 14/+2 </p><p>Int: 12/+1 </p><p>Wis: 10/0 (12-2)</p><p>Cha: 18/+4 (15+2+1)</p><p></p><p>Init: +2</p><p></p><p>Hp: 6+5d6+12+2=37</p><p></p><p>Action Points: 8</p><p></p><p>Bab: 4</p><p>Ranged touch: +7 Eldrich Blast 3d6+2 (60ft)</p><p></p><p>AC: 19/12/17(total/touch/flatfooted), (10+2(dex)+5(armour)+2(buckler))</p><p></p><p>Fort: +4 (+2+2)</p><p>Ref: +4 (+2+2)</p><p>Will: +5</p><p></p><p>Skills: 2+2x9=36</p><p>Deception: 13 (9+4)</p><p>Concentration: 11 (9+2)</p><p>Perception: 9 (9+0)</p><p>Use Magic Device: 13 (9+4)</p><p>Knowlege (religion): 3 (2+1)</p><p></p><p>Languages: Common, Infernal, Goblin</p><p></p><p>Feats: </p><p>Weapon Focus (ranged spell)</p><p>Ranged Spell Specialization </p><p>Extra Invocation</p><p>Extra Invocation</p><p>Extra Invocation</p><p></p><p>Class Abilities:</p><p>Detect Magic at will</p><p>Decieve Item (can always take 10 on UMD)</p><p>DR 1/cold iron</p><p></p><p>Invocations</p><p>Least 3+1</p><p>Elritch Spear (blast range 250 ft)</p><p>Entropic Warding (deflect 20% of ranged attacks, pass without trace, no scent)</p><p>Spiderwalk (spiderclimb+immune to webs)</p><p>See the Unseen (darkvision+see invis)</p><p>Summon Swarm</p><p>Wall of Gloom (will save to pass (DC: 16), up to 40ft straight or up to 15 ft radius ring, 20ft high. C+1rd/lvl)</p><p></p><p>Lesser 1</p><p>Walk Unseen (invisibility,self)</p><p></p><p></p><p>Equipment: 6000 gp</p><p>Chain shirt+1 (100+150+1000=1250gp) 25lb, -1acp</p><p>Buckler+1 (15+150+1000=1165gp) 5lb</p><p>2 Wands of Cure Light Wounds (1d8+1, 50/50, 50/50): 750x2= </p><p>Hat of Disguise: 1800gp</p><p>Mundane gear: 100 gp</p><p>Gold: 185 gp</p><p></p><p>Wishlist:</p><p>Handy Haversack</p><p>Scrolls</p><p>Wands</p><p></p><p>Appearance:</p><p>To some she's exotically beautiful, her hair a cascade of silky red, her skin pale and unblemished and her eyes twin pools of solid black. Her features are delicate, her body is shapely, and her lips are full and red as blood. Two onyx-black horns jut proudly from the top of her forehead, curving slightly backwards at the root and forwards at the tip. Her black armour and leathers reveal little of her flesh but imply much. To some she is beautiful, to most she's a fiendish abomination.</p><p></p><p>[sblock=Background]</p><p>Her grandmother, a godfearing matron of a minor noble house, was seduced by the Incubus Sehamel in the fourteenth year of her marriage. The seduction, just a minor part of the Demons plan to sow chaos in the southern lands, ruined the family forever but out of mercy and folly the child was spared. Banished from what little remained of the family the grandmother, alone and impoverished, cared for her monstrous child as the one remaining part of the fiend she loved more than anything else. Together they eked out their meager existence for a few years until the grandmother died, aged and sickened by her hardship. In her final moments she cried out to the Demon Sehamel, pledging her immortal soul into his hands before, finally at peace, she died.</p><p> Her mother, alone at the age of six, lived on the streets before being driven out into the forests. There she should have died, but her heritage lent her strength and endurance beyond her years, and away from the hateful eyes, fists and voices of others she thrived. She grew strong and she grew wild, and when the time came for her body to change she grew lustful. Unable to connect to the men she desired on an emotional plane she sought to conquer them on the carnal. Like a vicious spirit of the forest she assaulted the lone travellers she took a fancy to and raped them. Before long she found herself with child, a child she knew she could not care for and who she, for love and the memory of its father, could not kill. She had heard, from the pleas of mercy one of her lovers had gibbered to her, that the church of Light (or whatever fits the setting) prided itself on its tolerance. If she would but see the light even she could be redeemed. Though she did not seek redemption for herself she knew that such a faith would at least allow her child to live, and hopefully live a better life than she herself had done. So, with her features covered by a dark cloak, she delivered her child into the hands of the usher at the local monastery before turning and leaving without a word.</p><p> The infant would live, though some did seek her death even at that tender age. Still, the father-superior was a wise fool, consumed by his noble principles, and he took pity upon her. Naming her "Truth in God" he reaffirmed the churches stance of redemption before ridding himself of her and delivering her to the nuns. Veritas Indeus was a poor name for the child who seemed destined to be a pathological sneak and liar no matter how much the sisters tried to beat the devil out of her. Time and again she exhausted their piety and was sent off to yet another convent, each one harsher than the next. In the end she would spend most of her childhood locked up in a tiny stark cell, a featureless cube of white in a Silence that could never be broken and where the blinding light would pierce her very soul or kill her trying. There she would know pain, fear, sorrow, hate and finally a dull numbness fading into an infinity of nothing where the only thing to keep her alive was a spark of darkness burning in a sea of white. In that cell her mind was wiped clean, until one day a visiting nun found her drooling mindlessly in her own filth and someone once again took pity on her. The sister Mrai Sanctala had amassed an impressive reputation for strength and practical piety in her long life and she had little difficulty of persuading the mother-superior of the convent to allow her to take the child off her hands.</p><p> It was a long way back to sanity, but in the care of the elderly sister she began to slowly return to herself. Mrai soon found the child both intelligent, adorable, dangerously charming and utterly irredemable. Realising the child was not meant for the light, a truth that would have her burned at the stake for heresy, Mrai contented herself with trying to keep her out of the darkness. She was not entirely unsuccessful and she managed to plant the seeds of empathy in her mind. It helped that the child had no memory of the torture she had suffered at the hands of the church. Little by little Veritas grew into a being who could function in society, if society could but accept her. That was the final challenge, and it was there that Mrai's judgement failed. Like all truly good people she did not understand the true depth of hate and evil in others, and like all truly strong people she failed to understand their weakness.</p><p>...</p><p>violent mob</p><p>...</p><p>demonic powers</p><p>...</p><p>streetsmarts</p><p>...</p><p>finding herself</p><p>...</p><p>to the present</p><p>[/sblock]</p><p></p><p></p><p></p><p>[sblock=Swarm]Swarm</p><p>Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic hordes are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. </p><p></p><p>Many different creatures can mass as swarms; bat swarms, centipede swarms, hellwasp swarms, locust swarms, rat swarms, and spider swarms are described here. The swarm’s type varies with the nature of the component creature (most are animals or vermin), but all swarms have the swarm subtype. </p><p></p><p>A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous. </p><p></p><p>Combat</p><p>In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity. </p><p></p><p>Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures. </p><p></p><p>Vulnerabilities Of Swarms</p><p>Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows: </p><p></p><p>A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit. </p><p></p><p>A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm. </p><p></p><p>A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks. </p><p></p><p>Bat Swarm</p><p>Size/Type: Diminutive Animal (Swarm) </p><p>Hit Dice: 3d8 (13 hp) </p><p>Initiative: +2 </p><p>Speed: 5 ft. (1 square), fly 40 ft. (good) </p><p>Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12 </p><p>Base Attack/Grapple: +2/— </p><p>Attack: Swarm (1d6) </p><p>Full Attack: Swarm (1d6) </p><p>Space/Reach: 10 ft./0 ft. </p><p>Special Attacks: Distraction, wounding </p><p>Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits </p><p>Saves: Fort +3, Ref +7, Will +3 </p><p>Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 </p><p>Skills: Listen +11, Spot +11 </p><p>Feats: Alertness, Lightning Reflexes </p><p>Environment: Temperate deserts </p><p>Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms) </p><p>Challenge Rating: 2 </p><p>Treasure: None </p><p>Alignment: Always neutral </p><p>Advancement: None </p><p>Level Adjustment: — </p><p></p><p>A bat swarm is nocturnal, and is never found aboveground in daylight. </p><p></p><p>Combat</p><p>A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. </p><p></p><p>Distraction (Ex)</p><p>Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Wounding (Ex)</p><p>Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. </p><p></p><p>Blindsense (Ex)</p><p>A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). </p><p></p><p>Skills</p><p>A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated. </p><p></p><p></p><p></p><p>Rat Swarm</p><p>Size/Type: Tiny Animal (Swarm) </p><p>Hit Dice: 4d8 (18 hp) </p><p>Initiative: +2 </p><p>Speed: 15 ft. (3 squares), climb 15 ft. </p><p>Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 </p><p>Base Attack/Grapple: +3/— </p><p>Attack: Swarm (1d6 plus disease) </p><p>Full Attack: Swarm (1d6 plus disease) </p><p>Space/Reach: 10 ft./0 ft. </p><p>Special Attacks: Disease, distraction </p><p>Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits </p><p>Saves: Fort +4, Ref +6, Will +2 </p><p>Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 </p><p>Skills: Balance +10, Climb +10, Hide +16, Listen +6, Move Silently +8, Spot +7, Swim +10 </p><p>Feats: Alertness, Stealthy, Weapon FinesseB </p><p>Environment: Any </p><p>Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms) </p><p>Challenge Rating: 2 </p><p>Treasure: None </p><p>Alignment: Always neutral </p><p>Advancement: None </p><p>Level Adjustment: — </p><p></p><p>Combat</p><p>A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. </p><p></p><p>Disease (Ex)</p><p>Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. </p><p></p><p>Distraction (Ex)</p><p>Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Skills</p><p>A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. </p><p></p><p></p><p></p><p>Spider Swarm</p><p>Size/Type: Diminutive Vermin (Swarm) </p><p>Hit Dice: 2d8 (9 hp) </p><p>Initiative: +3 </p><p>Speed: 20 ft. (4 squares), climb 20 ft. </p><p>Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14 </p><p>Base Attack/Grapple: +1/— </p><p>Attack: Swarm (1d6 plus poison) </p><p>Full Attack: Swarm (1d6 plus poison) </p><p>Space/Reach: 10 ft./0 ft. </p><p>Special Attacks: Distraction, poison </p><p>Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits </p><p>Saves: Fort +3, Ref +3, Will +0 </p><p>Abilities: Str 1, Dex 17, Con 10, Int Ø, Wis 10, Cha 2 </p><p>Skills: Climb +11, Listen +4, Spot +4 </p><p>Environment: Warm forests </p><p>Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms) </p><p>Challenge Rating: 1 </p><p>Treasure: None </p><p>Alignment: Always neutral </p><p>Advancement: None </p><p>Level Adjustment: — </p><p></p><p>Combat</p><p>A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. </p><p></p><p>Distraction (Ex)</p><p>Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Poison (Ex)</p><p>Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based. </p><p></p><p>Skills</p><p>A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. [/sblock]</p></blockquote><p></p>
[QUOTE="Nephtys, post: 3916694, member: 31780"] Veris Ind (real name Veritas Indeus) NE Female Tiefling Warlock Age: 19 Height/Weight: 5'6/100 Str: 8/-1 Dex: 14/+2 Con: 14/+2 Int: 12/+1 Wis: 10/0 (12-2) Cha: 18/+4 (15+2+1) Init: +2 Hp: 6+5d6+12+2=37 Action Points: 8 Bab: 4 Ranged touch: +7 Eldrich Blast 3d6+2 (60ft) AC: 19/12/17(total/touch/flatfooted), (10+2(dex)+5(armour)+2(buckler)) Fort: +4 (+2+2) Ref: +4 (+2+2) Will: +5 Skills: 2+2x9=36 Deception: 13 (9+4) Concentration: 11 (9+2) Perception: 9 (9+0) Use Magic Device: 13 (9+4) Knowlege (religion): 3 (2+1) Languages: Common, Infernal, Goblin Feats: Weapon Focus (ranged spell) Ranged Spell Specialization Extra Invocation Extra Invocation Extra Invocation Class Abilities: Detect Magic at will Decieve Item (can always take 10 on UMD) DR 1/cold iron Invocations Least 3+1 Elritch Spear (blast range 250 ft) Entropic Warding (deflect 20% of ranged attacks, pass without trace, no scent) Spiderwalk (spiderclimb+immune to webs) See the Unseen (darkvision+see invis) Summon Swarm Wall of Gloom (will save to pass (DC: 16), up to 40ft straight or up to 15 ft radius ring, 20ft high. C+1rd/lvl) Lesser 1 Walk Unseen (invisibility,self) Equipment: 6000 gp Chain shirt+1 (100+150+1000=1250gp) 25lb, -1acp Buckler+1 (15+150+1000=1165gp) 5lb 2 Wands of Cure Light Wounds (1d8+1, 50/50, 50/50): 750x2= Hat of Disguise: 1800gp Mundane gear: 100 gp Gold: 185 gp Wishlist: Handy Haversack Scrolls Wands Appearance: To some she's exotically beautiful, her hair a cascade of silky red, her skin pale and unblemished and her eyes twin pools of solid black. Her features are delicate, her body is shapely, and her lips are full and red as blood. Two onyx-black horns jut proudly from the top of her forehead, curving slightly backwards at the root and forwards at the tip. Her black armour and leathers reveal little of her flesh but imply much. To some she is beautiful, to most she's a fiendish abomination. [sblock=Background] Her grandmother, a godfearing matron of a minor noble house, was seduced by the Incubus Sehamel in the fourteenth year of her marriage. The seduction, just a minor part of the Demons plan to sow chaos in the southern lands, ruined the family forever but out of mercy and folly the child was spared. Banished from what little remained of the family the grandmother, alone and impoverished, cared for her monstrous child as the one remaining part of the fiend she loved more than anything else. Together they eked out their meager existence for a few years until the grandmother died, aged and sickened by her hardship. In her final moments she cried out to the Demon Sehamel, pledging her immortal soul into his hands before, finally at peace, she died. Her mother, alone at the age of six, lived on the streets before being driven out into the forests. There she should have died, but her heritage lent her strength and endurance beyond her years, and away from the hateful eyes, fists and voices of others she thrived. She grew strong and she grew wild, and when the time came for her body to change she grew lustful. Unable to connect to the men she desired on an emotional plane she sought to conquer them on the carnal. Like a vicious spirit of the forest she assaulted the lone travellers she took a fancy to and raped them. Before long she found herself with child, a child she knew she could not care for and who she, for love and the memory of its father, could not kill. She had heard, from the pleas of mercy one of her lovers had gibbered to her, that the church of Light (or whatever fits the setting) prided itself on its tolerance. If she would but see the light even she could be redeemed. Though she did not seek redemption for herself she knew that such a faith would at least allow her child to live, and hopefully live a better life than she herself had done. So, with her features covered by a dark cloak, she delivered her child into the hands of the usher at the local monastery before turning and leaving without a word. The infant would live, though some did seek her death even at that tender age. Still, the father-superior was a wise fool, consumed by his noble principles, and he took pity upon her. Naming her "Truth in God" he reaffirmed the churches stance of redemption before ridding himself of her and delivering her to the nuns. Veritas Indeus was a poor name for the child who seemed destined to be a pathological sneak and liar no matter how much the sisters tried to beat the devil out of her. Time and again she exhausted their piety and was sent off to yet another convent, each one harsher than the next. In the end she would spend most of her childhood locked up in a tiny stark cell, a featureless cube of white in a Silence that could never be broken and where the blinding light would pierce her very soul or kill her trying. There she would know pain, fear, sorrow, hate and finally a dull numbness fading into an infinity of nothing where the only thing to keep her alive was a spark of darkness burning in a sea of white. In that cell her mind was wiped clean, until one day a visiting nun found her drooling mindlessly in her own filth and someone once again took pity on her. The sister Mrai Sanctala had amassed an impressive reputation for strength and practical piety in her long life and she had little difficulty of persuading the mother-superior of the convent to allow her to take the child off her hands. It was a long way back to sanity, but in the care of the elderly sister she began to slowly return to herself. Mrai soon found the child both intelligent, adorable, dangerously charming and utterly irredemable. Realising the child was not meant for the light, a truth that would have her burned at the stake for heresy, Mrai contented herself with trying to keep her out of the darkness. She was not entirely unsuccessful and she managed to plant the seeds of empathy in her mind. It helped that the child had no memory of the torture she had suffered at the hands of the church. Little by little Veritas grew into a being who could function in society, if society could but accept her. That was the final challenge, and it was there that Mrai's judgement failed. Like all truly good people she did not understand the true depth of hate and evil in others, and like all truly strong people she failed to understand their weakness. ... violent mob ... demonic powers ... streetsmarts ... finding herself ... to the present [/sblock] [sblock=Swarm]Swarm Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic hordes are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. Many different creatures can mass as swarms; bat swarms, centipede swarms, hellwasp swarms, locust swarms, rat swarms, and spider swarms are described here. The swarm’s type varies with the nature of the component creature (most are animals or vermin), but all swarms have the swarm subtype. A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous. Combat In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity. Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures. Vulnerabilities Of Swarms Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows: A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit. A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm. A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks. Bat Swarm Size/Type: Diminutive Animal (Swarm) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +2/— Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, wounding Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits Saves: Fort +3, Ref +7, Will +3 Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills: Listen +11, Spot +11 Feats: Alertness, Lightning Reflexes Environment: Temperate deserts Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: — A bat swarm is nocturnal, and is never found aboveground in daylight. Combat A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. Blindsense (Ex) A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). Skills A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated. Rat Swarm Size/Type: Tiny Animal (Swarm) Hit Dice: 4d8 (18 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +3/— Attack: Swarm (1d6 plus disease) Full Attack: Swarm (1d6 plus disease) Space/Reach: 10 ft./0 ft. Special Attacks: Disease, distraction Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits Saves: Fort +4, Ref +6, Will +2 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills: Balance +10, Climb +10, Hide +16, Listen +6, Move Silently +8, Spot +7, Swim +10 Feats: Alertness, Stealthy, Weapon FinesseB Environment: Any Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: — Combat A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Disease (Ex) Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex) Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Skills A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Spider Swarm Size/Type: Diminutive Vermin (Swarm) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14 Base Attack/Grapple: +1/— Attack: Swarm (1d6 plus poison) Full Attack: Swarm (1d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, poison Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits Saves: Fort +3, Ref +3, Will +0 Abilities: Str 1, Dex 17, Con 10, Int Ø, Wis 10, Cha 2 Skills: Climb +11, Listen +4, Spot +4 Environment: Warm forests Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: — Combat A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex) Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based. Skills A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. [/sblock] [/QUOTE]
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