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Kulan: Knightfall's Heroes of Carnell Game [IC]
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<blockquote data-quote="JustinCase" data-source="post: 8400988" data-attributes="member: 6776182"><p>Caerth takes a step towards the edge where Tarrak and Maur just went down, and the half-orc starts casting another spell. Muttering a few words in Sylvan, the druid traces a circle in the grovely floor before dropping a bit of guano in the middle.</p><p></p><p>A fine mist starts forming over the crevasse, which slowly starts taking the shape of a lot of busily flying bats...</p><p></p><p>Screech hoots and takes off from Caerth's shoulder, circling over the fissure to see what's going on below.</p><p></p><p>[ooc]5-foot step, then cast <a href="https://www.d20srd.org/srd/spells/summonSwarm.htm" target="_blank">Summon Swarm</a>. I summon a <a href="https://www.d20srd.org/srd/monsters/swarm.htm#batSwarm" target="_blank">swarm of bats</a>, which takes my whole round. (Unfortunately the swarm does not benefit from the Augmented Natures Allies racial substitution feature, because that explicitly only effects Summon Natures Ally spells.)</p><p></p><p>As soon as they form, they will attack Tarrak. Yes they will take that 1d6 damage from the Damning Darkness, but they have Blindsense and ignore concealment.</p><p></p><p>A Fort roll against the stench from Tarrak: <a href="http://roll.coyotecode.net/lookup.php?rollid=255005" target="_blank">1D20+3 = [8]+3 = 11</a> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Stats:</p><p>[spoiler=Caerth]Non-wildshaped stats:</p><p></p><p>(includes Recitation)</p><p></p><p>Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex.</p><p></p><p>AC 21</p><p>HP 48/58</p><p>Fort 12, Ref 9, Will 12</p><p>Speed 20 (medium armor)</p><p>Base attack: +6/+1</p><p>Melee attack: +15/+10 spear +1 (twohanded, damage 1d8+8, crit x3)</p><p>Melee attack: +15/+10 Kang (magical dagger, damage 1d4+6, crit 19-20/x2, thrown 10ft)</p><p>Ranged attack: +14 composite longbow +1 (+4 str bonus) (damage 1d8+6, crit x3)</p><p>Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage</p><p></p><p>Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic</p><p>Level 1 (5): cure light wounds, <s>entangle</s>, <s>magic fang</s>, obscuring mist, speak with animals</p><p>Level 2 (5): <s>flaming sphere</s>, <s>lesser restoration</s>, <s>mass snake’s swiftness</s>, master air, <s>summon swarm</s></p><p>Level 3 (4): <s>giant’s wrath</s>, <s>snare</s>, remove disease, <s>spirit jaws</s></p><p>Level 4 (2): <s>spike stones</s>, ice storm</p><p>Level 5 (1): <s>baleful polymorph</s></p><p></p><p>Wild Shapes 1/3</p><p>[/spoiler][spoiler="Screech"]</p><p>HP: 31/32</p><p>AC 24</p><p>Fort 8, Ref 12, Will 7</p><p>Speed: 10 feet, fly 40 feet (average)</p><p>Base attack: +5</p><p>Melee attack: +13/+11 talons (multiattack, 1d4, distracting attack)</p><p>Special attacks: Flyby Attack, multiattack</p><p>Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack</p><p>Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct... haven't adjusted for level-up)</p><p>Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack</p><p>Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel</p><p>[/spoiler][spoiler=Swarm]</p><p><a href="https://www.d20srd.org/srd/monsters/swarm.htm#batSwarm" target="_blank">Bat Swarm</a></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>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 <em>living </em>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 <em>living </em>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>[/swarm][/spoiler][/ooc][spoiler=Swarm][/spoiler]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 8400988, member: 6776182"] Caerth takes a step towards the edge where Tarrak and Maur just went down, and the half-orc starts casting another spell. Muttering a few words in Sylvan, the druid traces a circle in the grovely floor before dropping a bit of guano in the middle. A fine mist starts forming over the crevasse, which slowly starts taking the shape of a lot of busily flying bats... Screech hoots and takes off from Caerth's shoulder, circling over the fissure to see what's going on below. [ooc]5-foot step, then cast [URL='https://www.d20srd.org/srd/spells/summonSwarm.htm']Summon Swarm[/URL]. I summon a [URL='https://www.d20srd.org/srd/monsters/swarm.htm#batSwarm']swarm of bats[/URL], which takes my whole round. (Unfortunately the swarm does not benefit from the Augmented Natures Allies racial substitution feature, because that explicitly only effects Summon Natures Ally spells.) As soon as they form, they will attack Tarrak. Yes they will take that 1d6 damage from the Damning Darkness, but they have Blindsense and ignore concealment. A Fort roll against the stench from Tarrak: [URL='http://roll.coyotecode.net/lookup.php?rollid=255005']1D20+3 = [8]+3 = 11[/URL] :( Stats: [spoiler=Caerth]Non-wildshaped stats: (includes Recitation) Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. AC 21 HP 48/58 Fort 12, Ref 9, Will 12 Speed 20 (medium armor) Base attack: +6/+1 Melee attack: +15/+10 spear +1 (twohanded, damage 1d8+8, crit x3) Melee attack: +15/+10 Kang (magical dagger, damage 1d4+6, crit 19-20/x2, thrown 10ft) Ranged attack: +14 composite longbow +1 (+4 str bonus) (damage 1d8+6, crit x3) Note: Extra 2d6 damage on charge attacks (wild rhino hide); power attack means up to BAB penalty to attack and same amount bonus on damage Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic Level 1 (5): cure light wounds, [S]entangle[/S], [S]magic fang[/S], obscuring mist, speak with animals Level 2 (5): [S]flaming sphere[/S], [S]lesser restoration[/S], [S]mass snake’s swiftness[/S], master air, [S]summon swarm[/S] Level 3 (4): [S]giant’s wrath[/S], [S]snare[/S], remove disease, [S]spirit jaws[/S] Level 4 (2): [S]spike stones[/S], ice storm Level 5 (1): [S]baleful polymorph[/S] Wild Shapes 1/3 [/spoiler][spoiler="Screech"] HP: 31/32 AC 24 Fort 8, Ref 12, Will 7 Speed: 10 feet, fly 40 feet (average) Base attack: +5 Melee attack: +13/+11 talons (multiattack, 1d4, distracting attack) Special attacks: Flyby Attack, multiattack Special qualities: low-light vision, link, share spells, evasion, devotion, multiattack Skills: Listen +15, Move silently +20, Spot +8 (in shadows +16) (not sure if these numbers are correct... haven't adjusted for level-up) Feats: Weapon Finesse, Toughness (racial sub level 1), Flyby Attack, Distracting Attack Tricks known (max 10): Attack (all creatures, counts as 2 tricks), Come, Down, Fetch, Seek, Stay, Work, Defend, Heel [/spoiler][spoiler=Swarm] [URL='https://www.d20srd.org/srd/monsters/swarm.htm#batSwarm']Bat Swarm[/URL] 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 [I]living [/I]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 [I]living [/I]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. [/swarm][/spoiler][/ooc][spoiler=Swarm][/spoiler] [/QUOTE]
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