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[LANAI] The Rod of Seven Parts: Into the Crucible
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<blockquote data-quote="Rhun" data-source="post: 3714972" data-attributes="member: 29098"><p>Rowan continues concentrating on keeping the swarm of bats in place, a look of intense concentration on his face. He steps forward, closer to the battle, hoping that his swarm of flying rodents can quickly eliminate the Kuo-Toans.</p><p></p><p></p><p><span style="font-size: 9px"><strong>5' step forward, continuing concentrating on spell. Oh, and just an FYI...please remember the swarm's special effects: Distraction, wounding, etc. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong>[sblock=Stats & Spells]</strong></span></p><p><span style="font-size: 9px"><strong>AC 18 (+4 mage armor, 3 hour duration)</strong></span></p><p><span style="font-size: 9px"><strong>HP 17/17</strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong><strong>Level 0 – 4+1</strong> Mage Hand, Detect Magic x2, Daze + Acid Splash</strong></span></p><p><span style="font-size: 9px"><strong><strong>Level 1 – 2+1+1</strong> Sleep, Summon Monster I, <s>Mage Armor</s> + <s>Grease</s></strong></span></p><p><span style="font-size: 9px"><strong><strong>Level 2 - 1+1+1</strong> Summon Swarm <s>x2</s> + Glitterdust</strong></span></p><p><span style="font-size: 9px"><strong>[/sblock]</strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong>[sblock=Bat Swarm]</strong></span></p><p><span style="font-size: 9px"><strong>Bat Swarm</strong></span></p><p><span style="font-size: 9px"><strong>Size/Type: Diminutive Animal (Swarm) </strong></span></p><p><span style="font-size: 9px"><strong>Hit Dice: 3d8 (13 hp) </strong></span></p><p><span style="font-size: 9px"><strong>Initiative: +2 </strong></span></p><p><span style="font-size: 9px"><strong>Speed: 5 ft. (1 square), fly 40 ft. (good) </strong></span></p><p><span style="font-size: 9px"><strong>Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12 </strong></span></p><p><span style="font-size: 9px"><strong>Base Attack/Grapple: +2/— </strong></span></p><p><span style="font-size: 9px"><strong>Attack: Swarm (1d6) </strong></span></p><p><span style="font-size: 9px"><strong>Full Attack: Swarm (1d6) </strong></span></p><p><span style="font-size: 9px"><strong>Space/Reach: 10 ft./0 ft. </strong></span></p><p><span style="font-size: 9px"><strong>Special Attacks: Distraction, wounding </strong></span></p><p><span style="font-size: 9px"><strong>Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits </strong></span></p><p><span style="font-size: 9px"><strong>Saves: Fort +3, Ref +7, Will +3 </strong></span></p><p><span style="font-size: 9px"><strong>Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 </strong></span></p><p><span style="font-size: 9px"><strong>Skills: Listen +11, Spot +11 </strong></span></p><p><span style="font-size: 9px"><strong>Feats: Alertness, Lightning Reflexes </strong></span></p><p><span style="font-size: 9px"><strong>Environment: Temperate deserts </strong></span></p><p><span style="font-size: 9px"><strong>Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms) </strong></span></p><p><span style="font-size: 9px"><strong>Challenge Rating: 2 </strong></span></p><p><span style="font-size: 9px"><strong>Treasure: None </strong></span></p><p><span style="font-size: 9px"><strong>Alignment: Always neutral </strong></span></p><p><span style="font-size: 9px"><strong>Advancement: None </strong></span></p><p><span style="font-size: 9px"><strong>Level Adjustment: — </strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong>A bat swarm is nocturnal, and is never found aboveground in daylight. </strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong>Combat</strong></span></p><p><span style="font-size: 9px"><strong>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. </strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong>Distraction (Ex)</strong></span></p><p><span style="font-size: 9px"><strong>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. </strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong>Wounding (Ex)</strong></span></p><p><span style="font-size: 9px"><strong>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. </strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong>Blindsense (Ex)</strong></span></p><p><span style="font-size: 9px"><strong>A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). </strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p><p><span style="font-size: 9px"><strong>Skills</strong></span></p><p><span style="font-size: 9px"><strong>A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.</strong></span></p><p><span style="font-size: 9px"><strong>[/sblock]</strong></span></p><p><span style="font-size: 9px"><strong></strong></span></p></blockquote><p></p>
[QUOTE="Rhun, post: 3714972, member: 29098"] Rowan continues concentrating on keeping the swarm of bats in place, a look of intense concentration on his face. He steps forward, closer to the battle, hoping that his swarm of flying rodents can quickly eliminate the Kuo-Toans. [size=1][b]5' step forward, continuing concentrating on spell. Oh, and just an FYI...please remember the swarm's special effects: Distraction, wounding, etc. :D [sblock=Stats & Spells] AC 18 (+4 mage armor, 3 hour duration) HP 17/17 [b]Level 0 – 4+1[/b] Mage Hand, Detect Magic x2, Daze + Acid Splash [b]Level 1 – 2+1+1[/b] Sleep, Summon Monster I, [s]Mage Armor[/s] + [s]Grease[/s] [b]Level 2 - 1+1+1[/b] Summon Swarm [s]x2[/s] + Glitterdust [/sblock] [sblock=Bat Swarm] 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. [/sblock] [/b][/size][b][/b] [/QUOTE]
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