Pathfinder 1E [LPF] Rodents of Unusual Size pt 4

Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]



Weylyn looks around wildly for a moment as the last of his opponents falls to the ground, then slowly lowers the head of his great hammer and leans on the haft for a moment catching his breath. He says nothing, and something in his stance or demeanor sends the message that it may be best to steer clear until he gets his rage once more firmly leashed.
[/section]

[SBLOCK=OOC/Actions/Rolls]Resting through the Fatigue period.

That was fun - I don't often play characters that end up kicking butt like that! I'm now thinking that I might put some effort into "connecting" a little more with Weylyn rather than retiring him as I'd thought; spin out a more fleshy background and some stories about his history so he'll be more multi-dimensional in my mind.[/SBLOCK]

[sblock=StatBlock]
Weylyn Wealbetwyn
Male aasimar bloodrager 10 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge)
hp 132 (10d10+50)
Fort +11, Ref +6, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 2/—; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee cold iron dagger +14/+9 (1d4+4/19-20) or
. . muutos +15/+10 (2d6+7/×3) or
. . silver cestus +14/+9 (1d4+4/19-20) or
. . unarmed strike +14/+9 (1d3+4 nonlethal)
Special Attacks blood casting, bloodrage (26 rounds/day), staggering strike
Spell-Like Abilities (CL 10th; concentration +12)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 14)
Bloodrager Spells Known (CL 10th; concentration +12)
. . 3rd (1/day)—countless eyes[UM] (DC 15), haste
. . 2nd (2/day)—elemental touch[APG], glitterdust (DC 14), ironskin, see invisibility, stone discus[ACG]
. . 1st (3/day)—blade lash[ACG], blurred movement[ACG], enlarge person (DC 13), magic missile, stone fist[APG], thunderstomp[ACG]
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 18, Int 10, Wis 10, Cha 15
Base Atk +10; CMB +14; CMD 28
Feats Bludgeoner[UC], Combat Reflexes, Dodge, Enforcer[APG], Eschew Materials, Extra Rage, Iron Will, Power Attack
Traits armor expert, resilient (will)
Skills Acrobatics +15 (+23 to jump), Climb +10, Handle Animal +6, Intimidate +15, Linguistics +3, Perception +13, Sense Motive +2, Spellcraft +4, Survival +5 (+7 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +10
Languages Aklo, Celestial, Custom Language, Dwarven, Low Landellan
SQ abnormal reach, fast movement, truespeaker
Combat Gear wand of cure light wounds; Other Gear +1 mithral breastplate, muutos[UE], cold iron dagger, silver cestus[APG], belt of physical perfection +2, boots of swift fury[ACG], ring of vengeful blood magic[ACG], basic maps (major landmarks only), bedroll, blanket[APG], candle (2), chalk, everburning torch, flint and steel, hammer, hammock[UE], knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (2), trail rations (6), waterskin (2), 893 gp
--------------------
Special Abilities
--------------------
Abnormal Reach (Su) Increase reach by 5 ft when raging.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (26 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Staggering Strike (DC 19) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Truespeaker Learn two languages for each rank you put in Linguistics.
[/sblock]
 

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kinem

Adventurer
While the others catch their breaths, Menik can see that it's time to earn his keep as an arcane consultant. He goes over to the rat-device and casts detect magic, trying to understand what it is and how it works.

ooc: Spellcraft to ID [roll0]
 


Deuce Traveler

Adventurer
Lem asks, "I think it best if we just destroy this thing. No sense in keeping it and letting it do harm later. i doubt I can make much of a dent in it, though."
 

Aura

Explorer
Menik's initial examination of the rat device yields some interesting results. First, the overall strength of the device is quite overwhelming, setting it into a category with the most powerful of items. Secondly, it has two primary spheres of magic: Divination and Enchantment. It is able to scry rats, communicate with rats, and control rats, all with rather extraordinary range. Whoever created this was either a lunatic, a genius, or possibly, both. The magic here could have been put to much greater tasks, making it somewhat confounding why the device exists at all.

As the wizard examines the device (which takes quite some time), Lem breaks the silence punctuated with Weylyn's calming breaths to suggest the item be destroyed. For a moment, it seems that Jacobson would speak, but it is Macabee that pipes up first, "Good idea, Lem. But... uhh... how?" He considers the solid obsidian device for a moment--it seems rather sturdy.

[sblock=Invisibility]I get a big edition confused with all the stuff that has changed over the years, but I'm keeping things as is for story purposes. I don't think it will make a lot of difference whether Macabee is visible or not at this point.[/sblock]
 

kinem

Adventurer
Menik says "It's a strange item, able to find, communicate with, and control rats. It doesn't summon them temporarily the way a spell could. I suppose that makes it less than useful in the middle of a combat. It's a shame to destroy a magic item, but in this case, I don't really object. Probably Weylyn could smash it with his hammer."
 


Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]



After a few more calming breaths, the stocky man shrugs fatalistically and hefts Muutos once more. He steps back from the device just a bit, touching the hammerhead gently to the top of the device to gauge his distance, winds up and delivers a resounding blow...
[/section]

[SBLOCK=OOC/Actions/Rolls]Sorry - meant to post earlier but clean forgot and it dropped off my radar. If this doesn't seem to be very effective Weylyn will trigger rage to boost his strength and try again. If that doesn't have much effect I'm not sure what he'll do...[/SBLOCK]

[sblock=StatBlock]
Weylyn Wealbetwyn
Male aasimar bloodrager 10 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge)
hp 132 (10d10+50)
Fort +11, Ref +6, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 2/—; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee cold iron dagger +14/+9 (1d4+4/19-20) or
. . muutos +15/+10 (2d6+7/×3) or
. . silver cestus +14/+9 (1d4+4/19-20) or
. . unarmed strike +14/+9 (1d3+4 nonlethal)
Special Attacks blood casting, bloodrage (26 rounds/day), staggering strike
Spell-Like Abilities (CL 10th; concentration +12)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 14)
Bloodrager Spells Known (CL 10th; concentration +12)
. . 3rd (1/day)—countless eyes[UM] (DC 15), haste
. . 2nd (2/day)—elemental touch[APG], glitterdust (DC 14), ironskin, see invisibility, stone discus[ACG]
. . 1st (3/day)—blade lash[ACG], blurred movement[ACG], enlarge person (DC 13), magic missile, stone fist[APG], thunderstomp[ACG]
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 18, Int 10, Wis 10, Cha 15
Base Atk +10; CMB +14; CMD 28
Feats Bludgeoner[UC], Combat Reflexes, Dodge, Enforcer[APG], Eschew Materials, Extra Rage, Iron Will, Power Attack
Traits armor expert, resilient (will)
Skills Acrobatics +15 (+23 to jump), Climb +10, Handle Animal +6, Intimidate +15, Linguistics +3, Perception +13, Sense Motive +2, Spellcraft +4, Survival +5 (+7 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +10
Languages Aklo, Celestial, Custom Language, Dwarven, Low Landellan
SQ abnormal reach, fast movement, truespeaker
Combat Gear wand of cure light wounds; Other Gear +1 mithral breastplate, muutos[UE], cold iron dagger, silver cestus[APG], belt of physical perfection +2, boots of swift fury[ACG], ring of vengeful blood magic[ACG], basic maps (major landmarks only), bedroll, blanket[APG], candle (2), chalk, everburning torch, flint and steel, hammer, hammock[UE], knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (2), trail rations (6), waterskin (2), 893 gp
--------------------
Special Abilities
--------------------
Abnormal Reach (Su) Increase reach by 5 ft when raging.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (26 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Staggering Strike (DC 19) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Truespeaker Learn two languages for each rank you put in Linguistics.
[/sblock]
 

Aura

Explorer
Weylyn winds up and delivers a mighty blow right to the top of the obsidian rat-controlling device. There is a resounding crash from the weapon's head hitting obsidian, and a almost equally loud smash as the table the device sits upon gives way, splintering wood scattering in all directions. The RCC hits the cave floor with a loud thunk.

At first, hope fades as it seems the device was completely undamaged from the blow. However, sharp eyes notice a hairline crack originating where the blow was struck.

"Quickly, try again. It appears damaged and we need to get out of here," Jacobson suggests.

Kneeling and lining up a repeat shot, Weylyn delivers a second blow, equally as powerful as the first. The RCC gives and snaps into two uneven halves, briefly pulsing with arcane energy. Weylyn feels it, but it causes no harm, and it dissipates quickly.

Menik can see the magic flow out from the device. Whatever mad genius it took to create such a thing may well be lost, but nobody will be able to direct a rat plague upon Venza again. The remains of the device glow softly with residual magic, but the wizard has every reason to believe it is truly destroyed.
 

kinem

Adventurer
Menik says "It is done. There's one more thing before we go. I'll check the traitors for magic items. It would not do to leave such prizes behind for the boggards to equip themselves with."

He casts detect magic and proceeds to do so. He will also check to see if the fallen wizard had a spellbook on him.
 
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