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To War Against Felenga (FINAL UPDATE POSTED!)
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<blockquote data-quote="the Jester" data-source="post: 1463042" data-attributes="member: 1210"><p><strong><em>Lucky?!?!?</em></strong> I thought, frankly, that they were <em>dead.</em></p><p></p><p>I have a lot of faith in my players- I (not quite) routinely through adversaries at them that are <em>way</em> out of their leagues, often with a predesigned weakness. But this time... well... </p><p></p><p>The Vestige had a weakness, but for once they didn't have a clue until <em>after</em> they fought it. And by the midpoint of the battle, I was starting to think they were doomed. </p><p></p><p>For once, I'm going to post some stats in this thread, so the players can see what they dealt with...</p><p></p><p></p><p><em><strong>THE VESTIGE</strong></em><strong></strong></p><p><strong></strong></p><p><strong>Advanced Paragon Caller In Darkness Variant</strong></p><p>Gargantuan Undead (Incorporeal)</p><p>Hit Dice: 26d12+312 (624 hp)</p><p>Initiative: +9</p><p>Speed: 90’, fly 120’ (good)</p><p>Armor Class: 38 (-4 size, +9 dex, +7 deflection, +12 insight, +12 luck) plus incorporeal</p><p>Base Attack/Grapple: +13/+61</p><p>Attack: Incorporeal touch +40 melee (4d6+20 plus steal essence)</p><p>Full Attack: 4 incorporeal touches +40 melee (4d6+20 plus steal essence)</p><p>Space/Reach: 20’/20’</p><p>Special Attacks: Engulf, psionics, spell-like abilities, steal essence</p><p>Special Qualities: Daylight powerlessness, DR 15/epic, fast healing 20, incorporeal, resistance to cold 10 and fire 10, SR 37, turn resistance +2, undead traits, unnatural aura</p><p>Saves: Fort +24, Ref +31, Will +34</p><p>Abilities: Str -, Dex 29, Con -, Int 29, Wis 29, Cha 40</p><p>Skills: Bluff +39, Concentration +24, Hide +32, Intimidate +44, Knowledge (arcana) +22 ½, Knowledge (local- Moil, psionics) +33, Listen +50, Psicraft +33, Search +48, Sense Motive +48, Spellcraft +33, Spot +50, Tumble +33, </p><p>Feats: Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Weapon (touch), Mental Adversary, Quicken Spell-Like Ability (fear)</p><p>Epic Feats: Epic Fortitude, Epic Reflexes </p><p>Environment: Moil, the City that Waits</p><p>Organization: Solitary</p><p>Challenge Rating: 27</p><p>Alignment: Neutral evil</p><p></p><p><strong>Combat:</strong></p><p></p><p><strong>Engulf (Ex):</strong> The vestige may simply flow over as many creatures as will fit within its body, exposing each to its steal essence ability.</p><p> </p><p><strong>Psionics (Sp):</strong> At will- clairaudience/clairvoyance, detect psionics, fatal attraction (DC 1d20+37), mass concussion, suggestion (DC 1d20+35); manifester level 48. Attack/Defense Modes: all/all.</p><p> </p><p><strong>Spell-Like Abilities (Sp):</strong> at will- fear (DC 51); 3/day- greater dispelling, haste, see invisibility; caster level 15.</p><p> </p><p><strong>Steal Essence (Su):</strong> Any creature engulfed or touched by the Vestige must make a Will saving throw (DC 41) or suffer 1d6 points of Intelligence damage. A creature that is killed or has any of its mental attributes reduced to 0 by the Vestige is absorbed into the screaming mass of souls. The body remains behind, but the soul is lost. Only a wish or miracle (or the death of the Vestige) can free the soul to allow resurrection.</p><p></p><p><strong>Daylight Powerlessness (Ex):</strong> The vestige is utterly powerless in daylight or in the light of the wand of days. In sunlight the vestige can only take a single move or move-equivalent action each round.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1463042, member: 1210"] [b][i]Lucky?!?!?[/i][/b] I thought, frankly, that they were [i]dead.[/i] I have a lot of faith in my players- I (not quite) routinely through adversaries at them that are [i]way[/i] out of their leagues, often with a predesigned weakness. But this time... well... The Vestige had a weakness, but for once they didn't have a clue until [i]after[/i] they fought it. And by the midpoint of the battle, I was starting to think they were doomed. For once, I'm going to post some stats in this thread, so the players can see what they dealt with... [i][b]THE VESTIGE[/b][/i][b] Advanced Paragon Caller In Darkness Variant[/b] Gargantuan Undead (Incorporeal) Hit Dice: 26d12+312 (624 hp) Initiative: +9 Speed: 90’, fly 120’ (good) Armor Class: 38 (-4 size, +9 dex, +7 deflection, +12 insight, +12 luck) plus incorporeal Base Attack/Grapple: +13/+61 Attack: Incorporeal touch +40 melee (4d6+20 plus steal essence) Full Attack: 4 incorporeal touches +40 melee (4d6+20 plus steal essence) Space/Reach: 20’/20’ Special Attacks: Engulf, psionics, spell-like abilities, steal essence Special Qualities: Daylight powerlessness, DR 15/epic, fast healing 20, incorporeal, resistance to cold 10 and fire 10, SR 37, turn resistance +2, undead traits, unnatural aura Saves: Fort +24, Ref +31, Will +34 Abilities: Str -, Dex 29, Con -, Int 29, Wis 29, Cha 40 Skills: Bluff +39, Concentration +24, Hide +32, Intimidate +44, Knowledge (arcana) +22 ½, Knowledge (local- Moil, psionics) +33, Listen +50, Psicraft +33, Search +48, Sense Motive +48, Spellcraft +33, Spot +50, Tumble +33, Feats: Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Weapon (touch), Mental Adversary, Quicken Spell-Like Ability (fear) Epic Feats: Epic Fortitude, Epic Reflexes Environment: Moil, the City that Waits Organization: Solitary Challenge Rating: 27 Alignment: Neutral evil [b]Combat:[/b] [b]Engulf (Ex):[/b] The vestige may simply flow over as many creatures as will fit within its body, exposing each to its steal essence ability. [b]Psionics (Sp):[/b] At will- clairaudience/clairvoyance, detect psionics, fatal attraction (DC 1d20+37), mass concussion, suggestion (DC 1d20+35); manifester level 48. Attack/Defense Modes: all/all. [b]Spell-Like Abilities (Sp):[/b] at will- fear (DC 51); 3/day- greater dispelling, haste, see invisibility; caster level 15. [b]Steal Essence (Su):[/b] Any creature engulfed or touched by the Vestige must make a Will saving throw (DC 41) or suffer 1d6 points of Intelligence damage. A creature that is killed or has any of its mental attributes reduced to 0 by the Vestige is absorbed into the screaming mass of souls. The body remains behind, but the soul is lost. Only a wish or miracle (or the death of the Vestige) can free the soul to allow resurrection. [b]Daylight Powerlessness (Ex):[/b] The vestige is utterly powerless in daylight or in the light of the wand of days. In sunlight the vestige can only take a single move or move-equivalent action each round. [/QUOTE]
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