Showing posts with label fontia. Show all posts
Showing posts with label fontia. Show all posts

Tuesday, April 26, 2011

Burger, Disciple of Subway

Burger/Ranger 6/Beastmaster 2
Small Sized Garden Gnome (Humanoid)/Chaotic Good

Hit Dice: 4d8 + 4d6 + 8 (55 hit points)
Initiative: +5 (+5 Dex)
Speed: 20' (20' base)
AC: 21 (+5 Dex, +5 armor, +1 size), Touch 16, Flat-footed 16
Base Attack Bonus: +8/+3
Base Grapple: +7 (+8 base, +3 Str, -4 Size)
Melee Attack: Magical Greatsword +12/+7 (+3 Str, +1 Size)
Melee Damage: Magical Greatsword 1d10+5 (Crit 19-20/x2)
Ranged Attacks: Magical Composite Longbow +13/+13/+8 (+5 Dex, +1 Size, +1 Magic, +1 Focus)
Ranged Damage: 1d6+4 (Crit 20/x3) + 1d6 acid (crystal)
Face/Reach: 5' x 5'/5'
Special Attacks: Divine Spells, Favored Enemy (Human +4, Elf +2), Improved Ranged Combat Style
Special Qualities: Alertness, Animal Companion (11th), Endurance, Racial Traits (Low Light Vision, +1 on attack rolls against kobolds and goblinoids, +4 AC bonus against Giants, +4 to Hide and Move Silently checks, +2 to Listen and Spot checks), Spell-like abilities: Bark Skin 1/day (10 minute duration), Know Direction 1/day, Pass without Trace 1/day, Speak with Animals 1/day, Tree Shape 1/day (1 hour duration), Track, Wild Empathy

Base Saves: Fort +8, Reflex +8, Will +2
Total Saves: Fort +12 (+3 Con, +1 magic), Reflex +14 (+5 Dex, +1 magic), Will +5 (+2 Wis, +1 magic)

Strength: 16 (+3)
Dexterity: 20 (+5)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 6 (-1)

Skills: Climb +13 (10 ranks, +3 Str), Handle Animal +11 (10 ranks, -2 Cha, +3 focus) Hide +23 (11 ranks, +4 Dex, +4 racial, +4 Size), Jump +8 (5 ranks, +3 Str), Knowledge (nature) +15 (11 ranks, +2 Int, +2 synergy), Listen +14 (11 ranks, +1 Wis, +2 racial), Move Silently +19 (11 ranks, +4 Dex, +4 racial), Ride +9 (5 ranks, +4 Dex) Spot +14 (11 ranks, +1 Wis, +2 racial), Survival +14 (11 ranks, +1 Wis, +2 synergy)

Feats:
1st: Weapon Focus (Longbow)
3rd: Skill Focus (Handle Animal)
6th: Natural Bond*

Bonus Feats:
Ranger 1: Track
Ranger 2: Rapid Shot (Combat Style)
Ranger 3: Endurance
Ranger 6: Manyshot (Combat Style)

Possessions (magic items are italicized):

Melee Weapon: +1 Magical Greatsword
Ranged Weapon: +1 Magical Composite Longbow
Head:
Face:
Neck:
Back: Vanisher Cloak (Invisible self + pet for 3 rounds or until attacking, 3/day)
Torso: Vest of Resistance +1
Body: Mithralmist Chain Shirt +1
Wrist:
Hands:
Waist:
Feet: Anklets of Translocation (Teleport 10-ft as a swift action, 2/day)

Ring 1: Ring of Feather Falling
Ring 2:
Trinket 1: Lesser Crystal of Acid (+1d6 acid damage)
Trinket 2: Efficient Quiver
Trinket 3:
Trinket 4:

Ammunition:

Quiver Slot 1: Silver Arrows (30)
Quiver Slot 2: Cold Iron Arrows (30)

Spell casting

Base Caster Level: 3

Divine Spells Prepared (DC 11 + Spell level):

1st (1+1) – Hunter’s Mercy (x2) – Your next bow attack after casting this spell automatically crits.

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Bun (Animal Companion)

Size/Type: Large Animal
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 23 (-1 size, +1 Dex, +5 natural, +8 plate barding), touch 10, flat-footed 22
Base Attack/Grapple: +6/+18
Attack: Magic Claw +14 melee (1d8+9)
Full Attack: 2 Magic Claws +14 melee (1d8+9) and Magic Bite +9 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, Magic Fang (attacks count as magic)
Special Qualities: Low-light vision, scent, Link, Share Spells
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Hide -2*, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track
Equipment: Plate Barding

The Good, The Bad, and The Sketchy - Lots of Az

In this, the second chapter of The Good, The Bad, and The Sketchy, our heroes - Aldeco the Sorcerer, Burger the Ranger, Martini the Beguiler discovered a lead. While the goblin had, in fact, revealed the complicity of Don Cordon in the recent proceedings and the theft of Az the Sodomizer's statue, they also heard strange and terrifying rumors of a buggery wizard of great power terrorizing the countryside, doing odd things to his victims, especially the sheep.

The group is sent to investigate, and are joined in this endeavor by Sir M.C. Mallet, a crusading street preacher and Mostly Holy Knight of Times New Roman. Traveling without Colonna, they come across rumors of the wizard being sighted in the direction of Mayflower, a town to the south and west. Arriving at said town, the group discovered the place completely devastated - the buildings were charred, and everything, save the church was burnt down. The bodies of the townsfolk, too, were well scorched and lay in a neat pile in the town square.

Skirting the area of devastation, the group approached the church first, where they discovered several survivors - all young children, and a nun, who inform them that a powerful half-elven wizard had attacked the village without provocation. The townsfolk had tried to parley, and even the village priest, a cleric of Times New Roman, had joined in to help, but they were clearly no match. It was only with the grace of the gods that the children had survived.

Sir Mallet frowned upon such a great indignity, and rallied the others to at least give the townsfolk a decent burial. Unknown to them, however, the townsfolk had been turned into zombies and shadows, and the minute the goodly knights approached, they sprang up to attack. It took all their courage and piety to help them prevail. Martini's mind magic was hopeless against the undead, and arrows from Burger didn't do much damage. The strength sapping powers of the shadows, too, proved painful. Fortunately, they won through, but not without blowing up a few more buildings and the town square with fireballs in the process.

Pressing on, they discovered that the wizard had left in the direction of the town of Magnolia, in the direction of the mountains, so they rushed after him. Traveling through the forest, the group encountered a druid of Bud Wiser, who was hunting someone who had desecrated and buggered the cute woodland critters, and warned him that Magnolia was in grave peril. The druid left to warn the town, while the party continued their pursuit.

Eventually, they caught up to the wizard, who turned out to be none other than Az the Sodomizer. However, taking him down proved more of a challenge than they thought. The wizard was rumored to have mastered over 9,000 spells, and was the most powerful caster in the world of Fontia, and it took all their combined efforts to knock him out.

It was only after Az was arrested did they discover that something unusual had happened. This Az was not anywhere near as powerful as the legends claimed he was. Also, he'd lost his mind - it had fragmented into several pieces. They had found the Chaotic part of Az, but the Neutral part, and the Sodomizer part were still out there somewhere.

After reporting back to Lady Ramen, the group gained another lead, as well as a new member - a mostly holy monk, Orly, had volunteered to join the group, and this time they set off for the farming community of Marigold, where there were stories of a buggery creature terrorizing the sheep (again). It sounded very much like Az the Sodomizer, so the group traveled there to find out for sure.

As it turned out, the townsfolk proved incredibly hostile, and were completely uncooperative. However, by throwing about their authority, the group convinced the headman to let them stake out the pastures. True enough, a massive wolf creature attacked that night, and it very nearly spirited away Orly. Fortunately, the group beat the wolf back, and chased it away.

The following morning, the group confronted the headman, who refused to tell them more. Asking around the town, they discovered that an adventurer called Ambrose had been taken ill after vanquishing a goblinoid invasion, and was resting in Marigold. Confronting Ambrose, the group suggested that Ambrose could have been the wolf creature, which Ambrose denied.

They later discovered that Ambrose had disappeared, and resolved to track him down. Information pointed to the resurfacing of a goblinoid horde nearby, and that Ambrose had planned to attack them, and possibly die in the process. The group arrive at the encampment, which turned out to be a cave in the nearby forest, and proceeded to decimate the goblinoids within. Blasting down the barriers with fireballs and lightning bolts, they stormed the cave, only to be confronted by a shaman who was also a werewolf.

After a hard battle (and the loss of a theurge who shall not be named), the group vanquished the lot of them, and discovered that someone named N had planted the seeds of conspiracy, and was instigating the goblinoids to attack the civilized lands, and even provided a means for them to spread the werewolf curse to make their hordes stronger. Ambrose arrived just then, and the group convinced him to return to seek healing from the Mostly Holy Knights.

Subsequently, the party discovered several new leads, none of them good. Don Cordon had discovered some sort of secret that had put something he coveted (presumably Az) in his grasp, while somebody else was working on raising a goblinoid army, and had even started recruiting from within the city.

Through careful subterfuge, Martini discovered that the person raising that army might be Don Cordon (whose name was Nicole), and also that the goblinoids were being mustered to the south, past the town of Periwinkle. As a group, the party decided to infiltrate the town, and put a stop to the goblinoid plans before they could cause any harm. They also figured that they might be able to catch N in the act, and prevent any further incidents of werewolf turning.

Arriving at the town of Periwinkle, the group discovered that the bulk of the townsfolk had been massacred, and that the rest - mainly the young ones and the women, had been corraled into a pit. The party decided there and then to call for aid from Lady Ramen, and then charge through the front gate, using the element of surprise to take out the goblinoids before they could do any worse, and rescue the prisoners at the same time.

The group stormed the gate, where they were beset by were-goblinoid defenders, who swiftly fell to their magic. The shamans that assaulted them after proved a tougher challenge, but were nonetheless dispatched. The group then moved to the pit, where they managed to liberate the prisoners, and got them to hide in a place of safety.

They then moved towards the central longhouse, where the chief of the goblinoids, reported to be a giant wolf, resided. Aldeco tried to spy on the longhouse, and was surprised when the wolf was riled up.

The wolf sprang to attack - it was twice the size and height of the other werewolves, with superior strength and reach. Worse still, it was aided by several shaman, who pelted the group with spells while they split up to engage the large wolf.

The wolf struck powerfully, and battered both Orly and Sir Mallet, even as the others pelted it with powerful spells and arrows. As Sir Mallet fell, the wolf seized him by the leg, and hurled him into Aldeco, knocking both of them out. It then tried to savage Orly, but got clouted in the snout, and electrocuted. Meanwhile, the ranged attackers in the group managed to defeat the shamans, all save one, who dropped his disguise, revealing a darkly cloaked figure in black armor, that promptly teleported away.

That was when the airship with the remaining Mostly Holy Knights arrived to mop up the mess.

What else will our party get up to in their continuing adventures and the hunt for more Az? Stay tuned to find out!

Experience

1. Survivors all reach Level 8.

2. Consolidated Statement of Loot:

a. An Amulet of Vermin (summon a Giant Stag Beetle 1/day for 1 minute)
b. A Belt of Giant Strength +2
c. A Ring of Protection +1 (from one of the dead shamans, +1 Deflection bonus to AC)
d. A Vanisher Cloak (Invisibility for several rounds, 3/day)
e. Staff of the Four Winds - A Cold IronQuarterstaff +1, that also grants either a +2 bonus to AC for 1 round, or Feather Fall, up to 4/day. (looted by Mason)

Friday, April 1, 2011

Orly, the Mostly Holy Monk

Orly / Monk 3 / Sorcerer 4 / Enlightened Fist 1 [Re-Roll: 6/Session: 1]
Medium Sized Human Male (Humanoid) / Lawful Good

Hit Dice: 3d8 + 4d4 + 6 (42HP)
Initiative: +3 (+3 Dex)
Speed: 40-ft
AC: 18 (+3 Dex, +4 Charisma, +1 monk bonus); Flat-footed 15; Touch 18
Base Attack Bonus: +3
Base Grapple: +6 (+3 Base +3 Str)
Melee: Unarmed Strike +6 (+3 Base, +3 Str) or Flurry of Blows +4/+4 (+3 Base, +3 Str, -2 Flurry)
Damage: Unarmed Strike 1d6+3 (+3 Str)
Face/Reach: 5’ X 5’ / 5’
Special Attacks: Arcane Spells, Flurry of Blows, Stunning Fist 4/day
Special Qualities: Evasion, Ki Strike (magic), Metamagic Specialist, Monk abilities

Base Saves: Fort +4, Reflex +6, Will +9

Total Saves: Fort +7 (+4 Base, +1 Con, +2 magic); Reflex +11 (+6 Base, +3 Dex, +2 magic); Will +10 (+9 Base, -1 Wis, +2 magic)

Strength: 14 (+2)/16 (+3)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 8 (-1)
Charisma: 19 (+4)

Skills: Balance +10 (5 ranks, +3 Dex, +2 synergy), Concentration +6/+10 (5 ranks, +1 Cons/+4 Combat Casting), Hide +8 (5 ranks, +3 Dex), Jump +9 (5 ranks, +2 Str, +2 synergy), Knowledge (arcana) +5 (5 ranks), Move Silently +8 (5 ranks, +3 Dex), Spellcraft +7 (5 ranks, +2 synergy), Tumble +10 (5 ranks, +3 Dex, +2 synergy)

Feats:
Human: Combat Casting
1st: Versatile Unarmed Strike
3rd: Practiced Spellcaster (Sorcerer)
6th: Ascetic Mage

Languages: Common

Possessions (magical items are italicized): Anklets of Translocation, Cloak of Resistance +2, Gauntlets of Ogre Power, Healing Belt, Ring of Four Winds, Adventuring sundries (100 g)

Gold and Treasure: 5 g

---

Class Features:

Spells Known (DC14 + Spell Level, Caster Level 7th)

0th (6/day) - Detect Magic / Read Magic / Mage Hand / Message / Prestidigitation / Light

1st (6+1/day) - Mage Armour / Shield / Shocking Grasp

2nd (3+1/day) - Scorching Ray

---

Magical Item Description:

Anklets of Translocation
Teleport up to 10-ft (2 squares) as a Swift action. 2/day.

Ring of the Four Winds
Feather Fall (as spell) or gain a +2 deflection bonus to AC for 1 round. 4/day.

Healing Belt
+2 on Heal; 3 charges, heal damage with touch
1-2d8 points of damage 2-3d8 points of damage 3-4d8 points of damage

Saturday, March 12, 2011

The Good, The Bad, and The Sketchy - A new Fontian adventure

In the first instalment of our new Fontian tale - The Good, The Bad, and The Sketchy, our heroes - Aldeco the Sorcerer, Burger the Ranger, Flammenwurfer the Dragonfire Adept, Martini the Beguiler and QQ the Wizard, were deputized by the Mostly Holy Knights of the Holy Empire of Garamond to aid in a matter of great national import - the recovery of a statue belonging to the royal palace.

Intelligence abound that the statue had been stolen from under the noses of Lady Ramen's entourage whilst transiting in Colonna, and that the villains involved were a group of badniks who had doublecrossed one of the Colonnan crime bosses, then absconded. The situation was thorny, and our new deputies had to exercise due discretion when investigating.

After boarding an air ship to Colonna, our deputies reported to Lady Ramen, who led them to Warehouse #23, which had been commandeered as a Mostly Holy Knights outpost in Colonna's seamy Underbelly. There, they were given the opportunity to question Paddy Brownbeard, a ship captain who claimed to be a "Mostly Honest Merchant", but was quickly revealed to be a smuggler who'd turned coat on both Don Cordon and now Boss Cromag, thanks to Martini's clever mind tricks.

They also discovered several leads - firs, that the villains they were chasing had stopped in Maiandra, then departed for parts unknown.

Secondly, the Baker's Guild had relocated to a flour processing plant on the outskirts, after an explosion at their guild house. However, there were rumors that the plant had something to do with Don Cordon, which made it seem "Mighty Suspicious".

Thirdly, there was talk that the villains were seen casing out a local laundry shop, which was also pretty suspicious, since they did a lot of their business at night, and scouts reported shady individuals loitering near it.

Finally, they'd also gotten wind that the villains might have been collaborating with Boss Cromag, and might have to check on the black market boss.

Weighing their options, they decided to visit the flour plant first. En route, they noticed a suspicious goblin sitting on a bench across from Warehouse #23, spying on them through peepholes carved into a sheet of newspaper. Martini approached, casting silence upon the bench. The goblin instantly tried to move away, sidling off as nonchalantly as he could, but was put to sleep immediately by Aldeco's spell.

The group quickly lugged the goblin into Warehouse #23, whilst placating the curious passers-by and claiming that it was watch business.

With that out of the way, they advanced towards the flour plant, which turned out to be on the outskirts of town, in a field of dried grass. It was a forbidding place, surrounded by metallic fences. The group debated for a moment, before finally deciding to take the direct approach. The fence was most assuredly trapped, and they decided not to chance it.

Upon knocking on the door for several counts, a cagey, wild eyed and unkempt dwarf appeared. He was armed with a shotgun, and claimed to be the caretaker of the place. Introducing themselves as investigators from the Mostly Holy Knights, the party demanded to be let into the place to perform an inspection - a task which the dwarf grudgingly agreed to.

The plant, as our heroes discovered, was owned by the Baker's Guild, and was built with three large drums and machinery including conveyor belts and chains that transported goods from the mill to the sifters. The entire basement area was a concrete floor, and the only way to move around the area was on stairways and catwalks.

The party's demands for samples of flour led them to the office of the plant, where they also noticed a picture that showed four people in it - one of them being a rather familiar guy called Cordon Bleu. The group blurted out that this person looked a lot like Don Cordon, a fact which the dwarf denied plainly.

The dwarf then led them towards the stairway - a narrow strip leading to the basement, but as the group followed, he suddenly turned around and yelled "Get em boys!"

Only Burger and Flammen had the presence of mind not to be surprised, and Burger quickly put two arrows into the dwarf. Grappling hooks shot out from the conveyor belts near the vats, and several darkly clad and swarthy workmen showed themselves. The hooks netted Martini and Aldeco, and with a tug, pulled them in the direction of a nearby flour sifter. Fortunately, they had items that helped them fall slower, and this prevented them from instantly falling inside.

The dwarf then unleashed a powerful blast from his shotgun, catching Martini and Flammen with the pellets, while another one of the workers, armed with pistols this time, put two arsenic laced slugs in Flammen. Another worker came up from behind, and did the same to QQ with a rifle.

Aldeco gestured as he floated gently down, and instantly put one of the thugs to sleep, while QQ hurled a spray of glitterdust onto two of them. He managed to coat the sleeping thug, but the other covered his eyes in time, and avoided the worst of the spell. Martini's pet flew down to distract the scoundrels, while he extracted a rod of surprises from his bag, and began to manipulate it.

Flammen breathed a cone of cold on the dwarf, who nimbly danced around it, and countered the attack by pulling out a wand and sizzling Flammen and several others on the catwalk with a lightning bolt. The rogues pressed their attacks, but QQ zapped one of the rogues down with a scorching ray, and Aldeco pelted another with missiles. Burger, too, fired arrows at the dwarf, trying to take the dwarf down. Inside the vat, Martini had extended his magic rod, and Aldeco grabbed on. Using the rod and their weight to counterbalance each other, they stopped their descent, and even swung Aldeco back to the catwalk.

Flammen, reduced to within a sliver of his gnomish life, made a beeline towards the door using his draconic wings. He would have made it, too, except the dwarf blasted him in the back with a second lightning bolt. Flammen instantly charred and turned into a crisp.

However, the tables were turning. Martini seized upon the opportunity to spider climb against the wall of the sifter, and managed to make his way out, while the others proceeded to shoot down the rogues with spells and arrows. Seeing that they slowly losing their advantage, the pistol wielder fled, ducking through a hatch under a nearby stairwell. The dwarf, too, pulled out a grenade, and tossed it in the direction of QQ, before running down the stairs.

Except he slipped on flour, and rolled down awkwardly, bumping himself unconscious in the process.

The grenade exploded, singing QQ in the process, and setting fire to the walkway. The fire spread, and it became obvious that the plant was a very very bad place to be. The group dashed out, and made their way past the fence, to safety. It was just in time too, as fire finally engulfed the building, and the flour reacted explosively. The plant was consumed in a massive fireball that lit up the sky and put out a mushroom cloud a mile high.

As they stood and stared, they heard the sounds of the fire crew from town, who demanded to know what the mess was all about. With some clever questioning, Martini turned the tables, and had the fire chief in charge corroborate that there was in fact no Baker's Guild, and sought their cooperation for an investigation.

Armed with this knowledge, they decided to return to Warehouse #23 to lick their wounds. They were then presented with good news. The goblin they had arrested had squealed, and was willing to become a double agent and spill the beans on Don Cordon.

What new developments would the party discover next week? And would there be any help for Flammen the Fried Waffle?

Stay tuned to find out!

Experience

1. Survivors receive 1,500 xp.

2. You looted a Rifle (1d12 damage, Crit 19-20/x3, range 110-ft, 7 shots) and a Shotgun (3d6 damage in 15-ft cone, no AC, no Save, 1 shot left). These were released to you after being impounded for evidence.

Monday, February 14, 2011

Wicked! To Maiandra!

In our fourth instalment of Wicked! A Fontian Adventure, our villains - Afro Apollo, Callahan Calamari, Maximilian Facsimile, Potina, Sir Crayon and the Mystery Gourmet attempt to pull off one final heist, before making their getaway to Maiandra, the land of the Knights Who Say 1337.

After convincing Paddy Brownbeard to sail the Saucy Lass under the "Burger" banner, our villains decided to take one last trip about town, both to stock up on much needed supplies, dispose of their ill gotten gains, and to find out a little more about the situation at hand before saying their goodbyes.

As Afro, Callahan and Maxi visited the black market, Sir Crayon and Potina went about town, gathering the latest gossip. Whilst at the black market, the ACM crew quickly got wind that Don Cordon trafficked in firearms and powder weapons, and resolved to rob the place blind, whereas Sir Crayon and Potina found out a fair bit about local goings-on, including how the bounty on their heads had been upped to 4,000 gold apiece, that the Mostly Holy Knights had been granted jurisdiction to investigate locally, and that there was a riot where they were headed, in Maiandra.

Meeting up at Boss Cromag's train yard, the party conveyed their intention to depart for Maiandra, which happily coincided with a spot of trouble Boss Cromag's had recently suffered. Apparently, his branch of smugglers in Maiandra, headquartered in the Salty Wench Tavern, had been uncontactable for the past week, since the riot. The party was encouraged to venture forth, and even given sending stones for communication, so they could report back to Boss Cromag once they got a clue about what happened.

The party then separated once again, to make their final preparations. Afro, Callahan and Maxi decided to put their plan to steal Don Cordon's firearms into action, and even roped in Mystery Gourmet to help, whilst Sir Crayon and Potina decided to follow up on another lead, which led them to Warehouse #23.

At Whitefish Bakery, A, C and M decided to send in the Mystery Gourmet as a buyer, whilst they cased out the location. It sounded like a good plan on paper. Except Mystery Gourmet made a social faux pas, which drew the suspicion of the goblin supervisor, and the dwarven bakers to him. As the shutters came down, it soon became apparent that Gourmet was in a rather precarious position, prompting Callahan to spy with his familar, and Afro to make ready an ambush. Maxi too, disguised himself, and quickly thought up a clever distraction.

Pretending to be a customs inspector and his guard, Maxi and Callahan surprised the smugglers by barging in. A quick spell by Callahan knocked out the bulk of the dwarves, while Afro teleported in and followed up with a blast of frost. Reeling in surprise, the goblin stumbled away and pressed a button on a stick, triggering a mechanical trap that caused flour to spill over everyone in the bakery.

Blinded, Maxi blundered out of the bakery, and in time too. While the others attempted to shoot down the goblin despite the cloud of choking flour, they didn't notice, until too late, that the goblin had something lit and burning in her hand. And that thing, as it turned out, was an incendiary grenade.

The bakery rightly exploded.

At this point, it just so happened that Lady Ramen and her contingent of Mostly Holy Knights were in the area, having received a suspicious tip off about suspicious figures. Callahan managed to make a quick getaway, by holding up his pretense as a Garamond soldier, and yelling that Don Cordon was responsible for the mess. He then ran like Typo was after him, while his weasel chased the goblin, keeping tabs on her and tracing her to Breadfish Laundry, a shop owned by elves. He chose not to follow up this lead though, because they had bigger things on their mind.

Maxi, too, held up his disguise, and claimed that he was a passing noble who got singed in the explosion. It was a very successful ruse too, and they bought his story that he was a Maiandran noble completely.

Afro and the Mystery Gourmet weren't quite so lucky though. Having teleported into the alley way nearby, Afro was spotted by the swarming soldiers, and promptly disabled. Mystery Gourmet, too, was arrested after he suffered from Foot-in-Mouth Syndrome, and confessed to being a thief.

Across town, Sir Crayon and Potina raided Warehouse #23, which happened to be lightly guarded because the guard had been turned out in force, and made away with both the stash of gold, and the two barrels of weed.

As those who made their getaway convened on the Saucy Lass, Afro was submitted to much questioning in a jail cell. After incriminating himself further, he was escorted away by a goblin cleric, who just so happened to be Don Cordon himself, in disguise. A geas was placed upon him, and Afro was compelled to lure the other adventurers to their doom before being allowed to escape from custody.

Fortunately, the rest of the group weren't quite as foolish, and being rightly suspicious bastards, welcomed Afro back aboard the Saucy Lass, only to kill him dead for selling them out. XD

And who says these chaps aren't Wicked!?

With Afro dead and pickled, and ready to make a break for it, the group sets sail into the sunset, heading for Maiandra.

What lies in store for them next? Stay tuned to find out!

-----

Experience, Loot and so Forth:

Everyone gains 1,250 xp for Session 4, and should be Level 6.

Respective loot in whispers.

Saturday, January 29, 2011

Wicked! Thar be pirates, yarr~!

In our third instalment of Wicked! A Fontian Adventure, our villains - Afro Apollo, Callahan Calamari, Maximilian Facsimile, Potina and Sir Crayon descended into the bowels of Thunderthighs Apothecary, eager to discover what the dubious dwarf Gustaf had hidden in his underground closet that had to be so thoroughly secured by undead monsters and magical traps.
In true Fontian fashion, Potina, whose aunt had the same penchant for pushing people down stairs (it probably runs in the family), did so to Afro Apollo, sending the poor ardent tumbling down several flights, into the dank, mildewed depths below. It was certainly a dark and dirty place, dripping with gunk and all sorts of seepage as our villains found out once they had congregated at the bottom.

Led by Maxi's unseen servant bearing the continual torch, the party proceeded to investigate the area. Coming to a fork in the passage, they decided to follow some tracks to the right, coming up against a locked and sealed door. It soon became apparent that the door was magically warded with a glyph, and true enough, no sooner had the party sprung the door that a massive centipede attempted to take a chunk out of Maxi. It didn't take long for the group of villains to butcher the magically summoned guardian, however, giving them access to the rest of Gustaf's sizeable trove of magical supplies. In one of the crates, they also found several potions, a wand, and a small helmet made of bronze.

Turning left now, they proceeded towards a series of three splits in the path. Behind the first, they discovered a food store, and a sleeping dwarf, whom they proceeded to surprise, beat up, and otherwise steal the pants off. The dwarf, as it turned out, was a food thief called Mystery Gourmet, and said dwarf was quickly coerced into joining the group. The other door, locked but not warded, turned out to be another room full of supplies. This left, naturally, the north fork, which led to a massive pair of double doors carved with dwarven symbols.

Reading the symbols, Gourmet explained that they had to turn left thrice, then right twice, then kick the door. Potina spun Gourmet around, and insisted that Gourmet kick the door - to no avail. Instead, Gourmet was rewarded with an electrical shock that jolted him and caused his beard to stand on end. Searching the area, Maxi and Callahan discovered two statuettes radiating with magic, and proceeded to meddle with them. Maxi put the helmet they had found on the statue, causing it to tilt slightly. Again, Gourmet was ordered to kick the door, and again he was shocked. Finally, after studying the warning, Maxi decided to twist the statues around, and this time, Gourmet managed to open the door.

What greeted our group was a long, winding passage that led to what seemed like a pinprick of light in the distance. Silhouetted against the light were faint figures, and the smell of the seabreeze touched their noses. Scouting ahead, Gourmet discovered that there were pirates about, unloading cargo from a ship docked at the entrance of the tunnel. Unfortunately, his dwarvish feet scuffed against the stone on his way back, and this alerted the pirates, who sent one of their number ahead to investigate with torch and cutlass in hand.

As the pirate closed, Gourmet feathered him with a pair of arrows. The torch guttered out as it landed on the ground, and Callahan threw a Ghost Sound spell into the area to mimic the pirate's whistling, to buy the group some time. Of course, this did not stop the other pirates from growing suspicious, and they proceeded to cautiously investigate.

Knowing that it was only a matter of time until they were spotted, Callahan fired a crossbow bolt in the direction of the leading pirate. This was all the indication the pirates needed. As the pirate staggered back, their leader, a better dressed individual with a full, brown beard, began yelling for people to man the ballistas, and proceeded to rattle off an incantation.

A ball of water, chilling and scalding at the same time, exploded in the middle of the party, drenching them. This was followed by a wave of pirates, who rushed forth even as Sir Crayon and Maxi rushed to engage. Afro charged up a blast of electricity and returned fire, searing one of the pirates, but the others, being savvy against these landlubbers, managed to avoid the burst, and proceeded to swarm Sir Crayon, pulling him off his high horse. Gourmet dropped another pirate with two arrows, while Potina sneaked forward to find a better position. Callahan felled several pirates instantly by forcing them into a Deep Slumber, only to be dropped by a bolt of lightning as the pirate captain returned fire. The spell assault had weakened the party severely, and now, disadvantaged as they were, they fought desperately to clear a path to the deck.

A ballista bolt fired from the interior of the ship, barely missing Sir Crayon and slamming into the pirate in front of him. Afro launched another psychic explosion, of frost this time, into the pirates, wiping them out and clearing a path. Taking this opportunity, Sir Crayon mounted his horse and charged, up the gangplank of the ship, to challenge the pirate leader as Gourmet and Potina laid down cover fire. Maxi, taking the opportunity to reposition himself, took this time to tend to the unconscious Callahan with a healing potion.

Unsurprisingly, the pirate leader reached out and groped Sir Crayon, dropping him with a jolt of electricity. Several other pirates, who had rallied around the deck this time, also began to pelt the group with ranged attacks. Maxi was struck by several crossbow bolts, and sank to the ground. Callahan cast another pall of Sleep on several pirates, while Gourmet shot a couple of pirates from the rigging. Charging up the gangplank, Afro blasted a wave of frost at the pirate captain and the other pirates arrayed against them, knocking several out cold. He was greeted with a return volley of magic missiles, which veered towards him, as well as Callahan, knocking the poor mage out again.

It looked like the battle was going to go badly, until Gourmet once again fired an arrow, this time accurately, hitting the captain and knocking him unconscious. And thus, the battle was won.

As it turned out, the pirates were under the hire of Don Cordon, and had been smuggling goods and materials the Don didn't want taxed directly to Thunderthighs Apothecary via this secret route. After forcing the pirate captain, Paddy Brownbeard's cooperation, the party decided that this was to be a lucrative source of income, and a new development they could report to curry favor from Boss Cromag. Needless to say, they also commandeered the ship, called The Saucy Lass.

With our Wicked! villains gaining ownership of the ship, where will it take them? Stay tuned for next week's episode of Wicked! to find out!

-----

Experience, Loot and so Forth:

Everyone gains 1,250 xp for Session 3.

1. Spell components and Materials - Worth 1,500 gold collectively. Profits at 125 gold per player when sold.

2. Potions - Taken from the store house. Potion of Cure Moderate Wounds (x2, Maxi, Callahan, both used), Potion of Flying (x1, Potina), Potion of Mage Armor (x1, Callahan), Potion of Fire Resistance (x1, Callahan), Potion of Shadeform (x1, Maxi)

3. Wand of Magic Missile - 50 charges, 1st level. Equipped by Maxi.

4. Cloak of Resistance +1 - Looted from Paddy Brownbeard. Equipped by Callahan.

5. Wand of Lightning Bolt - 3 charges, 5th level. Equipped by Maxi.

6. Bag of Holding - Taken from the ship. Contains Pirate Captain's Outfit and 200 gold. Looted by Potina.

7. Paddy Brownbeard's Spellbook - Contains the following spells - 1st - Alarm, Animate Rope, Cause Fear, Comprehend Languages, Endure Elements, Mage Armor, Magic Missile, Shield, Shocking Grasp; 2nd - Glitterdust, False Life, Fog Cloud, Scorching Ray; 3rd - Fireball, Lightning Bolt

Friday, January 28, 2011

Mystery Gourmet, the Mysterious Ranger

Mystery Gourmet/Ranger 6/Order of the Bow Initiate 2
Medium Sized Dwarf Male (Humanoid) / Neutral

Hit Dice: 8d8 + 24 (70 HP)
Initiative : +3 (+3 Dex)
Speed: 20-ft
AC: 18 (+3 Dex +5 Armor), Flat-footed 15; Touch 13
Base Attack Bonus: +8
Base Grapple: +13 (+8 Base +5 Str)
Melee Attack: Masterwork Dagger +14 (+5 Str, +1 Masterwork)
Melee Damage: Masterwork Dagger 1d4 +5 (+5 Str) (Crit 19-20/x2)
Ranged Attack: Flaming Magic Bow +13/+8 (+3 Dex, +1 Magic, +1 Feat) or Rapid Shot +11/+11/+6
Ranged Damage: Flaming Magic Bow 1d8+6 +1d6 fire damage (+5 Str, +1 Magic) (Crit 20/x3)
Face/Reach: 5’ X 5’ / 5’
Special Attacks: Favored Enemy +4/+2 (Human, Undead), Ranger Spells, Ranged Precision +1d8, Close Combat Shot
Special Qualities: Animal Companion, Combat Style (Archery), Darkvision 60-ft, Dwarven Bonuses (+2 to save vs. poison, +2 to save vs. spells, +1 to hit vs. orcs and goblinoids, +4 to AC vs. giants, +2 bonus to Appraise and Craft checks), Dwarven Weapon Familiarity, Stability, Stonecunning, Track, Wild Empathy

Base Saves: Fort +5, Reflex +8, Will +5

Total Saves: Fort +10 (+3 Con, +2 magic), Reflex +13 (+3 Dex, +2 magic), Will +8 (+1 Wis, +2 magic)

Strength: 20 (+5)
Dexterity: 16 (+3)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 6 (-2)

Skills: Handle Animal +6 (8 ranks), Hide +11 (8 ranks), Knowledge (dungeoneering) +8 (8 ranks), Knowledge (nature) +8 (8 ranks), Listen +9 (8 ranks), Move Silently +11 (8 ranks), Spot +9 (8 ranks), Survival +11 (8 ranks, 2 synergy)

Feats:
1st: Weapon Focus (Longbow)
3rd: Point Blank Shot
6th: Precise Shot

Bonus Feats:
Ranger 1: Track
Ranger 2: (Rapid Shot)
Ranger 3: Endurance
Ranger 6: (Manyshot)

Languages: Common, Dwarven

Possessions (magical items are italicized): +1 Mithralmist Chain Shirt, +1 Flaming Magic Bow, Efficient Quiver, Healing Belt, Cloak of Resistance +2, Ring of Feather Falling, Fireball Arrow x3, Adventuring Sundries (100g), Masterwork Dagger, 60 arrows.

Gold and Treasure: 225g

---

Class Features:

Favored Enemy (Ex)

Mystery Gourmet gains a bonus on Bluff, Listen, Sense Motive, Spot and Survival checks, and a bonus on damage against his favored enemies. He has a +4 bonus against Humans and a +2 bonus against Undead.

Wild Empathy (Ex)

Mystery Gourmet can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. He rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

Mystery Gourmet is a master of the Archery combat style.

Animal Companion (Ex)

Mystery Gourmet's companion is a Hawk named Chicken.

Ranged Precision (Ex)
Mystery Gourmet can deal an additional +1d8 damage to a target he hits with his arrows within 30-ft.

Close Combat Shot (Ex)
Mystery Gourmet does not provoke attacks of opportunity for using a bow in melee.



-----

Spells Prepared (DC to resist 11 + Spell level, Caster Level 2):

1st (2) - Longstrider (increase movement speed by +10-ft for 1 hour/caster level), Speak with Animals (speak to a small, woodland critter)


Magical Item Description:


+1 Mithralmist Chain Shirt - 7/day creates a Fog Cloud, centered on you.

+1 Flaming Magic Bow - Counts as magical for the purpose of overcoming damage reduction. Add +1d6 fire damage per successful hit.

Efficient Quiver - Contains up to 60 arrows and other sundries, while weighing only 10 lbs.

Healing Belt - +2 on Heal checks; 3 charges, heal damage per charge; 2d8/3d8/4d8 damage with a touch.

Ring of Feather Falling - Feather Fall (on self) when you fall 10-ft or more.

Fireball Arrow - Fired from the bow, this arrow creates an explosion that deals 6d6 damage at the point of impact (as fireball spell), Ref DC 14 half.

---

Chicken, Mystery Gourmet's Pet

Tiny Animal

Hit Dice: 3d8 (13 hp)
Initiative: +4
Speed: 10 ft, Fly 60 ft (average)
Armor Class: 20 (+2 Size, +4 Dex, +4 Natural) Touch 16, Flat-footed 16
Base Attack: +1
Grapple: -9
Attack: Talons +8 Melee
Damage: Talons 1d4-2
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: None
Special Qualities: Low-light vision, Empathic Link (Su), Share Spells, Evasion

Saves: Fort +3, Reflex +6, Will +2

Strength: 7 (-2)
Dexterity: 18 (+4)
Constitution: 10 (+0)
Intelligence: 2 (-4)
Wisdom: 14 (+2)
Charisma: 6 (-2)

Skills: Listen +6, Spot +18

Feats: Alertness, Weapon Finesse, Weapon Focus (Talons)

Saturday, January 15, 2011

Sir Crayon, Ex-Mostly Holy Knight of Garamond & Goon of Ker’flab

Crayon von Heineken / Paladin of Tyranny 6 [Re-Roll: 6/Session: 1]
Medium Sized Human Male Age 30 (Humanoid) / Lawful Evil

Hit Dice: 6d10 + 6 (55HP)/79HP w tears
Initiative: –1 (-1 Dex)
Speed: 20 Ft w Armor (30 Ft Base) / 50 ft Mounted
AC: 19/21^ Melee (-1 Dex +9 Armor +1 Buckler/+3 Heavy Steel Shield^) Flat-footed; 9 Touch
Base Attack Bonus: +6/+1
Base Grapple: +10 (+6 Base +4 Str)
Melee: +1 Takopachi Stick° +12/+7 [+6 Base/+1 Base +4 Str +1 Focus +1 Magical]
Masterwork Adamantine Dagger +11/+6 [+6 Base/+1 Base +4 Str +1 Masterwork]
*Note: +1 if target is smaller than horse (Large) and on foot. +2 attack roll -2 AC when charging.
Damage: +1 Takopachi Stick° 1d8 +8 [+4 Str +1 Magic (+2 Str Two-H Bonus)+1 Acid] (Crit 20/X3) (X2 w Charging Mount)
Masterwork Adamantine Dagger 1d4 +4 [+4 Str] (Crit 19-20/X2)
Face/Reach: 5’ X 5’ / 5’ or 10’ w Takopachi Stick°
Special Attacks: Smite Good (Su) 2/Day, Cause Disease (Sp) 1/Day
Special Qualities: Aura of Evil (Ex), Detect Good (Sp), Deadly Touch (Su), Aura of Despair (Su), Rebuke Undead (Su), Spell Casting, Special Mount (Sp), Divine Health (Ex), Divine Grace (Su),

Base Saves: Fort +5, Reflex +2, Will +2

Total Saves: Fort +9 (+5 Base +1 Con +3 DGrace) Reflex +4 (+2 Base –1 Dex +3 DGrace) Will +7 (+2 Base +2 Wis +3 DGrace)

Strength: 18 (+4)
Dexterity: 8 (-1)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 17 (+3)

Skills: Concentration 1 (+1 Cons), Diplomacy 8 (+3 Ranks +3 Cha +2 Sync), Handle Animal 8 (+3 Cha +5 Ranks), Heal 4 (+2 Wis +2 Item) Knowledge Religion 8 (+8 Ranks), Ride 4 (-1 Dex +3 Ranks +2 Sync), Sense Motive 10 (+2 Wis +8 Ranks)
Total Skill pts @ 6 Human Paladin : 27 (+3/pal level)

Feats:
Human: Short Haft*
1st: Weapon Focus (Lance)
3rd: Mounted Combat
6th: Ride-by Attack

*Player's Handbook 2
°Customized Item - Takupachi Stick is a Masterwork Lance (att Jason for approval)
Languages: Common

Possessions (magical items are italicized): +1 Full Plate with Least Crystal of Aquatic Action (1150+1500+250), Ring of Feather Falling (2200), Healing Belt (750), Darkwood Buckler (215), +1 Masterwork Lance with Least Crystal of Acid (2300+300+10+600), Masterwork Adamantine Dagger (300+loot+2) Sending Stone (Cromag Loan), Amulet of Tears (2300), +1 Heavy Steel Shield (loot)^
Adventuring Sundries (including matches, tobacco, rope, letters^),
Others: barrel containing Afro Apollo's body w/o head (w ale as preservatives)
Maintenance Allocation^ (50g - 50% allocation from loot)

Gold and Treasure: 148g^

---

Class Features:

Spellcasting (DC12 + Spell Level)
Blackguard Spell List
1st (3)— (   )bane, (   )blade of blood*, (   )blessed aim%, (   )corrupt weapon, (   )create water, (   )curse water, (   )detect poison, (   )detect undead, (   )divine favor, (   )divine sacrifice#, (   )doom, (   )endure elements, (   )golden barding#, (   )faith healing%, (   )inflict light wounds, (   )know greatest enemy%, (   )magic weapon, (   )mark of the outcast%, (   )protection from chaos, (   )protection from good, (   )read magic, (   )resistance, (   )resurgence#, (   )strategic charge%, (   )summon undead I%, (   )traveler's mount%, (   )virtue

x2nd (0)— (   )bull's strength, (   )cure light wounds, (   )curse of ill-fortune#, (   )darkness, (   )delay poison, (   )demonhide%, (   )divine presence@, (   )eagle's splendor, (   )execration@, (   )hand of divinity%, (   )hold person, (   )increase virulence*, (   )inflict moderate wounds, (   )master cavalier@, (   )owl's wisdom, (   )resist energy, (   )summon undead II% (   )turn anathema, (   )undetectable alignment, (   )veil of concealment%, (   )wave of grief#, (   )zeal#

x3rd (0)— (   )bestow curse, (   )cure moderate wounds, (   )deeper darkness, (   )deific bastion@, (   )discern lies, (   )dispel magic, (   )greater magic weapon, (   )heal mount, (   )prayer, (   )inflict serious wounds, (   )magic circle against chaos/good, (   )mental of evil, (   )resurgence, mass#, (   )spiritual chariot%, (   )summon undead III%, (   )unholy storm%, (   )war mount@, (   )weapon of the deity%

x4th (0)— (   )aligned aura@, (   )bleed@, (   )break enchantment, (   )cure serious wounds, (   )dispel chaos, (   )dispel good, (   )dominate person, (   )implacable pursuer#, (   )inflict critical wounds, (   )phantom charge@, (   )revenance#, (   )summon undead IV%, (   )unholy sword, (   )visage of the deity, lesser#, (   )weapon of the deity#, (   )winged mount#

#Complete Divine - New Blackguard Spells
@Complete Champion - New Blackguard Spells
%Spell Compendium - New Blackguard Spells
*Player's Handbook 2 - New Blackguard Spells 
spell - banned or changes. Book of Vile Darkness, Libris Mortis banned. Summon Undead DM approval.

---
Notes:
Magical Item Description:

Least Crystal of Aquatic Action
No armor check penalty on Swim.

Least Crystal of Acid^
Least: This crystal adds 1 point of energy damage of its type to the weapon's damage.

Amulet of Tears
3 charges/day, gain temporary hit points for 10minutes
1-12 hit points 2-18 hit points 3-24hit points

Ring of Feather Falling
Triggers feather falling if you fall more than 5 ft.

Healing Belt
+2 on Heal; 3 charges, heal damage with touch
1-2d8 points of damage 2-3d8 points of damage 3-4d8 points of damage
Resource: Magic Item Compendium-ORC

Deadly Touch (Su)
Damage 18 = 6 Pal Level x 3 Cha pts [DC 16 = 10 + 3 (1/2 Pal) + 3 (Cha)]
Cause Disease(Sp)
Disease        Fort. DC     Damage Infection Others
Blinding sickness     16     1d4 Str1 Ingested Spread in Tainted Water 2 or more Str damage roll additional fort save or be permanently blinded.
Cackle fever         16     1d6 Wis Inhaled High fever, Disorientation, bouts of laughter
Filth fever         12     1d3 Dex and 1d3 Con Injury Filthy surroundings and Dire Rats and Otyugh
Mindfire         12     1d4 Int Inhaled Causes stupor
Red ache         15     1d6 Str Injury Skin turns red, bloated and warm to touch.
Shakes             13     1d8 Dex Contact Twitches, tremors and fits
Slimy doom         14     1d4 Con Contact Victim turns into infectious goo from the inside out. Cause permanent ability drain.When damaged, character must succeed on another saving throw or take 1 pt of damage is permanently drained instead.
---
Career Record
Episode 01: 2 Holy Knights of Garamond KIA
Episode 02: N/A
Hostile with Don Cordon
Episode 03: 1 Pirate KIA
Friendly with Paddy Brownbeard; Acquainted with Boss Cromag
Episode 04: 1 Holy Knight of Garamond KIA
Unfriendly with Maiandran Wharf Master; Acquainted with Marshall Martlett
---
Aura of Evil (Ex)
The power of a paladin of tyranny's aura of evil (see the detect evil spell) is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity.
Detect Good (Sp)
At will, a paladin of tyranny can use detect good, as the spell.
Smite Good (Su)
Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels.
Deadly Touch (Su)
Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.
Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.
Aura of Despair (Su)
Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This ability otherwise functions identically to the paladin's aura of courage class feature.
Rebuke Undead (Su)
A paladin of tyranny rebukes undead rather than turning undead.
Cause Disease (Sp)
A paladin of tyranny can inflict disease with his touch (as the contagion spell) a number of times per week that a standard paladin of her level would normally be able to remove disease.
Resource: http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofTyrannyClassFeatures
Divine Health (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to his charisma bonus (if any) on all saving throws.
Special Mount (Sp)
Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Resource: http://www.d20srd.org/srd/classes/paladin.htm
---

The Paladin’s Mount
Carlsberg/Large Animal Heavy Warhorse

Hit Dice: 4d8 + 12 +2d8 (41HP)
Initiative: +1
Speed: 50 ft
Armor Class: 18 (-1 Size +1 Dex +4 Natural +4 bonus Natural Armor) 10 touch, flat-footed 17
Base Attack: +3
Grapple: +11
Attack: Hoof +6 Melee
Full Attack: 2 Hooves +6 & Melee Bite +1 Melee
Damage: Hoof 1d6+4
Bite 1d4+4
Space/Reach: 10ft./5ft.
Special Attacks: None
Special Qualities: Low-light vision, Scent, Empathic Link (Su), Improved Evasion (Ex), Share Spells, Share Saving Throws

Saves: Fort +7 Reflex +5 Will +2

Strength: 18 (+4) +1
Dexterity: 13 (+1)
Constitution: 17 (+3)
Intelligence: 2 (-4) +6 (-1)
Wisdom: 13 (+1)
Charisma: 6 (-2)

Skills: Listen +5, Spot +4

Feats: Endurance, Run
CR2

Resource: http://www.d20srd.org/srd/monsters/horse.htm#warhorseHeavy
---

Class Features:
Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.
The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.
Add this figure to the mount’s Strength score.
Int
The mount’s Intelligence score.
Empathic Link (Su)
The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
xImproved Speed (Ex)
The mount’s speed increases by 10 feet.
xCommand (Sp)
Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ paladin’s level + paladin’s Cha modifier) to negate the effect.
xSpell Resistance (Ex)
A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

^ - New Changes
x - Not Applicable

- 13/02/2011 - Level 6 Paladin of Tyranny.
Changes: BAB, Cause Disease, Items, Gold, Additional Spells - Libris Mortis (attn: Jason).
- 15/02/2011 - Level 6 Paladin of Tyranny
Changes: New items: Amulet of Tears
- 23/02/2011 - Level 6 Paladin of Tyranny
Changes in spell list. New blackguard spells from Spell compendium and Player's handbook 2. Libris Mortis removed Blade of Pain and Fear and Fangs of the Vampire King removed. Summon Undead retained. Shield; heavy steel added as loot. Lance attack rolls reduced -1. Additional information for HP added for Amulet of Tears

A Wicked! Beginning

In the first instalment of Wicked! A Fontian Adventure, our villains - Afro Apollo, Callahan Calamari, Maximilian Facsimile, Potina and Sir Crayon received a summon from Don Cordon, a crime boss in Colonna's Underbelly - a seedy, waterfront district in the seafaring nation's capital that is almost a nation unto itself.

Having sought the Don's patronage and protection early in their criminal careers, these five villains have been made an offer too good to refuse - retrieve a marked crate being shipped into town, and all debts are paid, all favors written off. After making their way to Whitebread Fisheries at Fisher's Wharf and making each other's acquaintances (some more violently than others) our five villains are greeted by the Don himself, and furnished with details about a precious shipment coming on the tide that night, from the Holy Empire of Garamond.

The ship, the Maiden's Fancy, will be making port at the 11th hour, with a crate the Don is interested in, as well as shipments of gold bullion and Edessan Pixie Dust. Information from the infamous Don suggested that the ship would be guarded by a heavy security detail - a whole contingent of Mostly Holy Knights from the Holy Empire itself. However, the Don was certain the the crate would be transferred to a warehouse across town, and suggested that the group formulate their plans with this in mind. With some wrangling, Maximilian managed to convince the Don to provide token material assistance, earning him an audience with Gustaf Thunderthighs, a shady alchemist based in Finder's Alley.

While Afro, Callahan and Maximilian approached the apothecary, Sir Crayon and Potina wandered around town, stealing candy from babies, making the acquaintance of street children, and gathering information about the state of the wharf's security arrangements. True enough, they discovered that the Garamond detail had hired not one, but three wagons. Potina purchased some paint so she could mark the wagons, while Sir Crayon purchased rope and lubricant, just in case.

In the meantime, Afro, Callahan and Maximilian realized that Gustaf was a sketchy sort of dwarf, and after some flirting and overt overtures, Maximilian managed to convince Gustaf to part with some of the Don's potions, which Maximilian naturally pocketed. Callahan proceeded to prepare his spells for the evening, while Maximilian visited a tavern to talk the toot and have a meal. Afro, still smarting with his encounter with an angry garden gnome, proceeded to visit leeches and temples, hoping for some magical healing. Unfortunately for him, he didn't have the money, nor the social know-how to secure the right kind of helpful mojo to make him go-go.

Once all preparations were made, the villains convened at Fisher's Wharf. True enough, a group of Mostly Holy Knights were already in place, keeping an eye on things. There was a particularly rough looking woman standing at the head of a column, watching the sea, and Maximilian approached her, hoping to seduce some information out of her. Sadly, his ruse failed, and she didn't even give him the time of day. Noticing this, Sir Crayon quietly left the scene, and headed to the warehouses across town to intercept the shipment, should it arrive.

At the same time, Afro and Callahan decided to ambush a patrol of Holy Knights, so they could steal their clothes, impersonate the guards, and maybe make off with the crate that way. Hiding in the back door of Whitebread Fisheries, they tried to jump one of several pairs of Knights making their rounds. As Afro attempted to distract the guards and allay their suspicions, Callahan performed a Sleep spell. The Knights were, unfortunately, made of sterner stuff, and shrugged off the compulsion easily. Callahan then tried to Charm one of the Knights, with equally poor results. One of the Knights made a quick break for it then, eager to raise the alarm about these suspicious folk, while one remained to threaten them with his halberd. Afro rushed out of the warehouse, after the running guard, leaving Callahan alone to deal with the armed one. Callahan, of course, did the clever thing. He turned himself invisible, snuck away, and dropped the shutter of the warehouse - effectively keeping the guard out, and himself safe.

The commotion at the rear of the row of warehouses provided ample distraction for Maximilian to gauge the reaction of the female knight, as well as the other knights milling about the place - and boy, were they slow. It also provided ample distraction for Potina to creep to the wagons the knights had driven to the docks, and to hide herself in one of them. As Afro made his escape over the rooftops of the warehouses, the guards finally started taking notice. Several clambered up ladders nearby, while others took some pot shots at him with crossbows.

Several guards, however, stayed near the wharf, and it became apparent once the ship arrived that there were not one but three crates. They were placed in the three wagons, and the knights quickly started heading out. Maximilian attempted to stall them by addressing the female knight as she mounted one of the wagons, and even went as far as to spook the horses with his magic, but to no avail. The wagons started making their way down Fisher's Wharf and across town. Dismayed, Maximilian pulled out his non-existent credentials as a city official, and stopped the final wagon before it could leave. Convincing the knights manning the wagon to allow him to inspect the crate, Maximilian discovered that it was, in fact, empty. The wagon was a decoy.

Similarly, the female knight's wagon trundled up to the warehouse district, and Sir Crayon spied the entourage waiting outside the warehouse. He also overheard, after sidling surreptitiously up to the wagon, that the female knight's wagon was another decoy. The real wagon was already well on its way.

True enough, the wagon Potina had hidden herself in was making it's way up towards Griffon Hill, past Finder's Alley, along familiar rows of rich terrace houses, towards, she noticed, the Colonnan Maritime Museum. Once the wagon stopped, she waited for the knights to unload the crate, and then slipped away to hide in the bushes nearby after disabling the wheels of the wagon.

Maximilian soon caught up to this wagon, after getting wind of it from Gustaf Thunderthighs. He also left news that he would be heading there with the apothecary for the others. Arriving at the museum, our villains, hidden or otherwise, discovered that the knights were trying to manhandle the crate into the entry way of the museum, and that they were supervised by a robed halfling in the vestments of Typo. It was a trigger happy sort of cleric too, as Maximilian discovered. The halfling had no qualms about calling down Typo's fires on his dark companion, which had sneaked a tad too close and had been detected.

To avoid further detection, he pried open a window, and made his way into the museum, ending up in a store room. Potina quickly followed, and put her sneaky skills to good use by unlocking a locked door, and disguising herself as a cleaning lady so she could spy. The halfling detected her quickly, however, and challenged her. The halfling then threw a fiery spell in her direction, causing Potina to scurry away and hide in a nearby pot. The pot exploded from the heat, and the commotion brought Maximilian running forward. The others, who had massed outside, got themselves ready as well.

Potina created a cloud of fog from her armor, and sneaked around, while Maximilian moved forward to try to snatch the crate. At the same time, one of the guards blundered outside, right into Sir Crayon. Sir Crayon, of course, tapped him on the shoulder, causing him to explode in a gory fashion. And then the battle was joined. During the confusion, the villains managed to dispatch or otherwise knock out the knights who had brought in the crate, and they had the halfling on the defensive. The halfling tried to summon a giant centipede, but the creature was quickly slain. In annoyance, the halfling vanished, seemingly teleporting away. This gave our villains a breather, and a chance to study their find. There was a lifelike statue inside, that of a half-elven wizard in the midst of casting a magic spell.

Packing it back up, the group hitched the crate to horses from the wagon, and fled. And not a moment too soon. As they pelted down Griffon Hill, they passed the female knight and her group of guards, driving up to the museum in a wagon at a ridiculously fast pace.

Stopping temporarily at Gustaf's, Maximilian again convinced the dwarf to help them stow the statue, while they proceeded to check out the Don's interest in this most curious bit of treasure. The villains then went their separate ways to dispose of the horses they had stolen, and then to gather information - Maximilian and Callahan to the black markets, Potina to the taverns, and Sir Crayon to the local newspaper vendor. Afro, of course, was lying low.

It soon became apparent that the statue was a rumored artifact, and there was ample speculation on the black markets about its value. It turned out that Boss Cromag, a local racketeer, was one of the interested parties. Potina and Sir Crayon also discovered that the Mostly Holy Knights were already out in force, and that even the Colonnan Watch had been mobilized. The noose was tightening fast, and their botched heist was affecting the already tenuous climate in Underbelly.

Ever the opportunist, Potina waited for some of the Holy Knights to cause a disturbance at the taverns, and then ambushed one of them as they were running away. She then proceeded to pilfer his treasure, making off with a Mostly Legal Writ and a key stamped with the Garamond seal.

A cursory inspection at the docks also revealed to our villains that Don Cordon's Whitebread Fisheries had been sealed off, and that the Holy Knights and the Colonnan Watch were having a field day gutting the Don's fishes and confiscating the arms he was trying to smuggle out of town.

With little else to do, our villains returned to Gustaf, and retrieved the statue they had stashed there. Callahan then shrunk it with magic, and they transported the now shrunken, pint sized statue up to Lantern Hill, where the Don had his home.

Meeting up with the Don proved to be a bad idea. The Don revealed his reasons for the caper easily enough. The statue was in fact a wizard called Az the Sodomizer, who had offended the Don several years in the past. It was all about getting even. Potina, though, noticed something about the statue. She had made a small mark before they left the statue with Gustaf, and now she observed that the mark was gone. This wasn't the real deal. Knowing that things were going to go sour fast, she made an excuse about going to the potty, and ran away.

The others, too, were dismissed. They left the mansion, and not a moment too soon. As soon as they were out the gates, they heard a loud, goblin-ny yell claiming that he had been double crossed and lied to.

Escaping the Don, our villains soon realized that someone had swapped the statues. Putting two and two together, they rushed to Gustaf's apothecary, only to see that the place was closed. A magical examination by Maximilian and Callahan revealed a glyph on the door, which Potina was able to erase with a bit of cloth and elbow grease. The glyph, though, wasn't the only trap. No sooner did Maximilian open the door, that he was almost doused in alchemist's fire. That wasn't the final trap, either. Sir Crayon sent his faithful steed in next, and the steed ended up almost decapitated by a spring loaded steel wire. It was only the horse's thick hide and keen reflexes that saved it.

Having noticed the traps, everyone decided to wait outside, across the street, while Maximilian investigated. The place had been swept clean, all the magical items looted bare. The house was also unlit and unoccupied. Maximilian's investigations soon turned up something however. The dwarf Gustaf was dead, and so was Gustaf's familiar - a cute kitty with white fur and a pink bow tie. The rest were informed about this development, and they proceeded to investigate. Callahan's magical lore pointed out that somebody with magical powers had killed the dwarf using necromancy - likely an arrow of bone, while a search of the chimney in the laboratory revealed a scrap of fine cloth.

Further investigation also turned up the bodies of Gustaf's apprentices, all killed in a gory fashion by crushing and suckering, as well as the fact that the crate was not only open, but that it's contents were missing. A scrap of parchment, scribed with ink describing a Stone to Flesh spell, lay nearby. It was obvious that something or someone had freed Az the Sodomizer, and it was likely the culprit who had done all the killing as well.

The group then quickly left, since they heard the Holy Knights, especially the angry female knight, coming.

The following morning, our villains discovered that the word on the street was an unkind one. Not only had Don Cordon put a price on their heads, the smelly goblin had also sold them out to the Watch. Bad news indeed! With the whole group becoming fugitives, they had no choice but to seek the help of the black market vendors, who suggested that Boss Cromag might be able to help them.

Meeting Boss Cromag at the train yards, the party convinces and swears fealty to him. Boss Cromag then suggests that they find out what happened to the statue, and fast. The group split up to do some leg work, and this time, they discovered several new facts. Az the Sodomizer was supposedly one of the most powerful wizards in Fontia, with knowledge of over 9,000 spells. They also discovered that the halfling they had spied at the museum was shady, that the museum had been closed for two weeks before last night's heist, and that the curator and workers had all gone on holiday at the same time.

They also recalled that there was a door set in the wall of the apothecary's home that they had not yet investigated, and that the door was the source of a third, unexplored chimney in the three chimneyed building. Making their way there, and kicking down the door, they discovered that the interior of the opening was concealed by magical darkness.

Maximilian, bearing a continual torch he had removed from Gustaf's home, entered the area to investigate. He turned up nothing, and felt rather tickled by something that left him chilled and weak instead. Afro blasted the room with a burst of supercooled air the minute it was reported to him, shattering an object that was tied to the darkness.

As the darkness dispersed, the group noticed three shadowy figures materializing from the walls and ceilings and floors. These were shadows - undead creatures that drained Strength with a touch, and battle was quickly joined. Several exploding flour sacks and exploding shadows later, the group noticed that the powers Afro was flinging had actually blown open a chunk in the ground, revealing a staircase.

What lies beneath? What's up with the statue? And will Afro Apollo get his Afro back?

All this, and more, in next week's installment of Wicked!


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Experience, Loot and so Forth:

Everyone gains 1,500 xp for Session 1, and 1,000 xp for Session 2.

1. Official Writ - Allows the bearer to search any premises for criminals pertaining to the stolen crate and statue case.

2. Garamond Key - A small, bronze key made from a clay cast. The original key belonged to a Holy Knight Potina mugged. It looks like it has the Garamond crest on it.

3. Misc gold and tasty bits - Stolen by party members.

Friday, January 14, 2011

Potina the Bandit

Potina the Bandit/Rogue 5/Assassin 1
Small Sized Garden Gnome (Humanoid)/Neutral Evil

Hit Dice: 6d6 + 18 (49 hit points)
Initiative: +4 (+4 Dex)
Speed: 20' (30' base)
AC: 20 (+4 Dex, +5 Armor, +1 Size)
Base Attack Bonus: +3 (+3 base)
Base Grapple: -2 (+3 base, -1 Str, -4 Size)
Melee Attack: Magic Club +9 (+4 Dex, +1 Magic, +1 Size)
Ranged Attack: Magic Crossbow +10 (+4 Dex, +1 magic, +1 Weapon Focus, +1 Size)
Melee Damage: Magic Club 1d4 + 1 Fire (Crit 20/x2) (-1 Str, +1 Magic)
Ranged Damage: Magic Crossbow 1d6 + 3 + 1 Acid (Crit 17-20/x2) (+2 Dex, +1 Magic)
Face/Reach: 5' x 5'/5'
Special Attacks: Sneak Attack +4d6 (up to 60-ft with crossbow), Death Attack (DC 15), Poison Use, Spells
Special Qualities: Evasion, Racial Traits (+1 vs. kobolds and goblinoids, +4 AC vs. giants, +2 racial bonus to Listen and Spot checks, +4 bonus to Hide and Move Silently, Low-light vision, Spell-Like Abilities: 1/day - Barkskin (10 minutes duration), Tree Shape (1 hour duration), Know Direction, Pass without Trace (self only), Speak with Animal (woodland creatures only)), Trapfinding +1, Trap Sense, Uncanny Dodge

Base Saves: Fort +1, Reflex +6, Will +1
Total Saves: Fort +5 (+1 Magic), Reflex +11 (+1 Magic), Will +3 (+1 Magic)

Strength: 8 (-1)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 19 (+4)
Wisdom: 12 (+1)
Charisma: 6 (-2)

Skills: Appraise +9 (5 ranks), Balance +11 (5 ranks, +2 synergy), Decipher Script +9 (5 ranks), Disable Device +15 (9 ranks, +2 tool), Disguise +13 (5 ranks, +10 magic), Escape Artist +9 (5 ranks), Hide +21 (9 ranks, +4 Size, +4 Race), Knowledge (Local) +9 (5 ranks), Listen +9 (8 ranks), Move Silently +21 (9 ranks, +4 Size, +4 Race), Open Lock +15 (9 ranks, +2 tool), Search +12 (8 ranks), Sense Motive +9 (8 ranks), Sleight of Hand +13 (9 ranks), Spot +9 (8 ranks), Tumble +11 (5 ranks, +2 synergy)

Feats:
1st: Telling Blow (add Sneak Attack damage on a crit)
3rd: Weapon Focus (Crossbow)
6th: Crossbow Sniper

Languages:
Common, Dwarvish, Elvish, Gnomish, Orcish, Sylvan

Possessions (magic items are italicized): Anklets of Translocation, Hat of Disguise, Mithralmist Shirt, +1 Magic Club with Least Crystal of Fire, +1 Keen Magic Crossbow with Least Crystal of Acid, Bundle of 1000 Crossbow Bolts, Masterwork Thieves’ Tools, Alchemist's Fire (5), Thunderstone (5), adventuring sundries (100 g), Bag of Holding, Sending Stone, Amulet of Vermin (Giant Stag Beetle)

Gold and Treasure: 25 g

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Class Features:

Evasion – Whenever a rogue succeeds on a Reflex save against a spell or ability that allows for half damage on a successful save, the rogue instead takes no damage.

Sneak Attack – The rogue deals an extra amount of damage (represented in dice) when flanking an opponent, or whenever an opponent is denied his Dexterity bonus to AC.

Trapfinding – A rogue can Search for and Disable traps that have a DC of 20 or higher, and magical traps that have a DC of 25 or higher.

Trap Sense – A rogue gains a static bonus to Reflex saves and AC against attacks made by traps.

Uncanny Dodge – A rogue retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible character.

Death Attack - After studying a target for 3 rounds, the assassin can make a sneak attack as a melee attack. If the attack hits, in addition to taking damage, the victim must make a Fort save (DC 15) or die.

Poison Use - An assassin can use poison without danger of accidentally poisoning themselves.

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Spells Known and Spells/Day:

1st (1) - Distract Assailant, Sniper's Shot

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Spell Descriptions:

Distract Assailant (Enchantment) - Casting Time: 1 swift action; Range: Close; Target: One creature; Duration: 1 round; Save: Will negates; SR: Yes. If the target fails its save, it is treated as flat-footed for 1 round.

Sniper's Shot (Divination) - Casting Time: 1 swift action; Range: Personal; Target: You; Duration: 1 round. Your next ranged attack in this round can be a sneak attack, regardless of range.

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Magic Item Descriptions:

Anklets of Translocation – Teleport 10-ft as a swift action. 2/day.

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Hat of Disguise – Magically change your appearance. +10 to Disguise checks.

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Mithralmist Shirt – Counts as a +1 Mithral Chain Shirt. Create a Fog Cloud, centered on you. 7/day.

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+1 Magic Club with Least Fire Crystal – A wooden spoon. It is affixed with a crystal that causes additional 1 Acid damage.

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+2 Magic Crossbow with Least Acid Crystal – A child sized peashooter. It is affixed with a crystal that causes additional 1 Acid damage.

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Amulet of Vermin (Giant Stag Beetle) - Summons a pet Beetle to attack your enemies and flank for you 1/day. The beetle lasts for 10 rounds.

Size/Type: Large Vermin
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (4d6+9)
Full Attack: Bite +10 melee (4d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 2d8+3
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 23, Dex 10, Con 17, Int Ø, Wis 10, Cha 9