Saturday, 30 September 2017

InHumans Ep I & II - Sep 29

The first two ‘InHumans’ episodes got aired on TV at last. Hurray? Well, no.

As people have learned by now, the IMAX theatres have already aired the two episodes back in Sep 22, about a week ago, and the result was very, very negative. That is bad. I was part of the fraction that did not go to IMAX, but rather waited for the TV release, because reasons, and after seeing ‘Behold…’ & ‘Destroy…’ last night, I feel that I’m also a part of the fraction that doesn’t consider ‘InHumans’ to be that bad; rather the show ranges from insipid to immature and beyond.

Let us elaborate. The main problem, from my P.O.V., is in the script. The actors – all of the main cast – did their best to live-up the script, to make it work, as, for example the infamous hair-cutting scene. …Yes, let us put aside the facts that Attilan’s Royal Guards are clearly made from the same mold that the rank-and-file troopers from the original Star Wars’ trilogy were made from, that the fight itself was done in awful (and unnecessary?) slo-mo, let us try to talk about how Maximus shaved Medusa’s hair, probably in revenge after she half-strangled him with it earlier in the show instead. Here is the thing. I do not feel sorry for Medusa. Not just because the dialogue was awful – “If you cut it, I will never forgive you”; not because Maximus used the sort of electric razor/hair clippers that people use on, well, me, when I go to get my hair cut, but because of AoS.

Yes, that S.H.I.E.L.D. and its characters. In this particular instance, after seeing all the crud that agent 33/Kara Palamas (and other characters) experienced at hands of Hydra, Medusa’s plight seemed more comic, and in a childish way too, than poignant or tragic, or anything like that.

…And the same goes regarding Black Bolt’s communication modes too. I am not sure why they made him silent in the show – this is not quite the case in the comics, but…

But in the comics, as an example, Maria Hill had killed Black Bolt, because it was a part of the struggle against Captain America turned evil, (yes, it is the same Marvel story arc that I have discussed at an earlier time), so this sort of argument is pointless. My argument is that between the translator, (is it Medusa or not? It is hard to distinguish) and the facial expressions, Black Bolt was made unnecessarily comic…just because?

Again, the actors themselves did a great job, given the bad hand they have been given. Black Bolt in the muggle…sorry, Earthlings’ police department? Anson Mount really carried the bad script here, unlike his character’s takedown by the police.

Let us elaborate. Black Bolt fleeing on foot from several police cars? A scene worthy of the Simpsons™… in a bad way. His fight with the police? Badly written and badly executed. Among other things, Black Bolt – the king of the InHumans and a Marvel™ superhero – proved to be an equal to the police officers of the U.S. state of Hawaii, who are still average physical human specimens, here, (as opposed to RL, I suppose). Plus…

Plus, the fact is after seeing the RL police takedowns and etc., both in the current regime and during the latter Obama years, (Obama was a Democrat, and not a bad man, but he was no saint), this one was simply fake. Very fake and unconvincing – but so was the fight between Medusa and Auran, aka Maximus’ number one fan and sidekick.

This brings us back to AoS, I believe. In comics, Auran is often depicted with large, bat-like ears that are clearly visible and not hidden by hair. Here, Auran (Sonya Balmores) is an ordinary-looking person, with more than a passable resemblance to S.H.I.E.L.D.’s agent May (Wen), both physically and in attitude. Maybe she will change sides and become a white hate in the future episodes, but-
But before she fought Medusa in yet another awfully choreographed fight, she killed a bus driver because he touched her. Medusa did not do anything, but waited for Auran to exit the bus before they fought each other. Couldn’t Medusa confront the other woman without the poor bus driver being killed? Aren’t Auran and Maximus supposed to be the villains of the piece?

On the other hand, after stabbing Auran, Medusa covered her with some tarmac and walked away. In some of the last shots of the double-episode, Auran was shown healing herself from the stab wounds Wolverine-style and calling Maximus for backup. The problem? The InHumans royal family (in the show) was a small one, their immediate friends and household – not much bigger, so shouldn’t have Medusa known about Auran’s healing powers? Or did she know, but just forgot? Or just didn’t care? Hm?

…Obviously, this is no fault of the actors – in fact, they carried the show. It is the script that is bad, but…

Unlike AoS, where the main problems was inconsistency, plot holes, shuffling of actors and roles, and the general disrespect of the characters, the ‘InHumans’ issue is just that it’s bad. It is not terrible as IMAX reviews made it sound, and the actors certainly helped to overlook various gaps of narrative and the general lack of inspiration, but they are still there. Can they be fixed? Considering that it took AoS to fix the whatever-it-was-that-went-wrong-behind-the-scenes-in-RL by the second half of S2, and ‘InHumans’ are just starting, period, I would bet on the long haul. (Or the long shot?)


So. The ‘InHumans’ are off to a peculiar start. Guess we’ll have to wait and see until the next month as to where they go from here.

Thursday, 28 September 2017

Pathfinder: OB V - Sep 28

New entities, derived from the 'Occult Bestiary' - a prana ghost, made from the pyrokineticist, (out of the Villains Codex), and a psychoplasmic gorgon, (from the very first bestiary). What do you think?

PRANA GHOST FIREBREATHER CR 7
Human prana ghost pyrykineticist 7
NE Medium outsider (augmented humanoid, extraplanar, human, incorporeal)
Init +3; Senses darkvision 60 ft., Perception +17

DEFENSE
AC 16, touch 15, flat-footed 15 (+1 deflection, +4 Dex, +2 Wis)
hp 105 (7d8+70); 21 nonlethal damage from burn
Fort +10, Ref +10, Will +3
Defensive Abilities fortification (15%), incorporeal, rejuvenation, searing flesh (3 damage); Immune dazing, disease, effects requiring a physical body, exhaustion, fatigue, nonlethal damage, paralysis, poison, sleep effects, stunning
Weaknesses living prana

OFFENCE
Speed fly 30 ft. (perfect); astral step (2/day)
Melee dazing touch +15 incorporeal touch attack (1d6 plus daze)
Ranged fire blast +11 touch (4d6+6 fire) or
              Blue flame blast +11 touch (8d6+6 fire)
Special Attacks dazing touch (DC 15), kinetic blast, metakinesis (empower)
Kinetic Wild Talents Known
Defense—searing flesh
Infusions—burning infusion (DC 16), fan of flames (DC 16), mobile blast (DC 16)
Kinetic blasts—blue flame blast (8d6+6 fire), fire blast (4d6+6 fire)
Utility—basic pyrokinesis, cold adaptation, fire sculptor, flame jet, heat adaptation, skilled kineticist

STATISTICS
Str 0, Dex 22, Con 22, Int 8, Wis 12, Cha 13
Base Atk +5; CMB +6; CMD 21
Feats Alertness (B), Delay Blast, Dodge, Extra Wild Talent, Improved Initiative (B), Point-Blank Shot, Stealthy, Toughness (B)
Skills Acrobatics +25, Escape Artist +20, Intimidate +7, Knowledge (nature) +6, Perception +17, Perform (dance) +5, Stealth +25
Languages Common
SQ burn (2 points/round, max 7), elemental overflow +2, expanded element (fire), gather power, infusion specialization 1, internal buffer 1
Combat Gear potion of cure moderate wounds (2), potion of gaseous form, flash powder (2), keros oil (5), paper candle fireworks (100), skyrocket fireworks (2); Other Gear +1 studded leather, heavy mace, cloak of resistance +1, ring of protection +1, entertainer’s outfit, 85 gp.

psychoplasmic GORGON CR 9
XP 4,800
N Large outsider (augmented magical beast, extraplanar)
Init +4; Senses darkvision 60 ft., low-light vision, scentPerception +21
DEFENSE
AC 21, touch 9, flat-footed 20 (+13 natural, –1 size)
hp 100 (8d10+56)
Fort +13, Ref +6, Will +7
DR 5/magic or adamantine; Resist cold 10, electricity 10, fire 10; SR 14 (psychic spells bypass SR)
OFFENSE
Speed 30 ft., fly 60 ft. (fly on Astral Plane only)
Melee gore +14 (2d8+7), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, turn to stone, Fortitude DC 21 negates), mindlock (DC 16), trample (2d8+10, DC 21)
STATISTICS
Str 24, Dex 14, Con 24, Int 6, Wis 16, Cha 9
Base Atk +8; CMB +16; CMD 26
Skills Perception +21
SQ compresson
ECOLOGY
Environment temperate plains, rocky hills, and underground
Organization solitary, pair, pack (3–4), or herd (5–12)
Treasure none
SPECIAL ABILITIES
Breath Weapon A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon's breath weapon a second time while petrified. A creature exposed to the gorgon's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based.


Monday, 25 September 2017

Pathfinder: OB IV - Sep 25

Next - from Occult Bestiary - we got a Munavri character, (re-worked from one of the NPC Codex's characters, yeah):

STREET PERFORMER CR 1
XP 400
Munavri bard 2
CN Medium humanoid (munavri)
Init +2; Senses darkvision 120 ft.; Perception +7
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d8+3)
Fort +1, Ref +5, Will +4; +4 vs. bardic performance, language-dependent, and sonic
SR 10
Weaknesses light blindness
OFFENSE
Speed 30 ft.
Melee dagger +1 (1d4-2/19–20)
Ranged dagger +3 (1d4-2/19–20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 2nd; concentration +5)
1st (3/day)—charm person (DC 16), expeditious retreatsleep (DC 16)
0 (at will)—daze (DC 15), detect magicflare (DC 15), ghost sound (DC 15), prestidigitation
STATISTICS
Str 8, Dex 18, Con 15, Int 10, Wis 14, Cha 19
Base Atk +1; CMB +1; CMD 13
Skills Acrobatics +9, Bluff +9, Diplomacy +10, Handle Animal +10, Knowledge (local) +6, Perception +7, Perform (wind) +10, Sense Motive +7, Sleight of Hand +11, Stealth +9
Languages Common, Munavri, Undercommon; telepathy 60 ft.
SQ advanced object reading, bardic knowledge +1, versatile performance (wind)
Combat Gearpotions of cure light wounds (2), potion of invisibility, caltrops, silk rope, tanglefoot bags (2); Other Gear masterwork chain shirt, daggers (3), 8 gp


Sunday, 24 September 2017

Pathfinder: OB III - Sep 24

So, to continue with the Pathfinder version of the occult, here's the psychic lich template, applied to the ringmaster from the Villain Codex. What do you think?

Human psychic lich mesmerist 11 CR 12
NE Medium undead (augmented humanoid)
Init +5; Senses darkvision 60 ft.; Perception +23

DEFENSE
AC 23, touch 18, flat-footed 21 (+5 armor, +5 natural, +1 deflecton, +2 Dex)
hp 140 (11d8+88)
Fort +9, Ref +11, Will +14
Defensive Abilities channel resistance +4, psychic feast, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
Weaknesses mind-affecting effects

OFFENCE
Speed 30 ft.
Melee mwk whip +7/+2 (1d3-1 nonlethal), touch +2 melee (1d8+5 plus bewildering touch)
Special Attacks bewildering touch (DC 20), bold stare (disorientation, susceptibility, timidity), hypnotic stare (-3), manifold tricks (3), mental potency (+2), mesmerist tricks 9/day (linked reaction, meek façade, misdirection, psychosomatic surge, reflection of weakness (DC 21), spectral smoke), painful stare (+5 or +3d6+5)
Mesmerist Spells Known (CL 11th; concentration +15)
4th (3/day)—dominate person (DC 21), mind probe (DC 20), phantasmal killer (DC 20)
3rd (5/day)—aura alteration, displacement, dominate animal (DC 20), glibness
2nd (5/day)—detect thoughts (DC 18), eagle’s splendour, glitterdust (DC 18), oneiric horror (DC 18), suggestion (DC 19)
1st (6/day)—charm person (DC 18), command (DC 18), detect secret doors, disguise self, hideous laughter (DC 18), sleep (DC 18)
0 (at will)—detect magic, ghost sound (DC 16), light, lullaby (DC 17), message, prestidigitation

STATISTICS
Str 8, Dex 14, Con 0, Int 12, Wis 14, Cha 20
Base Atk +8; CMB +7; CMD 20
Feats Deceitful, Excoriating Stare (DC 21), Extended Stare, Great Fortitude, Persuasive, Psychic Combatant, Psychic Defendant, Spell Focus (Enchantment), Toughness
Skills Bluff +27, Diplomacy +14, Disguise +10, Intimidate +22, Perception +23, Perform (oratory) +18, Sense Motive +23, Spellcraft +8, Use Magic Device +18
Languages Common
SQ consummate liar +5, glib lie (DC 28), touch treatment 7/day (greater)

Combat Gear potion of cure moderate wounds, wand of mirror image (8 charges), wand of shield (40 charges); Other Gear +1 glamered mithral chain shirt, +1 light crossbow with 20 bolts, mwk whip, cloak of resistance +2, dust of illusion, ring of protection +1, disguise kit, 42 gp

Tuesday, 19 September 2017

Pathfinder: OB II - Sep 19

Continuing with the 'Occult Bestiary', more of the echohusk bugbear variants:

echohusk BUGBEAR GNASHER CR 1
XP 1,200
Bugbear barbarian 2
NE Medium undead
Init +4; Senses darkvision 60 ft., scent; Perception +0
DEFENSE
AC 19, touch 12, flat-footed 17 (+6 armor, +4 Dex, +1 natural)
hp 20 (3d8+6)
Fort +4, Ref +4, Will +3
Weaknesses vulnerable to psychic magic
OFFENSE
Speed 30 ft.
Melee mwk falchion +11 (2d4+11/18–20), bite +5 (1d4+5), slam (1d6+11)
Ranged javelin +8 (1d6+6)
STATISTICS
Str 24, Dex 19, Con 0, Int 0, Wis 10, Cha 14
Base Atk +2CMB +8; CMD 22
Languages Common, Goblin
SQ fast movement, psychic servitude, shattered psyche (DC 13), stalker
Combat Gear elixir of oppression* ; Other Gear breastplate, javelins (6), mwk falchion, cloak of resistance +1, 219 gp

dread echohusk BUGBEAR FLESH GLUTTON CR 1
XP 4,800
Giant bugbear barbarian 5
NE Large undead
Init +3; Senses darkvision 60 ft., scent; Perception +14
DEFENSE
AC 24, touch 10, flat-footed 19 (+7 armor, +3 Dex, +2 natural, –1 size)
hp 30 (4d8+8)
Fort +3, Ref +3, Will +4
Weaknesses vulnerable to fear, vulnerable to psychic magic
OFFENSE
Speed 30 ft.
Melee +1 falchion +15/+10 (2d6+15/18–20), slam +15 (1d8+15)
Ranged mwk javelin +10 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks blast of dread (DC15)
STATISTICS
Str 28, Dex 17, Con 0, Int 0, Wis 10, Cha 14
Base Atk +3; CMB +12; CMD 27
SQ fast movement, psychic servitude, shattered psyche (DC 14), stalker
Gear +1 breastplate+1 falchion, mwk javelins (2), cloak of fangs, 373 gp


Sunday, 17 September 2017

JW rumblings - Sep 17

And so, our ‘Giantslayer’ adventure path is slowly moving towards the final confrontation with the evil giant tyrant/final boss. That is good, and as a sign of my relief – fighting all of these evil giants took proportionally much more time than we expected when we began this entire slog – I feel like ranting about something, again. The issue is – what subject?

Well, there is always Marvel’s current ‘secret empire’ ‘adventure path’, which has ran its’ own length, and is now transforming into ‘Marvel Legacy’ or something like that. Basically, the evil Steve Rogers/Captain America/Hydra Supreme/etc. might’ve escaped, leaving the good Steve Rogers/Captain America/etc. pick up the pieces – or not, in which case, in either case, there are some poor SWAT-type folk who are about to get smashed by a Steve Rogers, which just isn’t fun.

In another plot line, Frank ‘Punisher’ Castle is being ‘groomed’ by Fury in taking down Hydra. This sounds very grand, but again, in another comic series, Punisher just got beat down by Diamondback, making MCU a true multiverse (in a manner of speaking), while in the long run, Hydra is just a too good & conventional plot villain to be completely exterminated, so I’m not being impressed by FC being an asshole to outright villains for a change, let us see what ‘Marvel Legacy’ story arc will deliver. Plus, Natasha Romanoff/Black Widow is dead now, apparently, and the Punisher is angsting because of that as well. Seriously, were these two ever a couple, (potentially or otherwise), or is a new thing?

Meanwhile, the preparations for the making (and subsequent release) of JW2 are proceeding. Am I excited about this? No. The original JP movie was good because it was based on the original novel, which was, yes, sci-fi, but with an emphasis on science and realism. Yes, there was suspension of disbelief, especially in the end, when the novel’s velociraptors organized themselves into a proper group and escaped/invaded to the mainland, (Costa Rica), where they vanished into the jungle. They were Lysol-dependant, (in the novel), so they learned to eat chicken (domestic fowl) and beans and similar food sources in the wild instead. What was that cartoon? The raptor was going to acquire a fake ID and live & work in NYC? Yeah, Crichton certainly set the stage for that!

But his movieverse heirs have certainly went beyond him. The first two JP movies were quite good, even if because they followed, (to various extents) the plot of the actual Crichton novels. JP3 film, however, was something else, including the entire T-Rex vs. Spinosaurus controversy. Seriously, it has been established/figured out/understood/etc. by now that both of these JP3 dinosaurs, especially Spinosaurus, are fictional, and are no more RL than MCU’s Iron Man and Captain America are. Does it really matter who would win? In RL, the two dinosaurs lived millions of years apart, on two different continents and never met each other during any point in their evolutionary histories. Talking as to which of the two would win and why, it is less of a ‘lion vs. tiger’ debate and more of a ‘Steve vs. Tony’ one.

Where were we? Well, on the topic of ‘Steve vs. Tony’, JP3’s Spinosaurus showed about as much realism as the crocodile from ‘Peter Pan’ did, (not counting OUAT, where his role was played by Mr. Gold, apparently), while the raptors of that movie did an admirable job of passing as the nastier versions of Neverland’s Lost Boys, so to speak – their intelligence in that movie certainly approached human levels, and when Dr. Grant communicated with them… no, just no. Forget realism. The dinosaurs of JP3 could as well be some aliens – original aliens – in a sci-fi movie and they would work just as well in that capacity…

In JW1, the intelligence of the dinosaurs was toned back down to realistic levels – only not. Enter the I-Rex, the hybrid that looks, and functions like a RL carnosaur for all practical purposes. Just think RL Giganotosaurus or Mapusaurus. Okay, and?

And the I-Rex was able to survive slash endure a direct hit from an Ankylosaurus’ tail. In RL, Ankylosaurus was one of the plant-eating dinosaurs that had evolved to survive and live alongside Tyrannosaurus, a carnivore that evolved one of the most powerful bites on the planet, specifically designed to smash through bone. In response, Ankylosaurus had evolved its’ infamous tail that was also designed to smash through bones, (especially if Ankylosaurus was in proper health). I don’t know what I-Rex was a hybrid of exactly, but just as with Rexy’s bite, there’s no way it could’ve endured Ankylosaurus’ tail strikes to its’ legs or the rest of the body, not unless it had the healing power of Wolverine (the MCU mutant, not the RL animal) as well. (In addition, the way it telepathically communicates and dominates all the other reptiles in the movie? Apparently, there is some Professor X in it as well).

Flash forward, and—

And we got Indoraptors, which is the same old I-Rex, just with different sizes, proportions, and velociraptor, rather than Tyrannosaurus, DNA. Odds are that we are going to see a new depiction of the JP3 super-intelligent raptors are quite high. And?

And where is the JP-franchise going with all of this, in the long run? Yes, the first novel & movie depicted them somewhat like sci-fi monsters, but dinosaurs do not really make good monsters, (especially for grown-ups) – they aren’t particularly monstrous or evil, certainly not kaiju/Godzilla/King Kong/Monarch universe evil. ‘The Land before Time’ franchise had a different take on them – there the dinosaurs were slightly anthropomorphic, and some were ‘good’, and some were ‘evil’, in the same manner that the ‘modern animals’ of Brian Jacques’ novels were – it’s all a fairy tale for children, but the JP-franchise isn’t going for that.

Where is it going? Possibly, to try to become a fully-fledged monster-verse, which is a bad idea, because dinosaurs aren’t really monsters, not even fictional, sci-fi ones. They are just too real and too abstract for us, (unlike giant monsters – the fictional Megalodon has only distant connections to the RL one), to be properly monstrous. Yes, Tyrannosaurus is bizarre – all head and no arms – but is it monstrous by being itself at the end of the day? No. It is scary because it would eat people if it existed in modern times, making it no different from a shark or a lion. Yes, ‘Jaws’ is a movie classic, but not just because it stars a man-eating shark, but some human star actors as well. The same goes for ‘The Ghost and the Darkness’, which is built on a similar premise, except that instead of a single Great White Shark there are two African lions. A good movie about some man-eating animal monsters can be honestly good…just not precisely, because it stars man-eating animal monsters – and the same goes for the dinosaurs.

And yes, we got the news that there’s going to be at least one other dino-hybrid – a stegoceratops, a Stegosaurus & Triceratops hybrid. I have no idea what was the logic behind this one. As BBC’s WWD mini-series (1999) have shown, the RL plant-eating dinosaurs, (i.e. Stegosaurus, Ankylosaurus, Triceratops & Torosaurus, etc.), could be quite formidable themselves, without being augmented by human script writers…

Oh, and another thing. Yes, both Stegosaurus and Triceratops belonged to the bird-hipped branch of the dinosaur family, (let us leave the latest RL revision of the dinosaur family tree out of the equation this time), but they weren’t particularly close relatives; in RL modern terms the JW2 heroes could get confronted by a deer/antelope hybrid – it works the same way… Where is common sense?

In the bizarre appearance of the second hybrid.  Aye, RL herbivorous dinosaurs could be quite bizarre by themselves – just think Nothronychus and kin, the plant-eating cousins of raptors and tyrannosaurs – a typical theropod body, extra-long neck, extra-small head, (as in the sauropods), plus – extra powerful and clawed front legs…you couldn’t get more away from the traditional depiction of a theropod if you’d purposefully tried… but no, we get a bizarre-looking unrealistic hybrid, designed to shock and awe. Yay team (new) JP franchise.

And now, it is time to wind down the rambling. Basically, unbelievingly, but the first two JP movies were actually somewhat educational for purely fictional movies. (I am speaking very loosely here). They were also fairly realistic, (by sci-fi movie standards). Sadly, from JP3 onwards these qualities vanished, which is a pity, because they were what made JP-franchise’s movies’ unique. What will JW2 look like, I do not know yet. However, neither am I enthusiastic about it.

Well, this is it for this time. See you in the future!


Friday, 15 September 2017

Pathfinder: OB I - Sep 15

To continue with Pathfinder, here are a couple of modified grey dwarves, transformed by some of Occult Bestiary's templates:

ALTER EGO DUERGAR SHARPSHOOTER CR 1/2
XP 200
Duergar ranger 1
LN Medium construct
Init +2; Senses darkvision 120 ft., sense progenitor; Perception +6
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 33 (1d10+23), fast healing 1
Fort +4, Ref +4, Will +2; +2 vs. spells
DR 5/adamantine; Immune paralysis, phantasms, poison, construct traits
Weaknesses light sensitivity, progenitor dependence
OFFENSE
Speed 20 ft.
Melee warhammer +3 (1d8+2/×3) or slam (1d8+2)
Ranged mwk light crossbow +4 (1d8/19–20)
Special Attacks favored enemy (dwarves +2)
Spell-Like Abilities (CL 1st; concentration –2)
1/day—invisibility (self only), ironskin *
STATISTICS
Str 14, Dex 19, Con 0, Int 10, Wis 15, Cha 4
Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush or trip)
Feats Rapid Reload (light crossbow), Toughness b
Skills Climb +5, Handle Animal +1, Knowledge (dungeoneering) +4, Perception +6, Stealth +9, Survival +6; Racial Modifiers +4 to appear as its progenitor
Languages Common, Dwarven, Undercommon
SQ ironskinned*, slow and steady, stability, track +1, wild empathy –2, replicated gear


DUERGAR LIEUTENANT ANIMUS SHADE CR 7
XP 1,600
Duergar ranger 6
LE Medium undead (dwarf, incorporeal)
Init +1; Senses darkvision 120 ft.; Perception +19
Aura mental static (30 ft., DC 16)
DEFENSE
AC 16, touch 11, flat-footed 19 (+5 armor, +1 Dex)
hp 61 (6d10+24)
Fort +8, Ref +6, Will +4; +2 vs. spells
Defensive Abilities channel resistance +4, incorporeal, mental schism; Immune paralysis, phantasms, poison, undead traits
Weaknesses light sensitivity
OFFENSE
Speed fly 30 ft. (perfect)
Melee incorporeal touch +11/+6 (animus insinuation, DC 16)
Ranged rend psyche +8 (5d6 plus 1d6 Charisma damage, DC 18)
Special Attacks animus insinuation, corrupt intent, favored enemy (dwarves +4, elves +2), rend psyche
Spell-Like Abilities (CL 6th; concentration +3)
1/day—dust of twilightironskin *
Ranger Spells Prepared (CL 3rd; concentration +5)
STATISTICS
Str 16, Dex 12, Con 0, Int 10, Wis 15, Cha 10
Base Atk +6; CMB +9; CMD 20 (24 vs. bull rush or trip)
Skills Climb +11, Handle Animal +12, Knowledge (dungeoneering) +9, Perception +19, Ride +9, Survival +11
Languages Common, Dwarven, Undercommon
SQ favored terrain (underground +2), hunter's bond (companions), ironskinned*, slow and steady, stability, track +3, twilight touched*, wild empathy +3


Sunday, 10 September 2017

Pathfinder: Mongrel Ash Giant - Sep 10

And another monster - an ash giant with the mongrel giant template. Comments?

MONGREL ASH GIANT CR 11
XP 12,800
CN Large humanoid (giant)
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 25, touch 11, flat-footed 23 (+4 armor, +2 Dex, +10 natural, –1 size)
hp 147 (14d8+84)
Fort +15, Ref +6, Will +5
Defensive Abilities rock catching; Immune diseasepoison
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee Huge greatclub +20/+15 (2d8+11 plus disease), slam +15 (1d8+5 plus disease) or 2 slams +20 (1d8+11 plus disease)
Ranged rock +12 (1d8+16 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks disease, greatclub training, improved rock throwing (160 ft.)
STATISTICS
Str 33, Dex 14, Con 23, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +22; CMD 34
Feats Catch Off-GuardCleaveGreat Cleave, Martial Weapon Proficiency (greatclub)b Point-Blank ShotPower AttackPrecise ShotSelf-Sufficient
Skills Climb +14, Heal +7, Intimidate +6, Perception +8, Survival +9
Languages Common, Giant
SQ oversized weapon, vermin empathy +14
ECOLOGY
Environment any wastelands
Organization solitary, gang (2–5), band (6–9), raid (9–12 plus 1d4 giant vermin), or tribe (13–30 plus 35% noncombatants, plus 1 barbarian or fighter chief of 6th–8th level and 6–8 giantvermin)
Treasure standard (hide armor, Huge club, other treasure)
SPECIAL ABILITIES
Disease (Su) While ash giants are immune to disease, they carry a contagious form of leprosy. Any creature struck by an ash giant's attacks is exposed to this virulent sickness.
Ash Leprosy: Injury; save Fort 23; onset 1 minute; frequency 1/day; effect 1d2 Con damage, 1d2 Cha drain; cure 2 consecutive saves. The save DC is Constitution-based.
Oversized Weapon (Ex) An ash giant can wield Huge weapons without penalty.
Vermin Empathy (Ex) This ability functions as a druid's wild empathy ability, save that it works only on vermin. An ash giant uses its Hit Dice (14 for most ash giants) as its effective druid level. Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the ash giant to train vermin and use them as guardians (although it does not grant them skills or feats).