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  1. - Top - End - #1
    Titan in the Playground
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    Default GitP Hunt Club, Target 2: Steena Delphinnia

    Not every target is a threat to the universe. Steena Delphinnia is one of those targets that is not. However, she possesses a preternatural command of foresight and potentially represents a greater threat than would seem possible due to her divinatory capabilities.

    A note: capture of Steena would allow us to eventually turn her divinatory powers to our own ends. This would be highly beneficial to us.

    Spoiler
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    Steena Delphinnia, Seer of the Future
    Immortal Blind Oracle Half-Beholder Medusa Monk 3
    Size/Type: Medium Outsider (Augmented Monstrous Humanoid, Law, Evil)
    Hit Dice: 9d8+27 (67 hp)
    Initiative: +3
    Speed: 40 ft. (6 squares), fly 20' (good)
    Armor Class: 36 (+3 Dex, +5 Wis, +1 monk, +9 natural, +4 insight, +4 deflection), touch 27, flat-footed 33
    Base Attack/Grapple: +10/+10
    Attack: Fist +11 melee (1d10+1) or snakes +11 melee (1d4+1 plus poison) or bite +11 melee (1d6+1)
    Full Attack: Fist +11 melee (1d10+1) and snakes +9 melee (1d4+1 plus poison) and bite +9 melee (1d6+1); or fist +9/+9 (1d10+1) and snakes +7 melee (1d4+1 plus poison) and bite +7 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Petrifying gaze, poison, eye rays, antimagic cone, smite chaos (3/day), flurry of blows, unarmed strike
    Special Qualities: Blindsight 90', powers of precognition, flight, commune, fast healing 3, immune (gaze attacks, visual effects, ability damage, ability drain, disease, energy drain, fatigue, paralysis, poison, sleep spells and effects, starvation, thirst), resist (acid, cold, electricity, fire) 10, timeless body, mixed blood, evasion, fast movement, still mind, 4 luck rerolls
    Saves: Fort +13, Ref +11, Will +13 (+15 vs. enchantments)
    Abilities: Str 12, Dex 17, Con 16, Int 16, Wis 21, Cha 22
    Skills: Balance +15, Hide +15, Knowledge (Arcana) +15, Knowledge (History) +15, Knowledge (Geography) +15, Listen +25, Move Silently +15, Sense Motive +17, Spot +17, Tumble +15
    Feats: Alertness B, Improved Unarmed Strike B, Stunning Fist B, Combat Reflexes B, Multiattack, Sly Fortune, Unbelievable Luck, Survivor's Luck
    Equipment: monk's belt
    Treasure: Double standard
    Alignment: Lawful evil

    Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 20 negates. The save DC is Charisma-based.

    Poison (Ex): Injury, Fortitude DC 17, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

    Eye Rays (Su): Each of Steena's eye rays resembles a spell cast by a 7th level caster. Each eye ray has a range or 150 feet, a save DC of 20, and acts like the spell it mimics except it is treated as a ray attack instead of its normal shape. The save DCs are Charisma-based. The ten eye rays are: bestow curse, charm monster, charm person, confusion, deep slumber, fear, inflict moderate wounds, lightning bolt, slow, and telekinesis. Steena can use each eye ray three times per day.

    Antimagic Cone (Su): Steena's blinded eyes create a 75' cone of antimagic. This functions just like the antimagic field spell (CL 7th). All magical and supernatural powers and effects within the cone are suppressed—even her own eye rays and spell-like abilities. Once each round, during her turn, Steena decides whether the antimagic cone is active or not.

    Smite Chaos (Su): Steena may attempt to smite chaos with a normal melee attack three times per day. When making a smite attack, Steena adds her Charisma bonus (+6) as a bonus on the attack roll and deals 9 extra points of damage. If Steena accidentally smites a creature that is not of the appropriate alignment, the smite has no effect, and the attempt is wasted for the day.

    Blindsight (Ex): Steena has blindsight 90'. Beyond this range, she is totally blind.

    Powers of Precognition (Sp): A mystical sense allows Steena to sense the hidden and to see things with the mind’s eye. Steena has the following spell-like abilities: At will—augury, sanctuary; 5/day—speak with animals, speak with plants, divination; 1/day—speak with dead, scrying, true seeing; 1/month—commune, commune with nature, find the path. Caster level 6.

    Flight (Ex): Steena's body is naturally buoyant. This buoyancy allows her to fly at a speed of 10' and also grants her a permanent feather fall effect.

    Commune (Sp): Once per week, Steena may cast commune, as the spell, to speak with her deity. Caster level 6.

    Fast Healing (Su): Steena has fast healing 3.

    Immunities (Ex): Steena is immune to all gaze attacks, as well as spells that rely on visual effects. She is also immune to ability damage and drain, disease, energy drain, fatigue, paralysis, poison, sleep spells and effects, starvation, and thirst. She does not need to eat, breathe, drink, or sleep, but she may do any of these things if she wishes.

    Timeless Body (Ex): Steena’s body does not age, nor can she die from aging. Steena still gains ability score bonuses to mental ability scores for aging.

    Mixed Blood (Ex): For all special abilities and effects, Steena is considered both a medusa and a beholder.

    Flurry of Blows (Ex): When unarmored, Steena may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the full attack action line. This penalty applies for 1 round, so it also affects attacks of opportunity Steena might make before her next action. Steena must use a full attack action to strike with a flurry of blows.

    When using flurry of blows, Steena may attack only with unarmed strikes or with special monk weapons. She may attack with unarmed strikes and special monk weapons interchangeably as desired. Steena may also follow a flurry of blows with her natural attacks.

    Unarmed Strike: Steena's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Steena also deals more damage with her unarmed strikes than a normal person would.

    Evasion (Ex): If Steena makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Steena is wearing light armor or no armor. If Steena is helpless, she does not gain the benefit of evasion.

    Fast Movement (Ex): Steena has a +10' enhancement bonus to her speed, as shown in the statistics block above. If Steena is in armor or carrying a medium or heavy load, she loses this extra speed.

    Still Mind (Ex): Steena gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

    Luck Feats (Ex): Steena has four luck rerolls per day available to her. She may expend one luck reroll as an immediate action to reroll a Hide check, Move Silently check, Tumble check, or saving throw. As long as she has at least one luck reroll left, she gains a +2 luck bonus on Fortitude saves (this is represented in the statistics block above).

    [hr]
    Here's the plan: you make one character using the Elite array (15, 14, 13, 12, 10, 8) who is capable of taking down Steena by themselves. There is no CR listed, as the "victor" of the hunt will be the one who takes down Steena at the lowest ECL.

    Of course, this does preclude certain limitations. No Pun-Puns or builds I could find on the CharOp boards. No 1d2 Crusaders. No Epic Spellcasting (though Expanded Spell Slot Capacity is fine). No artifacts. No Planar Shepherds. No Mirrors of Opposition. No antimatter. No Diplomacy. No Leadership. No polymorph.

    Beyond that, the sky's the limit*.

    Who can take her down first?

    A further note: a -3 ECL adjustment will be applied to the final ECL of any character that manages to capture Steena instead of killing her.

    *well, okay. I may ban something I find broken later.
    [hr]
    Previous hunts:
    Helcaerfax, Bringer of the Apocalypse
    Spoiler
    Show
    Successful Hunters:
    Fishy - ECL 20
    Manir - ECL 14
    Cruiser1 - ECL 11
    Citizen Jenkins - ECL 9
    Winner: Cruiser1 - ECL 1 (Diplomacy)
    Last edited by Fax Celestis; 2007-11-19 at 05:14 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    HalflingRangerGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Did you name her after Steena, the capoeira dancing sword wielding white element using seer from Chrono Cross?
    My mother says: those on fire should roll.

  3. - Top - End - #3
    Titan in the Playground
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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Quote Originally Posted by cupkeyk View Post
    Did you name her after Steena, the capoeira dancing sword wielding white element using seer from Chrono Cross?
    I most certainly did.

  4. - Top - End - #4
    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    ECL 4 (counting the -3)

    Whisper Gnome Ranger 1/Fighter 4/Barbarian 1/Justiciar 1
    Str 16, Dex 16, Con 15, Int 12, Wis 10, Cha 6
    Skills: Survival 5 ranks, Search 5 ranks, Gather Information 5 ranks, Jump maxed, 5 ranks Tumble
    Favoured Enemy Outsider (evil)

    Flaws:
    Non Combatant, Shaky

    Feats:
    Flaw: Power Attack
    Flaw: Improved Bull Rush
    1: Darkstalker
    Ranger Bonus 1: Track
    Fighter Bonus 1 (ECL 2): Martial Study (leading the attack)
    3: Skill focus (gather information)
    Fighter Bonus 2 (ECL 3): Martial Stance (leading the charge)
    Fighter Bonus 4 (ECL 5): Leap Attack
    6: Shock Trooper

    Loot: belt of strength +2, +1 white raven lance, warhorse

    Jump Modifier: 10 ranks +3 str mod + 2 synergy + 4 speed = +19

    Tactics:
    Prior to Combat: Activate Silence.
    Indetectable to Seer via Darkstalker + Silence and the fact that she autofails Spot checks.
    Charge with Bring 'em back alive, Leap Attack, Shock Trooper.
    Attack Bonus: 7 BAB +2 charge + 3 str +1 size + 1 enhancement +3 discipline weapon +2 invisible -7 Power Attack + 7 Shock Trooper +1 height = +20

    Her AC against the attack is 31 (no dex to AC, -2 to AC from blinded)
    Damage per hit is 2x (1d6 (base) + 4 str + 2 favoured enemy +21 power attack), which is 61 per hit
    There's a 45% chance to hit, so that's effectively 24.45 damage per round (counting fast healing). So the fighter guy takes the Seer down in 3 rounds, dealing nonlethal damage.

  5. - Top - End - #5
    Ettin in the Playground
     
    Planetar

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    I don't think that'd do it. That guy doesn't look like he could survive three rounds against her.
    Last edited by Icewalker; 2007-11-19 at 10:57 PM.

  6. - Top - End - #6
    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    He's undetectable.

  7. - Top - End - #7
    Troll in the Playground
     
    Gralamin's Avatar

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Quote Originally Posted by Armads View Post
    He's undetectable.
    She has Blindsight 90ft. She can see you.

    Edit: Unless Darkstalker stops Blindsight.
    Last edited by Gralamin; 2007-11-19 at 11:14 PM.

  8. - Top - End - #8
    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Last edited by Armads; 2007-11-19 at 11:12 PM.

  9. - Top - End - #9
    Troll in the Playground
     
    Gralamin's Avatar

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Quote Originally Posted by Armads View Post
    Ah, haven't seen that feat before. However I still Have doubts. You would have to be hiding for this to have any effect.
    When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.
    I'll be posting my plan very soon.
    Last edited by Gralamin; 2007-11-19 at 11:30 PM.

  10. - Top - End - #10
    Bugbear in the Playground
     
    NinjaGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    I think the most important factor here has to be range. She can't see anything at all past 90'. Can she target someone with an eye ray even if they're more than 90' away?

    It depends on the environment also; I'm thinking Ranged Pin could be a very good technique, basically just pepper her with arrows while she can't see you. Alternatively, cast some spell that can still deny her mobility when she has anti-magic up. AC 36 is pretty good, but a spellcaster could use True Strike (or Rogue UMD a wand) repeatedly to have better chances of hitting. Is there any way to get ranged sneak attack from greater than a 30' distance?

    I don't feel like actually making a character for this, but feel free to use my ideas (if they work)

  11. - Top - End - #11
    Ogre in the Playground
     
    GnomePirate

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    If you are going to keep this up, you need to start listing CR. Someone might want to try using a Truenamer in one of these challenges (the poor soul).
    Aratos Tell
    HP:53/53 AC:19,FlatFooted:16,Touch:13
    Active Effects: Speak w/Animals
    Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants

    Megiddo
    HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
    Active Effects:
    Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2

  12. - Top - End - #12
    Ogre in the Playground
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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    That would be Sniper's Shot from Complete Adventurer. An assassin with a crossbow or longbow could snipe at her from 100 feet away, until he ran out of 1st level spells- unless she was ready for him.

    What kind of divinations does Steena do, given that she can Auger at will?

  13. - Top - End - #13
    Ogre in the Playground
     
    GnomePirate

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Winner: Cruiser1 - ECL 1 (Diplomacy)
    *cough* You allowed diplomacy to count? I take it that is why this hunt doesn't allow diplomacy?
    Aratos Tell
    HP:53/53 AC:19,FlatFooted:16,Touch:13
    Active Effects: Speak w/Animals
    Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants

    Megiddo
    HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
    Active Effects:
    Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2

  14. - Top - End - #14
    Troll in the Playground
     
    Gralamin's Avatar

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Plan To Capture, ECL 10 Before Reduction
    Human Paragon 1/Wizard 9

    Important notes
    Before levels:
    Strength 8
    Dexterity 12
    Constitution 10
    Intelligence 15
    Wisdom 14
    Charisma 13

    After levels:
    Strength 8
    Dexterity 12
    Constitution 10
    Intelligence 15
    Wisdom 14
    Charisma 15

    Use Adaptive Learning to gain Use Magic Device, gain max ranks (13)
    5 ranks in Decipher script, 5 in Spellcraft (+4 to UMD for Scrolls)
    Grab a masterwork tool of UMD for 50 gp (+2 to UMD, 21 so far)
    Grab ranks in ride.
    1 Rank in Sleight of Hand.
    Get Enlarge Spell
    Weapon Focus (Ray)
    Prepare in all 2nd, 3rd, and 4th level spell slots Enlarged Ray of Enfeeblement (avg 8.5 points of strength penalty), you should be able to shoot from 95 feet away (just out of sight!). Prepare one (and only one) 3rd level slot with Phantom steed. In your 5th level slot, prepare Teleport.
    Buy a scroll (or 2) of Divine Power, CL 10 (Cost: 2000 gp or so, DC30 to activate with UMD)
    Carry around a Chain shirt. Do not wear it.

    Battle Plan
    Use the Scroll of Divine Power, with a +21 Modifier there is a good chance one of the two scrolls will work.
    Summon Phantom Steed, and ride into battle. Hit her with Ray of Enfeeblements from 95 ft away. You should have a +12 modifier to hit, meaning you need a 15 or higher (30% chance to hit), with a total of 10, You should be able to hit twice, which should drop her Strength to 1. Ride to her, and place the Chain Shirt (Using Sleight of Hand). Since detecting you doing so does not stop the action, she now has the Chain Shirt on her, and is now over 2x her maximum load. She should be stuck on the ground. Next Move around from her anti-magic cone, grap her (Her strength should be low enough for you to be able to. Place her on your horse facing upwards and away from yourself (IE: Face her at a 45 degree angle from the horses tails)

    Problems
    Avoiding that anti-magic cone will be difficult, but do-able, as long as you strength around her using the Phantom steed. Some of my interpretations are dubious, and may not work.
    I also have many holes in my plan, and escaping with the eye rays could be a problem. I'm also not sure if I dropped enough weight on her.
    Flight can be taken care of by dropping a ray of enfeeblement for Fly.
    Use a True strike to make sure the first one hits.
    Last edited by Gralamin; 2007-11-20 at 12:09 AM.

  15. - Top - End - #15
    Orc in the Playground
     
    NecromancerGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    ECL 6, or 3 counting the reduction. Stat block is below - here's the battle plan:

    • Get a few first-level warriors to come along with you for a day.
    • Cast skill enhancement and eagle's splendor. Your UMD check is now +19, which makes it impossible for Cheesus to fail a DC 20 check to activate a wand.
    • Cast metamagic item on the wand of magic missile, placing Maximize Spell in the wand.
    • Get 120 feet away from Steena.
    • Surprise her, using the wand of magic missile on her with metamagic spell trigger, burning 5 charges to hit her with a maximized twinned magic missile for 50 damage, followed by a quickened maximized magic missile for another 25 damage, using another 5 charges. She's now at -8 hit points.
    • Run 120 feet towards Steena with your warrior crew. She is now at -5 hit points.
    • Have your warrior crew deal a couple thousand nonlethal damage to her.
    • Bring her back to your prison.
    • ???
    • Profit


    Cheesus
    Human artificer 6
    N Medium humanoid (human)
    Init +1; Senses Listen +0, Spot +0
    _________________________________________________

    AC 11, touch 11, flat-footed 10
    hp 29 (6 HD)
    Fort +4, Ref +3, Will +5
    _________________________________________________

    Spd 30 ft. (6 squares)
    Base Atk +4; Grp +3
    Special Actions metamagic spell trigger
    Combat Gear wand of magic missile (CL 9th)
    Artificer Infusions (CL 6th):
    3rd (2/day)
    2nd (4/day)
    1st (4/day)
    _________________________________________________

    Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 16
    SQ artificer knowledge +8, artisan bonus, craft homunculus,
    disable trap, item creation, retain essence
    Feats Maximize Spell, Quicken Spell, Twin Spell, two other feats
    Skills Use Magic Device +12, 54 more skill points
    Possessions combat gear plus 6,250 gp
    Last edited by deadseashoals; 2007-11-20 at 12:18 AM.

  16. - Top - End - #16
    Halfling in the Playground
     
    Imp

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    I'm sure someone else can use this same trick with a lower level build but I'm sticking with Bob because I like the idea of using the same hunter throughout this challenge.

    Bob has the same build as last time. Today he's decided to prepare 1 Teleport Spell, a couple Scry Spells, 2 Flight Spells, 1 Nondetection spell, 2 Dimensional Door spells, and 5 Magic Missile Spells. He's also decided to bring along his Sling, ammo, a Spyglass, a scroll of Cure Minor Wounds, and some Terran Brandy.

    Bob scries Steena's location (DC 28) and examines the area for any irregularities and to makes sure there's nothing that can interfere with his plan. He then chugs his brandy, throws up nondetection, teleports 300 ft from Steena's current location, and casts fly. He flies to a height of 200 ft and then proceeds to chase Steena. Steena's blindsight specifically states that she's blind beyond 90ft but even if she can use gaze attacks, they're limited to 150ft and her fly speed is 10ft (compared to Bob flying at 60ft) so even if she double moves, Bob has a 30ft cushion of space and can easily outrun her. If she runs (a fairly smart course of action) Bob simply dimension doors within range. If she hides, Bob uses his spyglass or some other Spot boosting item to search for her (If it's really tough, he can just scry her again).

    Once he's within attacking distance, Bob unloads his 220ft range magic missiles (averaging 13.5 damage, so 67.5 in total) but if she ever gets close to dying, Bob just whips out his Sling and begins pelting her with rocks. If he gets bored, a True Strike would speed it up but Bob is in no hurry because he has a spare flight spell if things take too long. Once Steena's in the negatives, Bob flies down, stabilizes her by UMDing the scroll of Cure Minor Wounds, and beats her with a stick until she's gonna be out for a month. He then drags her home and has a beer.

    ECL 9, effectively 6.

    Edit: Hmm, apparently while I was trying to be tricky and do this with some kind of Charm-style spell, brian c had roughly the same idea that I did (about the sight limitations). Props to him.

    Having said that, it seems to me that people are kind of ignoring Steena's divination abilities. The two biggest problems with Steena are her ability to potentially set traps and the difficulty in knocking her out without killing her (at least for me). Unless you've got someway of carefully scoping the place out before hand, plus ways of keeping up with her if she runs and nullifying her flight, I think a kill is fairly unlikely. Deadseashoals, I gotta say your plan of walking up on her with your buddies and getting the drop on her strikes me as overly optimistic.

    Come to think of it, I doubt a seer like Steena's first reaction to danger would be battle but rather flight.
    Last edited by Citizen Jenkins; 2007-11-20 at 01:14 AM.

  17. - Top - End - #17
    Orc in the Playground
     
    NecromancerGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Quote Originally Posted by Citizen Jenkins View Post
    Having said that, it seems to me that people are kind of ignoring Steena's divination abilities. The two biggest problems with Steena are her ability to potentially set traps and the difficulty in knocking her out without killing her (at least for me). Unless you've got someway of carefully scoping the place out before hand, plus ways of keeping up with her if she runs and nullifying her flight, I think a kill is fairly unlikely. Deadseashoals, I gotta say your plan of walking up on her with your buddies and getting the drop on her strikes me as overly optimistic.
    I'm not going to assume that she has a bunch of stuff unless it says she has a bunch of stuff. She also happens to be blind, which makes it a lot easier to get the drop on her. And if you'll notice, I knock her out with one standard action and one swift action, so it's not like she's going to be able to run away.

    That said, Cheesus is an artificer with a bunch of spare gold. I'm sure he can get within 120 feet of her. He's got 6250 spare gold, how about spending 5275 of it in a scroll of discern location and a scroll of greater teleport?

    Your plan also has one minor problem - you need to be able to actually keep her down. The artificer I made was far too feeble to actually punch through the fast healing 3, as Steena's helpless AC is still 18, and performing a coup de grace would, well, kill her (eventually). I suspect your wizard is in the same boat. That's why I hired the warriors.

  18. - Top - End - #18
    Ettin in the Playground
     
    Ganurath's Avatar

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Question: What's our timetable? Do we have an arbitrarily infinite ammount of time to work with limited only by our lifespans?

  19. - Top - End - #19
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    Pronounceable's Avatar

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Wouldn't a character like that keep spamming divinations to protect herself from any kind of ambush?

    And more importantly, what in the nine hells does she look like?
    Founder of the Fanclub of the (Late) Chief of Cliffport Police Department (He shall live forever in our hearts)
    CATNIP FOR THE CAT GOD! MILK FOR THE MILK BOWL!
    Shameless shill:

  20. - Top - End - #20
    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    How about being ECL 2, hiring an Epic Level hireling with all your gold for a day, and then whacking her with it for nonlethal damage?

  21. - Top - End - #21
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    Ganurath's Avatar

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Quote Originally Posted by cnsvnc View Post
    Wouldn't a character like that keep spamming divinations to protect herself from any kind of ambush?

    And more importantly, what in the nine hells does she look like?
    Question 1: THat's most likely why the organization wants to make her work for them.

    Question 2: I'm invisioning an cyclopian medusa with eye stalks mixed in with the snakes, floating a few inches off the ground with her arms spread out to reveal closed eyes in her palms. Her only atire is the traditional medusa loincloth held up by her magic rope belt, exposing a great deal of smooth yet toughened skin akin to a seemless form of the common medusa's scales. That's just how I imagine her looking, though.

    Still waiting on the timetable question, as I have two possibilities based on the answer.

  22. - Top - End - #22
    Titan in the Playground
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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    ECL 4 (counting the -3)

    Whisper Gnome Ranger 1/Fighter 4/Barbarian 1/Justiciar 1
    Str 16, Dex 16, Con 15, Int 12, Wis 10, Cha 6
    Skills: Survival 5 ranks, Search 5 ranks, Gather Information 5 ranks, Jump maxed, 5 ranks Tumble
    Favoured Enemy Outsider (evil)

    Flaws:
    Non Combatant, Shaky

    Feats:
    Flaw: Power Attack
    Flaw: Improved Bull Rush
    1: Darkstalker
    Ranger Bonus 1: Track
    Fighter Bonus 1 (ECL 2): Martial Study (leading the attack)
    3: Skill focus (gather information)
    Fighter Bonus 2 (ECL 3): Martial Stance (leading the charge)
    Fighter Bonus 4 (ECL 5): Leap Attack
    6: Shock Trooper

    Loot: belt of strength +2, +1 white raven lance, warhorse

    Jump Modifier: 10 ranks +3 str mod + 2 synergy + 4 speed = +19

    Tactics:
    Prior to Combat: Activate Silence.
    Indetectable to Seer via Darkstalker + Silence and the fact that she autofails Spot checks.
    Charge with Bring 'em back alive, Leap Attack, Shock Trooper.
    Attack Bonus: 7 BAB +2 charge + 3 str +1 size + 1 enhancement +3 discipline weapon +2 invisible -7 Power Attack + 7 Shock Trooper +1 height = +20

    Her AC against the attack is 31 (no dex to AC, -2 to AC from blinded)
    Damage per hit is 2x (1d6 (base) + 4 str + 2 favoured enemy +21 power attack), which is 61 per hit
    There's a 45% chance to hit, so that's effectively 24.45 damage per round (counting fast healing). So the fighter guy takes the Seer down in 3 rounds, dealing nonlethal damage.
    Steena's first action in any combat is to run, but your mount can easily keep up with her. ECL 3.

    *cough* You allowed diplomacy to count? I take it that is why this hunt doesn't allow diplomacy?
    I didn't think it would come into play versus a gigantic, mindless crab. But it did.

    Plan To Capture, ECL 10 Before Reduction
    Human Paragon 1/Wizard 9

    Important notes
    Before levels:
    Strength 8
    Dexterity 12
    Constitution 10
    Intelligence 15
    Wisdom 14
    Charisma 13

    After levels:
    Strength 8
    Dexterity 12
    Constitution 10
    Intelligence 15
    Wisdom 14
    Charisma 15

    Use Adaptive Learning to gain Use Magic Device, gain max ranks (13)
    5 ranks in Decipher script, 5 in Spellcraft (+4 to UMD for Scrolls)
    Grab a masterwork tool of UMD for 50 gp (+2 to UMD, 21 so far)
    Grab ranks in ride.
    1 Rank in Sleight of Hand.
    Get Enlarge Spell
    Weapon Focus (Ray)
    Prepare in all 2nd, 3rd, and 4th level spell slots Enlarged Ray of Enfeeblement (avg 8.5 points of strength penalty), you should be able to shoot from 95 feet away (just out of sight!). Prepare one (and only one) 3rd level slot with Phantom steed. In your 5th level slot, prepare Teleport.
    Buy a scroll (or 2) of Divine Power, CL 10 (Cost: 2000 gp or so, DC30 to activate with UMD)
    Carry around a Chain shirt. Do not wear it.

    Battle Plan
    Use the Scroll of Divine Power, with a +21 Modifier there is a good chance one of the two scrolls will work.
    Summon Phantom Steed, and ride into battle. Hit her with Ray of Enfeeblements from 95 ft away. You should have a +12 modifier to hit, meaning you need a 15 or higher (30% chance to hit), with a total of 10, You should be able to hit twice, which should drop her Strength to 1. Ride to her, and place the Chain Shirt (Using Sleight of Hand). Since detecting you doing so does not stop the action, she now has the Chain Shirt on her, and is now over 2x her maximum load. She should be stuck on the ground. Next Move around from her anti-magic cone, grap her (Her strength should be low enough for you to be able to. Place her on your horse facing upwards and away from yourself (IE: Face her at a 45 degree angle from the horses tails)

    Problems
    Avoiding that anti-magic cone will be difficult, but do-able, as long as you strength around her using the Phantom steed. Some of my interpretations are dubious, and may not work.
    I also have many holes in my plan, and escaping with the eye rays could be a problem. I'm also not sure if I dropped enough weight on her.
    Flight can be taken care of by dropping a ray of enfeeblement for Fly.
    Use a True strike to make sure the first one hits.
    The problem there is that she can still use her eye rays even if she is immobilized, as they do not have a somatic component.

    ECL 6, or 3 counting the reduction. Stat block is below - here's the battle plan:

    * Get a few first-level warriors to come along with you for a day.
    * Cast skill enhancement and eagle's splendor. Your UMD check is now +19, which makes it impossible for Cheesus to fail a DC 20 check to activate a wand.
    * Cast metamagic item on the wand of magic missile, placing Maximize Spell in the wand.
    * Get 120 feet away from Steena.
    * Surprise her, using the wand of magic missile on her with metamagic spell trigger, burning 5 charges to hit her with a maximized twinned magic missile for 50 damage, followed by a quickened maximized magic missile for another 25 damage, using another 5 charges. She's now at -8 hit points.
    * Run 120 feet towards Steena with your warrior crew. She is now at -5 hit points.
    * Have your warrior crew deal a couple thousand nonlethal damage to her.
    * Bring her back to your prison.
    * ???
    * Profit


    Cheesus
    Human artificer 6
    N Medium humanoid (human)
    Init +1; Senses Listen +0, Spot +0
    _________________________________________________

    AC 11, touch 11, flat-footed 10
    hp 29 (6 HD)
    Fort +4, Ref +3, Will +5
    _________________________________________________

    Spd 30 ft. (6 squares)
    Base Atk +4; Grp +3
    Special Actions metamagic spell trigger
    Combat Gear wand of magic missile (CL 9th)
    Artificer Infusions (CL 6th):
    3rd (2/day)
    2nd (4/day)
    1st (4/day)
    _________________________________________________

    Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 16
    SQ artificer knowledge +8, artisan bonus, craft homunculus,
    disable trap, item creation, retain essence
    Feats Maximize Spell, Quicken Spell, Twin Spell, two other feats
    Skills Use Magic Device +12, 54 more skill points
    Possessions combat gear plus 6,250 gp
    Good, but once she falls into negatives you need to stop her from dying. Either you or one of your warriors needs to stabilize her.

    'm sure someone else can use this same trick with a lower level build but I'm sticking with Bob because I like the idea of using the same hunter throughout this challenge.

    Bob has the same build as last time. Today he's decided to prepare 1 Teleport Spell, a couple Scry Spells, 2 Flight Spells, 1 Nondetection spell, 2 Dimensional Door spells, and 5 Magic Missile Spells. He's also decided to bring along his Sling, ammo, a Spyglass, a scroll of Cure Minor Wounds, and some Terran Brandy.

    Bob scries Steena's location (DC 28) and examines the area for any irregularities and to makes sure there's nothing that can interfere with his plan. He then chugs his brandy, throws up nondetection, teleports 300 ft from Steena's current location, and casts fly. He flies to a height of 200 ft and then proceeds to chase Steena. Steena's blindsight specifically states that she's blind beyond 90ft but even if she can use gaze attacks, they're limited to 150ft and her fly speed is 10ft (compared to Bob flying at 60ft) so even if she double moves, Bob has a 30ft cushion of space and can easily outrun her. If she runs (a fairly smart course of action) Bob simply dimension doors within range. If she hides, Bob uses his spyglass or some other Spot boosting item to search for her (If it's really tough, he can just scry her again).

    Once he's within attacking distance, Bob unloads his 220ft range magic missiles (averaging 13.5 damage, so 67.5 in total) but if she ever gets close to dying, Bob just whips out his Sling and begins pelting her with rocks. If he gets bored, a True Strike would speed it up but Bob is in no hurry because he has a spare flight spell if things take too long. Once Steena's in the negatives, Bob flies down, stabilizes her by UMDing the scroll of Cure Minor Wounds, and beats her with a stick until she's gonna be out for a month. He then drags her home and has a beer.

    ECL 9, effectively 6.
    Nice. ECL 9-3, and you've even compensated for her propensity to run from combat.

    Question: What's our timetable? Do we have an arbitrarily infinite ammount of time to work with limited only by our lifespans?
    I'm going to say you have a week.

    I'm invisioning an cyclopian medusa with eye stalks mixed in with the snakes, floating a few inches off the ground with her arms spread out to reveal closed eyes in her palms. Her only atire is the traditional medusa loincloth held up by her magic rope belt, exposing a great deal of smooth yet toughened skin akin to a seemless form of the common medusa's scales. That's just how I imagine her looking, though.
    That's pretty accurate, actually. She also glows slightly.

  23. - Top - End - #23
    Ettin in the Playground
     
    Ganurath's Avatar

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    ECL 3 is the number to beat, eh? And only a finite ammount of time... What's worse, the trick I planned with the warlock wouldn't work at the level I thought. I can still make it work with a cleric, though. Just need to get the build made- *checks time* ...After work. I promise I shall have her captured with an EL 5 character, thus securing the lead with EL 2!

  24. - Top - End - #24
    Ettin in the Playground
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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Hm..Steena amuses me thus I must defend Steena.

    1. Multiple Rays of Enfeeblement don't stack. Penanlty, not damage, and from the same source nonetheless was how it was explained to me.

    2. The ECL 3 whispergnome can't hide for squat from her, not with no ranks in Hide or Move Silently, both of which can be used to penetrate Darkstalker since you need to be actively hiding for it to help. And if Steena is out in the open (For whatever obscure reason), he can't hide anyway cause unless whispergnomes have 'hide in plain sight' she automatically sees him and procedes with running away/attacking (Unlikely). Theres also the fact she probably constantly has a sanctuary, since...you know it's at will...and why not if you can? Which, if she's using Charisma as the DC setting stat, would come out to about a DC 17 Will save which is not a fighter types specialty methinks.

    3. Artificier falls under the same problem as the Will Save above, though this is not in fact a major problem for the artificier himself, but his thugs are probably useless have the time. Assuming Steena knows your coming, very distinct possibility, she could very well not be out in the open where one can chose the range they stay away. More importantly, if her animal and plant buddies (She can talk with those, remember) can give her a good idea which direction your coming from, she can turn and open up that anti-magic eye and end the threat of your magic missiles

    4: Bob, see above about the will save and communing with animal and plant friends, but with the added dangers of falling from the mount if she gets close enough. Just because she's blind after 90 ft. doesn't mean the medusa with a +25 Listen modifier won't hear you coming or saying the trigger words for various items (And then act accordingly)


    That said, I'm done. >.>...Wha? It's hard to make a character when you don't know the kind of terrain that they'll be in. And with Steena, it's fairly important considering her weaknesses are very much dampened if she's in enclosed spaces where people can't just stay out of range of her sight....preferably with lots of animals and plants in case such an opponent DOES manage to stay out of sight and still attack without her hearing them.
    Warriors & Wuxia: A community world-building project focused on low-magic wuxia/kung-fu action using ToB.

    "These 'no-nonsense' solutions of yours just don't hold water in a complex world of jet-powered apes and time travel."

  25. - Top - End - #25
    Titan in the Playground
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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    She doesn't move all that fast, and all of her abilities max out at 150' range. Is there anything stopping me from just getting 50' move speed and a Merciful bow and peppering her with arrows from over 150' away?
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

    Chronos's Unalliterative Skillmonkey Guide
    Current Homebrew: 5th edition psionics

  26. - Top - End - #26
    Titan in the Playground
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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Quote Originally Posted by Chronos View Post
    She doesn't move all that fast, and all of her abilities max out at 150' range. Is there anything stopping me from just getting 50' move speed and a Merciful bow and peppering her with arrows from over 150' away?
    Fast healing + high AC, mostly. Oh, and a propensity for her to run rather than stand and fight. She'll run away from you if you start shooting her.
    Last edited by Fax Celestis; 2007-11-20 at 03:15 PM.

  27. - Top - End - #27
    Halfling in the Playground
     
    Zombie

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Level 1 Half-Orc Wizard

    Str 16
    Dex 12
    Con 13
    Int 13
    Wis 10
    Cha 6

    Items:

    Scroll of Fly
    Scroll of Bull's Strength
    A custom made, 261 lb iron cage, wide enough to deny Steena any reflex saves to dodge it.

    Feats:

    Arcane Mastery
    Scribe Scroll

    - Cast Fly and Bull's Strength from the scrolls, taking ten on caster level checks

    - Lift the cage above Steena, staying out of range of her blindsense

    - Drop it on Steena


    I'm not really sure how Wealth by level works, so just increase the ECL as appropriate.

  28. - Top - End - #28
    Orc in the Playground
     
    NecromancerGuy

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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Quote Originally Posted by Fax_Celestis View Post
    Good, but once she falls into negatives you need to stop her from dying. Either you or one of your warriors needs to stabilize her.
    She has fast healing, she automatically stabilizes on her turn. If not, cast skill enhancement (heal) and take 10 to stabilize.

    Artificier falls under the same problem as the Will Save above, though this is not in fact a major problem for the artificier himself, but his thugs are probably useless have the time. Assuming Steena knows your coming, very distinct possibility, she could very well not be out in the open where one can chose the range they stay away. More importantly, if her animal and plant buddies (She can talk with those, remember) can give her a good idea which direction your coming from, she can turn and open up that anti-magic eye and end the threat of your magic missiles
    Didn't see the sanctuary. Well no matter, I only need them to do one thing, and I don't need them to do it very well. I'll bring along however many I need to statistically keep her in the negs until the sanctuary runs out. The thugs really do nothing, they're just window dressing because my artificer has 8 strength and would rather not spend money on a bunch of scrolls of nonlethal fireball.

    As for the antimagic eye, it only goes 75 feet, and antimagic does not block line of effect, so it wouldn't block the magic missiles.

  29. - Top - End - #29
    Halfling in the Playground
     
    Imp

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    Nov 2007

    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Ok, just cleaning my plan up a bit since I forgot about the fast healing. Same everything except instead of Magic Missile, Bob just drops a Wall of Stone to trap her (DC 15 base+12 Corruption+ 2 Feats+ 2 Mystic Surge=DC31) with a 95% chance of success. Once she's trapped, with two inches of stone on all sides and a few little holes for line of effect, Bob does his favorite Magic Jar (DC33) with a 95% chance of success. Sure she can reroll 4 of those saves but if she ever makes one, Bob can just use his Fickle Finger of Fate to force her to reroll that. Once he's taken over, he flies up, retrieves his body, and walks home. Maybe throw a Levitate in there in case his unconscious flying body starts to fall.

    Against that Sanctuary effect, Bob put his 14 in Wisdom, +1 for level and lets say an Owl's Wisdom (Since she'll never have the chance to dispel it) for a +4 Wis Bonus, +5 From Wizard levels, +3 from Fatespinner, and +2 from Tainted Scholar for +14 overall. Against the presumed DC17, that's pretty good.

  30. - Top - End - #30
    Orc in the Playground
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    Default Re: GitP Hunt Club, Target 2: Steena Delphinnia

    Hmm. Looks like the only disabling conditions to hit her with are the following 3:

    Stun. Be an ECL4 flying creature, such as a raptoran, and drop from above with an open bag of dust of sneezing and choking. You'll probably die, but your goon squad can beat her into insensibility as seen above in the rounds she is stunned.

    Stone to Flesh
    Flesh to stone. Too high level, but if the DC's high enough (33), you have a transportable statue.

    Fear. Couldn't find a nice type of long-lasting fear to spam at her, but if any of you have ideas, just get her from shaken to panicked, and corner her (provided you have 50' move speed, naturally). Then beatdown as above.
    Last edited by F.L.; 2007-11-20 at 08:03 PM.

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