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Pathfinder 1e

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12/23/2024

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Pathfinder Society
  1. What's new in this game
  2. This is to let all know that the Pathfinder 1e planning thread will be closed/deleted soon. I'm inviting all members to the Pathfinder 1E Official forum.
  3. That was just to get you hooked. Next time I'll actually try to put an end to you intrepid adventurers. Bwahahaha!
  4. You save them. They can become your running history of the character's xp, gold, prestige points. I would suggest saving them in a file folder and renaming the sheet as character name 1; character name 2 for next your next. The final information from your first chronicle sheet carries over to next. Example using Vesal. Her prior adventure was her first one shown below . After the first adventure, I used 2 prestige to buy a wand of CLW, and 160 gold to buy a masterwork buckler. You can record these purchases on the sheet. Then the ending values for my 1st C sheet become the starting values for the C sheet that I received today. The final values for this sheet become the starting values of my 3rd c sheet. The process continues...
  5. I talked to starhawk. Can you resend the him the chronicle for 8-22 Wrath of the Fleshwarped. His downloaded didn't save right or something like that.
  6. That went a lot better and faster than I thought. I would definately be open to more PBP in the future. Looking forward to to part2
  7. Added and edited the chronicles in the post above. What spaces do you have questions about? I've added a copy of the for you to look over. Hopefully, it will answer all of your questions. If not, message me. I'm willing to help where I can. Mentions
  8. Apparently I need the pdf from the 1st adventure, which I don't have. I'm also looking at spaces on the chronicles form and asking myself.. what's that?
  9. Here are the chronicles. Let me know of any changes or corrections that I need to make. Also, note that I will be posting the next installment, PF 6-14 Scions of the Sky Key, part 2 Kaava Quarry, in the next week or so.
  10. Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 12/12 | Speed: 30 | Init: +3 AC: 17 | Touch: 13 | Flat-footed: 14 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4+3 Dexterity Modifier +1 Base Attack Bonus (1d8, x3) [100 ft range] Scimitar (cold-iron): +3+2 Strength Modifier +1 Base Attack Bonus (1d6+2+2 Strength Modifier, 18-20/x2) Dagger: +3+2 Strength Modifier +1 Base Attack Bonus (melee)/+4+3 Dexterity Modifier +1 Base Attack Bonus (missile) (1d4+2+2 Strength Modifier, 19-20/x2) [10 ft range] Frequently Used Skills Climb: +6+3 Class Skill +2 Str Modifier +1 Rank | Heal: +5+3 Class Skill +1 Wis Modifier +1 Rank | Knowledge (Nature): +5+3 Class Skill +1 Int Modifier +1 Rank | Perception: +6+3 Class Skill +2 Wis Modifier +1 Rank +1 Seeker Trait | Stealth: +8+3 Class Skill +3 Dex Modifier +1 Rank +1 Freedom Fighter [Faction] Survival: +5+3 Class Skill +1 Wis Modifier +1 Rank Situational Modifiers Favored EnemyCLASS (RANGER) FEATURE At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. 1st: Monstrous Humanoids (+2) | Freedom FighterFACTION Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise rounds. | Orc BloodRACIAL TRAIT Half-orcs count as both humans and orcs for any effect related to race. | Orc FerocityRACIAL TRAIT Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | TrackCLASS (RANGER) FEATURE A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +3Studded Leather Armor +1 | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +1 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. +1Studded Leather Armor +1 | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. --- | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Effect(s): None Post Nodding his head, Khan took the lead and, staying out ahead as usual, led everyone back out the way that they had come in. OOC & Mechanics Perception Check Features | Prepared Spells Wild Empathy:A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 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. (+1) Spells Prepared (CL: 1) 1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15] X X X X
  11. Wiping her blade off on the dead kobold, Vesal was feeling good about the fight. As a blade of Sarenrae, she delivered justice onto these foul kobolds. "Bless the Dawnflower." She calmly announces. Then she turns to miners and says "Let's leave, and take you back", AC: 18 (19 if adjacent to a single foe) HP 4/9 Bard Song 8/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw Actions Stat Block M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 50 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None
  12. AC was 22 I need you to fill out the form so I can fill out and send your chronicle.
  13. Sorgath stirs and gets to his feet. Surveying the situation and seeing the one who felled him in two cleanly cut pieces. "Damn I would have loved to see that strike! Thanks to whoever healed me. I appear to need better equipment. What is the plan? Ok head back it is. The left behind rotting rations says to me he got captured or killed." Male CN Half-Orc Medium Level 1 Init 2 HP 10/10 Speed 30' AC 17 Touch 12 FF 15 CMD 16 Fort 5 Ref 4 Will 2 CMB +4 BAB 0 Fauchard, Cold Iron +5 (1d10+6+3, 18-20/x2) Fauchard, Cold Iron, Large +5 (2d8+7+3, 18-20/x2) Sling +3 (1d4+4+3, x2) Str 18 Dex 14 Con 12 Int 12 Wis 7 Cha 14 Condition None
  14. I am glad you guys have some adventures behind you. Being my first adventure my resources are limited. Sorry to have to rely on you for heals, but glad you have them!
  15. Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease (used), Colour Spray Power: Shift 5/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 48/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith from her expression is clearly anxious to leave too. Her feeling is that kobold clans tend to consist of hordes of the little monsters. As soon as it is practical to do so, she leaves with the glyph and the notebook. She has her familiar search the place intensively, while preparations to leave are underway.. Note: Familiar Perception (take 20) for 29.
  16. Round 5 All PCs May Act * Orange looks over at Tanith, before focusing on Vesal. He attacks her and draws blood. He then steps back to use the wall defensively. * Tanith tries by can't figure out what would cause this kobold to be able to breath fire. Maybe he is from a strong draconic lineage? I believe that Tanith still gets to act. * Khan is so obviously shaken by this kobold. He just can't seem to get his shot right. * Vesal presses rather than withdraws. Her aggressiveness throws the kobold off and allows her to open him up from side to side. ***Combat Over*** With the kobold's defeat, the hooting and shrieking subsides, and the ruins below grow relatively calm. The liberated laborers are grateful and wish to leave the valley as soon as possible. They also warn you that hundreds more kobolds inhabit the area; it’s only a matter of time before the others discover what has occurred and call upon their hellish dragon god for aid. You do take a few moments to look around and find a leather satchel bearing the Glyph of the Open Road—the insignia of the Pathfinder Society— leans against the defaced altar; it is the only trace of Venture-Captain Nieford Sharrowsmith. Within are spoiled rations, an elixir of vision, and one of his field notebooks Slide #7. The miners start to become more and more insistent upon leaving. STATS Perception: Normal Terrain: Jungle Cover: Normal 8/10 HP; 8/8 HP; 4/9 HP; 12/12 HP; Mentions
  17. Vesal grimaces in pain as the kobold hits her. She takes a step to keep the pressure on him. Again she slashes at him AC: 18 (19 if adjacent to a single foe) HP 4/9 Bard Song 8/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1. Treasure: mw scimitar+5, p of clw Actions Free action: Maintain song.; 5' step; Standard: attack. Use my shirt reroll to reroll attack. That's 24 pts of slashing dmg, and 2 pts of fire dmg. Stat Block M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 50 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None
  18. Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 12/12 | Speed: 30 | Init: +3 AC: 17 | Touch: 13 | Flat-footed: 14 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4+3 Dexterity Modifier +1 Base Attack Bonus (1d8, x3) [100 ft range] Scimitar (cold-iron): +3+2 Strength Modifier +1 Base Attack Bonus (1d6+2+2 Strength Modifier, 18-20/x2) Dagger: +3+2 Strength Modifier +1 Base Attack Bonus (melee)/+4+3 Dexterity Modifier +1 Base Attack Bonus (missile) (1d4+2+2 Strength Modifier, 19-20/x2) [10 ft range] Frequently Used Skills Climb: +6+3 Class Skill +2 Str Modifier +1 Rank | Heal: +5+3 Class Skill +1 Wis Modifier +1 Rank | Knowledge (Nature): +5+3 Class Skill +1 Int Modifier +1 Rank | Perception: +6+3 Class Skill +2 Wis Modifier +1 Rank +1 Seeker Trait | Stealth: +8+3 Class Skill +3 Dex Modifier +1 Rank +1 Freedom Fighter [Faction] Survival: +5+3 Class Skill +1 Wis Modifier +1 Rank Situational Modifiers Favored EnemyCLASS (RANGER) FEATURE At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. 1st: Monstrous Humanoids (+2) | Freedom FighterFACTION Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise rounds. | Orc BloodRACIAL TRAIT Half-orcs count as both humans and orcs for any effect related to race. | Orc FerocityRACIAL TRAIT Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | TrackCLASS (RANGER) FEATURE A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +3Studded Leather Armor +1 | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +1 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. +1Studded Leather Armor +1 | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. --- | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Effect(s): Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Post Unperturbed by his lack of apparent ability to hit the strange kobold, Khan shifted his location once again and moved across, to the other side of the ruin, once again notching an arrow as he moved. Coming to a stop, the half-orc took another deep breath and slowly exhaled as he pulled the bowstring back, aimed at the mysterious kobold and fired. OOC & Mechanics Attack Orange Features | Prepared Spells Wild Empathy:A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 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. (+1) Spells Prepared (CL: 1) 1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15] X X X X
  19. Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 5/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 48/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith moves to follow Vesal. On reaching her, she casts Infernal Healing on her with her wand, then uses her shift power to move behind her. Her familiar attempts, unsuccessfully as it turns out, to bolster Vesal's defences by running interference. Note: Vesal gains 1hp immediately and 1 extra hp every rnd for another 9 rounds.
  20. Round 5 All PCs May Act * Orange looks over at Tanith, before focusing on Vesal. He attacks her and draws blood. He then steps back to use the wall defensively. * STATS Perception: Normal Terrain: Jungle Cover: Normal -2/10 HP; Prone, Unconscious, Dying 8/8 HP; 4/9 HP; 12/12 HP; Orange -2 Mentions
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