Jump to content

Game System

Pathfinder 1e

Advertising

06/21/2024

Detailed Description

A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the Kaava Lands. The PCs must win the reclusive people’s trust and claim the prize—all before the Aspis Consortium does!

“Kaava Quarry” is the second scenario in the three-part Scions of the Sky Key campaign arc. It is preceeded by Pathfinder Society Scenario #6–12: Scions of the Sky Key, Part 1: “On Sharrowsmith’s Trail” and followed by Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: “The Golden Guardian.” All three chapters are intended to be played in order.

Community

Pathfinder Society
  1. What's new in this game
  2. Edited in the roll in my last ic post. I assume that takes up my turn. Thanks! Will the ladder reach the platform thevrobe bridge is connected to?
  3. You didn't jump, but could have expected this to happen. I'll allow it. DC 15 to cut damage in half and to make it non-lethal.
  4. of the Dark Archive AC 13 (17) HP 7/8 Init +5 Fort 1 Ref 3 Will 3 Temp 5/5 Duelist Depleted Shift now 4/7 Female Lawful Good Elf Wizard Chronomancer Archetype (Conjuration/Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 Flat-footed 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) Acid Orb +3 Ranged Touch 30' 1d3+1, 20/x2) Cantrips: Acid Splash, Dancing Lights, Detect Magic 1st: Color Spray [cast], Grease (+1CL) [cast], Mage Armor (3hrs duration) [cast]. Temporal Pool Immediate Action (5/5) Forewarned 1pt, Rewind 1pt Arcane Duelist (0 as of this action/4) +1 to DC or +2 vs SR or +2 to hit with spell Shift Swift Action (4 as of this action/7) 5' Teleport Wand of Infernal Healing 48/50 Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Condition +1 CL on all conjuration and illusion spells. 1/day +1 on a conjuration spell (Mage Armor) Tanith, in cover with the still unconscious but rapidly healing Sorgath, winces as she sees Talon come down. "Tough fight this one.", she murmurs to herself. "Talon, I have a crossbow." Party Bonus: +2 Survival
  5. Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 6/12 | 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 Condition(s): None Post Khan fired again. OOC & Mechanics Attack Purple 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
  6. - Human Brawler (Shield Campion) HP: 5/11 (6 non lethal dmg)| AC: 17 | Speed: 30ft | Initiative +4 | Perception: + 5 | Fort: +3 | Ref: +4 | Will: +0 Martial Flex 3/4 | Experience: 0 Ability ScoresStrength: 16 Dexterity: 14 Constitution: 13 Intelligence: 12 Wisdom: 10 Charisma: 14 | ConsumablesGeneral: -5x Trail Ration -10x torches -2x empty vial -3x oil (lamp) Potions/Alchemical: -1x Protection from evil -1x Shield of Faith Use/day items | Abilities-------------------- Special Abilities -------------------- Martial Flexibility 4/day (move action (EX) Improved Unarmed Strike (1d6 damage) | SkillsAdventuring Skills Acrobatics: +4 Appraise: +1 Bluff: +2 Climb: +5 Diplomacy: +2 Disguise: +2 Escape Artist: 0 Fly: 0 Heal: 0 Intimidate: +6 Knowledge (Dungeoneering) +5 Perception: +5 *Ride: 0 *Sense Motive: +4 Stealth: 0 Survival: 0 Swim: +5 | Conditions: None Yep, bad idea Talon thinks as the ladder falls back. He lands hard after pushing off the ladder and rolling but at least he is still moving. OOC/Actions Other: Free: Swift: Move: Standard: Full Round: Other: Right Hand: Heavy Wood Spiked Shield Left Hand: Notes Grand Lodge: Fame:0 PP:0 Gear Backpack 2lbs Bandolier 1lbs Canteen 1lbs Flint and Steel - Holy Symbol, wood (Cihua Couatl) - Holy Text: (Cihua Couatl) Lamp - 1lb Leather armor -15lb Mess kit 1lb Oilx3 1lb Rope 10lb Heavy wooden spiked shield 15lbs Squire's Outfit torch x 10 1lb Trail Rationsx5 1lb Vial (empty)x2 Current Cash: 9gp, 9 sp, 1cp
  7. Round 5 Bold May Act Khan, Talon, Green, Vesal, Jaalek, Sorgath, Tanith, Purple - If you take damage while on the rope bridge, you need to make a Reflex 12 or fall off taking 2d6 damage. * STATS Lighting: Bright Perception: Terrain: Jungle/Town Cover: Effects * +2 Survival HP 0/11, AC 17 T 13 FF 14; Fort +3 Refl +4 Will +0; Perc +5; Init +4; HP -5/11, AC 18 T 11 FF 17; Fort +5 Refl +3 Will +2; Perc +5; Init +1; Egg HP 9/9, AC 18 T 14 FF 14; Fort +5 Refl +6 Will +2; Perc +4; Init +4; Egg; HP 7/8, AC 13 T 13 AC 10; Fort +1 Refl +3 Will +3; Perc +1; Init +5; Str -1 HP 10/12, AC 17 T 13 FF 14; Fort +4 Refl +5 Will +1; Perc +6; Init +3; Disabled HP 3/14, AC 17, T 11 FF 17; Fort 4 Refl +1 Will +1; Perc +6; Init +1; Egg Purple -2 HP Green -8 HP Mentions
  8. Round 4 Bold May Act Khan, Talon, Green, Vesal, Jaalek, Sorgath, Tanith, Purple - If you take damage while on the rope bridge, you need to make a Reflex 12 or fall off taking 2d6 damage. * Khan fires at purple. The arrow creases his cheek. * Talon climbs most of the way up the ladder. * Green sees that Vesal is in a bad way. He smiles as his blade cuts into her. He smiles as she slides to the ground. * Sorgath heals a bit. * Vesal springs up from the ground where she fell to trick Green. His smile turns to shock. * Tanith misses her attack at Purple. * Jaalek misses his swing at Purple. He backs up to the stability of the platform. * Purple shakes his head in disbelief. He just did this before. Once again, Purple pushes the ladder down. This time it's Talon that looks up his smug face. He then throws a dagger at Jaalek. STATS Lighting: Bright Perception: Terrain: Jungle/Town Cover: Effects * +2 Survival HP 0/11, AC 17 T 13 FF 14; Fort +3 Refl +4 Will +0; Perc +5; Init +4; HP -5/11, AC 18 T 11 FF 17; Fort +5 Refl +3 Will +2; Perc +5; Init +1; Egg HP 9/9, AC 18 T 14 FF 14; Fort +5 Refl +6 Will +2; Perc +4; Init +4; Egg; HP 7/8, AC 13 T 13 AC 10; Fort +1 Refl +3 Will +3; Perc +1; Init +5; Str -1 HP 10/12, AC 17 T 13 FF 14; Fort +4 Refl +5 Will +1; Perc +6; Init +3; HP 3/14, AC 17, T 11 FF 17; Fort 4 Refl +1 Will +1; Perc +6; Init +1; Egg Purple -2 HP Green -8 HP Mentions
  9. AC:18 HP:14 Init:+1 Fort:+4 Ref:+1 Will:+2 [URL=http://www.myth-weavers.com/sheet.html#id=2910118][B][SIZE=+1]Jaalek the Sarkorian[/SIZE][/B][/URL] M human Unchained Barbarian , [B]Level[/B] 1, [B]Init[/B] 1, [B]HP[/B] 14/14, [B]Speed[/B] 40’ [B]AC[/B] 17, [B]Touch[/B] 11, [B]Flat-footed[/B] 17, [B]CMD[/b] 15, [B]Fort[/B] 4, [B]Ref[/B] 1, [B]Will[/B] 2, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] 1 [B] Battleaxe [/B] +4 (1d8+3, ) [B] Spiked gauntlet [/B] +4 (1d4+3, ) [B] Javelin [/B] +2 (1d6+3, ) [B] Hide armor[/B], [B] Large wooden shield[/B] (+4 Armor, +2 Shield, +1 Natural) [B]Abilities[/B] Str 17, Dex 13, Con 15, Int 10, Wis 14, Cha 8 [B]Condition[/B] None Jaalek swings his battleaxe, and then moves 5’ backward to the stability of the platform.
  10. Round 4 Bold May Act Khan, Talon, Green, Vesal, Jaalek, Sorgath, Tanith, Purple - If you take damage while on the rope bridge, you need to make a Reflex 12 or fall off taking 2d6 damage. * Khan fires at purple. The arrow creases his cheek. * Talon climbs most of the way up the ladder. * Green sees that Vesal is in a bad way. He smiles as his blade cuts into her. He smiles as she slides to the ground. * Sorgath heals a bit. * Vesal springs up from the ground where she fell to trick Green. His smile turns to shock. * Tanith misses her attack at Purple. * Jaalek did not have to make that Reflex as the AoO was when he was still on the ladder. Keep it in mind if he's hit again. STATS Lighting: Bright Perception: Terrain: Jungle/Town Cover: Effects * +2 Survival HP 11/11, AC 17 T 13 FF 14; Fort +3 Refl +4 Will +0; Perc +5; Init +4; HP -5/11, AC 18 T 11 FF 17; Fort +5 Refl +3 Will +2; Perc +5; Init +1; Egg HP 9/9, AC 18 T 14 FF 14; Fort +5 Refl +6 Will +2; Perc +4; Init +4; Egg; HP 7/8, AC 13 T 13 AC 10; Fort +1 Refl +3 Will +3; Perc +1; Init +5; Str -1 HP 10/12, AC 17 T 13 FF 14; Fort +4 Refl +5 Will +1; Perc +6; Init +3; HP 3/14, AC 17, T 11 FF 17; Fort 4 Refl +1 Will +1; Perc +6; Init +1; Egg Purple -2 HP Green -8 HP Mentions
  11. Her opponent's blade just barely misses her. She counter attacks him AC: 18 (19 if adjacent to a single foe) HP 1/9 Bard Song 5/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1. Actions vesal has an egg 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 Mw scimitar +5 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 46 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None
  12. of the Dark Archive AC 13 (17) HP 8/8 Init +5 Fort 1 Ref 3 Will 3 Temp 5/5 Duelist Depleted Shift now 4/7 Female Lawful Good Elf Wizard Chronomancer Archetype (Conjuration/Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 Flat-footed 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) Acid Orb +3 Ranged Touch 30' 1d3+1, 20/x2) Cantrips: Acid Splash, Dancing Lights, Detect Magic 1st: Color Spray [cast], Grease (+1CL) [cast], Mage Armor (3hrs duration) [cast]. Temporal Pool Immediate Action (5/5) Forewarned 1pt, Rewind 1pt Arcane Duelist (0 as of this action/4) +1 to DC or +2 vs SR or +2 to hit with spell Shift Swift Action (4 as of this action/7) 5' Teleport Wand of Infernal Healing 48/50 Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Condition +1 CL on all conjuration and illusion spells. 1/day +1 on a conjuration spell (Mage Armor) Tanith steps out again and snipes once more at an enemy on the walkway. This time she misses. Seeing the remaining enemies armed for melee and some distance from her, she doesn't shift back into cover. Party Bonus: +2 Survival
  13. Round 4 Bold May Act Khan, Talon, Green, Vesal, Jaalek, Sorgath, Tanith, Purple - If you take damage while on the rope bridge, you need to make a Reflex 12 or fall off taking 2d6 damage. * Khan fires at purple Hush and make your reroll. * Talon climbs most of the way up the ladder. * Green sees that Vesal is in a bad way. He smiles as his blade cuts into her. He smiles as she slides to the ground. * Sorgath heals a bit. * Jaalek did not have to make that Reflex as the AoO was when he was still on the ladder. Keep it in mind if he's hit again. * Vesal needs to make a Stabilization check. * Tanith can still act. STATS Lighting: Bright Perception: Terrain: Jungle/Town Cover: Effects * +2 Survival HP 11/11, AC 17 T 13 FF 14; Fort +3 Refl +4 Will +0; Perc +5; Init +4; HP -5/11, AC 18 T 11 FF 17; Fort +5 Refl +3 Will +2; Perc +5; Init +1; Egg HP -3/9, AC 18 T 14 FF 14; Fort +5 Refl +6 Will +2; Perc +4; Init +4; Egg; Dying HP 7/8, AC 13 T 13 AC 10; Fort +1 Refl +3 Will +3; Perc +1; Init +5; Str -1 HP 10/12, AC 17 T 13 FF 14; Fort +4 Refl +5 Will +1; Perc +6; Init +3; HP 3/14, AC 17, T 11 FF 17; Fort 4 Refl +1 Will +1; Perc +6; Init +1; Egg Purple Green Mentions
  14. of the Dark Archive AC 13 (17) HP 8/8 Init +5 Fort 1 Ref 3 Will 3 Temp 5/5 Duelist now 1/4 Shift now 4/7 Female Lawful Good Elf Wizard Chronomancer Archetype (Conjuration/Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 Flat-footed 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) Acid Orb +3 Ranged Touch 30' 1d3+1, 20/x2) Cantrips: Acid Splash, Dancing Lights, Detect Magic 1st: Color Spray [cast], Grease (+1CL) [cast], Mage Armor (3hrs duration) [cast]. Temporal Pool Immediate Action (5/5) Forewarned 1pt, Rewind 1pt Arcane Duelist (1 as of this action/4) +1 to DC or +2 vs SR or +2 to hit with spell Shift Swift Action (4 as of this action/7) 5' Teleport Wand of Infernal Healing 48/50 Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Condition +1 CL on all conjuration and illusion spells. 1/day +1 on a conjuration spell (Mage Armor) Tanith while stabilizing Sorgath with her wand of infernal healing, merely watched her surroundings for anyone who might be sneaking up on her. Sorgath visibly began to improve. Party Bonus: +2 Survival
  15. Really a masterstroke of marketing. It costs the company nothing to give you one reroll a game. They sold a pile of tshirts, and they got a bunch of free advertising. The only thing thAt surprised me was that the first set of shirts weren’t all black. Have they met gamers?
  16. For in-person games, if you wore a pathfinder branded t-shirt to the session you were allowed one d20 reroll during the session.
  17. - Human Brawler (Shield Campion) HP: 11/11 | AC: 17 | Speed: 30ft | Initiative +4 | Perception: + 5 | Fort: +3 | Ref: +4 | Will: +0 Martial Flex 3/4 | Experience: 0 Ability ScoresStrength: 16 Dexterity: 14 Constitution: 13 Intelligence: 12 Wisdom: 10 Charisma: 14 | ConsumablesGeneral: -5x Trail Ration -10x torches -2x empty vial -3x oil (lamp) Potions/Alchemical: -1x Protection from evil -1x Shield of Faith Use/day items | Abilities-------------------- Special Abilities -------------------- Martial Flexibility 4/day (move action (EX) Improved Unarmed Strike (1d6 damage) | SkillsAdventuring Skills Acrobatics: +4 Appraise: +1 Bluff: +2 Climb: +5 Diplomacy: +2 Disguise: +2 Escape Artist: 0 Fly: 0 Heal: 0 Intimidate: +6 Knowledge (Dungeoneering) +5 Perception: +5 *Ride: 0 *Sense Motive: +4 Stealth: 0 Survival: 0 Swim: +5 | Conditions: None Talon feels that he is wasting his time trying to climb the tree. He changes course and runs for a ladder, climbing as high as he can and not be in stabbing range of purple at the top. (he intendeds to try some acrobatics to move through the threatened square next turn. OOC/Actions Other: Talon activates martial flexibility (last 1 minute per use) adding Belier's bite ( adds 1d4 bleed damage to unarmed strike.) Free: Swift: Move: Standard: Full Round: Other: Right Hand: Heavy Wood Spiked Shield Left Hand: Notes Grand Lodge: Fame:0 PP:0 Gear Backpack 2lbs Bandolier 1lbs Canteen 1lbs Flint and Steel - Holy Symbol, wood (Cihua Couatl) - Holy Text: (Cihua Couatl) Lamp - 1lb Leather armor -15lb Mess kit 1lb Oilx3 1lb Rope 10lb Heavy wooden spiked shield 15lbs Squire's Outfit torch x 10 1lb Trail Rationsx5 1lb Vial (empty)x2 Current Cash: 9gp, 9 sp, 1cp
  18. AC:18 HP:14 Init:+1 Fort:+4 Ref:+1 Will:+2 [URL=http://www.myth-weavers.com/sheet.html#id=2910118][B][SIZE=+1]Jaalek the Sarkorian[/SIZE][/B][/URL] M human Unchained Barbarian , [B]Level[/B] 1, [B]Init[/B] 1, [B]HP[/B] 14/14, [B]Speed[/B] 40’ [B]AC[/B] 17, [B]Touch[/B] 11, [B]Flat-footed[/B] 17, [B]CMD[/b] 15, [B]Fort[/B] 4, [B]Ref[/B] 1, [B]Will[/B] 2, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] 1 [B] Battleaxe [/B] +4 (1d8+3, ) [B] Spiked gauntlet [/B] +4 (1d4+3, ) [B] Javelin [/B] +2 (1d6+3, ) [B] Hide armor[/B], [B] Large wooden shield[/B] (+4 Armor, +2 Shield, +1 Natural) [B]Abilities[/B] Str 17, Dex 13, Con 15, Int 10, Wis 14, Cha 8 [B]Condition[/B] None Jaalek’s eyes water from the pain of the dagger attacks. He is forced back a step, and the bridge sways dangerously..,
  19. Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 6/12 | 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 Condition(s): None Post Khan grimaced at yet another miss, yet reached for another arrow and took aim, targeting the same man. The half-orc took a deep breath and exhaled as he released the string. OOC & Mechanics Attack Purple Attack reroll:1d20 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
  20. I think this will be a pivotal round for you Pathfinders. If Khan misses, you can use my T-Shirt reroll.
  21. Round 4 Bold May Act Khan, Talon, Green, Vesal, Jaalek, Sorgath, Tanith, Purple - If you take damage while on the rope bridge, you need to make a Reflex 12 or fall off taking 2d6 damage. * STATS Lighting: Bright Perception: Terrain: Jungle/Town Cover: Effects * +2 Survival HP 11/11, AC 17 T 13 FF 14; Fort +3 Refl +4 Will +0; Perc +5; Init +4; HP -6/11, AC 18 T 11 FF 17; Fort +5 Refl +3 Will +2; Perc +5; Init +1; Egg HP 1/9, AC 18 T 14 FF 14; Fort +5 Refl +6 Will +2; Perc +4; Init +4; Egg HP 7/8, AC 13 T 13 AC 10; Fort +1 Refl +3 Will +3; Perc +1; Init +5; Str -1 HP 10/12, AC 17 T 13 FF 14; Fort +4 Refl +5 Will +1; Perc +6; Init +3; HP 3/14, AC 17, T 11 FF 17; Fort 4 Refl +1 Will +1; Perc +6; Init +1; Egg Purple Green Mentions
  22.  
×
×
  • Create New...