[PFS - PbP Game Day 3] 5–08: The Confirmation - Table 2 (tier 1-2) (Inactive)

Game Master StephNyan


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The amoeba's finished off by Dinuci, and Riri rips the creature apart.

Combat over!

Dinuci can't suppress his curiosity, and puts a few pieces of amoeba in his pockets. You then decide to quickly press on. Once you reach the eastern end of this area, you notice a faint light at the end of the tunnel: sunlight! In addition, the sound of Janira’s oration is close and clear. After traversing only another 120 feet of somewhat slick tunnels, you reach the surface.

If you have preparations to make before this final battle, do it now.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry stows away his alchemical fire, nocks and arrow to his bowstring, and tightens his grip. He really doesn't look forward to fighting whatever has Janira's attention - most likely that bull-headed minotaur. Stupid thing just wouldn't give up!. He momentarily loosens his grip to make sure the wand is easily accessible in his pack when he needs it, because he suspects there may be great need soon.

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly checks his gear in preparation. He draws a potion, and puts it in his pouch for easy access. Then he draws both daggers.
ready, everyone?

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Acher adjusts her grip, then rushes down the tunnel.

"Janira, we're coming! Hold on!"

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

I have entangle. Will try and cast that if it will help us.
Dinuci casts guidance on everyone and charges forward just behind Acher.
"No time for diddly daddling!!! C'mon run!"


The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.

THE FINAL EXAM

You emerge from the caverns into a 40-foot clearing at the base of the Kortos Mounts. The full moon above casts provides dim light over the entire area, bright enough to illuminate even the shaded leaf litter beneath the trees. These patches of woodland are also filled with underbrush that behaves as light undergrowth, creating difficult terrain and concealment. The trees are only a few decades old and do not completely occupy their respective squares. A creature that shares a
space with one or more trees benefits from partial cover.

The stream is about 10 feet wide and 5 feet deep in this area, and the rough water moves downstream from east to west at 30 feet per round. (DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn.)

A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water, and crossing it at half speed requires some acrobatic skill. (DC 7 Acrobatics. DC 13 Reflex if you fail. Fall into the water if you fail, fall prone on the trunk if you succeed.) While on the trunk you're treated as flatfooted for moving on a narrow surface.

The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.

Nearly 100 feet from the cave’s entrance, Janira's locked in combat with her relentless minotaur foe in a clearing on the southern bank of the stream. She yells loudly at the minotaur: "You vile beast! I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!"

Initiative:
Acher: 1d20 + 1 ⇒ (13) + 1 = 14
Chilly: 1d20 + 4 ⇒ (3) + 4 = 7
Dinuci: 1d20 + 4 ⇒ (11) + 4 = 15
Harry: 1d20 + 1 ⇒ (1) + 1 = 2
Riri: 1d20 + 2 ⇒ (18) + 2 = 20

Janira: 1d20 + 6 ⇒ (13) + 6 = 19
Minotaur: 1d20 + 0 ⇒ (15) + 0 = 15

Janira notices you exit the cave, and a look of relief shows on her face. "You're safe!"

The minotaur looks hurt, and his weapon is broken. Janira will delay so she'll be up just before the minotaur. (To create less initiative blocks.)

Turn progression - round 1:
Riri (Has guidance for 10 rounds)
Dinuci (Has guidance for 9 rounds)

Janira
Minotaur
Acher (Has guidance for 8 rounds)
Chilly (Has guidance for 7 rounds)
Harry (Has guidance for 6 rounds)

Guidance was randomly placed. Let me know, Dinuci, if you'd have wanted to cast it in another order.

Inspire Courage is still in effect. Don't forget it :)

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

Dinuci whistles for Riri to attack the centaur. Riri starts sprinting towards it immediately.
Handle animal: 1d20 + 7 ⇒ (9) + 7 = 16

Dinuci then casts Entangle. Enveloping the area tall grass, weeds and other plants.
"ATTACK!!!!! Ah've always wante' to yell tha!"

He casts it on the small Dinuci icon. It should hit the Minotaur but leave the others room to move in the area above him.


@Dinuci: Riri moved just 30 feet. Wouldn't she be able to move much farther with a double move? You also have a move action left. Handling animal companions is a free action for rangers and druids.

Also, where the heck did the centaur come from?! xD

Reflex DC 14: 1d20 + 5 ⇒ (17) + 5 = 22

Dinuci's spell causes the grass and weeds to move. The plants try to grab holds of the minotaur, but the beast avoids being entangled.

An exhausted Janira takes a 5-foot step away from the minotaur and tries to disarm it using her whip.

Disarm, Inspire Courage: 1d20 + 0 + 1 ⇒ (2) + 0 + 1 = 3

The attempt to disarm the minotaur fails. Janira accidentally lets go of her whip, and quickly takes a tanglefoot bag from one of her pockets.

The minotaur moves out of the area that's affected by Dinuci's spell. It swings its large battleaxe at Janira.

Battleaxe: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

Due to some miracle, the minotaur misses Janira.

Turn progression - round 1:
~
Acher (Has guidance for 8 rounds)
Chilly (Has guidance for 7 rounds)
Harry (Has guidance for 6 rounds)

Turn progression - round 2:
Riri (Has guidance for 9 rounds)
Dinuci (Has guidance for 8 rounds)

Janira
Minotaur
Acher (Has guidance for 7 rounds)
Chilly (Has guidance for 6 rounds)
Harry (Has guidance for 5 rounds)

Everyone's up! Dinuci, you may still make the extra movement I mentioned at the top of this post.

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Acher hustles as fast as she can out of the cave and into the clearing. As she spies Janira being assaulted by the beast, she flies into a rage.

"Janira! Hold on just a little longer. We're coming!"

Hustling closer towards the river, Acher looses a stone from her sling, hoping to draw the minotaur's attention.

Destined Strike Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 6 ⇒ (1) + 6 = 7

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

I have been really busy the last few days... And apparently not paying attention at all xD They both move towards the minotaur in their previous turns and double move this turn.

The minotaur moves away and you see Dinuci get a look of despair on his face.
"Noooo! Stay in da bloody thing! Bastard!"
Riri keeps moving forward and Dinuci hobbles after him.
"Me legs are too short!"
He yells as he runs as fast as he can.

Rolls:

Acrobatics Riri: 1d20 + 5 ⇒ (4) + 5 = 9

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry hustles forward with his bow. Unfortunately, the beast is just beyond Harry's longest accurate distance, but he chooses to shoot anyhow. At least it's not mixing it up with the half-pint right now, so I don't have to worry about hitting her!.

Harry aims carefully: Attack: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3. However, it just doesn't seem to matter from where he's at. You hear Harry curse in a variety of languages, with a heavy frequency of "Zohls!" and requests for various curses to be rained down upon the bowyer, the fletcher, and the minotaur.

Next time I'll move a little closer, and stick him like my dear ma's pincushion!


Acher makes use of the guidance she received from Dinuci, and hits the minotaur with a rock from her sling. The beast beast bellows loudly, but stays focused on Janira.

Dinuci, Riri and Harry move closer to the minotaur. While Riri crossed the stream, Harry tries to shoot the beast with his bow. The shot goes wide.

Turn progression - round 1:
~
Acher
Chilly (Has guidance for 7 rounds)
Harry (Has guidance for 6 rounds)

Turn progression - round 2:
Riri (Has guidance for 9 rounds)
Dinuci (Has guidance for 8 rounds)
Janira
Minotaur -8 HP
Acher
Chilly (Has guidance for 6 rounds)
Harry (Has guidance for 5 rounds)

Chilly's up.

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly follows the dwarf, moving quickly along.

Fall back towards us, Janira. We can take him together.


Acrobatics: 1d20 + 2 - 1 ⇒ (9) + 2 - 1 = 10

Janira circles away from the minotaur, and quickly heads toward the stream. By choosing a spot where the stream's not too wide, Janira manages to get leap across. She continues to tell tales about great Pathfinders to inspire you. "You can take him down! Think about Larador One-eyed, who took down the bull of Minadi! He did so with the aid of his comrades, in a setting that was much like our current ordeal!"

Strength: 1d20 + 4 ⇒ (7) + 4 = 11

The minotaur heads straight for Janira, but gets stuck in the stream. It already looked quite angry, but it's current situation seems to anger it even more.

Turn progression - round 2:
~
Acher
Chilly (Has guidance for 6 rounds)
Harry (Has guidance for 5 rounds)

Turn progression - round 3:
Riri (Has guidance for 8 rounds)
Dinuci (Has guidance for 7 rounds)

Janira
Minotaur -8 HP
Acher
Chilly (Has guidance for 5 rounds)
Harry (Has guidance for 4 rounds)

You're all up again.

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

After loosing her first stone, Acher had contemplated charging the river and leaping over on her own. But before the Shoanti can start to move she sees Janira accomplish the feat in the opposite direction, with the minotaur stomping up to catch her. A smile splits her face So, the fun gets to come to us then.

Acher quickly moves to reload one last stone into her sling and hurls it at the enemy, hoping to get in one last good blow before the beast is upon them and the close combat can begin.

Destined Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 7 ⇒ (1) + 7 = 8

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry really feels guided this time as he takes careful aim and lets the grey goose fly!

Attack: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21 Damage: 1d6 ⇒ 1

Unfortunately, he's so busy making sure his arrow hits the Minotaur that he doesn't pull back as far as he can on the bow and just barely nicks the beast.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

Dinuci changes his direction mid run and moves to the shore where the Minotaur should end up. Riri, in the meanwhile, reaches the Minotaur and attacks it.
"Go Go GO!!!"
Dinuci yells as Riri tries to sink his teeth in the big beast.

Atk roll: 1d20 + 2 ⇒ (4) + 2 = 6
Trip roll: 1d20 + 2 ⇒ (8) + 2 = 10
Dmg roll: 1d6 + 2 ⇒ (4) + 2 = 6

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly changes direction and heads to the minotaur, moving normally so he could pick his moment.
on a phone and can't use map. If needed move chilly 6 squares to the beastie, otherwise I'll to it when i get to a computer


Some of you may want to use the bonus from guidance at some point in the near future.

Acher and Harry both hit the minotaur, dealing a bit more damage than they would've without the aid from Janira.

While Dinuci and Chilly move closer, Riri tries to bite the minotaur. Riri's unable to pierce the minotaur's natural armor.

Broken battleaxe: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Broken battleaxe: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
Gore: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d6 + 2 ⇒ (3) + 2 = 5

The minotaur tries to make mincemeat out of Riri, but just one attack from its battleaxe hits the wolf.

Janira continues to use Inspire Courage, boosting your attacks.

Turn progression - round 3:
~
Acher
Chilly (Has guidance for 6 rounds)
Harry (Has guidance for 5 rounds)

Turn progression - round 4:
Riri 8/13 HP (Has guidance for 7 rounds)
Dinuci (Has guidance for 6 rounds)

Janira
Minotaur -18 HP
Acher
Chilly (Has guidance for 4 rounds)
Harry (Has guidance for 3 rounds)

You're all up again :)

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry draws back on the bow again Attack: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13 and tries to remember to pull back as hard as he can this time - but the string catches on a callus this time! Damage: 1d6 ⇒ 1

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Hmmph Acher grunts to herself. There is a moments' hesitation: should she risk heading into the water for a better strike or play it safer until the minotaur advances slightly more?

Eventually prudence wins out, and she reloads her sling and launches the stone once more.

Attack: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5 -2 from soft cover from Chilly
Damage: 1d4 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

Riri attacks the minotaur again, using guidance this time.

Atk roll: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17 Dmg: 1d6 + 2 ⇒ (5) + 2 = 7
Trip roll : 1d20 + 2 ⇒ (3) + 2 = 5

Dinuci readies an attack for if the minotaur gets close to him, he also uses guidance on it.

Atk roll: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Dmg: 1d8 + 3 ⇒ (2) + 3 = 5

-Posted with Wayfinder


Harry's arrow barely misses the minotaur, as do the attacks from Acher and Dinuci.

Riri bites the minotaur, this time dealing damage.

Turn progression - round 3:
~
Acher
Chilly (Has guidance for 6 rounds)
Harry (Has guidance for 5 rounds)

Turn progression - round 4:
Riri 8/13 HP
Dinuci
Janira
Minotaur -23 HP
Acher
Chilly (Has guidance for 3 rounds)
Harry (Has guidance for 2 rounds)

Chilly's up.


Chilly goes total defense.

Broken battleaxe: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

The minotaur takes Riri out with one more swing. As Riri drops to the ground the minotaur focuses on Dinuci, who has an attack readied in case the minotaur moves closer to him. However, the large minotaur doesn't have to come closer due to its increased reach.

Broken battleaxe: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13
Gore: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Dinuci's armor luckily protects him against the minotaur's attacks.

Janira keeps up her bardic performance, inspiring courage into you. "Even if one has fallen, we can take this beast down! We're stronger, because we can work together!"

Turn progression - round 4:
~
Acher
Chilly (Has guidance for 5 rounds)
Harry (Has guidance for 4 rounds)

Turn progression - round 5:
Riri -3/13 HP (Down & bleeding)
Dinuci (Has guidance for 5 rounds)

Janira
Minotaur -23 HP
Acher
Chilly (Has guidance for 4 rounds)
Harry (Has guidance for 3 rounds)

All up again. Dinuci'll have to make a stabilization roll for Riri, treating his companion's negative HP as a penalty.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry will need to get across the river soon to heal poor, loyal Riri! He can't believe he was worried about the beast biting him when they first met. But, nothing is safe over there until the minotaur is dead. Harry takes a deep breath, and tries to center himself before aiming and firing.

Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d6 ⇒ 1

Unfortunately, the sight of bits of Riri dropping off the axehead is a bit of a distraction, and Harry shoots wide.

"If we can drop him soon, I can heal Riri!"

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Acher lets out a short gasp as the wolf falls. Her eyes narrow, as she loads her final stone into the sling. With a cry, she shoots it at the beast.

Attack: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Damage: 1d4 + 7 ⇒ (1) + 7 = 8

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly steps up carefully, not wanting to provoke the beastie into attacking him. He circles to his left, hoping to eventually flank it.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

"Riri no!"
Dinuci yells as his trusty companion goes down. He takes a step back and beckons Chilly do to the same.
"Chilly go back a step. Lure him over to this side."
He readies another attack for if he gets close.

Let me kill that bastard!

Stabilize roll: 1d20 + 2 - 3 ⇒ (2) + 2 - 3 = 1 :(
Atk roll: 1d20 + 3 + 1 + 1 ⇒ (13) + 3 + 1 + 1 = 18 With guidance
Dmg roll: 1d8 + 3 ⇒ (3) + 3 = 6

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly steps back five feet and readies himself.


@Dinuci: You have a range of 5 feet and are readying attacks versus a large creature. Large creatures have a range of 10 feet. Your readied attacks will never trigger, because the minotaur isn't going to come within your range. (The same happened last round when you readied an attack.)

@Chilly: You've placed two posts. I went with your first post, because that one matches your position on the map.

Harry takes a deep breath and releases a shot at the minotaur, but the projectile misses its target.

While Chilly repositions himself, Acher hits the minotaur hard with her last stone.

Dinuci readied another attack while Riri takes more damage from bleeding.

The stream slows the minotaur down, but the creature moves five feet forward. It then swings its greataxe at Dinuci.

Broken battleaxe: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7

The minotaur's attack barely leaves the dwarf standing.

Janira continues to Inspire Courage into you.

Turn progression - round 5:
~
Acher
Chilly (Has guidance for 4 rounds)
Harry (Has guidance for 3 rounds)

Turn progression - round 6:
Riri -4/13 HP (Down & bleeding)
Dinuci 2/11 HP (Has guidance for 4 rounds)

Janira
Minotaur -31 HP
Acher
Chilly (Has guidance for 3 rounds)
Harry (Has guidance for 2 rounds)

You can do it, you're almost there! :)

Riri needs a new stabilization check.


I'll go ahead and make the boon rolls for this Game Day scenario! Let's see if one of us wins something! :)

Boon Rolls:

Acher: 1d20 ⇒ 18
Chilly: 1d20 ⇒ 3
Dinuci: 1d20 ⇒ 17
Harry: 1d20 ⇒ 20
Riri: 1d20 ⇒ 17
StephNyan: 1d20 ⇒ 14

Boon of players choice on a natural roll of 1 or 20
**Re-Rolls not allowed on boons**

The boons!:
Adopted Weapon Training: You have spent an extended period of time training in a culture other than your own, and as a result, you have learned that population’s weapon styles to the exclusion of all others. You gain the weapon familiarity racial trait of one of the following races: dwarf, elf, gnome, halfling, or half-orc. This specialization comes at a price, and you suffer a –1 penalty on attack rolls made with manufactured weapons other than those granted by any weapon familiarity racial traits you possess. You ignore this penalty when using a weapon that benefits from any Weapon Focus feat or weapon training class feature you may have.

------

Ancestral Ally: Golarion’s many cultures have traditions of animal husbandry and cooperation that date back millennia, and you have embraced one of your people’s favored companion creatures. If you have the divine bond or mount class feature, instead of choosing an animal companion from the list provided in the class description, you may instead call a mount from the list below so long as you are a member of the corresponding race. If the animal companion statistics for your race’s mount are found in a source beyond the Core Assumption, the source is listed below. You must bring a copy of the listed book to all games in which you use the selected animal companion as though access to the animal companion came from the Additional Resources list.

If an asterisk follows an animal companion option listed below, the animal already appears on the list provided by your class description, and you are at least 4th-level, you may spend 5 Prestige Points to strengthen your bond with that type of animal. This increases your effective druid level as one higher when determining the animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonuses, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level.

Dwarf: badger*, boar
Elf: bird*, elk (Pathfinder RPG Bestiary 3)
Gnome: badger*, giant weasel (Pathfinder RPG Bestiary 4)
Halfling: dog*, ram (Pathfinder RPG Bestiary 2)
Half-Elf: A half-elf may choose from the elf and human lists.
Half-Orc: camel*, bear; a half-orc may also choose from the human list.
Human: bird*, horse*

------

Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.

Congratulations, Harry! ;) Let me know which boon you'd like, and send me your email address in a PM.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

WOOOHOOOOO!!!!!!!!!!

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly steps forward 5 feet and attacks the monster.
dagger w guidance: 1d20 + 3 + 1 + 1 ⇒ (11) + 3 + 1 + 1 = 16
damage: 1d4 + 3 ⇒ (1) + 3 = 4

dagger: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d4 + 2 ⇒ (1) + 2 = 3

sorry about the double post, got excited I think.

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Acher lets out a harsh cry as the minotaur's axe bites into Dinucci. With a roar, she drops her sling and charges at the beast, pulling forth her earthbreaker and swinging it forcefully into the creature's side.

Charge!!: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15

Acrobatics to try to not get AoO'd: 1d20 + 3 ⇒ (14) + 3 = 17

AC is 12 this round, between rage and charge

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

A tumbling,berserk charge! I'd pay to see that. Lol

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

@GM I know the reach :) But there wasn't much else I could do. So the small chance of it getting close was enough for me to use it on a readied action.
Dinuci does a 5 foot step forward and attack the minotaur with all his might.
"Hang in there friend!!!"

Atk roll: 1d20 + 2 + 1 + 1 ⇒ (16) + 2 + 1 + 1 = 20
Dmg roll: 1d8 + 5 ⇒ (7) + 5 = 12
Stabilize roll: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8 :(

If the minotaur falls:

Dinuci will run through the river to Riri and casts CLW on him.

Using power attack, guidance and inspire courage! I think it is dead :D


Chilly takes a 5-foot step toward the minotaur. He stabs the beast twice, and it goes down. Acher and Dinuci then enthusiastically move forward to hit the minotaur a couple more times. After this, the minotaur's pretty dead.

Dinuci quickly moves over to Riri. He casts cure light wounds to patch his buddy up.

Janira gives each of you a quick hug. "Thanks for coming when you did! I promise I'll submit a glowing recommendation for your heroism! And if you ever need my help during missions to come, let me know!"

After praising your actions, Janira pauses in thought.

"What did you find in the caves?" she asks, and listens to your summary of your discoveries.

Well done, you beat the scenario! :)

We'll move to the conclusion next, but I need to know Harry's boon choice before I'll be able to report the game.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

Yaaay!!! Thanks for the great game!

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

That's three missions done. How many before you are able to level again?


You're welcome!

It's always 3 XP to level up in PFS.

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Welcome to level 2 Chilly!

Acher lowers her hammer, taking deep breaths to calm herself. She feels tired from the fight, but tries to answer Janira with enthusiasm.

"There was only one gillman we saw in there, a mage named Uori. there were others that were, dead. We were forced to lay them to rest forcibly."

"But stranger was this miniature city built in there: a model of Absalom. Harry and the others found carvings nearby that depicted rites of the Dead God's. We tried one by the city, got a surge of magic. Seems the site still has some juice, though the gillman doesn't semes to think it will last much longer."

Acher turns around to look at her colleagues. "I miss anything?"

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry looks over at the thoroughly clobbered minotaur. "Zohls! I knew I was going to get a good shot in this time, but I guess I don't need to now. Oh well...."

He then pauses to think about Janira's question. "We could always make sure this particular entrance is documented into the caves as well - it is a bit easier to reach the runes and the relic city, as you don't need to cross a pit. Otherwise, I think Acher did a fair job of summing it up, ma'am."

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Woot!


Conclusion

After you've told her all about the cave system, Janira leads the expedition back to Absalom without further incident. Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what you found and asks to see your notes. He compliments those who recorded notes for being certain to write down ideas and observations while the thoughts are fresh. "It's difficult enough to remember what one had for breakfast the day before, as it is to recall exactly what one was thinking while studying an inscription. Making notes is very important for Pathfinders."

"As you're now the foremost authorities on that cave and what it contains, I invite you to come up with its name," Kreighton adds smilingly. The elf then turns to compliment Janira for her guidance and assistance, much to the halfling’s delight.

"These six are very promising Pathfinders! It was fun working with them!" Janira replies to Shaine.

There are two other Masters besides Kreighton Shaine, who is the Master of Scrolls. These are Marcos Farabellus, the Master of Swords, and Aram Zey, the Master of Spells. Three days after you've completed your mission, you're each contacted by the Master who best represents your interests. He confirms that you've become a full Pathfinder field agent. As part of the ceremony that follows, you're each gifted a personalized wayfinder by this mentor, reminding you that this is not only the symbol of the Pathfinder’s trade but also a reminder of the three principle duties: explore, report, and cooperate.

Feel free to roleplay some more. I'll send you the chronicle sheets in the very near future!

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

"Me thin' it migh' be be'er to keep em cave secret. The merfolk be usin' it as their t'mple. No use in sendin' many a folk there and ruinin' th'r fun."
He sits out the hearing waiting for it to end.
"Ah! Thanks, this be a v'ry fine gift."

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

"Oh I don't know about that." Acher says to the dwarf. "Sure we should be respectful, but it could be good to get some talk going between us and the gillmen. Maybe learn something more about thier rites there."

She turns to Janira, "How about 'Dead God's Cavern'? Or 'City in a Cave'? Or even 'Horn's Fall'?

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

how about bulls end chilly says with a laugh


Janira laughs. "They're all fine names. Though I personally like Horn's Fall best. It has a nice ring to it, considering what we went through with the minotaur."

"What about you?" the cheerful halfling asks. "Which name do you like best? You get to name it, after all."

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

"Oh I definitely like the sound of Bull's End or Horn's Fall."

Harry snickers a little to himself as he thinks. A full agent, eh. Hmm, now to figure out how to turn a nice profit out of this...... The cave's too important to the gillmen to sell it's location, but maybe a nice little monograph on the runes? I could probably get a few speaking engagements!

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