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Lem

Gandel's page

480 posts. Alias of Max Hellspont.


Full Name

Gandelplot Trapspringer

Race

Halfling

Classes/Levels

Bard (Archivist) 6 / Pathfinder Delver 2

Gender

Male

Size

S

Age

24

Special Abilities

Bardic Knowledge, Bardic Performance, Spells

Alignment

NG

Location

Osirion

Languages

Common, Halfling, Ancient Osiriani, Auran, Dwarven, Elven, Osiriani, Terran

Occupation

Archaeologist

Strength 10
Dexterity 17
Constitution 14
Intelligence 14
Wisdom 10
Charisma 16

About Gandel

DESCRIPTION: Gandel's most prominent feature is his unabashedly mischievous grin - the type that makes any authority figure frown and every father lock up his daughter(s). While Gandel may seem all studious and business-like back at the Grand Lodge in Absalon, his adventurous side comes to the fore when out on a dig. Whether swinging over spiked pits or dodging ingenious traps, Gandel revels in the excitement of adventuring, always looking forward to meeting new companions and tricking monsters out of their loot.

BACKGROUND:
Gandelplot Trapspringer began his career with the Pathfinder Society as a lowly servant in the Society's Grand Lodge in Absalom. Tasked with the cleaning and maintenance of the Osiriani collection, young Gandel quickly developed a keen interest in the ancient culture, learning all he could about the various artifacts and the history behind them. Gandel's encyclopedic knowledge of the artifacts in his charge so impressed Dimbleshanks Boddynock - one of the Society's noted explorers of Osirion - that the gnome took the young halfling under his wing and sponsored him for membership into the Society. Realizing that the halfling's aptitude mirrored his own, Master Boddynock ensured that young Gandel received traning in the knowledge, skills, and abilities of an archivist.

As an initiate, Gandel accompanied Master Boddynock on several expeditions to Osirion in addition to the training administered by the Society's three deans. Captitalizing on the experience gained during those expeditions, Gandel easily passed his Confirmation and was promoted to the status of Field Operative within the Society.

Gandel's first assignment as a newly-promoted Field Operative is to a massive pyramid dig site rumored to be connected to Osirion's Four Pharaohs of Ascension.

GAME STATISTICS:
(NOTE: Ability Scores generated using 20-pt buy)
Initiative: +5 [+3 Dex, +2 trait]
Senses: Perception +15
Speed: 30 ft.

AC: 21 (10 + 5 armor + 1 shield + 3 Dex + 1 size + 1 deflection)
Touch: 15 (10 + 3 Dex + 1 size + 1 deflection)
Flat Footed: 18 (10 + 5 armor + 1 shield + 1 size + 1 deflection)
NOTE: +1 dodge bonus to AC against attacks made by traps

Hit Points: 59 [8x(d8+CON)]
Current HP: 59

Fort: +7 Ref: +11 Will: +8
+1 bonus to Reflex saves to avoid traps
+2 racial bonus vs. fear effects
+4 class bonus vs. magical traps
+4 class bonus vs. spells and effects with the language-dependent descriptor or that create glyphs, symbols, or other magical writings

COMBAT:
Base Atk: +5; CMB: +7; CMD: 18 (10 + 5 BAB + 3 Dex - 1 size + 1 deflection)
Melee:
Masterwork Scorpion Whip: +10 to Hit; Damage 1d3 (S); crit 20/x2; 15 ft Reach; +2 to Disarm; Trip (Adventurer's Armory 4)
or
Masterwork Rapier: +10 to Hit; Damage 1d4 (P); crit 18-20/x2
or
Sickle: +9 to Hit; Damage 1d4 (S); crit 20/x2; Trip
or
Light Mace: +9 to Hit; Damage 1d4 (B); crit 20/x2
Ranged:
Masterwork Light Crossbow: +10 to Hit; Damage 1d6 (P); crit 19-20/x2; 80 ft range

Combat Modifiers:
Size: +1 size bonus on attack rolls, -1 penalty to CMB and CMD.
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons.
Agile Maneuvers: Use Dex bonus when calculating CMB.
Serpent Lash: When you successfully trip a creature with your whip, you get an immediate extra attack with the whip against another opponent. You cannot take a 5-ft step before making this extra attack. The extra attack is at the same bonus as the attack that tripped the previous creature. You can use this ability once per round.
--You may use a whip to pull an opponent closer to you. Make a trip attack as normal. If you win, you pull the target 5 feet closer to you; as a move action you can pull the target even closer (an additional 5 feet for each 5 points by which your CMB check result exceeds the target’s CMD). The moving defender provokes attacks of opportunity. If your attack fails by 10 or more, you are tripped instead; you may drop the whip to avoid being tripped.
--You can use this ability to attempt to snatch an object with your whip and pull it toward yourself. If the object is in the possession of another creature, make a disarm check. If successful, the item is on the ground in the target’s square (the normal result). If you beat their CMD by 5 or more, the item is on the ground in your square. If you beat their CMD by 10 or more and you have a free hand, you may automatically catch the item when it enters your square before it lands on the ground.
Lightning Lasher: You may draw a whip as a free action or pick-up a loose whip in your square or in an adjacent square as a swift ac­tion. You also receive a +2 trait bonus to your attack roll when you use your whip to snare a beam, post or other terrain item so that you may use your whip as a fulcrum to swing across its length.

SKILLS:
Skill Ranks Per Level - Bard: 6 + 2 Int + 1 favored class
Skill Ranks Per Level - Pathfinder Delver: 8 + 2 Int
Acrobatics +14 (6 ranks + 3 class + 3 Dex + 2 race)
+19 Acrobatics for jumping due to Boots of Striding and Springing
Appraise +6 (1 rank + 3 class + 2 Int)
Bluff +9 (3 rank + 3 class + 3 Cha)
Climb +6 (1 rank + 3 class +0 Str + 2 race)
Diplomacy +9 (3 ranks + 3 class + 3 Cha)
Disable Device +19 (8 ranks + 3 class + 3 Dex + 1 delver + 4 Vest tools)
Escape Artist +13 (1 rank + 3 class + 3 Dex + 6 Vest)
Knowledge (arcana) +12 (3 ranks + 3 class + 2 Int + 4 BK)
Knowledge (dungeoneering) +12 (3 ranks + 3 class + 2 Int + 4 BK)
Knowledge (engineering) +10 (1 rank + 3 class + 2 Int + 4 BK)
Knowledge (geography) +10 (1 rank + 3 class + 2 Int + 4 BK)
Knowledge (history) +13 (4 ranks + 3 class + 2 Int + 4 BK)
Knowledge (local) +10 (1 rank + 3 class + 2 Int + 4 BK)
Knowledge (nature) +12 (3 ranks + 3 class + 2 Int + 4 BK)
Knowledge (nobility) +10 (1 rank + 3 class + 2 Int + 4 BK)
Knowledge (planes) +12 (3 ranks + 3 class + 2 Int + 4 BK)
Knowledge (religion) +12 (3 ranks + 3 class + 2 Int + 4 BK)
Linguistics +9 (4 ranks + 3 class + 2 Int)
Perception +15 (8 ranks + 3 class + 0 Wis + 2 race + 1 delver + 1 competence [ioun stone])
Perform (oratory) +7 (1 rank + 3 class + 3 Cha)
Perform (sing) +8 (2 ranks + 3 class + 3 Cha)
Sense Motive +5 (1 rank + 3 class + 0 Wis + 1 competence [ioun stone])
Spellcraft +12 (6 ranks + 3 class + 2 Int + 1 competence [ioun stone])
+14 Spellcraft to Identify Magic Items or Decipher Scrolls and may take 10 on such checks.
Stealth +11 (1 rank + 3 class + 3 Dex + 4 size)
Swim +4 (1 rank + 3 class + 0 Str)
Use Magic Device +10 (4 ranks + 3 class + 3 Cha)
Notes:
Bardic Knowledge - Gandel adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Magic Lore - Gandel adds half his class level to Spellcraft checks to identify magic items or decipher scrolls; may take 10 on such checks.
Jack of All Trades - Gandel can use any skill, even if the skill normally requires him to be trained.
Master Explorer - Gandel can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered.
Languages: Common, Halfling, Ancient Osiriani, Dwarven, Elven, Osiriani, Terran, Auran

FEATS:

Weapon Finesse: Use Dex instead of Str on attack rolls with a light weapon, rapier, whip, or spiked chain made for a creature of your size category. If you carry a shield, its armor check penalty applies to your attack rolls. [1st level]
Agile Maneuvers: Use your Dex bonus when calculating your CMB. [3rd level]
Serpent Lash: You are skilled at using rapid lashes of your whip to snatch at targets and draw them to you. (Osirion: Land of Pharaohs 29)[5th level]
Additional Traits: Gain two additional character traits (Magical Knack and Lightning Lasher). [7th level]

TRAITS:
Reactionary: You are adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to initiative checks. [Basic (Combat) Trait]
Maestro of the Society: The skills of Golarion's greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom. Studying this knowledge gave you the ability to use your bardic performance an additional 3 rounds per day. (Faction Guide 63) [Basic (Social) Trait]
Magical Knack: Pick a class (Bard) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice. [Basic (Magic) Trait]
Lightning Lasher: You may draw a whip as a free action or pick-up a loose whip in your square or in an adjacent square as a swift ac­tion. You also receive a +2 trait bonus to your attack roll when you use your whip to snare a beam, post or other terrain item so that you may use your whip as a fulcrum to swing across its length. (Wayfinder No. 1, 3) [Regional Trait]

HALFLING RACIAL ABILITIES:

+2 Dexterity, +2 Charisma, -2 Strength.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word 'halfling' in its name as a martial weapon.

PATHFINDER DELVER ABILITIES:
Bardic Knowledge (Ex): This ability is identical to the bard ability of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.

Master Explorer (Ex): A Pathfinder delver adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Pathfinder delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps.

Surefooted (Ex): Starting at 2nd level, a Pathfinder delver can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.

Trap Sense +1 (Ex): At 2nd level, a Pathfinder delver gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

BARD ABILITIES:
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: 20 rounds per day (14 rounds + Cha modifier + 3 rounds [Maestro of the Society])
Standard action to start; maintained each round as free action. Changing from one effect to another requires stopping previous performance and starting new one as standard action. Cannot be disrupted, but it ends immediately if bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain each round. Cannot have more than one bardic performance in effect at one time.
Rounds Used Today: 0/20

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (oratory) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces Inspire Courage.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces suggestion.

Lore Master (Ex): At 2nd level, an archivist bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. He may choose not to take 10 and can instead roll normally. As a standard action he may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. (Replaces Versatile Performance.)

Magic Lore (Ex): At 2nd level, an archivist gains a bonus of +1/2 the bard's level on Spellcraft checks to identify magic items or decipher scrolls and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. (Replaces Well-Versed)

Jack of All Trades (Ex): At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. (Replaces Lore Master)

Bard Spells:
Spells per Day:
0-Level: Unlimited
1st Level: 5 [4 + bonus]
2nd Level: 4 [3 + bonus]

1st Level Spells Cast Today: 0
2nd Level Spells Cast Today: 0

Concentration Check Modifier: +11 (+8 bard caster level +3 Cha)

Spells Known (Caster Level 8):
0-Level: 6
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.

1st Level: 4
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Expeditious Retreat: Your base land speed increases by 30 ft.
Grease: Makes 10-ft. square or one object slippery. [Ref DC 14]
Vanish: As Invisibility for 1 round/level (5 max).

2nd Level: 3
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Gallant Inspiration: +2d4 bonus on failed attack roll or skill check.
Glitterdust: Blinds creatures, outlines invisible creatures. [Will DC 15 negates blindness]
Summon Monster II: Summons extraplanar creature to fight for you.

GEAR:
Wealth: 23,500 gp equivalent
Wayfinder with slotted cracked dark blue rhomboid Ioun Stone (+1 competence bonus on Perception and Sense Motive)
Cracked scarlet and blue sphere Ioun Stone (+1 competence bonus to Spellcraft)
Ring of Protection +1 [2,000 gp]
Ring of Feather Falling [2,200 gp]
Explorer's Outfit [10 gp, 2 lb]
Hot Weather Outfit (provides +2 bonus on Fort saves to resist warm or hot weather)
Cloak of Resistance +1 [1,000 gp, 0.25 lb]
Vest of Escape [5,200 gp]
Boots of Striding and Springing [5,500gp, 0.25 lb]
Mithril Shirt +1 [2,100 gp, 5 lb]
Darkwood Buckler [203 gp, 1.25 lb]
Masterwork Scorpion Whip [305 gp, 1.5 lb] slashing, disarm, reach, trip (Adventurer's Armory 4)
Masterwork Rapier [320 gp, 1 lb] piercing
Sickle [6 gp, 1 lb] slashing, trip
Handy Haversack [2,000 gp, 5 lb]
--Masterwork Light Crossbow, loaded [335 gp, 1 lb] piercing
--->Bolts, 10 [1 gp, 0. 5 lb] (-1)
--Wand of Endure Elements - from Jason (46 charges) [-14 charges used]
--Wand of Cure Light Wounds (50 charges) [-2 charges used] [750 gp]
--5 Scrolls of Comprehend Languages (Bard CL 1st) [125 gp]
--2 Scrolls of Erase (Bard CL 5th) [250 gp]
--1 Scroll of Ghostbane Dirge (Bard CL 4th) [200 gp]
--1 Scroll of Versatile Weapon (Bard CL 4th) [200 gp]
--3 Scrolls of Endure Elements (CL 1st, UMD DC 21) [75 gp] (1 used Day 1, 1 used Day 2)
--Holy Water, 2 flasks [50 gp]
--Alchemist's Fire, 2 flasks [40 gp]
--Acid, 2 flasks [40 gp]
--Liquid Ice, 2 flasks [80 gp]
--Alkali, 2 flasks [30 gp]
--Oil, 10 flasks [1 gp]
--Antitoxin, 2 vials [100 gp]
--Antiplague, 2 vials [100 gp]
--Tanglefoot Bags, 2 [100 gp]
--Thunderstones, 2 [60 gp]
--Tindertwigs, 10 [10 gp] (-1 used)
--Bolts, 40 [4 gp]
--Tent [10 gp]
--Blanket [2 sp]
--Rations, 20 days [10 gp]
--Waterskins, 5 [5 gp]
--Journal [10 gp]
--Ink, 5 vials [40 gp]
--Inkpens, 8 [8 sp]
--Map Case [1 gp]
--Parchment, 5 sheets [1 gp]
--50 ft. Rope, silk [10 gp]
--Grappling Hook [1 gp]
--Portable Ram [10 gp]
--Light Mace [5 gp]
--Whip [1 gp]
--Potion: Gaseous Form, Extended
--Proto-immovable rod. It functions just as an immovable rod, but once in place it cannot be retracted.

"Quisquatl" - Ear-wrap of the Star Tribe, the eldest tribe of the janni of the Osirion desert.
- A delicate yet intricately-fashioned mithral ear wrap depicting a unicorn hippocampus - a mythological sea creature with the foreparts of a unicorn and the hindquarters of a fish, its forelegs ending in splayed fins rather than hooves. The piece is fashioned to be worn on the left ear, with the creature perched atop the ear facing forward and its tail fashioned to wrap gracefully down and around the outer curvature of the ear to hold it in place.
-- When Gandel casts gallant inspiration he may re-roll all ones on his d4 rolls.
-- In addition, if Gandel casts gallant inspiration to augment an attack roll and Gandel rolls an "8" (4 and 4) on his first roll, before re-rolling any 1’s, if the augmented result scores a hit, the attack roll is further automatically treated as though it were a “threat”.
-- A roll to confirm the critical can then be made (by the person who made the original attack). Gandel can automatically roll 2d4 (re-rolling any 1’s) to augment that confirmation roll as well. This does not require an additional casting of gallant inspiration .

Total: 18.25 lb carried (Light)
Carrying Capacities: 24.75 lbs / 25-49.5 lbs / 50-75 lbs

NEW APG SPELLS:
VANISH
School illusion (glamer); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Component V, S
Range touch
Target creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like Invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like Invisibility, the spell immediately ends if the subject attacks any creature.

GALLANT INSPIRATION
School divination; Level bard 2
Casting Time 1 immediate action
Component V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.
If the bonus is enough to turn the failure into a success, the roll succeeds.

SUMMON MONSTER II CREATURE STATS:

1d3 Celestial Riding Dogs:
Medium Animal
Init +2; Senses - darkvision 60 ft., low-light vision, scent; Perception +8
Defense:
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Resistances - acid 5, electricity 5, cold 5
SR: 5
Offense:
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Smite Evil - 1/day (swift action); +2 damage
Statistics:
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1
(+5 scent tracking); Racial Modifiers +4 Acrobatics when
jumping, +4 Survival when tracking by scent

1d3 Celestial Eagles:
Small Animal
Init +2; Senses - darkvision 60 ft., low-light vision; Perception +10
Defense:
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
Resistances - acid 5, electricity 5, cold 5
SR: 5
Offense:
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3 (1d4)
Smite Evil - 1/day (swift action); +1 damage
Statistics:
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Celestial Giant Frog:
Medium Animal
Init +1; Senses - darkvision 60 ft., low-light vision, scent; Perception +3
Defense:
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +6, Will +1
Resistances - acid 5, electricity 5, cold 5
SR: 5
Offense:
Speed 30 ft., swim 30 ft.
Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab)
Reach 5 ft (15 ft. with tongue)
Special Attacks pull (tongue, 5 ft.), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp, tongue
Smite Evil - 1/day (swift action); +2 damage
Statistics:
Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6
Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth
Tongue (Ex): A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
Grab (Ex): If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
--A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
--Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
--Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature’s Special Attacks line.
Pull (Ex): A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls an opponent closer. The distance pulled is set by this ability. The type of attack that causes the pull and the distance pulled are included in the creature’s description. This ability only works on creatures of a size equal to or smaller than the pulling creature. creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
Swallow Whole (Ex): If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Celestial Giant Spider:
Medium Vermin
Init+3; Senses - darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense:
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune - mind-affecting effects
Resistances - acid 5, electricity 5, cold 5
SR: 5
Offense:
Speed 30 ft., climb 30 ft.
Melee bite +3 (1d6 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2)
Smite Evil - 1/day (swift action); +3 damage
Statistics:
Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb
Poison (Ex): Bite-injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Web (Ex): Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.
--Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.
--A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Small Earth Elemental:
Small Outsider (earth, elemental, extraplanar)
Init-1; Senses - darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense:
AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref -1, Will +3
Immune - elemental traits
Offense:
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attack earth mastery
Statistics:
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Elemental traits: Immunity to bleed, paralysis, poison, sleep effects, and stunning.
--Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
--Elementals do not breathe, eat, or sleep.
Earth Glide (Ex): A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery:An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Improved Bull Rush:You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Power Attack:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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