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FOR AN EXISTING GROUP.
PatheticWretch - Bloodrager
The.Dragon.Reborn. - Warpriest
bes753 -
Awenydd83 - Hunter
GM Lari - Rogue
Shalifi - Psychic (?)

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You can either use any of the normal Level 4 Pregens that are PFS Legal or (for this one only), the four 5th level ones included in this product, (Unchained Monk, Rogue, Barbarian, and Summoner).
Also, I'm opening Gameplay for Dotting.

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Female human barbarian 5
CN Medium humanoid (human)
Init +2; Senses Perception +9
DEFENSE
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 58 (5d12+20)
Fort +7, Ref +4, Will +3
Defensive Abilities danger sense +1, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 Large bastard sword +9 (2d8+7/19–20)
Ranged throwing axe +7 (1d6+4)
Special Attacks rage (14 rounds/day), rage powers (accurate
stance, knockback)
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +9; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Power Attack,
Toughness, Weapon Focus (bastard sword)
Skills Acrobatics +8, Climb +15, Intimidate +8, Perception +9,
Survival +9
Languages Common, Hallit
SQ fast movement
Combat Gear potion of cure moderate wounds, potion of cure serious wounds; Other Gear +1 hide armor, +1 Large bastard sword, throwing axes (2), amulet of natural armor +1, cloak of resistance +1, ring of climbing, sunrods (2), 395 gp
SPECIAL ABILITIES
Rage Amiri can call upon inner reserves of strength and ferocity for up to 14 rounds per day. She can enter a rage as a free action, bestowing upon her additional combat prowess. This rage grants her a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class and gains 10 temporary hit points. These temporary hit points are lost first when Amiri takes damage, disappear when the rage ends, and are not replenished if she enters a rage again within 1 minute of her previous rage. While in a rage, Amiri cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Amiri can end her rage as a free action, after which she is fatigued for 1 minute. She cannot enter a rage while fatigued or exhausted, but she can otherwise enter a rage multiple times per day. If Amiri falls unconscious, her rage ends immediately.
Danger Sense Amiri gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.
Improved Uncanny Dodge Amiri can no longer be flanked. This defense denies enemies the ability to sneak attack Amiri by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than Amiri has barbarian levels.
Rage Powers Amiri gains the benefits of special abilities called rage powers that affect her only while she’s raging.
Accurate Stance: While raging, Amiri can enter this stance as a move action to help focus her strikes. She gains a +2 competence bonus on melee attack rolls and thrown weapon attack rolls. The stance lasts until her rage ends.
Knockback: Once per round, Amiri can attempt a bull rush against one target in place of a melee attack. If the bull rush is successful, the target takes 4 points of damage in addition to being knocked back. This bull rush doesn’t provoke attacks of opportunity.
Uncanny Dodge Amiri gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. She can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Male human monk 5
LN Medium humanoid (human)
Init +6; Senses Perception +11
DEFENSE
AC 19, touch 18, flat-footed 16 (+1 armor, +1 deflection, +2 Dex,
+1 dodge, +1 monk, +3 Wis)
hp 46 (5d8+20)
Fort +7, Ref +7, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 40 ft.
Melee +1 temple sword +10 (1d8+4/19–20) or
unarmed strike +8 (1d8+3)
Ranged shuriken +7 (1d2+3)
Special Attacks flurry of blows, style strike (flying kick),
stunning fist (5/day, DC 15)
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Combat Reflexes, Dodge, Improved Initiative, Improved
Unarmed Strike, Mobility, Stunning Fist, Toughness, Weapon
Focus (temple sword)
Skills Acrobatics +10 (+19 when jumping), Climb +11,
Knowledge (religion) +8, Perception +11, Sense Motive +11
Languages Common, Vudrani
SQ fast movement, ki pool (5 points, magic), ki power
(high jump)
Combat Gear potion of cure moderate wounds, potion of cure serious wounds; Other Gear +1 temple swordAPG, bracers of armor +1, cloak of resistance +1, ring of protection +1, ring of jumping, 120 gp
SPECIAL ABILITIES
Flurry of Blows Sajan can make a flurry of blows as a full attack action, which allows him to make two attacks at his highest base attack bonus. When using this ability, Sajan can make these attacks with any combination of his unarmed strikes, temple sword, and shuriken. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so.
Style Strike Sajan knows one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen.
Flying Kick: Sajan leaps through the air to strike a foe with a kick. Before the attack, he can move 10 feet. This movement is made as part of his flurry of blows attack and does not require an additional action. At the end of this movement, Sajan must make an unarmed attack against an adjacent foe using a kick. This movement may be between attacks, and it provokes an attack of opportunity as normal.
Evasion Sajan can avoid damage from many area-effect attacks. If he succeeds at a Reflex saving throw against an effect that would normally deal half damage on a successful save, he instead takes no damage. Evasion can only be used if Sajan is wearing light armor or no armor. If he is helpless, he does not gain the benefit of evasion.
Improved Unarmed Strike Sajan’s unarmed strikes don’t provoke attacks of opportunity, and can deal lethal or nonlethal damage as he chooses.
Ki Pool Sajan has a pool of 5 ki points, supernatural energy he can use to accomplish amazing feats. As long as he has at least 1 point in his ki pool, he can make a ki strike, allowing his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 point from his ki pool as a swift action, Sajan can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack (in addition to the extra attack granted by flurry of blows).
Ki Power Sajan has gained a new way in which he can spend his ki points to perform extraordinary feats.
High Jump: Sajan adds his level as a bonus on all Acrobatics checks to jump. In addition, he is always treated as having a running start when attempting an Acrobatics check to jump. By spending 1 point from his ki pool as a swift action, Sajan gains a +20 bonus on Acrobatics checks to
jump for 1 round.
Stunning Fist Four times per day before making an attack roll with an unarmed strike, Sajan can use this feat. If a foe is damaged by the attack, it takes damage as normal and must attempt a Fortitude save (DC 15). If it fails, it’s stunned for 1 round (it drops what it holds, can’t take actions, loses its Dexterity bonus to AC, and takes a –2 penalty to AC).
Female elf rogue 5
CN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +11
DEFENSE
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex, +1 dodge)
hp 41 (5d8+15)
Fort +3, Ref +9, Will +3; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +9 (1d6+5/18–20) or dagger +7 (1d4+2/19–20)
Ranged dagger +7 (1d4+2/19–20)
Special Attacks debilitating injury, finesse training (rapier), sneak attack +3d6
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 21
Feats Dodge, Improved Initiative, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +17, Climb +10, Disable Device +14, Escape Artist +12, Knowledge (local) +8, Perception +11, Sleight of Hand +12, Stealth +12; Racial Modifiers +2 Perception
Languages Common, Elven
SQ rogue’s edge (Acrobatics), rogue talents (slow reactions, weapon training), trapfinding +2
Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of blur, tanglefoot bag; Other Gear +1 studded leather, +1 rapier, daggers (12), cloak of resistance +1, ring of protection +1, boots of elvenkind, 103 gp
SPECIAL ABILITIES
Sneak Attack If Merisiel can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Her attack deals 3d6 extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Merisiel flanks her target. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), Merisiel can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
Merisiel must be able to see the target well enough to pick out a vital spot, and she must be able to reach such a spot. She cannot sneak attack while striking a creature with total concealment.
Danger Sense Merisiel gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.
Debilitating Injury Whenever Merisiel deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). She can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by Merisiel.
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against Merisiel.
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Evasion Merisiel can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Merisiel is wearing light armor or no armor, and she does not gain the benefit of evasion if helpless.
Finesse Training Merisiel gains Weapon Finesse as a bonus feat. In addition, she can add her Dexterity modifier instead of her Strength modifier to her damage rolls when using rapiers. If any effect would prevent her from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Rogue’s Edge Merisiel has mastered a skill beyond its normal boundaries, gaining results that others can only dream
about. She has focused her training on Acrobatics, allowing her to move at her normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by only 5 (instead of by 10). She is not denied her Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Rogue Talents Merisiel has learned a number of talents that aid her and confound her foes.
Slow Reactions: Opponents damaged by Merisiel’s sneak attack can’t make attacks of opportunity for 1 round.
Weapon Training: Merisiel gains Weapon Focus as a bonus feat.
Trapfinding Merisiel gains a +2 bonus on Perception checks to locate traps and on Disable Device checks. She can use Disable Device to disarm magic traps.
Uncanny Dodge Merisiel can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized, or Merisiel can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Male gnome summoner 5
N Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 15 (+3 armor, +1 deflection, +1 Dex, +1 size)
hp 41 (5d8+15)
Fort +5, Ref +3, Will +5; +2 vs. illusions
Defensive Abilities defensive training, shield ally
OFFENSE
Speed 20 ft.
Melee quarterstaff +3 (1d4–1)
Ranged light crossbow +5 (1d6/19–20)
Gnome Spell-Like Abilities (CL 5th; concentration +9)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Summoner Spell-Like Abilities (CL 5th; concentration +9)
7/day—summon monster III
Summoner Spells Known (CL 5th; concentration +9)
2nd (3/day)—barkskin, bear’s endurance, glitterdust (DC 17)
1st (5/day)—jump, protection from evil, rejuvenate eidolonAPG, shield
0 (at will)—acid splash, detect magic, guidance, light, message, resistance
STATISTICS
Str 9, Dex 12, Con 16, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +1; CMD 13
Feats Augment Summoning, Skill Focus (Knowledge [planes]), Spell Focus (conjuration)
Skills Acrobatics +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (planes) +13, Linguistics +6, Perception +2, Spellcraft +10, Use Magic Device +12; Racial Modifiers +2 Perception
Languages Abyssal, Common, Gnome, Goblin, Protean, Sylvan
SQ bond senses 5 rounds/day, eidolon, life link
Combat Gear potion of cure moderate wounds, potion of cure serious wounds, wand of magic missile (CL 3rd, 5 charges), wand of dispel magic (3 charges); Other Gear +1 leather armor, quarterstaff, light crossbow with 10 bolts, cloak of resistance +1, ring of protection +1, 29 gp
SPECIAL ABILITIES
Eidolon Balazar can summon Padrig, a powerful outsider known as an eidolon. The eidolon is treated as a summoned creature, except it is not sent back to its home plane until it would be killed (reduced to –13 hit points or less). In addition, due to its tie to its summoner, Padrig can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
Balazar can summon Padrig in a ritual that takes 1 minute to perform. When summoned in this way, Padrig’s hit points are unchanged from the last time it was summoned. It remains until dismissed by Balazar as a standard action or slain. If killed, Padrig cannot be summoned again until the next day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If Balazar is unconscious, asleep, or killed, Padrig is immediately banished.
Padrig also bears a glowing rune that is identical to a rune that appears on Balazar’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self.
Augment Summoning When Balazar uses his summon monster III ability, the creature he summons is especially strong and durable. This change is already included in the sample summoned creature’s statistics.
Bond Senses Balazar can, as a standard action, share Padrig’s senses, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability up to 5 rounds per day. There is no maximum range to this effect, but the two must be on the same plane. Balazar can end this effect as a free action.
Life Link Whenever Padrig takes enough damage to send it back to its home plane, as a reaction to the damage, Balazar can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to Padrig. This can prevent the eidolon from being sent back to its home plane.
In addition, Padrig and Balazar must remain within 100 feet of one another for the eidolon to remain at full strength. If Padrig is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Shield Ally Whenever Balazar is within Padrig’s reach, Balazar gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if Padrig is grappled, helpless, paralyzed, stunned, or unconscious.
Summon Monster III Balazar can cast summon monster III as a spell-like ability 7 times per day. Drawing on this ability uses up the same power that he uses to call his eidolon. As a result, he can use this ability only when Padrig is not summoned. He can cast this spell as a standard action, and the creatures
remain for 5 minutes (instead of 5 rounds). Balazar cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster from this spell-like ability immediately ends.
For this adventure, Balazar can summon a celestial wolverine within 35 feet when he uses this ability. Statistics for a celestial wolverine are included at the end of his character sheet.
Acid Splash Balazar makes a ranged attack at +5 to hit against touch AC. If he hits, it deals 1d3 acid damage.
Barkskin Balazar can touch a target and grant a +2 enhancement bonus to its natural armor for 50 minutes.
Bear’s Endurance A touched creature gains a +4 enhancement to Constitution for 5 minutes. This grants the target 10 additional hit points (Padrig only gains 8, and the summoned wolverine only gains 6) and a +2 bonus on Fortitude saves. When the spell wears off, the target loses the additional hit points, which could kill her.
Dancing Lights Balazar can create up to four glowing lights that resemble lanterns or globes of light. These shed light in a 10-foot radius and move up to 100 feet per round at Balazar’s direction.
Detect Magic Balazar can notice magic in a 60-foot-cone. If he concentrates, he can find how many magic auras there are on the next round. On the round after that, he can try to find out more about one aura.
Dispel Magic Balazar’s wand can attempt to end a spell, for which he rolls 1d20+5 against a DC of 11 + the spell’s caster level. If successful, the spell ends immediately.
Ghost Sound Balazar can make illusory noises as loud as up to 20 humans in any spot within 35 feet for 5 rounds, but he can’t create discernible speech.
Glitterdust Creatures in a 10-foot radius take a –40 penalty to Stealth and lose the benefit of invisibility and the like for 5 rounds. They are also blinded if they fail a DC 16 Will save, but at the end of each of their turns, they can attempt the Will save again to end the blindness.
Guidance Balazar can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.
Jump A touched creature gains a +20 enhancement bonus on Acrobatics checks made to jump for 5 minutes. Merisiel and Sajan already have enhancement bonuses to Acrobatics, so their bonus on checks to jump only increases by 15 from this spell.
Light An object Balazar touches sheds light for 50 minutes. He can’t have more than one copy of this spell active at once.
Magic Missile Balazar’s wand shoots out 3 missiles of force at up to 3 targets all within 150 feet of him and no more than 15 feet from each other. The missiles automatically hit and deal 1d4+1 damage each, even to incorporeal creatures. Balazar must succeed at a DC 20 Use Magic Device check to
activate this wand.
Message Balazar can whisper messages to the target for 50 minutes as long as they remain within 150 feet and aren’t obstructed, and the target can respond each time Balazar sends a whisper. Nearby creatures might be able to overhear the messages (DC 25 Perception).
Prestidigitation Balazar can perform simple magic tricks for 1 hour, such as cleaning his outfit, chilling his drink, or flavoring his meal.
Protection from Evil A touched target gets a +2 resistance bonus on saves and a +2 deflection bonus to AC against evil creatures for 5 minutes. The target cannot be touched by a non-good summoned creature and is immune to direct mental control and possession from evil creatures. Casting the spell after direct mental control or possession allows the target a new saving throw at a +2 bonus.
Rejuvenate Eidolon Balazar can touch Padrig to heal it for 1d10+5 points of damage.
Resistance Balazar can touch a target to grant it a +1 resistance bonus on saving throws for 1 minute.
Shield Balazar gains a +4 shield bonus to AC for 5 minutes and becomes immune to magic missile. He can instead touch Padrig to cast this spell on the eidolon instead.
Speak With Animals Balazar can speak with animals for up to 5 minutes.
=========================================================================== ====================
PADRIG
CN Medium outsider (extraplanar, protean)
Init +4; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 30 (4d10+8)
Fort +3, Ref +8, Will +4
Defensive Abilities evasion; Resist acid 10, electricity 10, sonic 10
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +10 (1d8+3 plus grab), tail slap +4 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
STATISTICS
Str 14, Dex 18, Con 14, Int 7, Wis 10, Cha 11
Base Atk +4; CMB +6 (+10 grapple); CMD 20 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +9, Bluff +5, Climb +10, Fly +13, Knowledge (planes) +3, Perception +7, Stealth +11
Languages Abyssal, Common, Gnome, Goblin, Protean, Sylvan
SQ evolutions (bite, flight, grab, improved damage (bite), reach, resistance [acid], tail, tail slap), link, share spells
Other Gear amulet of mighty fists +1
SPECIAL ABILITIES
Evasion If Padrig is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.
Grab When Padrig hits a Medium or smaller target with its bite attack, it can start a grapple combat maneuver as a free action.
Link Balazar and Padrig share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing Balazar to give orders to Padrig at any time.
=========================================================================== ====================
SUMMONED CELESTIAL WOLVERINE
N Medium animal
Init +2; Senses low-light vision, scent; Perception +10
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 28 (3d8+15)
Fort +7, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5; SR 7
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +6 (1d6+4), bite +6 (1d4+4)
Special Attacks smite evil (+3 damage), rage
STATISTICS
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +12, Perception +10
SPECIAL ABILITIES
Rage If the celestial wolverine takes damage in combat, it flies into a rage on its next turn. It gains 6 temporary hit points and a +2 bonus on melee attack and damage rolls, and it takes a –2 penalty to AC. It cannot end its rage voluntarily.
Smite Evil As a swift action, the celestial wolverine can focus its wrath on an evil creature it can see. Until that creature is dead, the wolverine gains a +3 bonus on damage rolls against the target.
You may also use any of the Level 4 versions of the Pregens FOUND HERE.
Something to note is that Fane of Fangs does not offer any XP, PP/Fame, or GP, but it does give some very nice Boons.

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If you copy the same info you already have into the RACE section, it will show both. That's how I have so many Map links.
:)

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"Looks good."
<dodges the incoming punch>
"The Stat block. . ."
<Eyes go back upwards>
". . . I mean the Stat Block looks good."
:P

Oloch of Gorum |
- HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
- HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
- HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Checking in with the level 4 stat block.

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Looks like we are just waiting on bes753 to show.
Please make sure you hit up the Gameplay and Recruitment threads, too, and Let me know when you are ready to go, (character done).

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I also just wanted to point out I have the map and your mini's up. You can find a link under my name and also at the very top of the page.
Feel free to move your figure around a bit and test it out. I am using Google Slides. If you are using a touch screen device, (phone, tablet), I highly suggest you download (and use) the free Google Slides App, which will allow you to be able to move around using that device, too.

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Right after this, I am really considering doing another game for the Game Day.
First, is anyone interested? (You can use your own character, it will be for full Game Day credit)
Secondly, and specific requests? I pretty much own them all, and if I don't, it wouldn't be too much of an issue to buy it.

Oloch of Gorum |
- HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
- HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
- HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

I'm in ... I can play lvls 1-3 or 6

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So anything Tier 1-5, 3-7, or 5-9 so far.

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Here are a few possibilities. I'm totally open to suggestions, and this is not by any means the only options.

Oloch of Gorum |
- HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
- HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
- HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

I have just finished S01-35 and S02-11; I also played S06-06 ...
Interested in S01-37 and S01-55

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I will be taking a Fall Break trip with my family to Grand Canyon and Mesa Verde.
I'll likely not be able to post from Thursday to Sunday, so feel free to bot me if I'm up!
No worries. Might be done by the time you get back though. Maybe not.

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So, it looks like, of those listed, only The Beggar's Pearl is open to everyone.
Amiri/Pathetic Wretch
Merisiel/GM Lari
Oloch/Dragon Reborn
Rivani/Shalifi
I'm going to go ahead and work on getting a Game Thread open for it.
Just a heads up. I am going to be deploying soon, and there is going to be a short period where I expect to not have internet much. Likely a week or less, and somewhere around early Nov.

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If you have not already, yes, I should still have room. Everyone here is already considered to have a reserved seat.