For The Love Of Knowledge: The Dragon's Demand (Inactive)

Game Master Heofthehills


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Init +2/ Perception +0/ AC 15/ touch 12/ flat-footed 13/ Fort +1, Ref +2, Will +3/CMD 12/ HP 15/15
Spells:
1st=5/5 = bless, burning hands (DC 16), command (DC 15), cure light wounds, burning disarm

Feora looks the creature over, carefully bandaging her hands so that she can inspect it without fear of catching anything. "Well, this creature died a long time ago, several years ago at least. Looks like from something that bashed it, certainly not stabbing or cutting. And it looks like some disease is what caused it to be in the state we found it in..." Feora trails off at that, as she notices something in the floor, and reaches in her pack to pull out her dagger, to see if she can slide it into said opening. "That's strange looking..."


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Olivius scavenged around to see if he can fashion a sturdy joint to make the 3 and 2 foot rods into a 5 foot pole.


M HumanCONFIRM! Level 1 PBP GM

The dagger slides into the slot, but it looks like there are places that it doesn't quite fill, like the grooves of a key.

Olivius manages to make a fairly secure 4' pole, losing some length to make it secure.


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Olivius returns with his newly fashioned impliment and attempts to pry one of the rustier bars loose.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

"Hmm?" Horatio crouches next to Feora, glancing at what seems to have captured her attention. "What's s interesting?"


HP 15/15; Summons 5/10; 1st 3/4
Stats:
AC 14, T 12, FF 12 // Fort +1, Ref +1, Will +2 (+3 vs illusion) // Perception +2

We have that golden key that was floating in the air?


Init +2/ Perception +0/ AC 15/ touch 12/ flat-footed 13/ Fort +1, Ref +2, Will +3/CMD 12/ HP 15/15
Spells:
1st=5/5 = bless, burning hands (DC 16), command (DC 15), cure light wounds, burning disarm

Feora looks at Horatio. "This slot here, see, my dagger kind of fits in it, but it looks like there are things missing. Like I don't know, we need a key or something that is dagger shaped?"


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)
Trig Arborfwisk wrote:
We have that golden key that was floating in the air?

The floating key was the key to the clockwork Atomaton and was being held by an Unseen Servant, if I remember correctly


M HumanCONFIRM! Level 1 PBP GM

You are correct Olivius


HP 15/15; Summons 5/10; 1st 3/4
Stats:
AC 14, T 12, FF 12 // Fort +1, Ref +1, Will +2 (+3 vs illusion) // Perception +2

Who says it wouldn't work in two locks? Worth trying at least.

"Maybe the clockwork man's key would work here as well?"


M HumanCONFIRM! Level 1 PBP GM

Trig is able to retrieve the key and place it in one of the keyholes. It doesn't even touch the walls of the slot.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

"Wait. Wait wait wait." Horatio springs to his feet, pacing back and forth and twitching his fingers awkwardly. After a few moments he snaps them, turning to the others, eyes glittering. "The daggers near the iron maiden. The mithril ones. Who has them?"


"That'd be me," Fligg says withdrawing the two blades from the interior of his loin cloth. He grins wickedly and offers them to Horatio.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

Horatio stares at Fligg for a moment. "Where were you-" he begins, then stops himself, deciding he'd rather not finish the question.

He takes the daggers, flipping them over in his hands, briefly admiring the craftsmanship, before crouching next to Feora again. "Best decide how to thank me if this works," he winks, before trying the dagger in one of the slots.

#accidentallysexual


M HumanCONFIRM! Level 1 PBP GM

The two daggers slip into the slots with a click, it does look like they might be able to turn them. Once both are turned at the same time, the bars drop down and give the group access to the seven chests.

Fligg is able to see with quick work that the chests are not trapped and that then pops each of them opened in turn (by taking ten) revealing the treasures inside...

18,500 cp, 4,000 sp, 115 gp, 14 pp, and a teak case containing 30 gems.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

Horatio stares silently as the chests are opened, running a handful of coins through his fingers. "This is more money than I've seen in my life," he says numbly, apparently overwhelmed. "There has to be nearly eighty crowns here." He sits back on his heels, shaking his head slowly. "Even split four ways, that's a year's rent for a nice apartment in South Shore."


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Olivius is less shocked. This was about six months allowance for him back home. He smiles to himself, remembering buying things for the servants and the hired help. That used to make Father so mad.
And 'what's it doing down here' seems to be the reoccurring question of the day.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

It's evident Horatio's thoughts are elsewhere - specifically, home, in a dingy Bridgefront apartment with three rooms and a roof that always leaked, no matter how many times his father fixed it; an apartment that always stank of fish and despair; a street where everything was grey, even the faces of the people, and where he could feel his life draining away minute by minute. To his father, with his bad back aggravated by the wet air; to his mother, old and pinched, weary and working fourteen-hour days at the Sticky Mermaid; to himself, aged eighteen, sleeping on a moth-eaten mattress and paying one of the neighbouring Varisian women to alter his shirts, season by season, just so he could keep up appearances at Bard's End, where he played for a few sails whenever he could.

"I could get them out of there, Olives," he says finally, apparently unaware that the fighter can't read his mind. He blinks a couple of times, and just like that, he appears to snap out of his reverie. "As for what it's doing here, well, it appears to be a family fortune, but there doesn't seem to be much of a family down here anymore. I say we take it back to town - maybe we'll be able to keep a portion of it for our trouble." He opens the teak case, curiously examing the gems inside. "I could use a drink or three. And a new shirt, while I'm at it. Feora can have this old one for bandages." He manages a smile for the girl, though it doesn't seem to reach his eyes.


"It's entering our pockets!" Fligg says, beginning to load his backpack with treasure, while dancing with glee.


HP 15/15; Summons 5/10; 1st 3/4
Stats:
AC 14, T 12, FF 12 // Fort +1, Ref +1, Will +2 (+3 vs illusion) // Perception +2

"This is why you become an adventurer, Feora!" Trig says, grinning broadly.

So 840 GP in coins, and 30 gems of unknown value?

Appraise check on jewels: 1d20 + 1 ⇒ (19) + 1 = 20


M HumanCONFIRM! Level 1 PBP GM

Trig:
The case is very ornate and you think between the case and the gems, there is almost as much value as all the coins together. 800gp


HP 15/15; Summons 5/10; 1st 3/4
Stats:
AC 14, T 12, FF 12 // Fort +1, Ref +1, Will +2 (+3 vs illusion) // Perception +2

1640/4 = 410 GP/person

Trig does a quick examination of the loot, and some mental math. "After we sell it off...410 gold pieces each. Definitely enough to get by on for a while. C'mon, load up your shares. Trig will make sure that everyone receives an exactly equal amount based on her appraisal skills. She'll leave the most valuable piece (the case) with Olivius since he's the strongest and all up tight. He probably won't steal it.


M HumanCONFIRM! Level 1 PBP GM

It should be noted that that is 453lbs of coins.


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Half way through the distribution Olivius realizes that the sheer number of copper coins is going to bring up a problem. Weight. All of them, working together, might be able to extract all the coin, but if they were attacked again it would be their doom.
We can't carry this out. Not now. It weighs too much. We have the "keys". Lets leave it here, locked, and come back for it later. It has waited who knows how long behind these bars. One more day won't hurt it.
Besides, if anyone has claim on the tower, we might be accused of theft, at the least.


HP 15/15; Summons 5/10; 1st 3/4
Stats:
AC 14, T 12, FF 12 // Fort +1, Ref +1, Will +2 (+3 vs illusion) // Perception +2

"Your first point is a good one. Your second point, HA!" Trig says, putting the treasure back for now. "We can get it on the way out."


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

"We can pick up some sacks back in town," Horatio agrees, taking one last look at the mounds of silver and gold before closing the chests. "While there, we can find out who's likely to have a claim to this. If not, I claim a concept the kids home liked to call finder's keepers." He winks at Trig. "Alright, I think this discovery has helped me recuperate a little. Do we move on, or go back?"


HP 15/15; Summons 5/10; 1st 3/4
Stats:
AC 14, T 12, FF 12 // Fort +1, Ref +1, Will +2 (+3 vs illusion) // Perception +2

"I can still call plenty more friends today, and I haven't used any of my spells yet," Trig says happily, "I say we continue to press on."


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Olivius uses his spear to get up. He isn't in the best of shape, but says Lets do this. anyway.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

Horatio takes note of his own abilities. "While I can play Rosaline all day, she'll only channel so much more magic. Probably another fight, if Olives and Mrs. Feathers keep taking them down quickly. I also have a few more tricks left - I can heal a bit, though not as well as Feora. Or I can charm people, but I don't always need magic for that." As he stands, he makes sure his rapier is tucked firmly into his belt. "Of course, I still have this, but I prefer not to rely on it. My good looks and winning personality are usually enough." He winces as he places weight on his wounded leg.


M HumanCONFIRM! Level 1 PBP GM

The only direction to go is into the tunnel which leads to a pair of low barricades made of timbers and rocks partially block the passageway, which opens into a larger cave beyond.


Fligg tries to squeeze past the barricades to take a look at the cave beyond.

Doing my usual take 10.


M HumanCONFIRM! Level 1 PBP GM

Upon reaching the barricades, Fligg notices that there are swinging traps. However, his attempts to disarm them fail. He doesn't set them off, but he isn't capable of bypassing them or stopping them on his initial attempt.


Spend 2 minutes to take 20 on disable device for a 31.


M HumanCONFIRM! Level 1 PBP GM

Taking 20 means that you set the trap off. The idea is that you take 1...trap goes off and you eat it. It's a scaling up...so you NEVER want to take 20 on disable device. Just saying.

Contents
1 5-foot Step
2 Ability Score
3 Action
4 Adventure
5 Aid Another
6 Alignment
7 Ally
8 Armor Class (AC)
9 At-Will
10 Base Attack Bonus (BAB)
11 Base Class
12 Bonus
13 Bonus (Alchemical)
14 Bonus (Armor)
15 Bonus (Circumstance)
16 Bonus (Competence)
17 Bonus (Deflection)
18 Bonus (Dodge)
19 Bonus (Enhancement)
20 Bonus (Insight)
21 Bonus (Luck)
22 Bonus (Morale)
23 Bonus (Natural Armor)
24 Bonus (Profane)
25 Bonus (Racial)
26 Bonus (Resistance)
27 Bonus (Sacred)
28 Bonus (Shield)
29 Bonus (Size)
30 Bonus (Trait)
31 Campaign
32 Campaign Arc
33 Cantrip
34 Caster Level (CL)
35 Caster Level Check
36 Character Level
37 Check
38 Class
39 Class Level
40 Combat Maneuver
41 Combat Maneuver Bonus (CMB)
42 Combat Maneuver Defense (CMD)
43 Concentration Check
44 Core Class
45 Creature
46 Critical Hit
47 Damage
48 Damage Reduction (DR)
49 Difficulty Class (DC)
50 Encounter
51 Extraordinary Abilities (Ex)
52 Experience Points (XP)
53 Feat
54 Game Master (GM)
55 Hit Dice (HD)
56 Hit Points (hp)
57 Initiative
58 Language-Dependent
59 Level
60 Line of Effect
61 Line of Sight
62 Melee Attack
63 Metagaming
64 Mind-Affecting
65 Mindless
66 Monster
67 Movement
68 Multiplying
69 Natural 1
70 Natural 20
71 Nonplayer Character (NPC)
72 Orison
73 Penalty
74 Player Character (Character, PC)
75 Ranged attack
76 Rest
77 Round
78 Rounding
79 Saving Throw
80 Session
81 Size
82 Skill
83 Skill Check
84 Speed
85 Spell
86 Spell-Like Abilities (Sp)
87 Spell Resistance (SR)
88 Stacking
89 Supernatural Abilities (Su)
90 Take 10
91 Take 20
92 Temporary Hit Points
93 TPK
94 Turn
The Pathfinder Roleplaying Game uses a number of terms, abbreviations, and definitions in presenting the rules of the game. The following are among the most common.

(From d20srd.org)
5-foot Step

A small position adjustment that does not count as an action. Usually (but not always), a 5-foot step is permitted at any point in the round (such as before or after a full-round action, between attacks in a full attack, between a standard action and a move action, or between two move actions). You can't take a 5-foot step in the same round that you move any distance. You can't take a 5-foot step if your movement is hampered, such as into a square of difficult terrain, in darkness, or when blinded. Taking a 5-foot step does not provoke an attack of opportunity, even if you move out of a threatened square.
Note: The above description was written for the 3.5 edition of Dungeons and Dragons. It is presented here only for the GM and Players to understand the terms history. It's official definition for the Pathfinder Roleplaying Game should be used for official purposes.
Ability Score

Each creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creature's most basic attributes. The higher the score, the more raw potential and talent your character possesses.

Action

An action is a discrete measurement of time during a round of combat. Using abilities, casting spells, and making attacks all require actions to perform. There are a number of different kinds of actions, such as a standard action, move action, swift action, free action, and full-round action.

Adventure

An adventure is a self-contained storyline the PCs experience. An adventure is composed of a series of encounters furthering the storyline.

Aid Another

"Aid Another" is a way to help someone else on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once. In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

Alignment

Alignment represents a creature's basic moral and ethical attitude. Alignment has two components: one describing whether a creature is lawful, neutral, or chaotic, followed by another that describes whether a character is good, neutral, or evil. Alignments are usually abbreviated using the first letter of each alignment component, such as LN for lawful neutral or CE for chaotic evil. Creatures that are neutral in both components are denoted by a single “N.”

Ally

FAQ/Errata
Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

[Source]

Armor Class (AC)

All creatures in the game have an Armor Class. This score represents how hard it is to hit a creature in combat. As with other scores, higher is better. This is the target number enemies need to hit you. Your basic AC is 10 + Dex modifier + armor bonus + shield bonus + spells or magic items that grant an AC bonus.

At-Will

Something that is "at-will" can be used an unlimited number of times per day. It is otherwise unchanged in all other respects.

Base Attack Bonus (BAB)

Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature's base attack bonus reaches +6, +11, or +16, he receives an additional attack in combat when he takes a full-attack action (which is one type of full-round action—see Combat).

Base Class

A class that progresses from level 1-20.

Bonus

Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies.

The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.

(From d20srd.org)
Bonus (Alchemical)

An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin.

Bonus (Armor)

An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn't apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow.

Bonus (Circumstance)

A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source.

Does it Stack? Yes. Most bonuses of this type are cumulative- that is, they are added together instead of taking only the highest bonus.

Bonus (Competence)

A competence bonus (or penalty) affects a character's performance of a particular task, as in the case of the bardic ability to inspire competence. Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren't related to a character's level or skill ranks. Multiple competence bonuses don't stack; only the highest bonus applies.

Bonus (Deflection)

A deflection bonus affects Armor Class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks.

Bonus (Dodge)

A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character's Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks.

Does it Stack? Yes. Multiple bonuses of this type are cumulative- that is, they are added together instead of taking only the highest bonus.

1 Except (apparently) for the haste spell?

Bonus (Enhancement)

An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor's bonus to AC, they don't apply against touch attacks.

Bonus (Insight)

An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies.

Bonus (Luck)

A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.

Bonus (Morale)

A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.

Bonus (Natural Armor)

A natural armor bonus improves Armor Class resulting from a creature's naturally tough hide. Natural armor bonuses stack with all other bonuses to Armor Class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature's existing natural armor bonus, which has the effect of increasing the natural armor's overall bonus to Armor Class. A natural armor bonus doesn't apply against touch attacks.

Bonus (Profane)

A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies.

Bonus (Racial)

A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature's race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form.

Does it Stack? Yes. Multiple bonuses of this type are cumulative- that is, they are added together instead of taking only the highest bonus.

Bonus (Resistance)

A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies.

Bonus (Sacred)

A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies.

Bonus (Shield)

A shield bonus improves Armor Class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield's shield bonus, which has the effect of increasing the shield's overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn't apply against touch attacks.

Bonus (Size)

A size bonus or penalty is derived from a creature's size category. Size modifiers of different kinds apply to Armor Class, attack rolls, Stealth checks, combat maneuver checks, and various other checks.

Bonus (Trait)

A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not "stack" with other trait bonuses.

Campaign

A campaign is a collection of stories weaving into an overreaching narrative. It may be a string of published adventures, a chain of home-brewed material, or an Adventure Path designed to be played as a series. A campaign may or may not have a definitive or predefined end point.

Campaign Arc

A sequence of adventures that mesh well with each other, usually part of a larger campaign. Game Masters often run these shorter arcs to create a story that’s more concise than a full campaign but longer than a single adventure.

Cantrip

"Cantrip" is another word for any 0-level arcane spell (spells cast by classes such as sorcerers and wizards.)

Caster Level (CL)

Caster level represents a creature's power and ability when casting spells. When a creature casts a spell, it often contains a number of variables, such as range or damage, that are based on the caster's level.

Caster Level Check

A Caster Level Check is made by rolling 1d20 and adding the caster level of the character or creature casting the spell. Many spells (such as dispel magic, nondetection, planar binding, remove curse, and many more) require or include Caster Level Checks to function.

Character Level

The total level of the character, which is the sum of all class levels held by that character.

Check

A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, skill checks, ability checks and saving throws.

Class

Classes represent chosen professions taken by characters and some other creatures. Classes give a host of bonuses and allow characters to take actions that they otherwise could not, such as casting spells or changing shape. As a creature gains levels in a given class, it gains new, more powerful abilities. Most PCs gain levels in the core classes or prestige classes, since these are the most powerful. Most NPCs gain levels in NPC Classes, which are less powerful.

Class Level

The level of a character in a particular class. For a character with levels in only one class, class level and character level are the same.

Combat Maneuver

This is an action taken in combat that does not directly cause harm to your opponent, such as attempting to Trip him, Disarm him, or Grapple with him.

Combat Maneuver Bonus (CMB)

Combat Maneuver Bonus represents how skilled a creature is at performing a combat maneuver. When attempting to perform a combat maneuver, this value is added to the character's d20 roll.

Combat Maneuver Defense (CMD)

Combat Maneuver Defense represents how hard it is to perform a combat maneuver against this creature. A creature's CMD is used as the difficulty class when performing a maneuver against that creature.

Concentration Check

When a creature is casting a spell, but is disrupted during the casting, he must make a concentration check or fail to cast the spell.

Core Class

One of the standard classes found in Classes.

Creature

A creature is an active participant in the story or world. This includes PCs, NPCs, and monsters.

Critical Hit

When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out if it's a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.

Damage

Damage is determined by rolling the dice listed with the weapon. Melee weapons deal their listed damage + Strength modifier. Ranged weapons usually do only their listed damage. Some weapons gain additional bonuses from magic or other effects. Spells do their listed damage.

FYI
Editor's Note: The following information was compiled form various places in the Pathfinder rules for ease of reference. The text (as shown below) is not available in the Core Rulebook or in the PRD and is only meant as an aid to understanding various aspects of the different damage types. If you see or believe you see an error, please let us know.

Damage Types: There are many "types" of damage in the Pathfinder Roleplaying Game. Here are some of the more common forms:

Weapon/Natural Attacks

Weapon/natural attacks typically deal hit point (hp) damage and as such can be reduced by damage reduction.

Bludgeoning: Bludgeoning damage is typically caused by blunt objects such as clubs, hammers, boulders, or natural attacks that are blunt in nature. Some spells that summon or conjure solid objects may also say the damage the spell deals is bludgeoning damage. A monsters slam attacks usually deal bludgeoning damage.
Piercing: Piercing damage is typically dealt by physical attacks that stab or thrust. A monster's gore or sting attacks usually deal piercing damage.
Slashing: Slashing damage is typically caused by sharp-edged weapons or natural physical attacks that cut. A monsters claws and talons usually deal slashing damage.
Energy Damage

Energy damage is typically dealt by spells (usually evocation spells such as fireball or cone of cold) and typically deals hit point (hp) damage, but unlike damage dealt by weapons or natural attacks, damage reduction usually is not effective against it. Instead, a creature typically must have energy resistance to reduce the amount of damage it takes from one of these sources.

Spells or effects with any of the descriptors [acid], [cold], [electricity], [fire], or [sonic] typically deal energy damage. Energy resistance is usually effective against these types of energy damage.

Special Damage Types

Ability Damage: Ability damage is a special type of damage that applies to a creatures ability scores, not to its hit points as most other damage types do. When a creature takes ability damage it applies a penalty to all skills and other checks which are normally affected or modified by that ability score. Diseases, poisons, spells, and other abilities can all deal ability damage. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability. Damage reduction is not effective against ability damage because damage reduction reduces the number of hit points of damage an attack deals whereas ability damage is not hp (hit point) damage.
Nonlethal: Nonlethal damage is typically dealt by blunt natural attacks such as fists. Unlike weapon or natural attacks, nonlethal damage does not reduce a creatures current hit points (hp) but instead is tracked separately. When the amount of nonlethal damage a creature has taken equals its current hit points it gains the staggered condition. When the amount of nonlethal damage a creature has taken exceeds its current hit points it gains the unconscious condition. Nonlethal damage is healed (recovered) much more quickly than hit point (hp) damage.
Precision Damage: Precision damage is a special type of damage, which might more appropriately be called a "category" of damage because any of the other damage types listed here might also be considered "precision" damage under the right circumstances. Precision damage is usually dealt by classes like the rogue when he is able to catch an opponent unable to fully protect itself. Precision damage assumes that the target has a somewhat normal anatomy or at least has a physical form which might have weak spots which could be detected or taken advantage of. Previous editions of the game (prior to the Pathfinder Roleplaying Game) limited what sorts of creatures are vulnerable to precision damage more than the Pathfinder Roleplaying Game does. This was a deliberate change to make a key class feature of classes like the rogue more frequently usable. Attacks which affect areas (such as splash weapons) usually do not deal precision damage.
Positive and Negative Energy: Negative energy attacks a creatures life force and is typically dealt by undead or necromantic effects. Positive energy instills a surge of life energy which typically heals living creatures but damages undead creatures. While it is referred to as "energy" energy resistance typically isn't effective against either of these types of energy.
Damage Reduction (DR)

Creatures that are resistant to harm typically have damage reduction. This amount is subtracted from any damage dealt to them from a physical source. Most types of DR can be bypassed by certain types of weapons. This is denoted by a “/” followed by the type, such as “10/cold iron.” Some types of DR apply to all physical attacks. Such DR is denoted by the “—” symbol. See Special Abilities for more information.

Difficulty Class (DC)

Whenever a creature attempts to perform an action whose success is not guaranteed, he must make some sort of check (usually a skill check). The result of that check must meet or exceed the Difficulty Class of the action that the creature is attempting to perform in order for the action to be successful.

Encounter

An encounter is a short scene in which the PCs are actively doing something. Examples of encounters include a combat with a monster, a social interaction significant to the adventure’s plot, an attempt to disarm a trap, or the discovery of a mystery or clue requiring further investigation.

Extraordinary Abilities (Ex)

Extraordinary abilities are unusual abilities that do not rely on magic to function. They are not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

Experience Points (XP)

As a character overcomes challenges, defeats monsters, and completes quests, he gains experience points. These points accumulate over time, and when they reach or surpass a specific value, the character gains a level.

Feat

A feat is an ability a creature has mastered. Feats often allow creatures to circumvent rules or restrictions. Creatures receive a number of feats based off their Hit Dice, but some classes and other abilities grant bonus feats.

Game Master (GM)

A Game Master is the person who adjudicates the rules and controls all of the elements of the story and world that the players explore. A GM's duty is to provide a fair and fun game. The game’s storyteller, referee, and director.

Hit Dice (HD)

Hit Dice represent a creature's general level of power and skill. As a creature gains levels, it gains additional Hit Dice. Monsters, on the other hand, gain racial Hit Dice, which represent the monster's general prowess and ability. Hit Dice are represented by the number the creature possesses followed by a type of die, such as “3d8.” This value is used to determine a creature's total hit points. In this example, the creature has 3 Hit Dice. When rolling for this creature's hit points, you would roll a d8 three times and add the results together, along with other modifiers.

Hit Points (hp)

Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To determine a creature's hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit points if its first Hit Die roll is for a character class level. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. Wounds subtract hit points, while healing (both natural and magical) restores hit points. Some abilities and spells grant temporary hit points that disappear after a specific duration. When a creature's hit points drop below 0, it becomes unconscious. When a creature's hit points reach a negative total equal to its Constitution score, it dies.

Initiative

Whenever combat begins, all creatures involved in the battle must make an initiative check to determine the order in which creatures act during combat. The higher the result of the check, the earlier a creature gets to act. Initiative is a d20 roll + Dexterity modifier + any bonus modifiers. The higher the result, the earlier you can act.

Language-Dependent

Many spells and effects state that they are "language-dependent." A language-dependent spell or effect uses intelligible language as a medium for communication. If the target cannot understand or hear what the caster of a language-dependent spell says, the spell has no effect, even if the target fails its saving throw.

Level

A character's level represents his overall ability and power. There are three types of levels. Class level is the number of levels of a specific class possessed by a character. Character level is the sum of all of the levels possessed by a character in all of his classes. In addition, spells have a level associated with them numbered from 0 to 9. This level indicates the general power of the spell. As a spellcaster gains levels, he learns to cast spells of a higher level.

Line of Effect

A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight. A line of effect starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that would block it. A line-shaped spell affects all creatures in squares through which the line passes.

Line of Sight

A line of sight is the same as a Line of Effect but with the additional restriction that that it is blocked by fog, darkness, and other factors that limit normal sight (such as Concealment).

Melee Attack

An attack in hand-to-hand combat. A basic melee attack is a d20 roll + base attack bonus + Strength modifier + any related or magical bonuses.

Metagaming

This is when characters act on information that they don’t have access to, but which their players know from the real world. Metagaming comes into play when players fail to maintain a divide between in-character knowledge and out-of-character knowledge. That could include anything from uncannily accurate in-character predictions from a player who’s already read the adventure, players recognizing monsters when their characters wouldn’t, low-Intelligence characters accessing well-educated players’ knowledge and talents, etc.

Mind-Affecting

Enchantment spells affect the minds of others, influencing or controlling their behavior. A mind-affecting spell works only against creatures with an Intelligence score of 1 or higher.

All enchantments, illusion (patterns), and illusion (phantasms) are mind-affecting.

See Magic for additional details.

Mindless

A creature with no Intelligence score. Constructs, most oozes, some plants, some undead, and most vermin are mindless.

Monster

Monsters are creatures that rely on racial Hit Dice instead of class levels for their powers and abilities (although some possess class levels as well). PCs are usually not monsters.

Movement

How many feet you can move with a single move action on your turn. Each square on a battle grid represents 5 feet.

Multiplying

When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.

Natural 1

A natural 1 (the d20 comes up 1) on an attack roll is always a miss.

Natural 20

A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a Critical Threat—a possible critical hit.

Nonplayer Character (NPC)

A character run by the Game Master, such as townsfolk, villains, monsters, and so on.

Orison

"Orison" is another word for any 0-level divine spell (spells cast by classes such as clerics, druids, oracles, and inquisitors.)

Penalty

Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.

Player Character (Character, PC)

Characters controlled by the players.

Ranged attack

An attack with a projectile weapon, such as a bow and arrow. A basic ranged attack is a d20 roll + base attack bonus + Dexterity modifier + any related or magical bonuses .

Rest

Fatigue from Lack of Sleep
Characters who do not get a full night's sleep may suffer the effects of fatigue. If a PC does not get at least 6 hours of sleep, she must make a DC 15 Fortitude save or be fatigued and take a –1 penalty on all other checks and saving throws against sleep effects. A second night without sleep requires another DC 15 Fortitude save. A failed save results in the character becoming exhausted and the penalties increasing to –2. A third failed save on the next night increases the penalties to –3.

Source Pathfinder Adventure Path #44: Trial of the Beast.

The Pathfinder Core Rulebook is somewhat vague on the requirements of resting and sleeping so the following is an extrapolation of existing rules combined with rules taken from d20srd.org combined with a bit of our own personal ideas. Use at your discretion.

The Pathfinder rules clearly indicate that the only types of creatures that do not sleep are constructs, oozes, plants and undead. Most other creature types must rest on a somewhat regular cycle. There are specific examples that do not, such as elementals. The exact required duration of that rest is unclear as well as the consequences of having less than the required amount of rest.

We think it is reasonable that most creatures must rest for approximately 1/3 of every day, which in most worlds translates to roughly 8 hours per day.

For most creatures resting means sleeping. In some worlds some races can gain the benefits of rest simply by sitting quietly maintaining an awareness of their surroundings, while in other worlds those races must sleep, which leaves them vulnerable to attack.

In any case, these are the actual benefits of rest, per the Pathfinder Core Rules.

Armor Note: A creature that rests or sleeps in medium or heavier armor gains the fatigued condition if they do not possess either the Endurance feat or some other class or race ability which allows them to sleep in such uncomfortable gear.

Duration of Rest HP Recovery Ability Damage Conditions Magic
1 hour (complete rest) - - Exhausted reduced to fatigued -
8 hours 1 hp x character level 1 point for each affected ability Fatigued reduced to nothing. Prepare arcane spells normally
24 hours 2 hp x character level 2 points for each affected ability - -
HP Recovery: Eight hours of normal rest allows a character to recover 1 hp per character level. A disabled character that is not aided by another can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally (see the disabled condition for additional rules.)

Twenty-four (24) hours of complete rest allows a character to recover 2 hp per character level.

Long-term care: A character recovers hit points at twice the normal rate if attended to by a character who successfully uses the Heal skill to provide "long term care."

House Rule: A common house rule is to allow recovery of hit points from resting to also include the characters Constitution bonus. So, a character that has rested normally overnight would recover 1 hp per character level + his Con bonus.

Ability Damage: Eight hours of normal rest restores 1 point to each ability score that has been damaged. Twenty-four (24) hours of complete rest restores 2 points to each ability score that has been damaged.

Conditions: One hour spent in complete rest reduces the exhausted condition to the fatigued condition. Eight hours of complete rest eliminates the fatigued condition.

Magic: For classes that prepare arcane spells, rest is extremely important. If rest is interrupted, each interruption adds 1 hour to the total amount of time the character has to rest and the character must have at least 1 hour of uninterrupted rest immediately prior to preparing spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Some spellcasting classes, particularly divine spellcasting classes such as clerics, druids, inquisitors (and others), do not need to rest to regain spells but instead regain spells at a set time each day regardless of rest.

Round

Combat is measured in rounds. During an individual round, all creatures have a chance to take a turn to act, in order of initiative. A round represents 6 seconds in the game world.

Rounding

Occasionally the rules ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.

Saving Throw

When a creature is the subject of a dangerous spell or effect, it often receives a saving throw to mitigate the damage or result. Saving throws are passive, meaning that a character does not need to take an action to make a saving throw—they are made automatically. There are three types of saving throws: Fortitude (used to resist poisons, diseases, and other bodily ailments), Reflex (used to avoid effects that target an entire area, such as fireball), and Will (used to resist mental attacks and spells).

Session

A session is a single bout of gaming. Not every session ties up an adventure; many adventures require multiple sessions to complete. The duration of sessions varies from group to group, from a few hours to a weekend.

Size

A creatures size comes up frequently. Find below some very commonly referenced information. See page Size, Reach, & Threatened Areas for some examples and diagrams.

Creature Size Size
Modifier14 Special Size
Modifier2 Size Modifier to
Fly4 Size Modifier to
Stealth4 Space Natural
Reach3 Typical
Height/Length3 Typical
Weight3
Fine +8 -8 +8 +16 1/2 ft. 0 6" or less 1/8 lb. or less
Diminutive +4 -4 +6 +12 1 ft. 0 6" to 1 ft. 1/8 lb. - 1 lb.
Tiny +2 -2 +4 +8 2-1/2 ft. 0 1' to 2 ft. 1-8 lbs.
Small +1 -1 +2 +4 5 ft. 5 ft. 2' to 4 ft. 8-60 lbs.
Medium +0 +0 +0 +0 5 ft. 5 ft. 4' to 8 ft. 60-500 lbs.
Large (tall) -1 +1 -2 -4 10 ft. 10 ft. 8' to 16 ft. 500-4000 lbs.
Large (long) -1 +1 -2 -4 10 ft. 5 ft. 8' to 16 ft. 500-4000 lbs.
Huge (tall) -2 +2 -4 -8 15 ft. 15 ft. 16' to 32 ft. 2-16 tons
Huge (long) -2 +2 -4 -8 15 ft. 10 ft. 16' to 32 ft. 2-16 tons
Gargantuan (tall) -4 +4 -6 -12 20 ft. 20 ft. 32' to 64 ft. 16 - 125 tons
Gargantuan (long) -4 +4 -6 -12 20 ft. 15 ft. 32' to 64 ft. 16 - 125 tons
Colossal (tall) -8 +8 -8 -16 30 ft. 30 ft. 64 ft. or more 125 tons or more
Colossal (long) -8 +8 -8 -16 30 ft. 20 ft. 64 ft. or more 125 tons or more
1 A creatures size modifier applies to its attacks and Armor Class.
2 A creatures special size modifier applies to it's Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD).
3 These values are typical for creatures of the indicated size. Some exceptions exist.
4 A different size modifier applies to Fly and Stealth skill checks a creature makes.
Skill

A skill represents a creature's ability to perform an ordinary task, such as climb a wall, sneak down a hallway, or spot an intruder. The number of ranks possessed by a creature in a given skill represents its proficiency in that skill. As a creature gains Hit Dice, it also gains additional skill ranks that can be added to its skills.

Skill Check

Your ability to do something, from lying to climbing a wall or healing wounds. A skill check is a d20 roll + your skill modifier from the related skill (if any).

Speed

The following information was compiled in a neat and tidy format by the great orc hero and scrollmaker "Kor". The wording has been changed slightly for clarity.

His original post on the Paizo boards can be found here.

Base Speed

Base speed is your unencumbered speed for a specified type of movement. Your base speed for any movement type is calculated in a similar manner as described in Base Land speed. When a speed type is not referenced, base speed usually implies base land speed.

Base Land Speed

Base land speed is your unencumbered speed. Base land speed is calculated by applying all modifiers to your character’s speed with the exception of armor or encumbrance adjustments or any effect that modifies your “normal speed”.

In example, Kraag is a half-orc barbarian wearing light armor and calculates his speed as follows:

Total base land speed: 40’ (30’ half-orc base speed; +10’ barbarian in light or medium armor, untyped bonus for Fast Movement class feature)

Full Speed

Your speed after calculating your normal speed and applying all other adjustments that affect your normal speed is your full speed. In most circumstances, your full speed is the same as your normal speed. Some effects modify normal speed however do not specifically add to its total, such as the haste spell. This newly modified speed is your full speed.

In example, Kraag a half-orc barbarian, wearing hide armor (medium armor) has just had haste cast on him. Kraag calculates his speed as follows:

Total base land speed: 40’ (30’ half-orc base speed; +10’ barbarian in light or medium armor, untyped bonus for Fast Movement class feature)

Total normal speed: 30’ (40’ total base land speed; -10’ reduction as per Table: Encumbrance Effects)

Total full speed: 60’ (30’ total normal speed +30’ enhancement speed bonus)

Normal Speed

Your normal speed is your total encumbered speed (if any encumbrance applies). Normal speed is calculated by applying any armor or encumbrance reduction as indicated on Table: Armor and Encumbrance for Other Base Speeds, to your base speed.

In example, Kraag a half-orc barbarian, has just donned hide armor (medium armor). Kraag calculates his speed as follows:

Total base land speed: 40’ (30’ half-orc base speed; +10’ barbarian in light or medium armor, untyped bonus for Fast Movement class feature)
Total normal speed: 30’ (40’ total base land speed; -10’ reduction as per Table: Carrying Capacity)
Overland Speed

Overland Speed (or Overland Movement) is typically referred to as a unit of measurement over vast distances and is measured in miles per hour or miles per day. Overland movement is not the same as your land speed. Table: Movement and Distance provides overland movement rates which are calculated as follows:

One Hour Overland: full speed divided by 10 with the result referenced in miles.
One Day Overland: one hour overland speed multiplied by 4 with the result referenced in miles.
Speed

The term "Speed" is loosely used and is sometimes referred to as “character speed”. Generally, unless indicated otherwise any reference to speed should be deemed as a reference to normal speed.

Speed Mode

Speed Modes are usually in reference to the different modes of land speeds available: walk, hustle and run. Run is usually further defined by a situational multiplier starting at (x3).

Speed Type

Speed Type is the type of speed you have available: burrow, climb, land, fly and swim.

Top Speed

Top Speed is a reference to using the best speed mode you have available, for any type of speed.

Spell

Spells can perform a wide variety of tasks, from harming enemies to bringing the dead back to life. Spells specify what they can target, what their effects are, and how they can be resisted or negated.

Spell-Like Abilities (Sp)

*FAQ/Errata
Can I use a metamagic feat to alter a spell-like ability?

No. Metamagic feats specifically only affect spells, not spell-like abilities. Also, spell-like abilities do not have spell slots, so you can't adjust the effective spell slot of a spell-like ability.

[Source]

Spell-like abilities function just like spells, but are granted through a special racial ability or by a specific class ability (as opposed to spells, which are gained by spellcasting classes as a character gains levels).*

Spell Resistance (SR)

Some creatures are resistant to magic and gain spell resistance. When a creature with spell resistance is targeted by a spell, the caster of the spell must make a caster level check to see if the spell affects the target. The DC of this check is equal to the target creature's SR (some spells do not allow SR checks).

Stacking

Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.

Supernatural Abilities (Su)

Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects.

Take 10

When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Instead of rolling 1d20 for the check, calculate the result as if the die had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Take 20:

When a character or creature has plenty of time, and is not faced with threats or distractions, and the skill being attempted carries no penalties for failure, he/it can take 20. Instead of rolling 1d20 for the check, just calculate the result as if the die had rolled a 20.

Taking 20 means you continue trying until you get it right, and assumes that you will fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties).


Alright...Guess I was thinking of taking 20 on DD to unlock locks. But you're right.

Disable Device: 1d20 + 11 ⇒ (18) + 11 = 29


M HumanCONFIRM! Level 1 PBP GM

Holy moley. I thought I only copied the take 20 part from the srd and when I posted it, it looked very different, sorry for the word vomit above. And yes, unless you have fragile thieves tools or the lock specifically says something against it, you can take 20 on a lock, but if you fail on a trap roll by 5 or more, you set it off, so you can't take 20 on that one because of it. Hardly matters, you just nailed it.

The trap is disarmed, the stones falling to the ground, but when Feora sees them, it is clear that is what had done damage to the ghoul previously.

Past the barricade, the tunnel opens up. This large cave appears to have been recently scratched from the hard-packed earth, and its ceiling is only five feet high.

Several tons of debris fill the western portion of the cave. What appears to be the body of a man lies half buried under the rubble near the north end of the cave. Near him are two kobold bodies, both of which have spades.

Past the rubble, a cave appears to move off.

Know(Engy)DC15:
It is very clear that this collapse was manufactured and judging by the fact that the man is in the collapse, he probably didn't plan it, but the kobolds certainly had something to do with it. Further, this entire cave seems to be newly dug.


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Know:engy: 1d20 + 6 ⇒ (15) + 6 = 21
It takes Olivius no time to determine what happened here generally. That collapse isn't natural. And this cave is recently dug. I'd guess another trap that caught its makers and its prey by surprise.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

Gotta love the accidental text wall!

Knowledge (engineering): 1d20 + 3 ⇒ (8) + 3 = 11

Try as he might, Horatio can't quite make sense of the situation. He shrugs, deciding to trust Olivius' judgement. "Alright. Shall we try to dig that poor fellow out?"


M HumanCONFIRM! Level 1 PBP GM

If it wasn't clear, the collapse here is the cause of the collapse of the tower and it looks very much intentional, just poorly timed.


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Ohhh... :)

Well, at least we have something to report when we get back. This is definitely what brought the tower down. But where have all the Kobolds gone?
Olivius grabs a shovel and starts digging.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

"Maybe the rest of them are through there," Horatio offers, gesturing to the cave. "I guess rather than 'what's it doing down here?' the new question is, 'why?' Why collapse the tower?"


M HumanCONFIRM! Level 1 PBP GM

Whereas my question is: How has that body been ignored this long
:-p


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Why a demon? Why an undead? Why an Atomaton? Why a treasure in Copper locked behind bars keyed to Mithral daggers? I think my mind is tired of asking why today. If I wake up and today was a dream, I think I wouldn't be surprised.


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Olivius is digging the body out. :)
And Olivius is approaching the limits of New his mind can take. The wierder this gets, the more his mind secretly can't handle it. He'll get pretty apethetic until he has a chance to process all this.


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

"I can answer the copper, at least," Horatio offers, crouchiong beside Olivius and helping him dig out the body. "Back home, my parents had a 'pinch pot'. Every time we had a few coppers, they'd go in the pot. You never know when you'll need a few pinch, after all." He chuckles at the memory. "Of course, that was because they were dirt poor, so I'd wager this was a simpler thing. When you can afford your own tower, why would you bother carrying copper in your pockets? This is probably a few decades' worth of loose change.

"The Academae students often kept small devils as familiars, as well, so maybe that creature was here for the same purpose. As to the whereabouts of his master, well, that's a different story." Horatio shrugs, wiping his dusty hands on his trousers. "You have to admit, this place does keep you on your toes."


M HumanCONFIRM! Level 1 PBP GM

As the body becomes more visible, it is an older man with white hair that is balding. It is clear that his clothes were once very fine, but now are mostly just tatters. There is one item on him of note: a key ring with a pair of keys.

MINE!:

1d20 + 10 ⇒ (10) + 10 = 20
1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 16 ⇒ (6) + 16 = 22

YOURS!:

1d20 + 0 ⇒ (4) + 0 = 4
1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 12 ⇒ (16) + 12 = 28
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 0 ⇒ (13) + 0 = 13

As the menfolk are digging, Fligg hears something down the hallway to the north.

Fligg:
You hear a few sets of feet moving down the hallway. It sounds like scraping. You get a surprise round!


"Incoming! Scraping feet!" Fligg hisses quietly to the others. He retreats back from the hallway, wanting to leave space for Olivius and Mrs. Feathers.


M HumanCONFIRM! Level 1 PBP GM

Spoiler:
Fligg: 1d20 + 2 ⇒ (6) + 2 = 8
Trig: 1d20 + 1 ⇒ (18) + 1 = 19
Horatio: 1d20 + 4 ⇒ (2) + 4 = 6
Feora: 1d20 + 2 ⇒ (4) + 2 = 6
Olivius: 1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (18) + 1 = 19

Fligg's warning is enough to put everyone on guard as three kobolds leap into view hearing his words.

Two of them let sling bullets fly. The first(red) at Olivius, the second(blue) at Horatio.

1d20 + 3 ⇒ (10) + 3 = 13
1d3 - 1 ⇒ (2) - 1 = 1

1d20 + 3 ⇒ (11) + 3 = 14
1d3 - 1 ⇒ (2) - 1 = 1

The first stone flies off, the second strikes Horatio for a bit of damage.

The third kobold, a female, looks to be a bit more well-trained, and fires a fine looking shortbow at Olivius.

1d20 + 10 ⇒ (14) + 10 = 24
1d4 + 2 ⇒ (3) + 2 = 5

Which slides right passed Olivius's shield and into his shoulder, she seemed to know exactly where to strike him to cause him the most pain.

Get em!


Male Human (Chelaxian) Bard 2
Quick stats:
AC 14, T 12, FF 12; HP 10/13; F +0, R +5, W +3 (+well-versed); Init +4; Perc +5; SM +5; Performance 6/10 rounds remaining

Horatio isn't quite fast enough to dodge the stone, and it strikes him in the cheekbone, making his eyes water. He curses as he sees the arrow hit Olivius in the shoulder.

"Well, I suppose diplomacy is out of the question?" he mutters, drawing Rosaline and her bow, clutching them both in one hand. He places his free palm against Olivius' shoulder, closes his eyes, and intones a quick line of Varisian speech. Blue light bursts from his hand, melting into the warrior's wound, and stitching the flesh closed.

CLW on Olives: 1d8 + 1 ⇒ (8) + 1 = 9

It works better than he expected, immediately stopping the bleeding and pulling the wound closed before his eyes. Brilliant. Maybe this will get him off my back.

Draw violin as standard action in preparation for performance; casting cure light wounds as a standard action.


[Current Status: 20/20] Init +3 | Percep 1 | AC 20/ T 11/ F-F 19 | HP 20 | Fort +6, Ref +1, Will +0 | CMD 17 (19 vs sunder Bardiche)

Olivius goes for his spear and shield as soon as the alarm is given, but he isn't quite fast enough to block the arrow. He grunts as the tip bites deep. In no time Horatio's magic hits and Olivius feels up to fighting again. Even his side feels better.
A battle cry bursts from him as he dives into the trio of smaller creatures, his spear flashing before him.

Attack blue: 1d20 + 4 ⇒ (15) + 4 = 19 +2 if charge is possible
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Is that rubble difficult terrain, thus blocking a charge/5' steps?

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