
Saint Caleth |

Looks like it's time for another PbP game day.
Thornkeep: The Accursed Halls
Beneath Brokenhelm Hill and the weathered walls of Thornkeep lies an ancient maze of magic and madness. Once the workrooms and summoning chamber of a rebel Azlanti lord, these subterranean chambers were forgotten thousands of years ago after the eradication of the evil lord and his followers. Over the centuries, adventurers have found their way into these twisting passages and magnificent chambers, only to discover that the fading magic of the ancient Azlanti still lingers here. The people of Thornkeep call this dungeon the Halls Under the Hill, but those heroes who have dared its depths know this place by a different name: the Accursed Halls.
This is a tier 1-2 module which can be replayed with 1st level characters.
This module contains encounters potentially very deadly for first level characters. You have been warned.
One, maybe two spots are reserved. So I will be taking 4 or 5 players to start, but there is a chance that one or both of the other slots will open up.
We will begin on April 5 and will need to keep up a pace of at minimum 1, preferably more, posts per day in order to finish on time.

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We'll go with the cleric since I want to get some experience as a healy type anyway. PFS and PC info is in my profile and
Male Aasimar Cleric 1
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee heavy shield bash -2 (1d4+2/×2) and
mw cold iron morningstar +3 (1d8+2/×2)
Ranged light crossbow +2 (1d8/19-20/×2)
Special Attacks agile feet, Channel Energy 1d6, touch of chaos
Spell-Like Abilities
6/day—touch of chaos
1/day—daylight
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—doom (DC 14), murderous command (DC 14), longstrider
0 (at will)—detect magic, create water, guidance
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Statistics
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Str 14, Dex 14, Con 14, Int 7, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Selective Channeling
Traits observant, sacred touch
Skills Diplomacy +4, Perception +6, Spellcraft +2; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ aura, domains (chaos, travel), spontaneous casting, variant channeling (disease variant channeling [±1 sacred])
Combat Gear Acid; Other Gear Lamellar (steel) armor, Heavy wooden shield, Light crossbow, MW Cold Iron Morningstar, SBCI Bolts (50), Backpack, masterwork (empty), Bedroll, Bell, Belt pouch (empty), Blanket, Candle, Canteen, Chalk, Earplugs, Flint and steel, Holy symbol, wooden (Ragathiel), Ink, black, Inkpen, Parchment, Sewing needle, Signal whistle, Soap, Thread (50 ft.), Tindertwig, Trail rations (2), Wrist sheath, spring loaded (empty), 2 GP, 7 SP, 3 CP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease Variant Channeling (±1 Sacred) Heal ability damage/Sicken
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

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Here's the first stab at the Human Hunter 1 ...
Woe
Human (Shoanti) Hunter 1
Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d8+4)
Fort +3, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee bardiche +4 (1d10+6/19-20) and
. . cestus +4 (1d4+4/19-20) and
. . longsword +4 (1d8+4/19-20)
Hunter Spells Prepared (CL 1st; concentration +3):
1st—cure light wounds, cure light wounds
0 (at will)—enhanced diplomacy, guidance, light
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Statistics
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Str 18, Dex 14, Con 10, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 16
Feats Combat Reflexes, Precise Shot, Toughness
Traits auspicious tattoo (shoanti), life of toil
Skills Handle Animal +4, Knowledge (nature) +4, Perception +6, Stealth +4, Survival +6
Languages Common, Shoanti
SQ animal focus, animal focuses (bear, bull, falcon, frog, monkey, owl, snake, stag, tiger, wolf), wild empathy +1
Other Gear chain shirt, bardiche, cestus, longsword, 17 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (1 minutes/day) (Su) At 1st level, a hunter can as a swift action take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day
Bear +2 (Su) The hunter or her animal companion gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special
Bull +2 (Su) The hunter or her animal companion gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special abi
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Falcon +4 (Su) The hunter or her animal companion gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or spe
Frog +4 (Su) The hunter or her animal companion gains a +4 competence bonus on Swim checks and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift acti
Monkey +4 (Su) The hunter or her animal companion gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special
Owl +4 (Su) The hunter or her animal companion gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or specia
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snake +2 (Su) The hunter or her animal companion gains a +2 enhancement bonus on attack of opportunity attack rolls and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
At 1st level, a hunter
Stag +5' (Su) The hunter's or her animal companion's base land speed increases by 5 feet (this is an enhancement bonus). This increases to 10 feet at 8th level and 20 feet at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift acti
Tiger +2 (Su) The hunter or her animal companion gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special ab
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10') (Su) The hunter or her animal companion gains the scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind). The range of this sense increases to 20 feet (40 feet upwind, 10 feet downwind) at 8th level and 30 feet (60 feet upwind, 15 feet do
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Could go with a second level I have ... he's currently a Bard (but he's never been played so I will probably change him.)

MichaelCullen |

Hrothgar Dwarven Druid HP 14 PFS #20638-11
AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet
Acrobatics -5
Appraise +1
Bluff 0
Climb -3
Diplomacy 0
Disguise 0
Escape Artist -5
Fly -5
Handle Animal +4
Heal +8
Intimidate 0
Perception +6
Ride -5
Sense Motive +2
Spellcraft +5
Stealth -5
Survival +8
Toughness
Animal Companion (Rhino)
Defensive Training +4
Hatred +1
Lorekeeper
Rockskipper
Slow and Steady
Stability
Wild Empathy
Stubborn
Birthmark
Melee +3 Warhammer 1d8+3
Ranged +1 Sling 1d4
Ale 1 gal
Caltrops 2 bags
collapsable plank
crowbar
druid kit
dungeoneering kit
firewood
grappling arrow
healers kit
heavy wooden shield
hide armor
mess kit
pole
powder (flour)
signal horn
smelling salts
warhammer
waterskin
whetstone
Druidic Common Dwarven Sylvan

Saint Caleth |

I should probably get this show on the road, even though it will be a week and a bit until we actually start.
I am going to take:
Kyshkumen
Hrothgar
Boram
Selkin
So you guys can head over to the discussion thread. Revvy, since you have not played this before, if you post a character alias you can join too.