Unnamed Hero
Male half-orc druid (goliath druid) 6 (Pathfinder Player Companion: Giant Hunter's Handbook 20)
N Large humanoid (human, orc)
Init +1; Senses low-light vision; Perception +11
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Defense
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AC 24, touch 10, flat-footed 23 (+10 armor, +1 Dex, +4 natural, -1 size)
hp 57 (6d8+24)
Fort +7 (+2 trait bonus vs. disease and poison), Ref +3, Will +7; +4 vs. spell-like and supernatural abilities of giants
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Offense
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Speed 50 ft. (30 ft. in armor)
Melee club +9 (1d8+6) or
. . cold iron shortspear +9 (1d8+6) or
. . mwk greataxe +10 (3d6+9/×3) or
. . silver sickle +9 (1d8+5)
Ranged sling +4 (1d6+6) or
. . rock +0 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (40 ft.), wild shape 2/day
Druid (Goliath Druid) Spells Prepared (CL 6th; concentration +8)
. . 3rd—earth tremor[UW] (DC 15), communal resist energy[UC]
. . 2nd—barkskin, barkskin, burst of radiance (DC 14), burst of radiance (DC 14)
. . 1st—entangle (DC 13), faerie fire, longstrider, snowball[UW]
. . 0 (at will)—guidance, light, stabilize, virtue
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Statistics
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Str 22, Dex 12, Con 14, Int 13, Wis 14, Cha 10
Base Atk +4; CMB +11; CMD 22
Feats Fast Learner[ARG], Heavy Armor Proficiency, Toughness
Traits hagfish hopeful, omen
Skills Acrobatics -3, Artistry (Illustration) +3, Bluff +6, Climb +6, Diplomacy +6, Handle Animal +9, Heal +10, Intimidate +12, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +6, Linguistics +2, Lore (Thassilon) +6, Perception +11, Survival +11, Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Giant, Orc, Thassilonian
SQ face nature's might, nature bond (arsinoitherium named Animal Companion), orc blood, primal bond, primal empathy, primal size, primal summons, tenacious, trackless step, wild empathy +6, wild shape (giant), woodland stride
Other Gear +1 stoneplate[UE], club, cold iron shortspear, mwk greataxe, silver sickle, sling
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Face Nature's Might (Ex) +4 to saves vs. spell-like and supernatural abilities of giants.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Rock Throwing (40 ft.) (Ex) You can throw big rocks. They hurt.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tenacious (1/day) Reroll a failed Fortitude/Will save or Constitution check, must keep second result even if worse.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (6 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Alter Self: Large giant) (Firbolg) (Su) As a standard action, take humanoid (giant) form.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Animal Companion CR –
Male arsinoitherium (Pathfinder RPG Bestiary 2 186)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 23, touch 12, flat-footed 21 (+3 armor, +2 Dex, +8 natural)
hp 39 (6d8+12)
Fort +7, Ref +7, Will +5 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee gore +8 (1d8+4)
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Statistics
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Str 16, Dex 15, Con 15, Int 3, Wis 13, Cha 3
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Iron Will, Power Attack, Weapon Focus (gore)
Skills Acrobatics +6, Climb +7, Linguistics -3, Perception +5, Stealth +6, Swim +7
Languages Orc
SQ devotion
Other Gear mwk studded leather
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Special Abilities
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Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
=General Campaign Information=
Summary of Events:
- Toilday, 23nd of Rova, 4707 - Sandpoint's Swallowtail Festival to celebrate Autumn equinox. Goblins raid Sandpoint. Group helps stop the goblin raid and saves Aldern Foxglove. Meet with Sheriff Hemlock and interrogate goblin prisoners. Discover the goblins are from a place called Thistletop.
- Wealday, 24th of Rova, 4707 - Ameiko offers the heroes free room and board at the Rusty Dragon. Meet with Aldern again and agree to go on a boar hunt with him, Aldern also rewards them for saving his life. Sheriff asks the group to help him investigate a disturbance at the cemetery. The group goes to see Father Zantus who tells them of the disturbance at Father Tobyns tomb. Investigating the tomb the find several skeletons and tracks leading outside of town but loose the trail in the woods. Group returns to town and goes to meet with the Mayor. Mayor deputizes the group and sheriff asks them to stay in town while he goes to get aid from Magnimar. Group meets Shalelu, a local elven ranger and learn more about the goblins in the area. That afternoon they meet up with Aldern again to go on the boar hunt. Bart and Kharlbar put the creature down in short order. They all head back to the Rusty Dragon to celebrate. Near the end of the festivities a local noble, and Ameiko's father bursts into the Rusty Dragon and causes a scene.
- Oathday, 25th of Rova, 4707 - The group is woken early as Bethana explains that Ameiko has gone missing. The group decides to go investigate the Glassworks where a mysterious note indicated Ameiko was supposed to go. Heading to the Glassworks the party quickly finds that the place is a mess as goblin have taken over with a half-elf leading them. As they dispatch the goblins the half-elf manages to escape. Searching after him the group finds a set of tunnels that eventually lead to a cave near the beach. The cave was obviously a staging point for goblins. Heading back trough the tunnels they check out another branch to discover an underground complex and a bizarre creature. They find an old statue of an angry woman and an alter with unholy water.
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Sandpoint:
NG small town
Corruption +0; Crime +0; Economy +1; Law +0; Lore +2; Society +0
Qualities prosperous, rumormongering citizens
Danger +0
DEMOGRAPHICS Government autocracy (mayor)
Population 1,240 (1,116 humans, 37 halflings, 25 elves, 24 dwarves, 13 gnomes, 13 half-elves, 12 half-orcs)
Notable NPCs
Kendra Deverin, mayor (NG female human aristocrat 4/expert 3)
Belor Hemlock, sheriff (CG human male fighter 4)
Abstalar Zantus, town priest (CG male human cleric of Desna 4)
Titus Scarnetti, noble (LN male human aristocrat 6)
Ethram Valdemar, noble (NG male human aristocrat 5/expert 2)
Ameiko Kaijitsu, owner of Rusty Dragon (CG female human aristocrat 1/bard 3/rogue 1)
Shalelu Andosana, local ranger (CG female elf fighter 2/ ranger 4)
Brodert Quink, Thassilonian expert (NG male human expert 7)
Corruption: This modifies Bluff checks against city officials and guards, and Stealth checks attempted outside on city streets, alleys, or in the Shingles.
Crime: This modifies Sense Motive checks to avoid being bluffed and Sleight of Hand checks to pick pockets.
Economy: This modifies Craft, Perform, and Profession checks to generate income.
Law: This modifies Intimidate checks to make an opponent friendly and Diplomacy checks against government officials.
Lore: This modifies Diplomacy checks to gather information or rumors, and Knowledge checks using city resources (such as schools or libraries) to research topics.
Society: This modifies Disguise checks and Diplomacy checks to alter the attitude of any citizen of Korvosa who is not a government official.
Danger: This modifies all rolls for random encounters in Korvosa (including the sewers and the Shingles). See page 465.
Base Value: 1,300 gp (75% Chance of Finding Items Less Than This)
Purchase Limit: 7,500 gp; Spellcasting 4th
TOWN RECORDS
Sandpoint’s Town Hall contains records of residents, buildings, tax payments, deaths, marriages, and more.
CR 1
XP: 400
Complexity: 11
Languages: Common
Research Check: Knowledge (Local) (untrained), Knowledge (Nobility)
Knowledge Bonus +1
KP 3
Research Thresholds
KP: 2
KP: 1
KP: 0
BRODERT QUINK'S NOTES & FILES
Brodert Quink is Sandpoint’s foremost expert on ancient Thassilon. His notes, including personally-copied scrolls from other libraries across Varisia, are extremely useful in understanding the relics of this period thousands of years in the past.
Information on: Thassilon
CR 10
XP: 9,600
Complexity: DC 34
Languages: Common & Thassilonian
Research Check Knowledge (History)
Knowledge Bonus +4
KP 30
Research Thresholds:
KP 20
KP 10
KP 0
Magnimar Libraries:
Museum of Ages (Capital District, Building C4)
This museum, curated by esteemed scholar of Varisian history Doctor Ernst Landis (N male Chelaxian expert5/wizard5), is the largest in Magnimar and lavishly supported by public funds. It holds displays on the history, inhabitants, and culture of not just Varisia, but Golarion as well. Of particular note are three of its permanent displays: the ancient Eye of Rakzhan (a magically petrified cyclops eyes from a remote island in the Shackles), the Gemstone Regalia of King Chadris Porphyria III (held on public display here much to Korvosa’s disdain), and the Lions of Siv (two matching lions, one of red marble and the other of black). The Museum of Ages funds the region-wide expeditions of renowned explorer, treasure hunter, and Pathfinder Doctor Archisa Aparna (NG female Vudrana bard 5), who frequently lectures on ancient Varisian monuments on the occasions she is in the city.
Information On: Ancient Monuments, Famous Historical Figures, Famous Historical Events
CR: 8
XP: 4800
Complexity: 25
Languages: Common
Research Check: Knowledge: History (untrained), Knowledge (Local) [legends], Knowledge: Nobility
Knowledge Bonus: +2
KP: 24
Research Thresholds: KP: 18
KP: 12
KP: 6
KP: 0
Founder’s Archive (Capital District, Building C4)
This library, open to the public, is well-funded by the city and contains the personal archives of some of Magnimar’s most notable public figures, as well as the scholarly output of generations of historians and researchers of the arcane, occult, and divine. The premier library in western Varisia, the Founder’s Archive is run with an iron fist by the stern, half-Shoanti/half-Varisian Madam Irba Demerios (LN female expert 8). Madam Demerios holds the only key to the library’s Forbidden Collection.
Information on: Magic (all types), the Planes, Politics, Government, Foreign Policy, Dark Secrets*
CR: 15
XP: 51,200
Complexity: 41
Languages: Common
Research Check: Knowledge: Arcana, Knowledge: The Planes, Knowledge: Local, Knowledge: History, Diplomacy
Knowledge Bonus: +4
KP: 45
Research Thresholds: KP: 36
KP: 27
KP: 18
KP: 9
KP: 0
*Dark Secrets can only be researched if access is gained to the Forbidden Collection. Treat Madam Demerios as Hostile during any requests for access to this area, and add: Secret Chambers & Encounters (p. 151 of Ultimate Intrigue).
=Style guidelines for posting= Out of Character [ooc ] [/ooc ]
"Spoken outloud" [b ] [/b ]
"Telepathically communicated" [b ][i ][/i ][/b ]
Thoughts [i ] [/i ]
[dice ] [/dice ]
[spoiler ] [/spoiler ]
Other information [no tag]
=GM Rolls=
Any rolls that are automatic, or pseudo automatic, such as Initiative, or if you say something like "every time we enter a room, I give it a quick scan", I make the rolls, so we don't have to wait. Likewise, I may make save rolls. I may also roll Perception, Sense Motive, and Knowledge checks as appropriate. All the rolls are above board, in spoilers to keep clutter to a minimum. I roll in either: (1) Alphabetic Order or (2) Initiative Order, as appropriate for the situation. If the Rolls are in a spoiler for GM they are meant for me. If they are spoilered with anything else like Initiative or Perception feel free to take a peek.
Any save whose result may result in very bad things for your character, I leave to you whenever possible. If you face a Save or Suck for instance, I don't like to roll the save for you. Your character, your karma, your luck . . .
=Combat=
I will provide maps for combat situations via Roll20. There will be a link at the top of the page to the appropriate Roll20 campaign. You will need to login so I can create a token for you and give you access to move it around the board. I also, generally track HP on Roll20. All rolls however, are done here on the boards using the [ dice ] mechanics. When combat starts I will provide a listing of Init order. All players can go in any order within their block.
For example the Init order might look like this:
Round 1
>Player 1, Player5, Enemy 1, Enemy3, Player 4, Player 2, Player 3, Enemy 2
Player 1 & 5 can post their actions in any order and I will resolve them as appropriate. Then after Enemy 1 & 3 go Players 2-4 can post their actions in any order. If you post and someone’s earlier action effects your action I will take creative liberties. For example, if you magic missile a baddie that the Rogue just eviscerated, I’ll redirect your spell to a still-living target. This isn’t how I run things in a live game, but in a PbP, block initiative saves time and speeds up combat significantly.
=Player Discussion=
For any questions and concerns - I prefer to address these in the Discussion thread. That way everyone has the advantage of learning the answer to a specific question or ruling and we keep the gameplay thread less cluttered. When I post a ruling or what have you, I try to post a link to the PRD.
Note: I can be wrong, I'm not a perfect GM. When I am wrong, tell me and provide references to the PRD. It is how we all learn.