Riding Dog

GM Coyote's page

1,223 posts. Alias of Simeon.


About GM Coyote

Enemy Stats:

Unnamed Hero CR 2
XP 600
Human cleric 3
CE Medium humanoid (human)
Init +1; Senses Perception +4
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (3d8+6)
Fort +4, Ref +2, Will +7
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Offense
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Speed 30 ft.
Melee mwk quarterstaff +7 (1d6)
Special Attacks channel negative energy 5/day (DC 13, 2d6)
Cleric Spells Prepared (CL 3rd; concentration +7)
. . 2nd—cure moderate wounds, flaming sphere[D] (DC 16), spiritual weapon
. . 1st—bane (DC 15), bleeding strike, bless, lesser confusion[D] (DC 15)
. . 0 (at will)—bleed (DC 14)
. . D Domain spell; Domains Fire (Arson subdomain), Madness (Insanity[APG] subdomain)
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Statistics
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Str 10, Dex 12, Con 13, Int 10, Wis 18, Cha 14
Base Atk +2; CMB +2; CMD 13
Feats Channel Smite, Guided Hand[UC], Selective Channeling
Languages Common
SQ call fire, insane focus
Other Gear mwk quarterstaff
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Special Abilities
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Call Fire (7/day, DC 15) (Su) As a standard action, create line of fire from existing flame to self dealing 1d4 dam (Ref neg).
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 2d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Arson) You express your devotion to your fiendish patron by setting the world ablaze and reveling in the glory of fire as it consumes and burns.
Cleric Domain (Insanity)
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Insane Focus (7/day) (Su) Target touched gains +4 save vs. mind-affecting and immunity to confusion, but is confused if it fails a save vs. mind-affecting.
Selective Channeling Exclude targets from the area of your Channel Energy.

XP 400
Human fighter (archer) 2 (Pathfinder RPG Advanced Player's Guide 104)
CE Medium humanoid (human)
Init +4; Senses Perception +5
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 17 (2d10+2)
Fort +3, Ref +4, Will +2
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Offense
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Speed 30 ft.
Ranged composite longbow +7 (1d8+2/×3)
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Statistics
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Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Intimidate +5, Perception +5, Survival +7
Languages Common
Other Gear composite longbow (+2 Str)
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Special Abilities
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Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Unnamed Hero CR 1/2
XP 200
Human fighter 1
Medium humanoid (human)
Init +0; Senses Perception +0
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Defense
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AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +0, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee battleaxe +4 (1d8+5/×3)
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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Power Attack, Uncivilized Tactics, Weapon Focus (battleaxe)
Skills Acrobatics -4 (-8 to jump)
Languages Common
Other Gear hide armor, buckler, battleaxe
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Special Abilities
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Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Uncivilized Tactics As std act, perf CM check, success disables targets limb or natural attack for 1 rd (+1/5 over).

Unnamed Hero CR 3
XP 800
Dwarf slayer 4 (Pathfinder RPG Advanced Class Guide 53)
NE Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 38 (4d10+12)
Fort +6, Ref +6, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 greataxe +8 (1d12+13/×3)
Special Attacks hatred, sneak attack +1d6 plus 1 bleed, studied target +1 (1st, move action)
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Armor Focus, Power Attack, Weapon Focus (greataxe)
Skills Acrobatics -1 (-5 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +1 (+3 to notice unusual stonework), Stealth +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ combat style (two-handed weapon[APG]), slayer talents (bleeding attack +1, ranger combat style[ACG]), track +2
Other Gear mwk breastplate, +1 greataxe
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Special Abilities
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Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +2 Add the listed bonus to Survival checks made to track.

Twilight Player Stuff:

[dice=Er init]1d20+2[/dice]
[dice=Ar init]1d20+1[/dice]
[dice=El init]1d20+4[/dice]
[dice=Zy init]1d20+6[/dice]
[dice=Kr init]1d20+6[/dice]

Fragments Player Stuff:

[dice=S init]1d20+1[/dice]
[dice=B init]1d20+3[/dice]
[dice=N init]1d20+1[/dice]
[dice=K init]1d20+3[/dice]

Old and Broken Stuff:

[dice=Bas Init]1d20+4[/dice]
[dice=Brin Init]1d20+2[/dice]
[dice=C Init]1d20+5[/dice]
[dice=R Init]1d20+3[/dice]
[dice=Sar Init]1d20+2[/dice]
[dice=Sprig Init]1d20+3[/dice]