About the un-tagged map; I too had some concerns. But, when I uploaded it into Roll20, dropped it on the VTT, and stretched it out, things lined up pretty well.
[spoiler] Set your map size to 37W x 50H and you will have 1 row of border all around the map to play with the stretching. {/spoiler]
I did appreciate that the maps are at the end, instead of being a page inserted into a break in the box text. HINT ;-)
I have a question for the skill checks listed in the middle of P14, the first in the list. One of them is a skill check for an activity that does not belong with that skill. Which need to be corrected, the skill used or the activity performed?
And I'd say that if a price is lower on the Chronicle sheet than in the CRB, then it's a discounted item.
Somehow that entry got deleted. I intended it to be Survival, but I do not know why it is missing. I am assuming a developer intended to change it, but I do not know what they intended to change it to.
Any word on what it turned out to be? When we ran it, we used Fort Save, it seemed to make sense and is something every character should be at least trained in. When we run it again, we'll use Survival.
Um, has anyone noticed one tiny little missing detail in the PDF? I'm never good at hiding spoilers, so here's as non-spoiler I can get:
Page 17, Item 4, line 2. There's a DC listed but no indication what stat is to be rolled against it. If this was posted somewhere else, please forgive, and link.
Folks, I am trying to do something nice for my husband. He is GMing all weekend except for the specials because he was planning on playing in them. There was some confusion with his badge and it did not get resolved till after the specials were sold out. If anyone has an extra ticket for Thursday and/or Friday special please let me know. I would be happy to pay for the ticket but I would love to suprise him. I know this is last minute but I didn't find out till yesterday that there was a problem. Please help me if you are able. If not enjoy the specials!
My husband would really like to to play. He would be playing Shaboom a gnome alchemist with a penchant for blowing things up. He is definately a pyromaniac and always makes life interesting. My husband didn't get his GM badge till after the specials were sold out.
Init +6 | AC 24 T17 FF24 (-2 rage)| HP 93/93 | Fort +14, Ref +8, Will +4 (+4 v Chm/Cmp, +2 F/W rage, +2 v Ally) | Perception+0 DV | Rage 15/15 | Sp 1: 2/2 | MP: 2/2 || Mage Armor, Lucky #18, Hermean Pot. 2
Gender
F
Size
M
Age
20
Alignment
LG
Deity
Iomedae
Location
Nerosyan
Languages
Taldane, Abyssal, Draconic
Strength
18
Dexterity
14
Constitution
15
Intelligence
8
Wisdom
10
Charisma
18
About Cecily Levain
Cecily Levain:
Cecily is the primary heir to House Levain, the largest farm-holding noble family in Nerosyan and the largest supplier of the admittedly small production of domestic food products to the Mendevian crusade. There was some scandal when Cecily was kidnapped as a child and subjected to a demonic ritual, but she was recovered safely and not much more was thought about it until she sprouted horns and a tail a few years later. After significant research and expense was put into trying to change her back to a more human form and one particularly pragmatic aunt was tutted down for suggesting a reincarnation might be their best bet, the official family stance is that Cecily is still of sound mind and body despite her differences (which are officially ascribed to the ritual she was subjected to). The official stance does not make any mention of the fits of unbridled anger that accompanied the physical manifestations of her abyssal taint. What were thought of as typical teenaged outbursts at first only got worse as time went by, but such a lack of decorum would not stand in the heir of House Levain, so the family flexed its influence and arranged for Cecily a mentor in discipline, focus, and channeling her growing strength for Good: Terendelev. Despite the many demands on the Silver Dragon's time, she has proven to be a strong stabilizing influence on Cecily's demeanor and the young woman has made great strides in her discipline, martial and otherwise in the years she has accompanied the dragon and her crusaders.
Cecily Levain
Female Pitborn Tiefling Unchained Monk (Scaled Fist) 3, Bloodrager (Silver Dragon) 5||Mythic Dragon Disciple 2
LG Medium outsider (native)
Init +6; Senses Perception +0, Darkvision 60 ft
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Defense:
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AC 24, touch 17, flat-footed 24 (+2 dexterity, +4 charisma, +4 Armor, +3 Natural Armor, +1 Deflection) [-2 when raging], Uncanny Dodge
hp 93 (8 HD; 8d10+24 +3 FCB +2d12) [+16 when raging]
Fort +14, Ref +8, Will +4; +4 vs charm and compulsion, +2 Will & Fort when raging, +2 vs own and ally spells;
Defensive Abilities Resist Cold 5, Electricity 5, Fire 5, Evasion
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Offense:
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Speed 50 ft. 60 ft while charging, running, or withdrawing)
Melee
Raging Claw Flurry + PA +15/+15/+15 (1d6+26/1d6+22) [+8 bab +6 str +1 feat +1 magic +2 rage -3 PA = +15, (+6 str +2 rage)x2 dragon style +9 PA +1 magic = 23, (+6 str +2 rage)x1.5 dragon style +9 PA +1 magic = 19 ]
Raging Bite +PA = +13 (1d6+21)
Raging Unarmed Flurry of Blows + PA +14/+14/+9 (1d6+26/1d6+22) [+8 bab +6 str +1 magic +2 rage -3 PA = +14]
Mwk Composite +5 Longbow +11/+6 (1d8+5) 110 ft
Cold Iron Javelin (5) +10/+5 (1d6+6) 30 ft
Special Attacks stunning fist (5/day, DC 18), Bloodrage 15 rd/day, Ki Pool (5), Ki Strike (swift, 1 ki point), Elemental Fury (1d6 cold, swift, 1 ki point)
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Statistics:
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Str [26] 22, Dex 14, Con [20] 16, Int 8, Wis 10, Cha 19
Base Atk +8; CMB +14 (+2 grapple, +2 vs Demons); CMD 29
Class Abilities
AC Bonus (Ex): When unarmored and unencumbered, the scaled fist monk adds his Charisma bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects)
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Draconic Might : Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Bloodrage (su): At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day.
Bloodline: Silver Dragon
Bloodline Powers [effective level 7 due to DD]
1: Draconic Claws (su): Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
2: Draconic Resistance (ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4
Bloodrager Fast Movement (ex): A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge (ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him
Blood Sanctuary (su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts
Blood Casting (su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Eschew Materials
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion
Fast Movement (Ex): +10 ft. At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (su) (5), At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Charisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Strike (Magic),
Draconic Fury (Su): At 3rd level, the scaled fist has gains the elemental fury ki power. This ability replaces the ki power normally gained at 4th level.
Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.
Improved Uncanny Dodge (Ex): At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
Traits
Stolen Fury: +2 trait bonus on all combat maneuver checks against demons.The PC gains a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, she can ignore a single demon’s damage reduction for 1 minute, and increases the critical multiplier of any weapon she wields against that demon by 1.
Irrepressible: Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
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Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) (2): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
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+13 Acrobatics*: 8 rank + 2 dex + 3 trained
+4 Bluff: 4 cha
+10 Climb*: 1 rank +6 str +3 trained
+8 Diplomacy*: 1 rank + 4 cha + 3 trained
+2 Disable Device: 2 dex
+4 Disguise: 4 cha
+2 Escape Artist*: 2 dex
+2 Fly*: 2 dex
+0 Heal
+15 Intimidate*: 8 ranks + 4 cha + 3 trained
+7 Knowledge (arcana)*: 5 ranks -1 int +3 trained
-1 Knowledge (dungeoneering)*: -1 int
-1 Knowledge (local)*: -1 int
-1 Knowledge (nature)*: -1 int
-1 Knowledge (planes)*: -1 int
-1 Knowledge (religion)*: -1 int
+0 Perception*
+6 Ride*: 1 rank + 2 dex + 3 trained
+0 Sense Motive*
-1 Spellcraft*: -1 int
+6 Stealth*: 1 rank + 2 dex + 3 trained
+0 Survival*
+10 Swim*: 6 str + 1 rank +3 trained
+4 Use Magic Device: 4 cha
Background Skills
-1 Appraise: -1 int
-1 Artistry: -1 int
-1 Craft*: -1 int
+12 Handle Animal*: 5 ranks + 3 trained + 4 cha
-1 Knowledge (engineering)*: -1 int
-1 Knowledge (geography)*: -1 int
-1 Knowledge (history)*: -1 int
+10 Knowledge (nobility)*: 8 ranks -1 int +3 trained
+0 Linguistics: 1 rank -1 int
+8 Perform Sing*: 1 rank +4 cha +3 trained
+8 Perform Oratory* 1 rank + 4 cha +3 trained
+0 Profession*
+2 Sleight of Hand: +2 dex
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Gear:
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Combat Gear
Potion of Cure Light Wounds
Scale of Sacred Armaments
Handwraps (cold iron)
Glaive
Wand of Mage Armor (42)
Cold Iron Javelins (5)
Mwk Composite +5 Longbow
Quiver of Cold Iron Arrows (20)
Other Gear
Explorer's Outfit, Courtier's Outfit (ruined) + Jewelry, Poncho, Pathfinder's Kit (backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone)