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Any other DM's out there that have run into their PC's kingdom being WAY to powerful? Currently we are making the transition from book 4 to book 5 and the PC's are building fourteen, yes FOURTEEN medium size (100 troops) armies. I still need to get what CR each army will be but I know for certain that it will be way over the proposed size of a CR 11 army overall.

Now. Some of this is my fault. I didn't keep tremendous tabs on what exactly happened each month during the kingdom stuff, but that is because I was concentrating on the story provided in the books and adding my own flair here and there.

I have a player who was and still is extremely excited about building the kingdom so he has pretty much done it on his own with minimal input from the other players. They have never shown much interest at all. Sure they will do some kingdom rolls now and then, talk about what buildings they would like to see, but that is it. Nothing to the extent of what this one player does.

In book four, part one, where Drelev attacks Tatzlford, I had to make a few things happen to make it so that the attack could even happen. First off, Tatzlford was already built out to a comprise a full district, which equates to a population of roughly nine THOUSAND people. For a reference, Pitax's population is just shy of six thousand per book five. This is just one of roughly 6-7 cities that are like this at that point in the game, with the capital being even larger. Gives you an idea of how crazy the kingdom is.

For a brief story about what happened to Tatzlford look here : http://paizo.com/threads/rzs2kfk2&page=4?Blood-for-Blood#196

I figured that having a city such as Tatzlford burn to the ground would mean the kingdom would have a terrible time doing anything for the next LONG while. Here is where another mistake comes in on my part, and the player who is controlling the kingdom either read something wrong, or just plain out cheating since he thought it was b&$&#~!$, or he didn't want his baby compromised, what have you. Having a city like Tatzlford burn to the ground at the size it was at equaled 184 unrest points, which according to the player meant that kingdom checks would just have -184 to each check, which is what was done, and the kingdom was STILL able to make checks and continue building things to deal with the unrest. According to the actual RULES, anything over 20 unrest means the kingdom devolves into anarchy, and the PC's have to do something or a string of somethings special to earn the trust of the kingdom back.

I wish this is what had happened. It makes the MOST sense to me. Why have a city like Tatzlford with a population of 9,000 people, and not REALLY protect it. There was no standing army there, and IIRC the only defensive buildings were city walls, and possibly a barracks. There was a custom story driven DM and player constructed militia there comprising of fifty or so NPC's with minimal skills, but that is hardly what a city like Tatzlford should have.

Essentially. They built way to quick, and built buildings and hex improvements that only helped with the kingdom roll checks, and nothing else. AKA power gaming the kingdom, which then bit them in the ass, or at least I wish it had if the rules had been followed...

So here we are, closing out book four, eight months have passed since Tatzlford burned to the ground and the kingdom according to my kingdom player has recovered. This is setting up any mass combat in book 5 to be a joke, roflstomping Pitax's standing army into the ground.

What suggestions do you have to fix this? I appreciate your input! My game is in a downward spiral from my perspective!


While the character might be able to sneak attack on the charge I highly doubt that his mount can do the same thing.

I'm not a rules expert and by RAW it might be allowed, but it doesn't make sense.

Now if the character could find a way to use the lance without the horse that actually made sense then maybe I'd allow it.

**EDIT**

After reading your question again I would say that it is 3x(d8)+2d6 . Normally additional dice are NEVER added in multipliers.


Neil Spicer wrote:
KwwB wrote:
Has anyone had your PC's lose the battle at Tatzlford?....Any creative suggestions for this scenario?

You can play up the danger represented by Drelev's new alliance with the Tiger Lord barbarians and Nyrissa's monstrous minions (like the trolls, fey, etc.). Clearly, there should be some ramifications on the PCs' reputation and approval as leaders of the kingdom if their ineptitude allowed a border town like Tatzlford to fall. Maybe further threats could begin to eat away at the edges of their territory...too many and too widespread for them to address all at once. Then, the adventure could turn towards them finding the instigator of all their troubles and a direct conflict with the Drelev Demesne.

Bottom line, even a defeat at Tatzlford can serve as the catalyst for how and why the PCs would turn their attention toward the latter parts of the adventure in "Blood for Blood." The trick is going to be in how you present those opportunities and stir up their interest in fighting back. Basically, all the headaches that the rulers/leaders of a young kingdom should face.

Best of luck,
--Neil

Thanks Neil. I was headed this direction in my own mind. Knowing the back story of Baron Drelev, his... interesting alliance with Pitax and the Barbarians. I am more apt to have something come at the PC's. Once Baron Drelev fully realizes what happened at Tatzlford, I feel he would then try to impress Pitax more by further showing his strength against the PC's empire, and or that Pitax finds out and directly confronts the PC's kingdom in rush for more power. My PC's kingdom is VERY VERY wealthy for where it should be at this point in the adventure path. Having Tatzlford burn to the ground was also a very great story driven way to reduce the wealth of my PC's kingdom as I feel it is way to wealthy.


Has anyone had your PC's lose the battle at Tatzlford? Sparring you all the details of my campaign my PC's didn't kill the last troll until around the 17th round of the trolls being in the city.

Because of this I ended up having Tazlford burn to the ground since the mercenaries who got inside the city were free to light fires and take what loot they could because the trolls had killed so many villagers and anyone willing to protect their home.

Any creative suggestions for this scenario?


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Well, she ended up captivating four of the six PC's. The oracle of life who basically never hits things, and has purely healing/support spells and feats, and the two-weapon fighter resisted. The next round she made the fighter protect her via suggestion.

Regardless to say it was pretty bad, and I knew it would be which is why I came looking here for answers because I thought it was very likely to be a TPK. The party is very very bad at will saves. Both the wizard and the rogue have 7 wisdom, which they chose, essentially for power gaming.

Two of the six party members died, that baobhan sith drained the oracle of battle (yes the party has two oracles) to death from CON damage, and the grimstalker from one of the outlying towers was there to aid his "love" (the PC's encountered him previously, but he successfully got away) killing the party wizard; mostly because the wizard acted like an idiot.

All in all I think it was a very memorable fight that no one will forget, which is the best outcome regardless of player deaths.

Thanks to everyone for your help! :)


Squeatus wrote:
...because grappling is an action that is sustained the entire round(s) and a claw attack is just one of many things you're capable of doing during a round, I'd guess.

Ahhhh spot on. So basically if she dazes everyone with her dance it could be a TPK :(

Would the person she is attacking while dancing be able to fight back? From what I can see the answer would be no. They just sit there and let her tear them to shreds...


Alexander Kilcoyne wrote:
KwwB wrote:
Tem wrote:

It was clarified in the RRR GM thread that she cannot grapple while dancing. So, even in the unlikely scenario that every party member fails the save, she would have to resort to some other way to keep others busy while she feeds. Of course, she does have many other tools at her disposal, so it could still be a very deadly encounter but it's not exactly a one roll TPK.

My PCs discovered that even though they were all 5th level, the quickling gave them so much trouble that they shouldn't explore any further into the keep. Of course, she'll still be almost as deadly to 6th and/or 7th level PCs if they come back later.

Saw this post and found the spot in the RRR you referred to. Knowing this now makes this encounter laughable. Even if the baobhan sith captivated every party member, as soon as she successfully grapples one of them the rest of the party is no longer captivated and she dies in a round or two. She can't even captivate any of them again if she wanted to.

Use of suggestion and entangle might be the only way to save this encounter. Or use of "I'm the DM" and I'm making this encounter memorable :P

If she has everyone captivated, she can take them on one at a time at her pleasure, using her claw attacks- leaving the one who appears to be the groups most competent warrior for last to grapple.

How so? If grappling someone would break the dance on everyone because she is no longer "sustaining" the dance, then how can she attack and sustain the dance?


Tem wrote:

It was clarified in the RRR GM thread that she cannot grapple while dancing. So, even in the unlikely scenario that every party member fails the save, she would have to resort to some other way to keep others busy while she feeds. Of course, she does have many other tools at her disposal, so it could still be a very deadly encounter but it's not exactly a one roll TPK.

My PCs discovered that even though they were all 5th level, the quickling gave them so much trouble that they shouldn't explore any further into the keep. Of course, she'll still be almost as deadly to 6th and/or 7th level PCs if they come back later.

Saw this post and found the spot in the RRR you referred to. Knowing this now makes this encounter laughable. Even if the baobhan sith captivated every party member, as soon as she successfully grapples one of them the rest of the party is no longer captivated and she dies in a round or two. She can't even captivate any of them again if she wanted to.

Use of suggestion and entangle might be the only way to save this encounter. Or use of "I'm the DM" and I'm making this encounter memorable :P


First off. Thank you bunches for doing these conversions. I've enjoyed them immensely. I spend a lot of time preparing for my sessions and generally have to increase the CR myself which takes sooooo much time as I'm newer to DMing Pathfinder.

With these adjustments to match six adventurers, has anyone noticed that some of the solo creatures are just plain... ouch. I currently have some players complaining now about how hard creatures are.

The first encounter with the werewolf was not too hard, but when I confirmed a crit with his greataxe on our ranger. It straight out killed her. In the book his average crit damage would be somewhere around 34, on a class that has d10's for hit points, that type of hit would most likely just knock them unconscious or they would have a few hit points left.

With the modified version the average crit damage is somewhere around 52 which is straight up kill zone, even for d10's with decent CON.

Now they ran into the modified Scythe Tree and I wasn't going to be mean enough to have all four attacks hit the same target (unless there wasn't anyone else in range). This usually equated to two attacks each on two targets. I killed another character this combat with two crits, one each round, back to back rounds. Given that there are four attacks a round from this tree it is obviously more probable to get crits. The rogue in the party acted like a little ***** when it was evident to him that this tree had a very high AC (24, 22 when it had the opportunity to cleave). The rogue didn't land a single blow the entire fight.

Should I just roll with the idea that crits are crits and players generally die from them? And ignore the rogue for not rolling over a 14 on a monster with 24 or 22 AC?


I'm all about the rewarding, I'm just afraid that they will outpace the module if it wasn't intended for them to get experience from "peace full" completion of the encounter AND the experience from the quest they receive from said encounter.

I'll probably end up adding all the experience up and seeing if it gives the intended experience for the module. Unless someone chimes in within a week with solid evidence either way :p

I also don't want them lagging behind as well, so thanks for reminding me of that Talon Moonwalker.


Quick question for a few encounters. For encounters like "The Grove of The Grove of Tiressia" and "A Delicate Situation" should I award experience for the adventurers for finishing these without resolving to combat? Or just the EXP for the quests associated with them?


I can't even understand your question. Add on top of the fact that you don't put much information out there makes it less likely to get any help.

I have one thing to say...

Isn't it already haunted? BY FREAKING DAVIK NETTLES HIMSELF?


It appears that they would then want creatures with multiple attacks with grab to attack, grapple via grab, hold grapple 'till start of turn then release and attack the same as it did before.

Seems a little retarded to me. Once you have something grappled why would you let it go just to grapple it again...


Wow... I searched more threads about this and it's a complete cluster...

To me :

Quote:
The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

means that it can maintain any grapple as a free action at -20 and not be grappled in turn.

It seems rather absurd that a creature with 8 attacks (all having the grab modifier) can attack eight different targets on the same round, grappling them all with grab... Then on the next turn it completely forgets that it's a big bad monster with 8 tentacles that can all crush the life out of creatures... instead it can only concentrate on grappling and crushing the life out of one creature.

That is the main reason why I think it is a free action.

We really need a ruling from Paizo on what they intend for monsters with multiple attacks with grab WITHOUT constrict or swallow whole.


wraithstrike wrote:

Your interpretation is correct in that it is part of that free action, but you made one error. That is a -20, not a -2. That is why that option is almost never used.

The bear can also only make one check to maintain a grapple which is a standard action so even if it grappled two people it would have to let one of them go on the next round.

Hmmmm. You have me confused now. It is a free action at -20 to the CMB check. So if the bear has +18 CMB to maintain a grapple on a target who didn't escape, he would only then be at -2 to maintain the grapple.

So as you said it was a free action why could it not maintain the grapple on two targets at -2 and also bite someone?


wraithstrike wrote:
Now if the bear was surrounded or outnumbered in melee I can see it foregoing the grapple since even animals in the wild won't concentrate on one foe if they are outnumbered, but if someone engages the bear in melee before anyone else is in the bear's threat range I can see it going for the grapple.

Agreed. It just seems to me that a monster with multiple attacks and GRAB, but not CONSTRICT or SWALLOW WHOLE would never maintain the grab (grapple).

I just finished talking to one of my friends who has DM'd 3.5 and Pathfinder much more than I have. He mentioned this part of Grab:

Quote:
The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

I read the "or simply use" part of that as a free action.

So the bear could simply use its claw at a total of -2 to maintain the grapple and then still claw and bite something. Or a more extreme example, it could have two things grappled, one in each claw, and maintain both at -2 and bite something else or one of the grappled creatures. Granted the bear is at dice -2 and a normal level 1 or 2 PC would be at dice - dice +5. So it is much more likely that the PC wouldn't be grappled anymore.

CMD 9 (+13 grapple granted by grab, +5 circumstance bonus to maintain grapple on creature that didn't escape) total +18.

This is purely what the rules allow, not what the bear might or might not actually do.


So more than likely the bear would fight like normal until it had something grappled.

Then each round after it would maintain the grapple with +18 and only deal 1d6+5 damage until creature it had grappled was unconscious/dead.

Played like that it hardly feels like the creature is CR4. Though I agree this is most likely what a bear would do. At least until it felt like the three other creatures around it were much more of a threat.


Resurrecting this thread. Better than starting a brand new one I guess :)

I'm learning to DM Pathfinder and I find grab attacks a little confusing.

Take something simple, like a Grizzly Bear (pg.31 B1)

Its attacks are as follows:

Melee 2 claws +7(1d6+5 plus grab), bite +7(1d6+5)

CMB is +9 (+13 with grapple)

Question 1: If this Grizzly does a full round attack it claws twice, and bites once. Does each claw get a grab attempt if they hit different targets? Or do both claws have to hit the same target?

Question 2: The bear has something grappled via grab. On the creatures turn it doesn't escape. Next turn the bear could maintain the grapple as a standard action, but doing so would only yield 1d6+5 damage via grab rules... but it would have +13vs CMD instead of +7vs AC to do this. Why would the bear do this though? It seems it would be better to end the grapple as a free action, then full round attack for another 2claws and bite with the potential for 3d6+15 damage, triple what maintaining a grapple would yield.

For creatures like the Xill mentioned above that has even more attacks on a full round attack; it seems obvious that it would absolutely NOT want to maintain only a single grapple.

It almost appears that monsters with "grab" on attacks would never maintain a grapple unless they also have constrict.


It lists the Constrictor Snakes CMB at +5 (+9 grapple). I just came across this.

Quote:
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

So the snake would indeed have a +14 to maintain a grapple. That's pretty frightening to a level 1 character who was unlucky enough to be the snakes first target :O


Thank you wraithstrike. So on the second round if the snakes maintains the grapple he can either deal the 2d4+8 total damage if he decides the damage option, otherwise he could do the other options and still deal 1d4+4 from constrict.


Re-read some stuff after that post. After a successful grapple on the first round, if the target grappled by the snake doesn't escape, he also gets a +5 bonus to continue to grapple. So on the second round the snake would have +14 grapple to maintain?


If someone could help me clarify this that would be awesome. Tonight I'm probably going to be throwing stuff at my party that constricts. In the beastiary on pg 255 the Constrictor Snake would do the following... I think...

Bite someone in melee. Successful hit deals 1d4+4 damage. The snake can then attempt to grab as a free action that doesn't provoke AOO. He does this with a +9 to his grapple check. If successful he and his opponent now get the "grappled" condition, and the snake deals an additional 1d4+4 damage due to constrict. This is all in one round.

Then on the second round, the snake would then attempt to maintain the grapple as a standard action. +9 on the grapple check as before. Now... if he succeeds how much damage does he do? Does he do grab damage and constrict damage? So 2d4+8 ? Or just constrict damage 1d4+4

I would assume it would be 2d4+8, otherwise why maintain the grapple.

Thanks in advanced to you more knowledgeable players and GM's.


Stockvillain wrote:

@KwwB

When it makes a single attack via Standard action, you get to pick which attack it uses [a claw or a bite]. Full attack goes through all the ones listed [e.g. 2 claws & 1 bite]. Remember to apply the listed attack bonus, even if using a secondary attack as the only attack with a Standard action; secondary natural attacks have a penalty unless you've got feats ameliorating the situation.

So regardless if it separates multiple forms of attacks with either a comma, the word AND, or the word OR, if the monster uses a standard action to attack it only gets ONE attack even if the attack chosen has multiples listed? Example : 2 claw, 6 bites, 1 gore. It only gets to claw ONCE or bite ONCE if it uses those forms of attack.

But if the monster uses a full round action to attack it gets to attack with ALL listed forms of attack unless they are separated with the word OR? Example : Melee +3 holy greatsword +27/+23/+17 (3d6+15/19-20) OR slam +24 (2d8+12)


I'm still confused. I'm learning to DM Pathfinder after moving from DnD 4e and monster stat blocks are not as clear as 4e.

For example in Beastiary under Bear, Grizzly (pg31) it lists the following under Melee.

Melee 2 claws +7(1d6+5 plus grab), bite +7(1d6+5)

What exactly does this mean? If the bear uses only a standard action to attack, does it get either 2 claw attacks or 1 bite attack? Or does it only get 1 claw or 1 bite?

When it uses a full round action to attack does it get both claws and the bite?

Then on the monster Bulette (pg 39) it has the following for Melee.

Melee bite +13(2d8+9/19-20) and 2 claws +12(2d6+6)

The kicker here is the word AND instead of just a comma separating the different forms of attacks. So if a Bulette takes a standard action to attack does it get the bite and both claws? Or does that require a full round action?


Purplefixer wrote:

'rises around you' seems generally to be flavor text. It has a range of 20', so by the rules in the Spells chapter of the core rules, it can be cast centered anywhere within 20' of the caster. You actually don't want to be in the mist when it's cast, so it's wise to clear out of dodge when the wizard whips this puppy out. It hits caster, friend, foe, mounts, innocent barmaids, and kittens alike with 1d2 wisdom damage a round!

Enchanters are gonna LOVE this one...

This doesn't seem right to me... Well. Let my clarify. Casting it away from yourself, fine. But I read it that anything in the mist takes 1d2 wisdom damage, but only once. Maybe I'm missing some rule about persistent effects and damage every round ect...

Can anyone clarify this for me please? My Illusion spec wizard would love this spell if it was 1d2 wisdom a ROUND! :)


Awesome! Thank you all for the help!


I'm currently playing a rogue, and I'm looking at multiclassing into wizard. There are a few questions I have that I couldn't find the answer to. First off the rogue talent "Resiliency":

Quote:

Resiliency (Ex): Once per day, a rogue with this ability

can gain a number of temporary hit points equal to the
rogue’s level. Activating this ability is an immediate
action that can only be performed when she is brought to
below 0 hit points. This ability can be used to prevent her
from dying. These temporary hit points last for 1 minute.
If the rogue’s hit points drop below 0 due to the loss of
these temporary hit points, she falls unconscious and is
dying as normal.

I put in bold the part that concerns me. Does this refer to how many levels in rogue you have? Or your total level? AKA Rogue3/Wizard4 would get 3 temporary hit points or 7 temporary hit points?

Secondly, wizard school specialties, example:

Quote:

Illusionists use magic to weave confounding images,

figments, and phantoms to baff le and vex their foes.
Extended Illusions (Su): Any illusion spell you cast with a
duration of “concentration” lasts a number of additional
rounds equal to 1/2 your wizard level after you stop
maintaining concentration (minimum +1 round). At 20th
level, you can make one illusion spell with a duration of
“concentration” become permanent. You can have no more
than one illusion made permanent in this way at one
time. If you designate another illusion as permanent, the
previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a
shimmering ray at any foe within 30 feet as a ranged touch
attack. The ray causes creatures to be blinded for 1 round.
Creatures with more Hit Dice than your wizard level are
dazzled for 1 round instead. You can use this ability a number
of times per day equal to 3 + your Intelligence modifier.
Invisibility Field (Sp): At 8th level, you can make yourself
invisible as a swift action for a number of rounds per
day equal to your wizard level. These rounds do not
need to be consecutive. This otherwise functions as
greater invisibility.

Put in bold the part in question again. Would a Rogue3/Wizard5 get access to Invisibility Field? Or only a Rogue3/Wizard8 ?


Awesome! Thank you very much for clarifying this for me!


I'm not understanding how the Half elf rogues favored class option is of any use whatsoever!

"Rogue: Add a +1/2 bonus on Bluff checks to feint and
Diplomacy checks to gather information."

Maybe I'm not understanding it correctly but to me it means that it would take TWO levels of taking this favored class option to get +1 on Bluff to feint and +1 on Diplomacy to gather information... Why not just get +1 Bluff on a level up and +1 Diplomacy on a level up to equal the same bonus but to the WHOLE skill not just specific parts of the skill. Not to mention spending an entire level with +1 to either skill instead of waiting for the second level for both to kick up from +1/2 to +1.

Full Name

Buckwell Burrowholme

Race

Gnome

Classes/Levels

Sorcerer (Draconic: Red Dragon)/1

Gender

Male

Size

Small

Age

53

Alignment

Chaotic Neutral

Deity

Desna

Languages

Common, Draconic, Elven, Gnome, Sylvan

Strength 10
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 10
Charisma 17

About Buckwell Burrowholme

Height: 3' 8"; Weight: 43lbs.; Hair: Orange-red; Eyes: Blue (w/gold flakes)

Appearance:

Orange hair with streaks of red highlights give a clue to the fire that runs through Buckwell's veins, while ice blue eyes with golden flakes, that seem to float just inside the iris, offer a glimpse of the draconic heritage of his ancestors. A weathered tanned skin color seems to attest to the fact that he has spent most of his life outdoors, under the sun. Small but wiry, Buckwell moves with a certain catlike grace, but like a feline he seems unable to sit still for very long, always feeling the need to keep moving, to keep exploring. When speaking, Buckwell often seems to fire off rapid series of questions never bothering to stop to take a breath until he has said all that is on his mind. He often finds himself impatiently tapping his foot while waiting for others to finish whatever it is that they were doing. He can be quite eloquent when he speaks as long as he remembers to slow down what he has to say and to wait for others to respond.

Background:

Buckwell's childhood was a typical Gnomish childhood with his days spent exploring the woods around his home in southern Brevoy and his evenings spent staring into the family fire as Grannana Burrowholme spun tales of his family's past. As the wizened matriarch told her stories, Buckwell could envision the characters in the flames acting out the tales. His favorite childhood story was the one about Great Grandmother Burrowholme dalliance, however impractical, with a prince of the Rogarvia family.
As the young man grew to puberty he began to realize that he was different from other Gnomes his age as he could focus his will to create small fires. He could not believe the exultation he felt in his soul as if some ancient memory was fanned to life whenever he started a fire, much to his parents dismay. Unable to control his tendencies anymore they sent him to the city of Restov to help him learn how to control his burgeoning powers.
While in the city Buckwell chafed at the restraints put upon his wanderlust and would often escape his studies to travel the countryside on his trusty pony, Nyx. It was during this time in the city that Buckwell noticed a handbill calling for able bodied adventurers to explore, map, and eventually settle the Stolen Lands to the south. Buckwell found himself unable to resist the chance to make his own way in the wilderness and, maybe, some day rule a kingdom much like the prince in his great grandmother's stories.

Favored Class:

Sorcerer 1: +1 Hit point

Experience: 0
Hit Points: 11/11

Initiative: +4

AC*: 13; Touch*: 13; Flat Footed*: 11
*Defensive Training: +4 Dodge bonus to AC against monsters of the giant subtype
Armor/Protective Item: None (Armor/Shield Bonus: ; Max Dex: ; Armor Check: ; Arcane Spell Failure: ; Type: ;Weight: )
Shield/Protective Item: None (Armor/Shield Bonus: ; Max Dex: ; Armor Check: ; Arcane Spell Failure: ; Weight: )
Protective Item: None

Speed: 20' (4 squares)

Saves:
Fortitude: +1
Reflex: +2
Will: +2

BAB: +0
CMB: -1
CMD: 11/9 FF

Weapons:
Crossbow, light
Attack: +3; Damage: 1d6; Critical: 19-20/x2; Range: 80'; Type: P; Special:
Quarterstaff
Attack: +1; Damage: 1d4; Critical: 20/x2; Range: 0'; Type: B; Special: double, monk
Sickle
Attack: +1; Damage: 1d4; Critical: 20/x2; Range: 0'; Type: S; Special: trip

Skills:

@Acrobatics: +2
+Appraise: +2
+Bluff: +3
@Climb: +2
+Craft : +2
Diplomacy: +3
@Disable Device*:
Disguise: +3
@Escape Artist: +2
+@Fly: +4
Handle Animal*:
Heal: +0
+Intimidate: +3
+Knowledge (arcana)*: +8
Knowledge (dungeoneering)*:
Knowledge (engineering)*:
Knowledge (geography)*:
Knowledge (history)*:
Knowledge (local)*:
Knowledge (nature)*:
Knowledge (nobility)*:
Knowledge (planes)*:
Knowledge (religion)*:
Linguistics*:
+Perception: +7
Perform: +3
+Profession*:
@Ride: +2
Sense Motive: +0
@Sleight of Hand*:
+Spellcraft*: +6
@Stealth: +6
Survival: +0
@Swim: +0
+Use Magic Device*: +7

+ Class Skill / * Trained only
@=Armor penalty applies to these skills


Racial Traits:

+2 Constitution, +2 Charisma, and –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice (Knowledge (arcana)).
This racial trait replaces hatred and obsessive.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of theoracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability).
Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities (1/day):
Dancing Lights
Flare
Prestidigitation
Produce Flame
The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based.
This racial trait replaces gnome magic and illusion resistance.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon

Feats:

Eschew Materials [B]: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Traits:

Excitable (Gnome): You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well.
Benefit: You gain a +2 trait bonus on all Initiative checks.
Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.
Benefit: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Special abilities:

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table 3–15. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table 3–15 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Bloodline Arcana, Feats, Powers, & Spells:

Draconic:
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted below.

Black-[Acid]: 60-foot line
Blue-[Electricity]: 60-foot line
Green-[Acid]: 30-foot cone
Red-[Fire]: 30-foot cone
White-[Cold]: 30-foot cone
Brass-[Fire]: 60-foot line
Bronze-[Electricity]: 60-foot line
Copper-[Acid]: 60-foot line
Gold-[Fire]: 30-foot cone
Silver-[Cold]: 30-foot cone

Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural
ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above
chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Spells:
Bonus Spells: Mage Armor (3rd), Resist Energy (5th), Fly (7th), Fear (9th), Spell Resistance (11th), Form of the Dragon I (13th), Form of the Dragon II (15th), Form of the Dragon III (17th), Wish (19th).

0 level (DC: 13)
Detect Magic
Light
Read Magic
Spark

1st level (DC:14; 4/day)
Burning Disarm
Burning Hands

Gear & Money:

Arms & Armor:
Crossbow,light
-20 bolts
Quarterstaff
Sickle

Gear:
Backpack
Blanket, winter
Case, map or scroll
Chalk, piece x2
Cold weather outfit
Compass
Cooking kit
Flask
Mirror, small steel
Pouch, belt
Rations, trail (per day) x4
Sack
Traveller's outfit
Waterskin
Whetstone
Whistle, signal

Mount:
Jynx
CR 1
Male Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
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DEFENSE
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AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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OFFENSE
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Spd 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)

STATISTICS
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +5
Languages
SQ Riding [Trick]

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SPECIAL ABILITIES
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Gear:
Bedroll
Bit & bridle
Feed (per day) x2
Rope, hempen 50'
Saddle, riding
Saddlebags
Tent, small

Money:
CP: 3
SP: 9
GP: 13
PP:

Gems & Jewelry:

Magic Items: