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I've been running my family through Savage Tide using Pathfinder. I've been learning the system as I go, so I didn't bother converting the first adventure...I just used 3.5e while the players used Pathfinder.

But Bullywugs are among my favorite old monster and I hate the 3.5 version of them. And when I saw the Pathfinder Boggard I liked them a lot better. So I decided to convert the bullywugs to Boggards. I replaced all the generic hunters with Boggards, and removed one from each encounter (since Boggards are CR 2 and the hunters CR 1). I then went ahead and converted all the NPC's, starting Diamondback and her stiltwalkers. I figured I'd post them in case someone else might find them useful.

BULLYWUG GAMBIT

DIAMONDBACK CR 4
Male Human bard 5
CN medium humanoid (human, human)
Init +6; Senses Perception -1,
Languages Common
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AC 18, touch 18, flat-footed 11
hp 36 (5HD)
Fort +2, Ref +10, Will +3, +4 vs. Bardic Performance, sonic, and language-dependent effects
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Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +4; CMD 22
Special Actions Distraction, Fascinate,
Known Bard Spells (CL 5th):
2nd (3/day) - blur (DC 16) , enthrall (DC 16) , suggestion (DC 16)
1st (5/day) - charm person (DC 15) , confusion (lesser) (DC 15) , cure light wounds (DC 15) , grease (DC 15)
0th (at will) - dancing lights , flare (DC 14) , mage hand , prestidigitation (DC 14) , sift , unwitting ally (DC 14)
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Abilities Str 12, Dex 22, Con 13, Int 10, Wis 8, Cha 18
Special Qualities Armored Casting, Bardic Performance, Bonus Feat, Cantrips, Versatile Performance (Dance), Disappearing Act, Gladhanding, Harmless Performer, Inspire Competence, Inspire Courage, Quick Change, Skilled, Streetwise, Well-Versed,
Feats Armor Proficiency, Light, Dodge, Improved Unarmed Strike, Mobility, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +14, Bluff +13, Climb +1, Diplomacy +4, Disguise +5, Escape Artist +14, Fly +6, Heal -1, Intimidate +4, Perception -1, Perform (Dance) +12, Perform (Untrained) +4, Ride +6, Sense Motive -1, Sleight of Hand +15, Spellcraft +8, Stealth +6, Survival -1, Swim +1, Use Magic Device +12,
Possessions outfit (entertainer's); potion of cat's grace; potion of eagle's splendor; potion of mage armor; ring of protection +1;
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 16 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Versatile Performance (Dance) (Ex) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Disappearing Act (Su) A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save DC 14 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 16) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Harmless Performer (Su) At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save DC 14 (DC 10 + 1/2 the bard's level + the bard's Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components. This performance replaces inspire competence.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Quick Change (Ex) At 5th level, a street performer can don a disguise as a standard action by taking a -5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th. This ability replaces lore master.

Streetwise A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). This replaces bardic knowledge.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

STILTWALKER
CR 1
Male Human rogue 2
CN medium humanoid (human, human)
Init +3; Senses Perception +6,
Languages Common
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AC 14, touch 13, flat-footed 11
hp 18 (2HD)
Fort +2, Ref +6, Will +1
Defensive Abilities Evasion,
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Speed 30 ft. (6 squares)
Melee dagger +2 (1d4+1/19-20)
Ranged dagger (thrown) +4 (1d4+1/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +2; CMD 15
Atk Options Sneak Attack 1d6,
Special Actions
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Abilities Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 8
Special Qualities Bonus Feat, Skilled, Surprise Attack, Trapfinding,
Feats Acrobatic, Armor Proficiency, Light, Simple Weapon Proficiency, Skill Focus (Acrobatics)
Skills Acrobatics +13, Bluff +4, Climb +6, Craft (Carpentry) +5, Diplomacy -1, Disguise -1, Escape Artist +8, Fly +5, Heal +1, Intimidate -1, Perception +6, Perception (Trapfinding) +7, Perform (Comedy) +4, Perform (Untrained) -1, Ride +3, Sense Motive +1, Sleight of Hand +8, Stealth +8, Survival +1, Swim +1,
Possessions alchemist's fire (flask); dagger (x4); outfit (entertainer's); padded;
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Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

HUNTRES LORB-LORB TUB
CR 5
Female Boggard humanoid 3 / barbarian 1 / ranger 2
CE medium humanoid (boggard)
Init +1; Senses Darkvision (60 ft.), Low-light, Perception +8,
Languages Boggard
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AC 18, touch 12, flat-footed 16
hp 68 (6HD)
Fort +13, Ref +5, Will +1
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Speed 40 ft. (8 squares) Swim 30 ft., Fast Movement, Swamp Stride
Melee handaxe +1 +9 (1d6+2/x3)
Melee tongue +2 (0)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +7; CMD 19
Atk Options Favored Enemy (Humanoid (Human)) +2, Rage,
Special Actions Terrifying Croak (DC 12),
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Abilities Str 15, Dex 13, Con 20, Int 8, Wis 10, Cha 8
Special Qualities Fast Movement, Hold Breath, Rage, Sticky Tongue, Swamp Stride, Track +1, Wild Empathy +1,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Dodge, Endurance, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (Handaxe)
Skills Acrobatics +4, Acrobatics (Jump) +20, Appraise -1, Bluff -1, Climb +8, Craft (Untrained) -1, Diplomacy -1, Disguise -1, Intimidate -1, Perception +8, Perform (Untrained) -1, Stealth +6, Stealth (In swamps) +14, Survival +7, Survival (Follow or identify tracks) +8, Swim +15,
Possessions handaxe +1; outfit (peasant's); potion of barkskin +3; studded leather;
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Favored Enemy (Humanoid (Human)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Hold Breath (Ex) You can hold your breath for 80 rounds before you risk drowning or suffocating.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 9 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Sticky Tongue (Ex) A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.
Swamp Stride (Ex) A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
Terrifying Croak (Su) Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 30 feet of the boggard must make a DC 12 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.

KASKUS KIEL CR 2
Male Dwarf druid 3
LN medium humanoid (dwarf, dwarf)
Init +1; Senses Darkvision (60 ft.), Perception +9,
Languages Common, Druidic, Dwarven
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AC 19, touch 11, flat-footed 18
hp 29 (3HD)
Fort +6, Ref +2, Will +6, +2 vs. poison, spells, and spell-like abilities
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Speed 20 ft. (4 squares), Woodland Stride
Melee scimitar +2 (1d6/18-20)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +2; CMD 13 (17 vs bullrush) (17 vs trip)
Special Actions Spontaneous Casting,
Prepared Spells Prepared Spell List
Druid (CL 3rd):
2nd - bull's strength (DC 15) (already cast), cure moderate wounds (already cast)
1st - cure light wounds (DC 15) (already cast), longstrider (DC ) , produce flame (already cast)
0th - guidance (DC 13) , know direction (DC ) , light , stabilize (DC 14)
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Abilities Str 10, Dex 12, Con 16, Int 13, Wis 17, Cha 6
Special Qualities Animal Companion, Greed, Hardy, Hatred, Nature Sense, Orisons, Stability, Steady, Stonecunning, Trackless Step, Weapon Familiarity, Wild Empathy +1, Woodland Stride,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Augment Summoning, Shield Proficiency, Spell Focus (Conjuration)
Skills Acrobatics -2, Appraise +1, Bluff -2, Climb -3, Craft (Untrained) +1, Diplomacy -2, Disguise -2, Escape Artist -2, Fly +4, Handle Animal +4, Heal +3, Intimidate -2, Knowledge (Nature) +9, Perception +9, Perception (Notice unusual stonework) +11, Perform (Untrained) -2, Ride -2, Sense Motive +3, Stealth -2, Survival +11, Swim -3,
Possessions goggles of minute seeing; hide +1; outfit (explorer's); scimitar; shield +1 (heavy/wooden);
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Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

CHIEF LORPTH
CR 5
Male Boggard humanoid 3 / fighter 3
CE medium humanoid (boggard)
Init +1; Senses Darkvision (60 ft.), Low-light, Perception +3,
Languages Boggard
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AC 14, touch 11, flat-footed 13
hp 67 (6HD)
Fort +11, Ref +3, Will +1, +1 Will vs. fear
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Speed 20 ft. (4 squares) Swim 30 ft., Swamp Stride
Melee greatclub +1 (two handed) +10 ((two handed) 1d10+5)
Melee tongue +3 (0)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +8 (+10 bullrush); CMD 19 (21 vs bullrush)
Atk Options Improved Bull Rush, Power Attack,
Special Actions Terrifying Croak (DC 14),
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Abilities Str 17, Dex 12, Con 20, Int 6, Wis 8, Cha 12
Special Qualities Armor Training, Bravery, Hold Breath, Sticky Tongue, Swamp Stride,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Cleave, Improved Bull Rush, Intimidating Prowess, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Greatclub)
Skills Acrobatics +1, Appraise -2, Bluff +1, Climb +3, Craft (Untrained) -2, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +1, Heal -1, Intimidate +13, Perception +3, Perform (Untrained) +1, Ride +1, Sense Motive -1, Stealth +1, Survival -1, Swim +11,
Possessions greatclub +1; outfit (peasant's); potion of cure moderate wounds; potion of shield of faith +2; salve of slipperiness;
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Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Hold Breath (Ex) A boggard can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
Sticky Tongue (Ex) A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.
Swamp Stride (Ex) A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
Terrifying Croak (Su) Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 30 feet of the boggard must make a DC 14 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.

LIAMAE TESLIKARIA
CR 2
Female Human sorcerer 3
LN medium humanoid (human, human)
Init +2; Senses Perception +3,
Languages Common
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AC 12, touch 12, flat-footed 10
hp 19 (3HD)
Fort +6, Ref +3, Will +6
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Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +0; CMD 12
Known Sorcerer Spells (CL 3rd):
1st (6/day, 1 remaining) - charm person (DC 15) , magic missile , shield, identify
0th (at will) - acid splash , daze (DC 14) , detect magic , light , read magic (DC )
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Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 17
Special Qualities Arcane Bloodline, Arcane Bond, Bloodline Arcana, Bonus Feat, Cantrips, Familiar, Metamagic Adept, Skilled,
Feats Alertness, Eschew Materials, Great Fortitude, Iron Will, Simple Weapon Proficiency, Spell Focus (Enchantment)
Skills Acrobatics +2, Bluff +3, Climb -1, Diplomacy +3, Disguise +3, Escape Artist +2, Fly +8, Heal +1, Intimidate +3, Knowledge (Arcana) +6, Perception +3, Perform (Untrained) +3, Ride +2, Sense Motive +3, Spellcraft +6, Stealth +2, Survival +1, Swim -1,
Possessions outfit (explorer's); ring of protection +1; wand of mage armor; wand of shocking grasp;
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Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

DEVORAZ KABRAN
CR 6
Male Half-Orc fighter 7
LN medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +0,
Languages Common, Orc
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AC 16, touch 13, flat-footed 13
hp 50 (7HD)
Fort +8, Ref +4, Will +2, +2 Will vs. fear
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Speed 30 ft. (6 squares)
Melee scimitar +1 +16/+11 (1d6+13/18-20)
Face 5 ft. Reach 5 ft.
Base Atk +7; CMB +13; CMD 26
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Abilities Str 22, Dex 14, Con 13, Int 10, Wis 10, Cha 7
Special Qualities Armor Training, Bravery, Intimidating, Orc Blood, Orc Ferocity, Weapon Familiarity, Weapon Training,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Athletic, Diehard, Dodge, Endurance, Great Fortitude, Intimidating Prowess, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Skills Acrobatics +2, Bluff -2, Climb +18, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +2, Intimidate +6, Perform (Untrained) -2, Profession (Sailor) +10, Ride +2, Stealth +2, Swim +18,
Possessions belt of giant strength +2; masterwork studded leather; outfit (peasant's); scimitar +1;
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Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 2 and increase the maximum Dexterity bonus allowed by your armor by +2
Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks), Heavy Blades +1

BUO GORG
CR 6
Male Boggard (Priest-King) humanoid 3 / cleric 5
CE medium humanoid (boggard)
Init +1; Senses Darkvision (60 ft.), Low-light, Perception +11,
Aura Aura of Chaos, Aura of Evil,
Languages Boggard
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AC 19, touch 11, flat-footed 18
hp 73 (8HD)
Fort +13, Ref +3, Will +12
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Speed 20 ft. (4 squares) Swim 30 ft.
Melee masterwork spear (two handed) +10 ((two handed) 1d8+6/x3)
Ranged masterwork spear (thrown) +7 (1d8+4/x3)
Melee tongue +9 (0+4)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +9; CMD 20
Special Actions Channel Negative Energy (3d6, DC 13, 4/day), Touch of Chaos (10/day), Vision of Madness (10/day),
Prepared Spells Prepared Spell List
Cleric (CL 5th):
3rd - cure serious wounds (DC 20) (already cast), magic circle against law (DC 20) (already cast), summon monster iii
2nd - cure moderate wounds (2, 1 already cast) (DC 19), silence (already cast), summon monster ii (already cast), *touch of idiocy (DC ) (already cast)
1st - command (DC 18) (already cast), confusion (lesser) (DC 18) , cure light wounds (2, already cast) (DC 18) , obscuring mist , summon monster i
0th - detect poison , guidance (DC 17) , mending (DC 17) , stabilize (DC 17)
*: Domain spell.
Deity Lamashtu; Domains Chaos, Madness,
Innate Spell-Like Abilities: fog cloud ( 1/day) jump ( DC 12, 1/day) summon swarm ( 1/day)
________________________________________
Abilities Str 18, Dex 13, Con 19, Int 8, Wis 24, Cha 12
Special Qualities Aura of Chaos, Aura of Evil, Orisons, Spontaneous Casting,
Special Abilities Sticky Tongue (Ex), Swamp Stride (Ex), Terrifying Croak (Ex) DC 12
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Brew Potion, Combat Casting, Great Fortitude, Improved Great Fortitude, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +17, Appraise -1, Bluff +1, Climb +4, Craft (Untrained) -1, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +1, Heal +15, Intimidate +1, Perception +11, Perform (Untrained) +1, Ride +1, Sense Motive +7, Spellcraft +8, Stealth +1, Survival +7, Swim +12,
Possessions headband of inspired wisdom +2; leather +1; masterwork spear; potion of sanctuary; vestments (cleric's); wand of cure light wounds;
________________________________________
Aura of Chaos (Ex) You project a strong chaotic aura.
Aura of Evil (Ex) You project a strong evil aura.
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 3d6 points of positive energy damage to living creatures or to heal undead creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this abilty 4 times per day.
Hold Breath
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 10 times per day.
Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +2 bonus to the chosen rolls and a -2 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability 10 times per day.

LAVINIA VANDERBOREN CR 1
Female Human aristocrat 2 / rogue 1
NG medium humanoid (human, human)
Init +2; Senses Perception -1,
Languages Common
________________________________________
AC 12, touch 12, flat-footed 10
hp 22 (3HD)
Fort +1, Ref +4, Will +2
________________________________________
Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +1; CMD 13
Atk Options Sneak Attack 1d6,
Special Actions
________________________________________
Abilities Str 10, Dex 15, Con 12, Int 14, Wis 8, Cha 15
Special Qualities Bonus Feat, Martial Training, Skilled,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency (Rapier), Martial Weapon Proficiency, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Diplomacy), Tower Shield Proficiency, Weapon Finesse
Skills Acrobatics +6, Appraise +8, Bluff +8, Climb +4, Craft (Untrained) +2, Diplomacy +13, Disguise +2, Escape Artist +2, Fly +2, Heal -1, Intimidate +4, Knowledge (Local) +8, Knowledge (Local/Sargava) +5, Knowledge (Nobility) +8, Perception -1, Perform (String Instruments) +8, Perform (Untrained) +2, Profession (Sailor) +3, Ride +2, Sense Motive +5, Stealth +2, Survival -1, Swim +4,
Possessions outfit (explorer's); potion of cure light wounds; ring of protection +1;
________________________________________
Martial Training (Ex) You may select one martial weapon to add to your list of weapon proficiencies. In addition, you may take the combat trick rogue talent up to two times.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

TOLIN KIENTAI
CR 2
Male Human ranger 3
LN medium humanoid (human, human)
Init +6; Senses Perception +7,
Languages Common
________________________________________
AC 13, touch 13, flat-footed 10
hp 24 (3HD)
Fort +3, Ref +5, Will +2
________________________________________
Speed 30 ft. (6 squares)
Ranged longbow (composite/strength rating+2) +5 (1d8+2/x3)
Melee masterwork sword (short) +8 (1d6+3/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +6; CMD 19
Atk Options Favored Enemy (Humanoid (Reptilian)) +2,
Special Actions
________________________________________
Abilities Str 17, Dex 14, Con 10, Int 8, Wis 13, Cha 12
Special Qualities Bonus Feat, Favored Terrain (Jungle) +2, Skilled, Track +1, Wild Empathy +4,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Dodge, Endurance, Improved Initiative, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (Sword (Short))
Skills Acrobatics +2, Appraise -1, Bluff +1, Climb +3, Craft (Untrained) -1, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +2, Handle Animal +7, Heal +1, Intimidate +6, Knowledge (Dungeoneering) +5, Knowledge (Nature) +5, Knowledge (Nature/Jungle) +2, Perception +7, Perform (Untrained) +1, Ride +8, Sense Motive +1, Stealth +2, Survival +6, Survival (Find Food) +4, Survival (Follow or identify tracks) +7, Swim +3,
Possessions arrow (x40); chain shirt +1; cloak of resistance +1; masterwork sword (short); outfit (explorer's); Longbow (Composite/Strength Rating+2) ;
________________________________________
Favored Enemy (Humanoid (Reptilian)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against reptilian humanoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Favored Terrain (Jungle) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in jungle terrain . Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.

ZAN OLDAVIN
CR 2
Male Half-Elf rogue 3
TN medium humanoid (elf, human)
Init +3; Senses Low-light, Perception +10,
Languages Common, Elven
________________________________________
AC 13, touch 13, flat-footed 10, Combat Expertise
hp 26 (3HD)
Fort +3, Ref +6, Will +0, +2 vs. enchantment spells and effects, +1 Reflex to avoid traps
Defensive Abilities Evasion, Trap Sense +1,
________________________________________
Speed 30 ft. (6 squares)
Melee masterwork rapier +6 (1d6/18-20)
Ranged masterwork shortbow +6 (1d6/x3)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +2; CMD 15
Atk Options Combat Expertise, Sneak Attack 2d6,
Special Actions
________________________________________
Abilities Str 10, Dex 17, Con 14, Int 13, Wis 8, Cha 12
Special Qualities Adaptability, Elf Blood, Elven Immunities, Keen Senses, Multitalented, Surprise Attack, Trapfinding,
Feats Armor Proficiency, Light, Combat Expertise, Simple Weapon Proficiency, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +9, Appraise +1, Bluff +7, Climb +6, Craft (Untrained) +1, Diplomacy +7, Disable Device +10, Disguise +1, Escape Artist +9, Fly +3, Heal -1, Intimidate +1, Perception +10, Perception (Trapfinding) +11, Perform (Untrained) +1, Ride +3, Sense Motive -1, Stealth +9, Survival -1, Use Magic Device +7,
Possessions arrow (x40); goggles of minute seeing; masterwork buckler; masterwork rapier; outfit (explorer's); studded leather +1; Masterwork Shortbow ;
________________________________________
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.


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Hi, guys. I'm not sure if this should be in the rules or the advice section.

I've used the Beginner Box to transition my kids from B/X D&D to Pathfinder. Since 3.x is my favorite version of the D&D rules, I was really excited, but my daughter loves her old B/X character and didn't want to convert her, so I wanted to give them something "special" to give her an attachment to her new character.

I ran Masters of the Fallen Fortress and there's a mundane shield in that module with a dolphin on it. My daughter loves dolphins and grabbed it. Anyway, to make a long story short, she also loves mermaids, so I decided to make it a specific shield that, once per day, can turn her into a mermaid, and then back again.

There's no duration on the item. In fact, were she to turn into a mermaid and then lose the shield, she would remain a mermaid forever. She gains the mermaid swim speed, land speed, and the ability to breathe under water.

Otherwise, it's just a +1 light wooden shield. And now the characters are getting to a level where I'm realizing I kind of need to know what the specifics of the shield are (caster level, cost, equivelant enhancement bonus) in case she wants to add additional enhancement bonuses to it.

Problem is, I don't really understand the crafting rules when it comes to specific items. Might someone be willing to build this for me? Thanks in advance.


Here's my proposal for dealing with the Halfling's small size as it pertains to weapons in the Beginner Box. Something like:

TOO SMALL FOR WEAPONS: Every weapon has a Hands box that tells you how many hands you hold it with when you use it in combat. Due to their small size, however, Halfling characters use these weapons differently. If a weapon is light, a Halfling can use it either one-handed or two-handed (for extra damage). If a weapon is one-handed, a halfling must use both hands to use it. If a weapon is two-handed, it is too large for a halfling to use. The three exceptions to this rule are the Light Crossbow, Shortbow and Sling, all of which the Halfling can use despite them requiring two hands. The only weapon a Halfling may use the Weapon Finesse Feat with is a dagger.


How do you guys rule on Purple Worms and other burrowing creatures with tremor sense when it comes to surprise rounds? Do you enforce an automatic surprise on characters as it bursts out of the ground a la Tremors or Dune?

I recently ruled that the characters/victims still get a Perception roll to hear the creature coming, which means pretty much no surprise for a Purple Worm (since it's so big it's easy to perceive). So I was left with either auto-surprise or no surprise and I went with the latter.

Second question: Does a purple worm get to bite -or- sting or bite -and- sting. Unlike most creatures in the SRD, the Purple Worm's attacks are seperated by a comma, not an "and" or an "or". That left me scratching my head.

Thanks in advance.


Disease has always been kind of lame and relatively easy to deal with in 3.x. So I while I was running Savage Tide for my family using the beginner box rules and one of them got diseased by savage monkeys, I figured it was no big deal. I remembered Dire Rats had disease so I looked them up in the Game Mastery Guide.

Holy moley! Sickened for an entire day?! My family's characters had to retreat back to the boat and rest for two days before the Cleric made her save against the disease, finally kicking it. That messed up the timeline of the adventure, but I just rolled with it.

I love this new version of disease. Finally giant (dire) rats are given the respect they used to have in 1st Edition. Any chance of making the full game disease like this?


I'm considering giving the BB to my Godson for Christmas, but he already has two characters from the old Moldvay basic set and if I get this for him I'd like to convert his characters over for him. I did this with my own kids and it was a useful exercise, but my Godson lives in a different city and without me there to help him convert, I'm afraid he'll get overwhelmed. The ideal solution would be if I could pre-convert his character onto one of the large-format character sheets used for the pre-gens. Those character sheets are so perfect for a newbie learning the game. Has anyone created a word template, or a form-fillable pdf, of those sheets? I know I'd have to get them printed somewhere, since they're over-sized, but I think it would be worth it.

While I'm at it, has anyone created a BB character class template? One of my Godson's characters is an Elf, which has no equivelant in the Beginner Box. The closest Pathfinder equivelant is the Magus, so I'd love to convert the Magus to a BB format for him.

Someone did a BB Monster template for Word that is fantastic. That's the kind of thing I'm looking for.

Thanks in advance.


I posted this in the wrong forum originally so I'm re-posting here.

My friends and I have challenging schedules that result in irregular games, but I was curious about the Pathfinder rules and so I decided to playtest them using the Dungeon Bash system published by The Other Games Company. Dungeon Bash is D&D turned into a board game, like Warhammer Quest or Heroquest, if you're familiar with those games, but using the D&D 3.5 rules. I've found it to be a challenging game, even using the solitaire rules, so I wanted to see if it would be more or less challenging using the Pathfinder RPG. I created the following Pathfinder RPG characters using the Dungeon Bash-recommended 25-point buy:

Asa Amir, 1st-Level Cleric of Desna
Medium Humanoid, Challenge Rating: 1
Hit Dice: 1d8+2 (10 hp), Initiative: +0, Speed: 20 ft. (4 squares),
Armor Class: 16* (+1 dex, +4 scale mail, +1 light wooden shield), touch 11, flat-footed 15,
Base Attack/CMB: +0/+1, Attack: Light mace +0 melee (1d6/x2) or kukri +0 melee (1d4/18-20), Full Attack: Light mace +0 melee (1d6/x2) or kukri +0 melee (1d4/18-20),
Space/Reach: 5 ft./5 ft., Special Attacks: Turn Undead, Special Qualities: --
Saves: Fort +2, Ref +1, Will +5, Abilities: Str 10, Dex 13, Con 14, Int 8, Wis 16, Cha 14,
Skills: Spellcraft +3, Feats: Martial Weapon Proficiency: Kukri (B), Dodge*, Mobility
Treasure: Standard adventuring pack, wooden holy symbol of desna, spell component pouch, 10 gp, Alignment: Chaotic good
Combat
Liberating Word (Su, Liberation Domain): standard action for +2 to ally w/in 30'
Dimensional Hop (Su, Travel Domain): Swift action to teleport 10'1/day
Spell-like abilities: Light, Mending, Stabilize
Spells prepared: Bless, Command (DC 14), Protection from Evil

Temp Lar, 1st-Level Fighter
Medium Humanoid, Challenge Rating: 1
Hit Dice: 1d10+2 (12 hp), Initiative: +1, Speed: 20 ft. (4 squares),
Armor Class: 15 (+1 dex, +4 scale mail), touch 11, flat-footed 14,
Base Attack/CMB: +1/+4, Attack: Cold iron spiked chain +4 melee (2d4+4/x2) or battleaxe +4 melee (1d8+4/x3) or spear +2 ranged (1d8+3/x3), Full Attack: Cold iron spiked chain +4 melee (2d4+4/x2) or battleaxe +4 melee (1d8+4/x3) or spear +3 ranged (1d8+3/x3),
Space/Reach: 5 ft./5 ft., Special Attacks: Overhand Chop +4 melee (2d4+6/x2), Improved Trip +6, Special Qualities: --,
Saves: Fort +4, Ref +1, Will +0, Abilities: Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 8,
Skills: Intimidate +3, Survival +4, Ride +5, Feats: Exotic Weapon Proficiency: Spiked Chain (B), Improved Trip, Power Attack, Overhand Chop
Treasure: Standard adventuring pack, Alignment: Neutral good

Ralph Arta, 1st-Level Rogue
Medium Humanoid, Challenge Rating: 1
Hit Dice: 1d8+2 (10 hp), Initiative: +3, Speed: 30 ft. (6 squares),
Armor Class: 15 (+3 dex, +2 leather armor), touch 13, flat-footed 12,
Base Attack/CMB: +0/+2, Attack: Shortsword +2 melee (1d6/19-20) or shortbow +3 ranged (1d6/x3), Full attack: Shortsword +2 melee (1d6/19-20) or shortbow +3 ranged (1d6/x3),
Space/Reach: 5 ft./5 ft., Special Attacks: Sneak Attack 1d6, Special Qualities: Trapfinding,
Saves: Fort +2, Reflex +5, Will -1, Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 9, Cha 8
Skills: Acrobatics +7, Climb +6, Deception +3, Diplomacy +3, Disable Device +6, Escape Artist +7, Knowledge: Dungeoneering +6, Perception +3, Stealth +7, Theft +7, Use Magic Device +3,Feats: Martial Weapon Proficiency: Longbow (B), Point Blank Shot, Precise Shot
Treasure: Standard adventuring pack, thieves' tools, hempen rope, grappling hook, 40 arrows, Alignment: Chaotic good

Hen Net, 1st-Level Diviner
Medium Humanoid, Challenge Rating: 1
Hit Dice: 1d6+1 (7 hp), Initiative: +6, Speed: 30 ft. (6 squares),
Armor Class: 12 (+2 dex), touch 12, flat-footed 10
Base Attack/CMB: +0/+0, Attack: Ranseur +1 melee (2d4+1/x3) or ray of frost +2 ranged touch (1d3/x2), Full Attack: Ranseur +1 melee (2d4+1/x3) or ray of frost +2 ranged (1d3/x2)
Space/Reach: 5 ft./10 ft., Special Attacks: Spells, Special Qualities: --
Saves: Fort +2, Ref +2, Will +2, Abilities: Str 11, Dex 14, Con 14, Int 17, Wis 10, Cha 8
Skills: Fly +6, Knowledge (arcana) +7, Knowledge (the planes) +7, Knowledge (religion) +7, Linguistics +7, Spellcraft +7, Feats: Martial Weapon Proficiency: Ranseur (B), Scribe scroll, Improved Initiative, Arcane Strike
Treasure: Standard adventuring pack, spellbook, spell component pouch, sunrod, 3 gp, Alignment: Neutral good
Combat
Divination Specialist: May always attackin surprise round; Enchantment and Illusion ignored
Diviner's Fortune (Su): +1 attack roll, skill roll, ability check, or saving throw for three rounds or until used
Supernatural Abilities (su): Detect Magic, Ray of Frost, Disrupt Undead
Spells prepared: 1: grease (DC 15), true strike
Spellbook: grease, magic missile, enlarge person, ray of enfeeblement, mage armor

Standard Adventuring Pack:
Backpack (2/2)
Bedroll (0.1/5)
Chalk (0.01/0)
Flint & Steel (1/0)
Rations (0.5/1)
Signal Whistle (0.8/0)
Torch (0.1/1)
Waterskin (1/4)
Whetstone (0.02/1)
Acid (10/1)
Holy Water (25/1)
Total (40.43/17)

I then rolled up a quest and started playing.

Quest: Fight the Warlord
"A new warlord has arisen in a nearby dungeon. The mayor has hired the party to descend into the dungeon and smash the evil warlord."
ICN1: Ralph Arta (Dex 16)
ICN2: Hen Net (Dex 14)
ICN3: Asa Amir (Dex 13)
ICN4: Temp Lar (Dex 12)

Round 1:
Random Encounter (1): None
ICN1: Ralph Arta explores a new area.
ICN2: Hen Net follows Ralph Arta
ICN3: Asa Amir takes up a position in front of Ralph Arta
ICN4: Temp Lar moves up beside Asa Amir

Round 2:
Random Encounter (1): None
ICN1: Ralph Arta moves up toward the 5' wide corridor
ICN2: Hen Net takes up a position behind Ralph Arta
ICN3: Asa Amir moves up in front of Ralph Arta.
ICN4: Temp Lar moves in front of Asa Amir, taking point in the 5' wide corridor

Round 3:
Random Encounter (1): Zombies
Two human commoner zombies follow the heroes into the dungeon, shambling up to ambush them from behind. The sound of their moaning and shuffling gives away their position (no ranks in move silently) and there is nothing behind which Ralph Arta can hide, so there is no surprise round. Initiative is rolled and combat begins.
Hen Net: Casts disrupt undead; four of his lines are blocked so the zombie receives +4 cover and Hen Net misses. Hen Net then moves back.
Asa Amir: Moves forward to within 30' of the zombies and turns undead. Both zombies save versus DC 12 and take minimal damage (2 hp each).
Zombies: Both Zombies shamble around the corner and engage Asa Amir.
Ralph Arta: Ralph realizes he has no slashing weapons and fires his shortbow; the zombies receive +4 cover and he misses.
Temp Lar: Temp Lar drops his spiked chain and moves next to Asa Amir, drawing his battleaxe as part of his movement and power attacking, but he misses.

Round 4:
Random Encounter (4): None.
Hen Net: Casts disrupt undead again; misses again.
Asa Amir: Turns undead again. This time one of the zombies fails its save and flees. The other takes 2 more damage. Asa Amir then uses mobility to back up four squares out of melee.
Zombies: The turned zombie withdraws and escapes out of sight. The unturned zombie clubs Temp Lar, hitting for 6 points of damage.
Ralph Arta: Fires his bow and hits, but the zombie's DR reduces to the damage to nothing.
Temp Lar: Attempts to power attack with an overhand chop and misses.

Round 5:
Random Encounter (4): None
Hen Net: casts disrupt undead again; misses again.
Asa Amir: Turns undead again. This time the second zombie fails its save and flees. 2 damage again; Temp Lar is healed 2 points of damage.
Zombies: The second zombie withdraws and escapes out of sight.
Ralph Arta: Delays
Temp Lar: Puts away his battleaxe (move action) and moves next to Asa Amir (move action).

END OF COMBAT
Post-Combat Analysis: This combat ended in the third round after three successive rounds of turning undead. The net result was the loss of the 3 turn attempts and 4 hit points on the party fighter. In 3.5 edition the combat would have ended in the first round, before the zombies could act, with a single turn undead attempt that would have been successful (even considering that Asa Amir's charisma would have dropped to 12 as a result of her not gaining +2 to a single characteristic). Clearly, this particular combat was more difficult as a result of the PathfinderRPG changes to the turning rules.
Backward Compatibility: The zombies could be run as written since they don't have any skills and they're medium-sized. Their CMB is the same as their grapple check in their stat block.

Round 6:
Random Encounter (2): None
ICN1: Ralph Arta moves up, generating a series of corridors to the east, and then opens an unlocked iron door, generating a large room with six pillars, a lantern, and an orc barbarian guarding a locked wooden door. Ralph Arta catches the orc unaware and so the PC's have surprise. Unfortunately, the lantern hanging from the ceiling is unlit, and the torch in Ralph Arta's hallway doesn't penetrate the gloom of the dark room, so Ralph Arta is effectively blind.

BEGIN COMBAT

Surprise Round:
18 Hen Net: Moves forward to the corner.
14 Ralph Arta: Takes a 5' step back, knocks an arrow, and readies an attack against any orc that steps into the light.
12 Asa Amir: Casts light on her shield.
12 Temp Lar: Moves to the front of the line.

Round 7:
22 Ralph Arta: Readied attack activated (see below).
21 Orc Barbarian 1: Rages, moves to engage Temp Lar, but is interrupted by Ralph Arta's readied arrow, which hits for 7 damage (point blank shot). The Orc Barbarian ignores the pain and swings mightily at Temp Lar, but the fighter barely knocks away the orc's deadly axe.
18 Hen Net: Impressed by the orc's girth and worried for his friend and ally, Hen Net draws upon his sorcerous energy to conjure oil beneath their assailant(grease, DC 14). The orc is well-used to fighting in the slippery blood of his downed enemies, however, and easily keeps his feet.
12: Asa Amir: Asa steps back five feet and calls for Desna's aid. Through a dimensional rift centered on Asa's holy symbol bursts forth positive energy, healing Temp Lar 1 hit point. Asa has now used 4 of her 5 turn attempts for the day.
12: Temp Lar: The fighter has, unfortunately, not yet picked up his spiked chain and finds himself armed only with his battleaxe. He decides to match his assailant's mighty blows, attempting an overhand chop. The orc deftly side-steps the attack.

Round 8:
Random Encounter (4): None.
22 Ralph Arta: Steps back another five feet and fires another arrow right past Temp Lar. Sadly, the Orc has not yet attempted to move in the greased floor, so he is not flat-footed. This time the attack is errant, the missile cracking against a wall in the distant darkness.
21 Orc Barbarian 1: Once again the orc keeps his footing in the slippery mess, and once again he swings at Temp Lar with wild abandon, removing Temp Lar's head from his shoulders (greataxe critical hit for 27 damage, killing Temp Lar immediately). He grabs Temp Lar's head by his scalp, holds the bloody trophy aloft, and howls in triumph.
18 Hen Net: Horrified by his friend's grisly demise, Hen Net rushes behind Ralph Arta and begins to utter words of power that will allow him to divine the future (true strike). Meanwhile, his conjured grease dissipates into nothingness.
12 Asa Amir: Driven by the faith in her deity, Asa rushes forward to stand over her slain ally and (perhaps foolishly) challenge the raging barbarian monster.

Round 9:
Random Encounter (4): None.
22 Ralph Arta: Lets another arrow fly, piercing the orc in the shoulder for another 5 points of damge. Bleeding heavily from his two wounds and breathing hard, it seems anger alone is keeping the beast on his feet.
21 Orc Barbarian 1: His vision failing, the orc steps back, pulls a vile concoction from a pouch, downs it, and smashes the ceramic bottle that held it against his forehead. His wounds stop bleeding and he appears reinvigorated (potion of cure light wounds for 8 healing)
18 Hen Net: Delays.
12 Asa Amir: Presses the attack on the orc, stepping forward and slamming him with her light mace for another 5 points of damage.
11 Hen Net: His words of power now uttered, Hen Net is gifted with a vision of victory, and the brave wizard rushes forward, jabbing with his ranseur past Asa Amir, and gutting the orc like a pig. (9 damage with arcane strike) The orc stumbles, opens his mouth to say something, fails, and then drops to the floor.

END OF COMBAT

Post-Combat Analysis: Temp Lar's death was the result of over-confidence, poor preperation, and bad luck. The only difference the Pathfinder RPG made in this encounter from straight 3.5 rules was Asa Amir's ability to heal Temp Lar from range with a turn check, but that only resulted in 1 point of healing and turned out to be irrelevant. Even had he been at full health Temp Lar would have been decapitated by the orc's critical hit. With strength damage alone, the orc was doing +24 damage on a critical, and Temp's max hit points were 12. If Asa Amir had cast a light spell on Ralph Arta some previous turn, the rogue would have been able to see the orc during the surprise round, and could have hit him with a sneak attack early. The damage on the sneak attack might have been enough to force the orc to drink a potion of cure light wounds on the first round (since the damage would have come before the orc raged), and that slight delay might have resulted in enough damage to the orc, over the subsequent rounds, that his slaying blow never came. Since in the Pathfinder RPG light is a cantrip that can be cast at will, there is almost no reason for PC's not to have it "always on".
Backward Compatibility: Due to its low intelligence, the Orc Barbarian had only two skills -- Listen and Jump with max ranks in each. These were easily changed to Perception and Acrobatics, giving the Barbarian a lot more total skills (listen, spot, search, tumble, jump, climb, etc.) but basing the acrobatic ones on his low dex instead of his high strength. Since the only skill the Orc used was Perception (which he failed) this change in skills proved irrelevant for the combat.

Round 10:
Random Encounter (2): None
ICN1: Ralph Arta moves forward, behind the slain orc, and relieves the beast of his money purse (50 gp).
ICN2: Hen Net moves forward and pulls a potion off the creature.
ICN3: Asa Amir puts away her mace and pulls another potion off of the orc's belt. The orc's body has now been fully looted.

Round 11:
Random Encounter (2): None
ICN1: Ralph Arta puts away the money and moves toward the dungeon exit, deciding that the PC's shouldn't attempt to complete the quest with a man down.
ICN2: Hen Net puts away the potion and moves next to Temp Lar's slain body.
ICN3: Asa Amir puts away the potion and draws her mace, moving 5' toward the dungeon exit.

Round 12:
Random Encounter (3): None.
ICN1: Ralph Arta Temp Lar's spiked chain and puts it in his backpack.
ICN2: Hen Net grabs Temp Lar under the shoulders and drags him five feet.
ICN3: Asa Amir grabs Temp Lar's battleaxe and hangs it on her belt.

Round 13:
Random Encounter (3): None
ICN1: Ralph Arta holds his ground.
ICN2: Hen Net drags Temp Lar another five feet.
ICN3: Asa Amir moves up behind Hen Net to guard him.

Rounds 14-21:
Random Encounter (3-5): None
ICN1-3: All three PC's move 5' per round with Hen Net dragging Temp Lar's body.

Round 22:
Random Encounter (6): 3 Skeletons
Three human warrior skeletons, drawn by the sound of the battle with the orc barbarian, clitter from deep within the dungeon toward the PC's. The skeletons have no skills, so they have no chance of surprising the PC's, and the PC's have nothing to hide behind, so they have no chance of surprising the skeletons.

BEGIN COMBAT

Round 23:
23 Ralph Arta: Steps 5' back toward the skeletons, draws, fires, and misses.
13 Skeletons: The first skeleton charges Ralph Arta, who dodges out of the scimitar's path. The next two skeletons move up to threaten Asa Amir.
07 Hen Net: Continues to drag Temp Lar another 5' toward the exit.
02 Asa Amir: Uses her last turn attempt on the skeletons. All three skeletons take 4 hit points of damage and one of them flees.

Round 24:
Random Encounter (4): None
23 Ralph Arta: Drops his bow and draws a club. The skeleton in melee with him is turned and does not take an attack of opportunity. Ralph Arta smashes a chunk out of the skeleton's skull (1 hp damage).
13 Skeletons: The turned skeleton withdraws from Ralph Arta but still draws an attack of opportunity from Asa Amir. She refrains from attacking it, however, from fear of breaking her successful turn, and it escapes out of sight. The next skeleton steps forward and swings at Ralph Arta, slicing open his sice for 7 points of damage. And the last skeleton attacks Asa Amir, but she deflects its attack with her shield.
07 Hen Net: Drags Temp Lar five more feet.
02 Asa Amir: Strikes at the skeleton attacking Ralph Arta, successfully smashing it to dust (2 hp damage).

Round 25:
Random Encounter (4): Human Commoner Zombie. This dungeon is filled with undead, it seems, for hardly has the skeleton disappeared around the corner before a zombie appears to take its place.
24 Zombie: Moves forward to engage Asa Amir.
23 Ralph Arta: Steps forward and smashes the remaining skeleton to dust with his club (2 hp damage).
07: Hen Net: Tries to attack the zombie with disrupt undead but misses.
02: Asa Amir: Steps back and heals Ralph Arta 7 points to full health (uses command).

Round 26:
Random Encounter (4): None
24 Zombie: Clubs Ralph Arta for 6 damage.
23 Ralph Arta: Delays
07 Hen Net: Drags Temp Lar another 5'.
02 Asa Amir: Drops her mace, draws her kukri, takes a five-foot step, and teleports behind the zombie.
01 Ralph Arta: Comes out of delay to attack the Zombie with his club, finding a weak point in the zombie's skull that splatters maggots onto the wall (1 point damage, 6 points sneak attack damage, 2 hp total after damage reduction).

Round 27:
Random Encounter (5): None
24 Zombie: Swings at Ralph Arta, who avoids the blow.
07 Hen Net: Drags Temp Lar another 5'.
02 Asa Amir: Slices at the zombie with her kukri but misses.
01 Ralph Arta: Hits again for 2 points damage thanks to sneak attack.

Round 28:
Random Encounter (5): None
24 Zombie: Misses Ralph Arta again.
07 Hen Net: Drags the dead fighter another 5'.
02 Asa Amir: Converts bless into cure light wounds, succeeds on casting defensively, and hits the zombie for 5 hp positive energy damage.
01 Ralph Arta: Hits again, but does no damage thanks to DR.

Round 29:
Random Encounter (6): None
24 Zombie: Hits Ralph Arta for 5, dropping him to -2.
07 Hen Net: Drops Temp Lar, moves to the corner, and misses the zombie with another disrupt undead.
02 Asa Amir: Moves 5' and uses stabilize on Ralph Arta

Round 30:
Random Encounter (6): None
24 Zombie: Hits Asa Amir for 8 damage.
07 Hen Net: Finally connects with a disrupt undead for 4 damage.
02 Asa Amir: Connects with her kukri for 3 damage, dropping the zombie.

END OF COMBAT

Post-Combat Analysis: If this were 3.5, Asa Amir would have had plenty of turn attempts left to get rid of both the skeletons and the zombie pretty quickly. Undead appear to be much more difficult opponents in the Pathfinder RPG. On the other hand, if Ralph Arta hadn't been able to sneak attack the undead, the party would have been forced to flee, or the zombie may have tpk'd the party.
Backwards Compatibility: Because zombies and skeletons have no skills, they required no conversion to the Pathfinder rules.

Round 31:
Random Encounter (2): None
ICN 1 Ralph Arta: Unconscious
ICN 2 Hen Net: Moves back to Temp Lar and grabs him again.
ICN 3 Asa Amir: Converts protection from evil to cure light wounds, healing Ralph Arta 2 points and bringing him back to conscoiusness (barely).

Round 32:
Random Encounter (3): None
ICN 1 Ralph Arta: Stands (single actions only).
ICN 2 Hen Net: Drags the dead fighter another 5'.
ICN 3 Asa Amir: Picks up Ralph's bow and slings it over her shoulder.

Round 33:
Random Encounter (3): Yet another zombie appears around the distant corner.

BEGIN COMBAT

8 Ralph Arta: Moves 30' toward the exit.
5 Hen Net: Gives up on the dead fighter, dropping him, exiting the dungeon, and leaving Temp Lar behind.
4 Asa Amir: Exits the dungeon.
1 Zombie: Shambles forward hoping to eat Ralph's brain.

Round 34:
Random Encounter (4): None
8 Ralph Arta: Moves another 30' successfully exiting the dungeon.

END OF COMBAT
END OF QUEST
MISSION FAILURE: The heroes were only in the dungeon for a three and a half minutes before they were driven out, one of their number was slain and they were forced to leave him behind, and they never found the warlord, let alone fought him.

Experience Points: The party of four defeated 2 zombies (CR 1/2 each for a total of 400 xp; 100 xp each). Then the party of three defeated a first-level Orc Barbarian (CR 1 equals 400 xp; 133 xp each), three skeletons (CR 1/3 for a total of 305 xp; 102 xp each), and one more zombie (CR 1/2 equals 200 xp, so 66 xp each). Total XP for surviving characters: 401.
Comparison: Using 3.5 the characters would have only received 325 xp.


Whoops, this should have been in a different forum. My bad, sorry.


I really like the Torrents of Dread ad-on to Isle of Dread in issue 114, especially combined with the goodies provided in "Exploring the Isle of Dread". Running Torrents as written, or possibly making it a little more challenging for higher levels as described in the sidebar, would provide a great epilogue to the original Isle of Dread module when the characters try to leave the Isle and think they're safe. Part of what makes this possible is that the original Isle of Dread was, in some ways, as much campaign setting as adventure module.

So how about that other David Cook hybrid campaign setting/adventure module? Dwellers of the Forbidden City? I would love to see an adventure for 7th-level characters that delves into the Yuan-Ti occupied quarters of the city (most likely underground). Every other "faction" of the city is well-described in the module but the original occupiers, the Yuan-Ti themselves, are conspicuously absent. Once the Bugbear chief is killed, the Bullywugs are exterminated, the Mongrelmen are dominated, the Tasloi are kicked down, and Horan and Kwairno are dead, there's nothing really left to do in the city, at least as written (except maybe getting TPK'd by the dragon).

Come on, I know one of you Dungeon authors has hand-scribbled notes from this module from back when you were twelve years old or something, describing the horrid temple of the Yuan-Ti. Bring it back to life!

Oh and yeah we need an updated isometric map of the city, especially a player's map.


The discussion in the guns topic prompted me to post this topic. How difficult will it be to move Savage Tide to a low-tech setting?

It appears most are anticipating a golden age of piracy campaign. I'd like to run it, if possible, in the Wilderlands of High Fantasy, which is ancient to dark ages in technology. Does this campaign depend on access to caravels and greatships, a la default greyhawk, or can one easily make do with drakkar, triremes, knarr and cogs?