This is a great. I am totally needing out over this. I bought the core rulebook add-on immediately.
I do wish there was a way to play without the timer. I immediately imagine reading these questions/options out to a group of people like a trivia night. The timer would make that a very challenging endeavor.
Regardless, I am already enjoying the app. Thanks for this!
Nothing too flashy here, but good stuff! I am curious if "actions" will be exclusive to 1-action things you do and "activities" to 2- or 3-action things you do. Regardless, I am looking forward to the release!
The escapes trials due the Attack trait receive -2 penalty due Prone.
I don't believe attempting to Escape suffers the -2 penalty. Despite having the attack trait, it is not an attack roll but rather a skill check. This was clarified in an errata.
I am trying to wrap my head around some rules and I need some help.
The weapon Vine of Roses has the good trait but it does not deal Good damage.
Would the damage from a regular Strike trigger the Weakness: Good of a creature?
Why or why not?
CRB. 453 "If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you." Bolded for emphasis.
Is Weakness: Good really Weakness: "Good damage" and not Weakness: "Good sources"? Is the latter ever the case and how would I know?
Wow, that was a great read. Thank you Kate!
I've been playing in the Pathfinder world for 10+ years now but have never read any novels. This blog series has inspired to pick up a Pathfinder series.
Are there any out there that would be a good jumping-off point?
In the games I run, I use a variant of ABP where there bonuses you gain are considered Item Bonuses instead of Potency Bonuses, and weapon runes and existing items with Item Bonuses are not removed. This way I can still give out a +2 weapon ahead of the curve as a cool piece of loot that they can just sell later and I don't have to worry about stacking Potency/Item Bonuses.
Additionally, I allow my players to redistribute ABP bonuses to skills on level up to account for items they have found or purchased since last level.
This makes loot a breeze as a GM. I was a big fan of ABP in 1E and it is a welcome change in 2E, even more so with the changes mentioned above. I highly suggest every group give it a try at some point.
Edit: The above change to ABP also means that you don't have to alter existing loot in pre-written adventures which is great for lazy GMs like me. :)
Some items have a baked-in DC that is either not very good at the level you receive it or becomes useless pretty soon after you out level it, right?
A blanket change like, "use your class/ spell DC instead for items" would throw balance out of whack and make some cheap items waaaay better than intended.
So here's what I'm thinking...
Each day, a number of times equal to your Cha mod, you can use your class/spell DC for an item instead of it's listed DC. For every 4 levels the item is beneath your current character level, reduce this DC by 1.
To clarify: For permanent items, it would be one use of the ability per Cha Mod, not boosted for the whole day.
Thoughts? Any potential issues? Too exploitable?
I have several players that are much more clever than I am so I wanted to ask my friends here in the forums before trying to implement it.
I appreciate the support, thank you. I could work in marketing or public relations in a lot of different industries, but I value the opportunity to contribute to this company, these products, and this community.
The more I hear from you, the more I like you. Any industry would be lucky to have someone with an attitude like yours on their side.
This is listed on the main page as an upcoming release. Is it currently available?
It has been out for a while now. If you look at the top of the page, you can click on "Add to Cart" and buy it immediately (or as close to immediately as is possible with a physical product).
Strange, I made this comment on the Secrets of Magic product page. I wonder how I ended up here? Oh well.
...I really think this will change the Hero Point dynamic. Usually most of my 36+ players always hold em til the last minute in case they have to wipe out the dying condition. Then as the last 15 minutes of the session creeps in then they all unload then for any and all rolls, most of the time...
I want to echo that I am also looking forward to these cards for the above mentioned reasons.
Has anyone heard from DMW at all this year? I am always interested in his take on things and look forward to his houserule updates.
I do hope he is doing well.
On the Beginner Box page (https://paizo.com/pathfinder/beginnerbox), the links to the Abomination Vault product pages still show the old, placeholder artwork.
Weakness to mental 10, and he has an ability to do himself (persistent) mental damage. Mr Zhang won't be with us long! :-)
I hadn't noticed that at first! I wonder about the design choice to give a weakness instead of just increasing the damage that he takes from grit teeth? Very neat character regardless!
I would like to start by saying that I would absolutely allow in my games for lower level spells to be cast in higher level slots with no added benefit and I realize that Jason chimed with a "yes" on reddit.
That being said, I'm not so sure the language in the CRB supports it.
To put a spell in a higher slot without heightening it is impossible because that's exactly what heightening is. "Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell." bolded for emphasis. The act of putting a spell in a higher level slot is heightening the spell this just so happens to increase it's DC to counteract and in some cases increase its effectiveness.
Like I said, I wouldn't run it that way in my games but that's what the books says.
So what we’ve learned here is that we can 100% make an anime campaign
I have an entire folder that's just the One Piece crew statted up as PCs for PF2, along with a smattering of NPCs like Jesus Burgess and Blackbeard. After grabbing a couple 3pp releases and some draft notes for character option ideas, I had to do surprisingly little completely new writing to make it work. Robin, Brook, and Frankie probably took the most homebrewing.
...
Mr. Sayre, how can we convince you to share this glorious folder of yours?!
Regarding the spell Aqueous Orb:
How can creatures make the DC 10 Swim check when they become Grabbed and thus Immobilized? Immobilized prevents actions with the Move trait which Swim has.
PF2 CRB p42
A gnome can theoretically live to any age if she can stave off the Bleaching indefinitely,
but in practice gnomes rarely live longer than around 400 years.
Gnomes normally live forever but the Material Plane eventually bores them to death via the bleaching.
Would Bleachlings be effectively immortal but have to live a sad life devoid of any actual happiness?
I am trying to purchase the PDF of PF2 Bestiary 2. When I select PLACE ORDER, the page just refreshes and nothing happens and the PDF is still in my cart.
I've attempted on several computers across multiple days.
"Plenty have come before us and most have met their grisly end, many more equipped than you and I.
I'm sure they wouldn't mind were a fellow explorer to relieve them of their tools. It's a kindness really. The dead shouldn't be burdened with such things."
I'd rule a free Balance check vs the Athletics DC of the shover. Success means no effect, a failure then follows the normal rules for being shoved off of a ledge. Maybe granting a circumstance bonus depending on wall height, etc.
It's all so simple.
Dou-Bral was taken over by a powerful Intellect Devourer named ZK. Intellect Devourers crave sensory sensations and find pain intoxicating.
This is a level 4 Trailgaunt I needed for my home game. I will try to post any other creatures I make/convert in the future for you lovely folks to use.
Feedback and criticism are always welcome.
Trailgaunt
The dreaded trailgaunt is a form of undead that plagues regions where travelers have long trod the roads. Legends hold that trailgaunts rise from the remains of seasoned travelers who became lost and then perished from exposure or starvation, suffering great shame and humiliation to have come to such unexpected and lonely ends in addition to their physical torment. Trailgaunts seek travelers to avenge themselves upon and are driven to feast upon the feet of those they slaughter, often leaving the maimed bodies to rise as new trailgaunts with the setting of the next sun. Trailgaunts with intact feet are rare, yet even those fortunate enough to retain all their toes are slow and clumsy.
Trailgaunts are particularly feared in nomadic societies, and stories of how these undead creatures relentlessly stalk those who commit crimes are popular. The most common tales focus on a hunter who abandons a partner in the wild and then prospers on the profits of the hunt for a year before the betrayed partner finally catches up to the traitor and kills him as he sleeps. Many variations on this tale exist, but they inevitably revolve around themes of treachery and relentless pursuit.
TRAILGAUNT CREATURE 4
--------------------------------------------------------------------------- ---------
[Uncommon] [NE] [Medium] [Undead]
Perception +8; Darkvision.
Languages Common.
Skills athletics +12, nature +8 [+12 to follow tracks], society +10, stealth +10
Str +5, Dex -1, Con +3, Int +1, Wis +3, Cha +3
--------------------------------------------------------------------------- ---------
AC 20; Fort +12, Ref +6, Will +12
HP 65, Negative Healing; Immunities death effects, disease, paralyze, poison, unconscious
Weaknesses Loathing; Resistances all damage 5 (except slashing)
Mutter (aura, mental, auditory) 10 feet. See Trailgaunt Abilities; DC 18.
--------------------------------------------------------------------------- ---------
Speed 10 feet, climb 10 feet, burrow 10 feet; Sudden Lunge; Sure Stride.
Melee [one-action] Jaws +14 Damage 2d8+5 piercing plus Pain
Melee [one-action] Claws +14 (Agile) Damage 2d6+5 slashing plus Pain
Create Spawn Any humanoid creature killed by a trailgaunt becomes a trailgaunt itself at the next sunset as long as the body is both unburied and not within line of sight of a well-maintained road. Spawn so created are free-willed and do not have any of the abilities they had in life.
Loathing A trailgaunt cannot cross a well maintained road. It can burrow under it or climb over it, but it cannot walk across such a barrier. A trailgaunt forced onto a well maintained road must succeed at a DC 20 Will save at the start of each round or be unable to take any actions.
Mutter (aura, mental, auditory) 10 feet. A trailgaunt’s pain-filled muttering and groaning is distressing to hear. A creature entering the aura or starting its turn within the aura must succeed at a DC 18 Will save or become Frightened 1 for 1 minute.
Pain A creature damaged by a trailgaunt’s bite or claws must succeed at a DC 21 Fortitude save or become Slowed 1 and have its speed reduced by 10 feet by pain in its legs and feet for 1 round. Creatures in contact with the ground take a –1 circumstance penalty on this saving throw.
Sudden Lunge[one-action] Once per 1d4 rounds, a trailgaunt can lurch into a burst of motion. Stride up to 40 feet. (when available to use, twitches more violently)
Sure Stride A trailgaunt’s speed is never reduced by difficult terrain, and it can Step in such conditions.
Edit to add the similar passage found in the spells chapter which just refers you to the earlier link.
Are there any effects that affect creatures around corners in this edition? is there a difference between an Aura and an Emanation? they seem to be the same. The CRB only describes it as...
"aura An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item or a creature with a strong alignment."
How about the Xulgath (Troglodyte)stench ability? It is an Aura and thus an Emanation but so long as I put a wall in between us I can't smell it?
The new PF2 Demo lists conditions and the entry for wounded may give insight to RAI.
"Wounded: You have been badly hurt. Wounded always includes a value. Whenever you fall unconscious, you add your wounded value to your dying value. Whenever you return from unconsciousness, add 1 to your wounded value."
He can completely sheath his sword and then attack another target and perform multiple iaijutsu strikes, at least how you have it written now (and I wouldn't change it, because only getting it once per combat makes it basically worthless and there's no good way to balance it IMO).
Actually it's intended to be once per combat and only against a single target.
Iaijutsu only against target of Challenge.
Can only Challenge once per minute.
Can only Iaijutsu a given creature once per day.
so, one target, once per combat.
The Sword Saint archetype in 1E was only able to be used against a single creature once a day and then could only Iaujutsu Strike 3 or so times a day total. It wasn't mechanically very good but it was cool. That's really what I'm shooting for.
I would either reduce the number of added damage dice of the Iajutsu ability by 1, so it starts out as 1d6 and becomes 2d6 at 5th etc. and I would make it a separate feat from “Sword Saint”. Probably both.
Also I would probably reduce Way of the SamuSamurai to “roll 2, take the better”
My reasoning for starting at 2d6 is that Sneak attack starts at 1d6 and scales up the same but can be used many times throughout a combat. Iaijutsu can only be used once per combat so I thought it needed a little more oomph.
Claxon wrote:
Is way of the Samurai rerolling attack or damage? Or both?
In either case I think it should definitely be roll twice take the better.
But I think you should only get to reroll damage, not attack rolls.
I also agree that the status inflicted by Terrifying Iaijutsu is too strong.
Success should probably cause Frightened 1
Failure should be stunned 1
Crit Failure should be stunned 4
I was thinking the reroll was attack because you can only use it once and I wanted to help it avoid those pesky nat 1s. Rerolling damage is a neat concept though. I hadn't thought of that.
I went with Paralyze as a "Paralyzed in fear" sort of angle.
The status inflicted is the same as the Level 3 Paralyze copied exactly with the exception of adding the [Mental] and [Visual] traits. Having the [incapacitation] trait helps with big baddies ignoring the worst of it.
I am converting a group over from 1E and one of my players loved his Sword Saint archetype Samurai. I threw something together and was looking for some feedback on it. Thanks!
ACID SPLASH CANTRIP 1
[ACID] [ATTACK] [CANTRIP] [EVOCATION]
Traditions: arcane, primal
Cast: [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
splash (trait): When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target’s weaknesses or resistances. You don’t multiply splash damage on a critical hit.
Also, does the 1 acid splash damage not double on a critical hit?
EDIT and does the target still take the 1 acid damage if you miss?
Countersong (Su): At 1st level, a bard learns to counter magic effects that
depend on sound (but not spells that have verbal components.) Each round of
the countersong he makes a Perform (keyboard, percussion, wind, string, or sing)
skill check. Any creature within 30 feet of the bard (including the bard
himself) that is affected by a sonic or language-dependent magical attack may
use the bard's Perform check result in place of its saving throw if, after the
saving throw is rolled, the Perform check result proves to be higher. If a
creature within range of the countersong is already under the effect of a
non-instantaneous sonic or language-dependent magical attack, it gains another
saving throw against the effect each round it hears the countersong, but it
must use the bard's Perform skill check result for the save. Countersong does
not work on effects that don't allow saves. Countersong relies on audible
components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic
effects that depend on sight. Each round of the Distraction, he makes a Perform
(act, comedy, dance, or oratory) skill check. Any creature within 30 feet of
the bard (including the bard himself) that is affected by an illusion (pattern)
or illusion (figment) magical attack may use the bard’s Perform check result
in place of its saving throw if, after the saving throw is rolled, the Perform
check result proves to be higher. If a creature within range of the Distraction
is already under the effect of a non-instantaneous 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 the bard’s Perform
check result for the save. Distraction does not work on effects that don’t
allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or
more creatures to become fascinated with him. Each creature to be fascinated
must be within 90 feet, able to see and hear the bard, and capable of paying
attention to him. The bard must also be able to see the creatures affected.
The Distraction of a nearby combat or other dangers prevents the ability from
working. For every three levels a bard has attained beyond 1st, he can target
one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s
level + the bard’s Cha modifier) to negate the effect. If a creature’s saving
throw succeeds, the bard cannot attempt to fascinate that creature again for
24 hours. If its saving throw fails, the creature sits quietly and observes the
performance for as long as the bard continues to maintain it. While fascinated,
a target takes a –4 penalty on 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.
Inspire Courage (Su): A 1st level bard can use his performance to inspire
courage in his allies (including himself), bolstering them against fear and
improving their combat abilities. To be affected, an ally must be able to
perceive the bard’s performance. An affected ally receives a +1 morale bonus
on saving throws against charm and fear effects and a +1 competence bonus on
attack and weapon damage rolls. At 5th level, and every six bard levels
thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
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.
Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of
bardic performance as a standard action to direct a burst of sonically charged
words at a creature or object. This performance deals 1d4 points of damage plus
the bard’s level to an object, or half this damage to a living creature.
Weird Words (Su): At 6th level, a sound striker can start a performance as a
standard action, lashing out with 1 potent sound per bard level (maximum 10),
each sound affecting one target within 30 feet. These are ranged touch attacks.
Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus
(Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing,
or slashing damage for each word.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to
foster a sense of growing dread in his enemies, causing them to take become
shaken. To be affected, an enemy must be within 30 feet and able to see and
hear the bard's performance. The effect persists for as long as the enemy is
within 30 feet and the bard continues the performance. The performance cannot
cause a creature to become frightened or panicked, even if the targets are
already shaken from another effect. Dirge of doom is a mind-affecting fear
effect, and it relies on audible and visual components.
Versatile Performance (Ex):At 2nd level, a bard can choose one type of Perform
skill. He can use his bonus in that skill in place of his bonus in associated
skills. When substituting in this way, the bard uses his total Perform skill
bonus, including class skill bonus, in place of its associated skill's bonus,
whether or not he has ranks in that skill or if it is a class skill. At 6th
level, and every 4 levels thereafter, the bard can select an additional type
of Perform to substitute.
Chosen:Perform (Sing)(String)
Well-Versed (Ex)At 2nd level, the bard becomes resistant to the bardic
performance of others, and to sonic effects in general. The bard gains a +4
bonus on saving throws made against bardic performance, sonic, and language-
dependent effects.
Lore Master (Ex):At 5th level, the bard becomes a master of lore and can
take 10 on any Knowledge skill check that he has ranks in. A bard can choose
not to take 10 and can instead roll normally. In addition, once per day, the
bard can take 20 on any Knowledge skill check as a standard action. He can use
this ability one additional time per day for every six levels he possesses
beyond 5th, to a maximum of three times per day at 17th level.
Feats: Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Lunge
Mobility
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Skill Focus (Perform (String Instruments))
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Spring Attack
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Racial Traits: Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2
racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of
dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: 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.
Level 0
Ghost Sound (Illusion)
Saves: Will disbelief DC: 15 Casting: 1 standard action
Duration: 8 rounds [D] Range: Close (45 ft.) Components: V, S, M
SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 80 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (45 ft.) Components: V, S
SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. Target: One nonmagical, unattended object weighing up to 5 lbs.
Message (Transmutation, AirSchool)
Saves: None DC: Casting: 1 standard action
Duration: 80 minutes Range: Medium (180 ft.) Components: V, S, F
SR: No Effect: You can whisper messages and receive whispered replies. Target: 8 creatures
Spark (Evocation, FireSchool)
Saves: Fortitude negates (object) DC: 15 Casting: 1 standard action
Duration: Instantaneous Range: Close (45 ft.) Components: V or S
SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object
Summon Instrument (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 8 minutes [D] Range: 0 ft. Components: V, S
SR: No Effect: This spell summons one handheld musical instrument of your choice. Target: One summoned handheld musical instrument
Level 1
Alarm (Abjuration)
Saves: None DC: Casting: 1 standard action
Duration: 16 hours [D] Range: Close (45 ft.) Components: V, S, F/DF
SR: No Effect: Alarm creates a subtle ward on an area you select. Target: 20-ft.-radius emanation centered on a point in space
Cause Fear (Necromancy)
Saves: Will partial DC: 16 Casting: 1 standard action
Duration: 1d4 rounds or 1 round; see text Range: Close (45 ft.) Components: V, S
SR: Yes Effect: The affected creature becomes frightened. Target: One living creature with 5 or fewer HD
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 16 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. Target: Creature touched
Feather Fall (Transmutation, AirSchool)
Saves: Will negates (harmless) or Will negates (object); DC: 16 Casting: 1 immediate action
Duration: Until landing or 8 rounds Range: Close (45 ft.) Components: V
SR: Yes (object) Effect: The affected creatures or objects fall slowly. Target: 8 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart
Summon Monster I (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 8 rounds [D] Range: Close (45 ft.) Components: V, S, F/DF
SR: No Effect: This spell summons an extraplanar creature. Target: One summoned creature
Level 2
Blindness/Deafness (Necromancy)
Saves: Fortitude negates DC: 17 Casting: 1 standard action
Duration: Permanent [D] Range: Medium (180 ft.) Components: V
SR: Yes Effect: You call upon the powers of unlife to render the subject blinded or deafened, as you choose. Target: One living creature
Cure Moderate Wounds (Conjuration)
Saves: Will half (harmless) or Will half; see text DC: 17 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless) or yes; see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 2d8+8 points of damage. Target: Creature touched
Hold Person (Enchantment)
Saves: Will negates; see text DC: 17 Casting: 1 standard action
Duration: 8 rounds [D]; see text Range: Medium (180 ft.) Components: V, S, F/DF
SR: Yes Effect: The subject becomes paralyzed and freezes in place. Target: One humanoid creature
Summon Monster II (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
Saves: None DC: Casting: 1 round
Duration: 8 rounds [D] Range: Close (45 ft.) Components: V, S, F/DF
SR: No Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. Target: One summoned creature
Level 3
Cure Serious Wounds (Conjuration)
Saves: Will half (harmless) or Will half; see text DC: 18 Casting: 1 standard action
Duration: Instantaneous Range: Close (45 ft.) Components: V, S
SR: Yes (harmless) or yes; see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 3d8+8 points of damage. Target: Creature touched
Summon Monster III (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 8 rounds [D] Range: Close (45 ft.) Components: V, S, F/DF
SR: No Effect: This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list. Target: One summoned creature
Thundering Drums (Evocation)
Saves: Fortitude partial DC: 18 Casting: 1 standard action
Duration: Instantaneous Range: 15 ft. Components: V, S
SR: Yes Effect: 5d8 damage and knocked prone. Target: cone-shaped burst
Equipement:
Weapons:
Unarmed attack:
to hit: +8
damage: 1d3+2
critical: 20/x2
Magical:
Hat of Disguise 1 0lbs
Headband of Alluring Charisma +2 1 1lbs
Muleback Cords
Cash:
777 gp
1 sp
0 cp
Party Swag Bag:
22 pp, 364 gp, 620 sp, 2600 cp;
Black Pearl (450 gp), Black Pearl (550 gp), Bloodstone (60 gp), Deep Blue Spinel (110 gp), Green Spinel (35 gp), Ivory (40 gp), Jet (80 gp), Sardonyx (55 gp); Masterwork Spear (302 gp); Scroll of Mage Hand (cr, 12 gp 5 gp)
2366gp value
Total weight carried:
Current load:80.77
Heavy Encumbrance
Light: 173
Medium: 346
Heavy: 520