n2f's Murder on the Silken Caravan PC List
Terence
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Singapore
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This is a Pathfinder Society game, using the scenario, "Murder on the Silken Caravan".

The Players:
Kris Vanhoyland
Belgium
Genk
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“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.” ― H.P. Lovecraft
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I have loved the stars too fondly to be fearful of the night.
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Brent Johnson
United States
Cleveland Heights
Ohio
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Fleeting memories rise | From the shadows of my mind | Sing "nonomori" - endless corridors | Say "nonomori" - hopeless warriors | You were there | You were there
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Mike Hadfield
Canada
St Andrews
New Brunswick
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Mavis
England
A Fine City
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John Morgan
Australia
North Parramatta
NSW
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Daniel Karpouzian
United States
Waverly
Iowa
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Browsers, curious onlookers and lurkers please check out our guild here if you're interested in some honest to goodness Pathfinder Society action. Thumb this thread if you love RPG!

OOC Thread for Murder on the Silken Caravan is here!

IC thread for Murder on the Silken Caravan is here!

Initiative
+6 Pascal
+5 Hajime
+4 Jenna
+2 Sasha
+2 Boftil
+1 Jeptha
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1. RPG Item: Bastards of Golarion [Average Rating:8.20 Overall Rank:5662]
Kris Vanhoyland
Belgium
Genk
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“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.” ― H.P. Lovecraft
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Sasha Killigrew
Female half-elf cleric of Besmara 1/rogue (pirate) 1
CN Medium humanoid (elf, human)
Size 5'9", 135 lb.; Age 23
Init +2; Senses low-light vision; Perception +10
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (2d8)
Fort +2, Ref +4, Will +5; +2 vs. enchantments
Defensive Abilities copycat (Su) (6/day) Immune magic sleep; Resist elven immunities
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OFFENSE
--------------------
Speed 30 ft.
Melee rapier +2 (1d6+1/18-20) or dagger +2 (1d4+1/19-20)
Ranged light crossbow +2 (1d8/19-20) or icicle +2 (1d6)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Spell-Like Abilities 6/day—copycat, icicle
Cleric Spells Prepared (CL 2; concentration +5)
1st—endure elements, remove sickness, obscuring mist°
0 (at will)—purify food and drink (DC 13), create water, light
° Domain spell; Domains Thievery, Water
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STATISTICS
--------------------
Str 12, Dex 15, Con 10, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Sea Legs, Weapon Finesse
Traits Magical Knack (Cleric), Roof Racer
Skills Acrobatics +9, Climb +8, Escape Artist +7, Heal +7, Perception +10, Profession (sailor) +7, Spellcraft +5, Survival +3, Swim +12; Racial Modifiers +2 Perception, +4 Swim
Languages Aquan, Common, Elven
SQ aura, cleric channel positive energy 1d6 (4/day) (DC 11), domains (thievery, water), elf blood, spontaneous casting
Combat Gear wand of cure light wounds (CL 1, 50 charges), smelling salts
Other Gear backpack, bedroll, belt pouch, crossbow bolts (20), compass, dagger, dice, fishhook, holy text (Besmara's Code), light crossbow, mithril shirt, mug, rapier, sewing needle, thread (50 ft.), trail rations (4), wooden holy symbol of Besmara
Wealth 955 gp, 1 sp, 7 cp
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to her deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Compass An ordinary compass that points to the magnetic north pole grants its user a +2 circumstance bonus on Survival checks made to avoid becoming lost. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Copycat (Sp) (6/day) Sasha can create an illusory double of herself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to her cleric level, or until the illusory duplicate is dispelled or destroyed. She can have no more than one copycat at a time. This ability does not stack with the mirror image spell. She can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Elf Blood Sasha is counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep Sasha is immune to magic sleep effects.
Icicle (Sp) (6/day) As a standard action, Sasha can fire an icicle from her finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels she possesses. She can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Low-Light Vision Sasha sees twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Roof Racer Sasha has spent more than her fair share of time among the strange sloping slums that cover the rooftops of much of Old Korvosa. When using the Acrobatics skill to make a long jump, she treats the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is.
Smelling salts These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left open.
Sneak Attack +1d6 damage if Sasha flanks or her target is flat-footed.
Spontaneous Casting Sasha can convert stored spells into Cure spells.
Water Child Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.
Weapon Finesse Sasha is trained in using her agility in melee combat, as opposed to brute strength. With a light weapon, rapier, whip, or spiked chain made for a creature of her size category, she may use her Dexterity modifier instead of her Strength modifier on attack rolls. If she carries a shield, its armor check penalty applies to her attack rolls.
--------------------
Background:
Sasha grew up among the nouveau riche of Korvosa, a bastard child raised by two human parents, born out of her father's tryst with a temple prostitute of Calistria.

Her parents, both quite talented in the art of alchemy and the creation of magical knick-knacks, tried to raise the young girl as their own. And even though her father loved her very much, his wife had trouble forgiving her husband's indiscretion. Amongst the burgeoning Korvosan nobility, two human parents raising a half-elf was also the source of much gossip and ridicule, and so Sasha was pushed aside relatively soon in her life by her mother, in favor of Sasha's brother and two sisters. She was left more and more in the care of the family's pseudodragon, her mother too busy with more important things to look after the girl.

This didn't bother Sasha all that much, since she was too busy exploring the sights and sounds of Korvosa. She especially enjoyed going down to the docks, to watch the ships arrive from all the exotic locales. Her father had always hoped for his half-elven offspring to be able to attend the Korvosan Acadamae, which Sasha had zero interest in.

Eventually Sasha fell in with some people of ill-repute, a criminal gang of cat burglars called the Catsdew Lofties. She botched her initiation however, running into the Korvosan Guard. After a chase where she led them to the docks, the only way she saw fit to loose them, was to swim out to one of the ships that was just about to leave. Trying to stow away on the vessel, she was quickly found by the captain, who allowed her to remain on the ship until they eventually returned to Korvosa. In the meantime, she would have to work on the ship, just like everyone else.

But Sasha didn't want to return home. She'd finally gotten what she wanted; to be on the wide seas, sailing off into the unknown. Learning all that she could aboard the vessel, she soon found herself drawn to Besmara, the Pirate Queen. With the meager earnings that she was granted, she purchased an old, thin leather journal from a fellow sailor. The journal, embossed with a skull and crossbones, it holds a holy text known as Besmara's Code. She proceeded to carve her own holy symbol out of a piece of weathered old driftwood, and although it isn't much to look at, it seems to work for her. Eventually Sasha jumped ship, before she ever got to see Korvosa again.

Physical description:
This shapely half-elf has a smug expression on her face, and she walks with a confident swagger. Her bronzed skin is a tell-tale sign of a life spent outdoors. Clad in ill-fitting, waterlogged leather armor, her nimble movements are also without grace, and it's obvious she is a very candid individual. Her burgundy hair is held back by a cloth headband, one hand resting on a slender rapier at her hip. With narrowed gray eyes, Sasha looks upon the world with a mixture of inquisitiveness and wariness.

PFS#: 23847-6
Faction: Sczarni
Starting XP: 4
Initial Fame: 8
Initial Prestige: 6
Start GP: 955 gp, 1 sp, 7 cp

Trackables:
hp -2/13
Channel Positive Energy 4/4
Copycat 5/6
Crossbow bolts 20/20
Icicle 4/6
Trail rations 4/4
Wand of cure light wounds 50/50


Chronicle sheets

Sources used
Core Rulebook
Advanced Player's Guide
Ultimate Magic
Ultimate Combat
Varisia, Birthplace of Legends
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2. RPG Item: Solo 13: Sewers of Oblivion [Average Rating:7.36 Overall Rank:3739]
Mavis
England
A Fine City
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PFS No: 82425-5 Sczarni

EXP: 3

Jenna
Female Human Rogue 2
N Medium Humanoid (human)
Init +4; Senses Perception +4
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Defense
--------------------
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 17 (2d8+4)
Fort +1, Ref +7, Will +0
Defensive Abilities evasion
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Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+2/19-20/x2) and
. . Masterwork Shortsword +6 (1d6+2/19-20/x2)
Ranged Light crossbow +5 (1d8/19-20/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 11, Cha 10
Base Atk +1; CMB +3; CMD 18
Feats Dodge, Stealthy, Weapon Finesse
Traits Armor Expert, Shiv
Skills Acrobatics +9, Appraise +5, Bluff +4, Climb +7, Disable Device +8, Escape Artist +11, Knowledge (local) +5, Perception +4 (+5 to locate traps), Sense Motive +4, Sleight of Hand +11, Stealth +13, Survival +0 (+4 in urban and undergournd settings), Swim +6; Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Necril
SQ heart of the slums, rogue talents (combat trick), trapfinding +1
Gear Studded leather armor, Crossbow bolts (13), Dagger, Light crossbow, Masterwork Shortsword, Backpack (empty), Belt pouch (empty), Chalk, Crowbar, Earplugs, Grappling hook, Hooded lantern, Silk rope, Thieves' tools, Twine (50'), Waterproof bag (empty), Wire, 1200 GP, 4 SP, 5 CP
--------------------
Special Abilities
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Armor Expert -1 Armor check penalty.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Shiv +1 damage with one-handed piercing or slashing weapons in a surprise round
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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3. RPG Item: Throwing Stones [Average Rating:6.79 Overall Rank:5095]
Mike Hadfield
Canada
St Andrews
New Brunswick
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PFS 56434-6

Pascal Carrefour
Halfling Fighter 1
N Small Humanoid (halfling)
Init +6; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 11 (1d10+1)
Fort +4, Ref +5, Will +1; +2 vs. fear
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Offense
--------------------
Speed 20 ft.
Melee Chakram +2 (1d6+1/x2) and
. . Chakram +2 (1d6+1/x2) and
. . Glaive +3 (1d8+1/x3) and
. . Morningstar +3 (1d6+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot, Rapid Shot
Traits Freedom Fighter, Reactionary
Skills Acrobatics +5 (+1 jump), Climb +2, Escape Artist +3, Fly +5, Perception +2, Ride +3, Stealth +8, Survival +4, Swim +0; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fearless
Other Gear Studded leather armor, Chakram, Chakram (9), Glaive, Morningstar, Grappling hook, Silk rope, 88 GP
--------------------
Special Abilities
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Fearless +2 racial bonus vs Fear saves.
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
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4. RPG Item: Path of Rage [Average Rating:7.00 Unranked]
John Morgan
Australia
North Parramatta
NSW
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Boftil Badamber (74677-7)
Dwarf Barbarian (Urban Barbarian/Invulnerable Rager) 2
Favoured Class Barbarian
N Medium Male Humanoid 44yo (Dwarf)
Faction: Sczarni
XP: 4 Fame: 8 PP: 6
Init +2; Senses Perception +7

--------------------
Description
--------------------
Tracing his lineage back to the great heroes of Tar Taargadth, Boftil was a proud warrior for his clan in the Five Kings Mountains. One of the strongest and bravest of the clan, he was sent on a quest with a small group of his fellow warriors to dispose of a raiding party of goblins.
The mission was all going well until Boftil cornered one of the goblins, a nasty cleric of Zarongel, who begged for his mercy. Boftil, in a moment of mercy held back from the killing blow. His hesitation gave the cleric time to prepare a spell, incapacitating Boftil, who was forced to watch as the cleric proceeded to raise the dead and turn the tide of the battle. His fellows were all slain in front of his eyes before he passed out, but Boftil was left for dead.
Overcome with shame and guilt, Boftil has not returned to his homeland since, taking up residence in the seedier areas of Absalom. He has vowed never to let mercy enter his heart again, embracing his rage and ruthlessness. When he is not in the taverns drinking gallons of ale, he works as a hired mercenary and enforcer, most recently taking up with the Sczarni faction and joining the ranks of the Pathfinders. Will his journey lead to redemption or further down the path of brutality and regret?
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) (+4 vs. giants)
DR[/] 1/-
hp 27
Fort +6, Ref +2, Will +2 (+5 spell/spell-like, +3 poison, +2 supernatural)
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Masterwork Cold Iron Greatsword 'Sorrow' +6 (2d6+4/19-20/x2)
Masterwork Cold Iron Dwarven Longhammer 'Regret' +6 (2d6+4/20/x3) 10ft
Ranged Longbow 'Misery' +4 (1d8/20/x3) 60ft
NB: +1 confirm crit, +1 attack vs. orcs and goblins
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 8, Wis 14, Cha 8
Base Atk +2; CMB 5; CMD 17 (+4 vs. Bull Rush, Trip)
Feats
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Traits
Glory of Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits.
Skills Acrobatics +5 (Jump +1), Appraise -1 (precious metals/gems +1), Bluff -1, Climb +2, Craft (alchemy, armor,bows,trapmaking ,weapons) -1, Diplomacy -1, Disguise -1, Escape Artist +1, Heal +2, Intimidate +4, Knowledge (Local) +3, Perception +7(Unusual Stonework +9), Ride +1, Sense Motive +2, Stealth +1, Survival +2, Swim +2
Languages Common, Dwarven
Combat Gear Masterwork Cold Iron Greatsword, Masterwork Cold Iron Dwarven Longhammer, Longbow (20 arrows) Other Gear Wand of CLW (50), Potion of CLW in spring-loaded wrist sheath, Oil of Bless Weapon in spring-loaded wrist sheath, Outfit, traveller's, Masterwork Chain Shirt, Antitoxin, Antiplague, Backpack, Belt Pouch, blanket, earplugs, flint and steel, iron pot, rope, smoked goggles, smelling salts, soap, torches (10), trail rations (5 days), vermin repellent, waterskin, Wrist sheath (spring-loaded)x2, 769gp 9sp 7cp
--------------------
Special Abilities
--------------------
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Darkvision You can see in the dark up to 60ft.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.
Controlled Rage When an urban barbarian rages, instead of making a normal rage he may apply a +4 morale bonus to his Strength, Dexterity, or Constitution. This bonus increases to +6 when he gains greater rage and +8 when he gains mighty rage. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian 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.
A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.
0/9 rounds used
Crowd Control At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, his movement is not impeded by crowds, and he gains a bonus equal to 1/2 his barbarian level on Intimidate checks to influence crowds.
Invulnerability DR 1/. This damage reduction is doubled against non-lethal damage.
Rage Powers
Superstition You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Boons
Debt of Cyphers: For rescuing Gurukaza from pirates. While in Riddleport you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making your check. In addition the Order of the Cypher's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.
Riddleport Respect: Defeating Alejia Netrav. You have earned the respect of the criminals and thugs in Riddleport. +2 bonus on Intimidate checks in Riddleport.
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5. RPG: Monkey, Ninja, Pirate, Robot: the Roleplaying Game [Average Rating:0.00 Unranked]
Daniel Karpouzian
United States
Waverly
Iowa
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68635-8

Hajime Kojima
Human (Tian-Shu) Monk (Flowing Monk, Monk of the Sacred Mountain) 2
LN Medium Humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 19 (2d8+6)
Fort +4, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cold Iron Kama +6 (1d6/x2) and
Silver Kama +6 (1d6-1/x2) and
Unarmed strike +6 (1d6/x2)
Ranged Sling +6 (1d4/x2)
Special Attacks flurry of blows +0/+0
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 10, Wis 14, Cha 7
Base Atk +1; CMB +1 (+3 Tripping); CMD 14 (16 vs. Trip)
Feats Crane Style, Improved Trip, Improved Unarmed Strike, Toughness, Weapon Finesse
Traits Bullied, Storyteller (+4) (1/adventure)
Skills Acrobatics +7 (+3 jump), Climb -3, Escape Artist +2, Fly +2, Intimidate +2, Knowledge (history) +4, Knowledge (religion) +4, Perception +7, Ride +2, Sense Motive +7, Stealth +7, Survival +2 (+4 to avoid becoming lost when using this), Swim -3
Languages Common, Tien
SQ redirection (2/day) (dc 13), unarmed strike (1d6), unbalancing counter (dc 13)
Combat Gear Wand of Mage Armor, Caltrops (2), Oil (2); Other Gear Cold Iron Kama, Silver Kama, Sling, Backpack, masterwork (empty), Bell, Candle (2), Chalk (2), Charcoal stick, Compass, Crowbar, Drill, Ear trumpet, Earplugs, Earplugs, Earplugs, Earplugs, Earplugs, Earplugs, Fishhook, Flint and steel, Glass cutter, Glue paper, Manacles, Marbles, Mirror, Parchment (2), Portable ram, Powder, Rope, Sewing needle, Soap, String or twine, Torch, Weapon cord, Weapon cord, Whetstone, Wrist sheath, spring loaded (empty), 1473 GP, 2 SP, 4 CP
--------------------
Special Abilities
--------------------
Bullied +1 to hit with unarmed AoEs.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Redirection (2/day) (DC 13) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Storyteller (+4) (1/adventure) 1/scenario, make a knowledge skill, even untrained at +4
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Unbalancing Counter (DC 13) (Ex) At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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6. RPG Item: The Order of the Stick 2: No Cure for the Paladin Blues [Average Rating:7.79 Overall Rank:675]
Brent Johnson
United States
Cleveland Heights
Ohio
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Fleeting memories rise | From the shadows of my mind | Sing "nonomori" - endless corridors | Say "nonomori" - hopeless warriors | You were there | You were there
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Jeptha Navarre (55886-10)
Gender: Male
Race: Angelkin Aasimar (medium outsider (native) / humanoid (human))
Age: 109
Favored Classes: Paladin

Alignment: Lawful Good
Faction: The Silver Crusade
Diety: Iomedae

Classes
- Paladin-1 (Holy Tactician archetype)
- Cleric-1 (Separatist archetype)

================
DESCRIPTION
================

Jeptha is a tall and muscular man of noble bearing, clean-shaven, with shoulder-length silver-blond hair and the well-sculpted features of an angel. While he appears to be a man of late middle age, he is in actuality an aasimar, and more than a century old.

Jeptha is also a broken man who wears an air of abstraction and sadness like a cloak. Something happened to him in the Worldwound during the first Mendevian Crusade - something that affected his mind and haunts his spirit constantly. He spends much time in silence, gazing at nothing, and he frequently loses track of where he is and what is happening around him.

In a different world, Jeptha would be left to the mercies of whoever cares for the poor and broken, or would die of neglect. But in this world, Jeptha still has a function to fulfill. He still has the hand of Iomedae upon him, and in battle it is as if he becomes a different person - perhaps the person he used to be, or perhaps even an avatar of Iomedae herself.

But despite having Iomedae’s favor, in his more lucid moments Jeptha is also conflicted and a little bitter. While he still believes in Good, he’s seen too many abuses of Law to be confident of its virtue. However, he can’t quite bring himself to act contrary to the Law, and he has no better alternative to suggest. He still stands for Truth, at least. But he has a love/hate relationship with Honor.

==========
STATS
==========

STR 18 (includes +2 for race)
DEX 12
CON 14
INT 7
WIS 12
CHA 16 (includes +2 for race)

Darkvision 60’

Perception +1
Initiative +1
Speed 30' (base 40’)
Encumbrance Light
- Light < 101 lbs.
- Medium < 201 lbs.

HP 20 (15 class + 4 CON + 1 favored class)

============
OFFENSE
============

BAB +1
CMB +5 (1 BAB + 4 STR)

== Melee ==
- Greatsword +6 (2d6+6, 19-20/x2) S cold iron
- Longsword +5 (1d8+4, 19-20/x2) S cold iron
- Warhammer +5 (1d8+4, x3) B silver
- Spiked Gauntlet +5 (1d4+4, x2) P

== Ranged ==
- Shortbow +2 (1d6, x3, 60') P

== Special ==
- Power Attack (trade a -1 penalty on melee attack rolls and combat maneuver checks for a +2 to melee damage rolls, or a +3 for two-handed damage)

============
DEFENSE
============

AC(full) 18 (10 base + 7 armor + 1 DEX)
AC(touch) 11 (10 base + 1 DEX)
AC(flat-footed) 17 (10 base + 7 armor)
CMD 16 (10 + 1 BAB + 4 STR + 1 DEX)

Fortitude +6 (2 CON + 4 class)
Reflex +1 (1 DEX)
Will +6 (1 WIS + 4 class + 1 trait)

== Special ==
- Purity of Faith (+1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype)
- Exalted Resistance (spell resistance 5+level against spells and spell-like abilities with the “evil” descriptor, as well as against any spells and spell-like abilities cast by evil outsiders)

==============
ABILITIES
==============

Traits:
- Purity of Faith (+1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype)
- Armor Expert (ACP reduced by 1)

Feats:
- Power Attack (trade a -1 penalty on melee attack rolls and combat maneuver checks for a +2 to melee damage rolls, or a +3 for two-handed damage)

Special Abilities:
- Scion of Humanity (considered an outsider/native and a humanoid/human for race effects, including feat prerequisites and spells that affect humanoids, and can pass for human without using the Disguise skill)
- Darkvision (see in the dark up to 60')
- Exalted Resistance (spell resistance 5+level against spells and spell-like abilities with the “evil” descriptor, as well as against any spells and spell-like abilities cast by evil outsiders)
- Heavenborn (Knowledge (Planes) +2, and spells cast with the “good” or “light” descriptor are at +1 caster level)
- Lawful Good Aura
- Aura of Good (registers with Detect Good at power equal to paladin level)
- Detect Evil (as a move action, determine whether a single item or individual is evil, assessing aura strength as if having studied it for 3 rounds)
- Spontaneous Casting (cast "Cure" spell in place of prepared non-domain Cleric spell of equal or lower level)
- Channel Positive Energy: Valor Variant (6/day use holy symbol to channel 1d6/2 positive energy in 30' radius, granting an extra saving throw against fear with +1 sacred bonus, or granting a +1 sacred bonus to AC and to Charge attack rolls before end of next turn)
- Separatist archetype (second domain not on deity's domain list grants powers functioning as if cleric level, wisdom, and charisma were 2 lower than normal - minimum 1 - in terms of effect, DC, and uses per day)
- War Domain, Tactics Subdomain (Seize the Initiative, plus Domain spell)
- Travel Domain (+10’ base speed, plus Agile Feet and Domain spell)
- Seize the Initiative (4/day grant one ally within 30' the ability to roll initiative twice, before results are revealed, and take either result)
- Agile Feet (2/day as a free action ignore all difficult terrain for one round)
- Weal’s Champion (1/day as a swift action, for 1 round per 2 paladin levels (min.1) gain CHA bonus to attack rolls against evil creatures and half of paladin level to weapon damage rolls. For one round after a successful hit, all non-evil allies within 30’, and in sight or in hearing, gain half CHA modifier as competence bonus to attack rolls and +1 competence bonus to damage rolls, +1 for every 5 paladin levels)

Domain Spells:
- 1st-Level 1/day memorized: magic weapon, longstrider

Other Cleric Spells:
- Orisons at will memorized: any three
- 1st-Level 2/day memorized: any

Proficiencies:
- Proficient with all types of armor and shields (except tower shields)
- Proficient with all simple and martial weapons

Skills: (including -6 ACP for armor)
Mod Ranks Name of Skill
-5 0 *Acrobatics (1 DEX)
-2 0 Appraise (-2 INT)
+3 0 Bluff (3 CHA)
-2 0 *Climb (4 STR)
-2 0 Craft (any) (-2 INT)
+8 2 Diplomacy (3 CHA)
0 *Disable Device (1 DEX)
+3 0 Disguise (3 CHA)
-5 0 *Escape Artist (1 DEX)
-5 0 *Fly (1 DEX)
0 Handle Animal (3 CHA)
+1 0 Heal (1 WIS)
+3 0 Intimidate (3 CHA)
0 Knowledge (Arcana/History/Nobility/Planes/Religion) (-2 INT)
0 Knowledge (other) (-2 INT)
0 Linguistics (-2 INT)
+1 0 Perception (1 WIS)
+3 0 Perform (any) (3 CHA)
0 Profession (any) (1 WIS)
-5 0 *Ride (1 DEX)
+1 0 Sense Motive (1 WIS)
0 *Sleight of Hand (1 DEX)
0 Spellcraft (-2 INT)
-5 0 *Stealth (1 DEX)
+1 0 Survival (1 WIS)
-2 0 *Swim (4 STR)
0 Use Magic Device (3 CHA)

Languages:
- Common

==============
EQUIPMENT
==============

Armor:
- Banded Mail
- Heavy Wooden Shield, darkwood

Weapons:
- Masterwork Greatsword, cold iron
- Longsword, cold iron
- Warhammer, alchemical silver
- Spiked Gauntlet
- Shortbow
- Arrows (17), cold iron

Miscellaneous
- Explorer's Outfit
- Holy Symbol, wooden
- 2x Belt Pouch
--- Chalk
--- Earplugs
--- Smoked Goggles
- 2x Bandolier
--- 2x Powder
--- 2x Holy Water
--- Oil of Magic Weapon
--- Flame Fountain Firework
- Spring-loaded Wrist Sheath (left hand)
--- Oil of Bless Weapon
- Spring-loaded Wrist Sheath (right hand)
--- Wand of Cure Light Wounds
- Backpack
--- Canteen
--- Compass
--- Flint and Steel
--- Whetstone
--- Antiplague
--- Waterproof Bag
------- Ink
------- Inkpen
------- 3x Parchment
--- Silk Rope
--- Grappling Hook
- Bedroll
--- 8x Wandermeal
--- 2x Trail Rations

===============
TRACKABLES
===============

XP: 3
Fame: 6
Prestige: 4
Money: $39.36

== Ammo ==
Arrows, cold iron 17/17

== Wands ==
Wand of Cure Light Wounds 50/50

== Spells ==
Orisons: Guidance, Enhanced Diplomacy, Create Water
1st-level: Longstrider, Shield of Faith, Protection from Evil

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7. RPG Item: Pathfinder Roleplaying Game Core Rulebook [Average Rating:7.91 Overall Rank:39]
Unknown Ediology
United States
Tennessee
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Looks like I forgot to add Seoni on here.

Anyway, please apply to the credit to 53785-6.
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