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(Apoyo para Pathfinder) PbPGameday 3: PFS Silverhex Chronicl

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Erylium (Quasit Witch)

STATISTICS
Female quasit witch 3
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Str 8, Dex 18, Con 13, Int 15, Wis 10, Cha 13
Base Atk +4; CMB +6; CMD 16
Init +4; Senses darkvision 60 ft.; Perception +9

DEFENSE
AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, +2 size)
hp 35 (6 HD; 3d10+3d6+9); fast healing 2
Fort +3, Ref +8, Will +6
DR 5/cold iron or good;
Immune electricity, poison;
Resist acid 10, cold 10, fire 10

OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +10 (1d4–1), 2 claws +10 (1d3–1 plus poison); Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.
Ranged +1 cold iron returning dagger +11 (1d2/19–20)
Space 2 1/2 ft.; Reach 0 ft.
Special Attack slumber hex (slumber [3 rounds]
Special Attack tongues hex [understand only, 3 minutes])

SPELLS
Caster Level 6th; concentration +7

At Will

Detect Good
Detect Magic
Invisibility (self only)

1/day

Cause Fear (DC 12, 30-foot radius)

1/week

commune (6 questions)

WITCH SPELLS
CL 3rd; concentration +5

2nd Level

hold person (DC 14)
summon monster II

1st Level

command (DC 13)
ray of enfeeblement (DC 13)
summon monster I

Level 0 (at will)

bleed (DC 12)
dancing lights
daze (DC 12)
touch of fatigue (DC 12)
Patron Shadow

FEATS & SPECIAL ABILITIES
Combat Casting, Dodge, Weapon Finesse

SKILLS
Bluff +10, Fly +12, Intimidate +10, Knowledge (arcana)
+8, Knowledge (planes) +8, Perception +9, Spellcraft +11,
Stealth +21
Languages Abyssal, Thassilonian; telepathy (touch), tongues

SQ change shape (Small centipede or raven; polymorph), witch’s
familiar (Diminutive-sized wren named Orm)

GEAR & TREASURE
+1 cold iron returning dagger, tiara worth 50 gp,
black silk gown worth 25 gp, obsidian unholy symbol of
Lamashtu worth 10 gp

Notas de juego

Sinspawn (Wrath)
CR 2

XP 600
NE Medium aberration 
Init +5; Senses darkvision 60 ft., sin-scent; Perception +7

DEFENSE

AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
Immune mind-affecting effects; SR 13

OFFENSE

Speed 40 ft.
Melee ranseur +3 (2d4+1/×3), bite –2 (1d6 plus sinful bite) or bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)

STATISTICS

Str 13, Dex 13, Con 14, Int 10, Wis 13, Cha 12
Base Atk +2; CMB +3; CMD 15
Feats Dodge, Improved Initiative
Skills Intimidate +7, Perception +7, Stealth +7, Survival +7
Languages Aklo
SQ martial proficiency

SPECIAL ABILITIES

Martial Proficiency (Ex)

Sinspawn are proficient in all simple and martial weapons, armor, and shields (except tower shields).

Sin-Scent (Su)

Sinspawn have scent against creatures whose nature reflects the sinspawn’s sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.

Sinful Bite (Su)

A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Willsave negates). These emotions are so powerful that the target becomes sickenedfor 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round if it fails its saving throw. Calm emotions, remove curse, or break enchantment negates the effects of sinful bite. The save DC is Charisma-based. This is a mind-affecting effect.

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Notas de juego

Ezren (Iconic Wizard 1) CR 1

XP 400
Male Human Wizard 1
N Medium humanoid (human)
Init +2; Senses Perception +1

DEFENSE

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d6+2)
Fort +3, Ref +2, Will +3

OFFENSE

Speed 30 ft.
Melee mwk cane +1 (1d6) or dagger +0 (1d4/19–20)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks hand of the apprentice (7/day)
Wizard Spells Prepared (CL 1st; concentration +5)

1stburning hands (DC 15), magic missile
0th (at will)acid splashdetect magiclight

TACTICS

Before Combat Ezren uses his bonded object to cast mage armor before the start of the encounter.

During Combat Ezren uses his attack spells in conjunction with his hand of the apprentice special attack to eliminate threats against him and his companions.

Base Statistics

Without mage armor, Ezren's statistics are AC 12, touch 12, flat-footed 10.

STATISTICS

Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Combat CastingGreat FortitudeScribe Scroll*
Skills Appraise +8, Knowledge (arcana, history, nature, planes) +8, Linguistics +8,Spellcraft +8
Languages Common, Draconic, Goblin, Infernal, Osiriani, Terran
SQ arcane bond (cane)
Gear daggerlight crossbow with 10 bolts, masterwork cane (treat as club), backpack, scroll case, spell component pouch, spellbook (contains all prepared spells plus all 0-level spells;
1stcolor sprayexpeditious retreatgreasemage armorprotection from evil,shield, and sleep), 9 gp

*If you are playing in a Pathfinder Society Organized Play game, replace Scribe Scroll with Spell Focus in a school of your choosing, and Ezren gains the Focused Mind and History of Heresy traits.

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Notas de juego

WOLFCR 1

XP 400

N Medium animal

Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 13 (2d8+4)

Fort +5, Ref +5, Will +1

OFFENSE

Speed 50 ft.

Melee bite +2 (1d6+1 plus trip)

STATISTICS

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Base Atk +1; CMB +2; CMD 14 (18 vs. trip)

Feats Skill Focus (Perception)

Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

ECOLOGY

Environment cold or temperate forests

Organization solitary, pair, or pack (3–12)

Treasure none

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SHALELU ANDOSANA
F e m a l e e l f fig hter 2/ra n g e r 4
CG M e d i u m h u m a n o i d
XP
1,600
I nit + 3; Senses low- l i g h t v i s i o n; P e rce ption + 1 2
DEFENSE
AC 1 9, t o u c h 1 4, flat-footed 1 5 (+ 4 a r m o r, +3 Dex, +1 d o d g e,
+1 n a t u r a l )
"-(. .,. .
hp 53 (6d 1 0 + 1 6)
Fort + 1 0, Ref +8, Will + 3; +2 vs. e n c h a n t m e nts, + 1 vs. fea r
Defensive Abil ities bravery + 1
OFFENSE
Speed 3 0 ft.
Melee m w k s h o rt sword +8/+3 (1 d 6+1/1 9-20)
Ranged + 7 composite longbow +1 1/+ 6 (1 d8+1jx3)
Special Attacks favored e n e m y ( g o b l i n o i d s +2)
Ranger Spells Prepared (CL 1 st; co ncentration +2)
1 st-resist energy
TACTICS
During Combat S h a l e l u p refers to f i g h t with h e r b ow, resort i n g
to m e l e e o n l y w h e n t r u l y d e s p e rate o r w h e n a n a l l y s e e m s i n
d i re n e e d of h ea l i n g f r o m h e r w a n d .
Morale S h a l e l u is l o y a l to h e r f r i e n ds, a n d as l o n g as e v e n o n e
of t h e m re m a i n s i n d a n g e r, s h e w o n ' t a b a n d o n t h e m . T h a t
s a i d , if s h e f e e l s s h e c a n escape, g e t h e l p, a n d return i n t i m e
to s a v e a nyone captured by e n e m i e s before i t 's t o o l a te, s h e
m i g h t try to d o so.
STATISTICS
Str 1 2, Dex 1 6, Con 1 4, lnt 1 2, Wis 1 3, Cha 8
Base Atk + 6; CMB +7; CMD 2 1
Feats D o d g e, E n d u r a n ce, P o i n t- B l a n k S h ot, P r e c i s e S h ot,
R a p i d S h ot, S k i l l Focus (Acro b a t i cs), We a p o n F o c u s
(co m p o s i t e l o n g bow)
Skills Acro b a t i cs +12, K n ow l e d g e (natu re) +8, Perce p t i o n + 1 2 ,
Stea lth + 1 5, S u r v i v a l +1 0, Sw i m +1 0
Languages C o m m o n , Elven, G o b l i n
S Q elven mag ic, favored terrain (forest +2), hunter's bond (companions),
PC gear, track +2, weapon fa m i l ia rity, wild em pathy +3
Combat Gear sleep arrows (1 0), potion of delay poison, potions of
lesser restoration (2), wand of cure light wounds (25 charg es),
a n t itox i n (2); Other Gear + 1 studded leather, + 1 composite
longbow with 20 a rrows, m a sterwork short sword, amulet
of natural armor + 1, campfire bead'', cloak of resistance + 1,
backpack, bedroll, c l i m b e r's kit, flint a n d ste el, m a n a cles, s i l k
r o p e ( 5 0 ft.), s u n rods (3), tra i l rations ( 4 days), waterskin, winter
b l a n ket, wooden holy sym b o l of Desna, 8 p p, 2 g p

Female aasimar cleric of Lamashtu 4/fighter 2 (Pathfinder RPG
Bestiary 7)
NUALIA
CE Medium outsider (native)
l n i t +1; Senses darkvision 60 ft.;
Perception +5
DEFENSE
AC 18, touch 11, flat-footed 17 (+7 armor, +2
deflection, + 1 Dex, -2 fury of the Abyss)
hp 59 (6 HD; 4d8+2d1 0+26)
Fort +10, Ref +3, W i l l +8; +1 vs. fear
Defensive A b i l ities bravery +1; Resist
acid 5, cold 5, electricity 5
OFFENSE
Speed 30 ft.
Melee + 1 bastard sword + 10
(1d10+4/19-20), claw +3 (1d6+1)
Ranged mwk composite longbow
+7 (1d8+ 3jx3)
Special Attacks channel
negative energy 6/day (DC 15,
2d6), ferocious strike (+2 damage)
6/day, fury of the Abyss (+2) 6/
day, Lamashtu's Mark (DC 16)
Spel l - L i ke A b i l ities (C L 6th;
concentration +9)
1/day

Notas de juego

BRUZTHAMUS

CE Medium humanoid (goblinoid) I nit + 3; Senses darkvision 60 ft., scent; Perception +1  DEFENSE AC 19, touch 13, flat-footed 16 (+3 armor, +3 Dex, +3 natural) hp 31 (4 HD; 3d8+1d10+13) Fort +6, Ref +8, Will +2 

Melee heavy flail +7 (1d10+6/19-20) Ranged mwk composite longbow +8 (1d8+4jx3) Special Attacks favored enemy (elves +2) TACTICS During Combat Bruthazmus reacts to intrusions on his personal time with roars and curses. There's a 50% chance he's not wearing his armor if encountered in area 02; in any event, he flies into combat with his heavy flail with a murderous glee. He attacks elves in preference to any other target. Morale If brought below 15 hit points, Bruthazmus attempts to flee to area 015, where he barricades the door and then races downstairs to area E4 to join Nualia, hoping to get some healing and then remaining at her side as a bodyguard until the PCs are no longer a threat. STATISTICS Str 18, Dex 17, Con 17, lnt 8, Wis 12, Cha 9 Base Atk +3; CMB +7; CMD 20 Feats Point-Blank Shot, Weapon Focus (composite longbow) Skills Intimidate + 3, Stealth +1 3, Survival +8 Languages Common, Goblin SQ stalker, track +1, wild empathy +0 Combat Gear 4 +1 elf bane arrows, potion of cure moderate wounds; Other Gear studded leather, heavy flail, mwk composite longbow with 20 arrows, 

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Notas de juego

YETH HOUNDCR 3

XP 800

NE Medium outsider (evil, extraplanar)

Init +6; Senses darkvision 60 ft., scent; Perception +9

DEFENSE

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

hp 30 (4d10+8)

Fort +3, Ref +6, Will +6

DR 5/silver

OFFENSE

Speed 40 ft., fly 60 ft. (good)

Melee bite +7 (2d6+4 plus sinister bite and trip)

Special Attacks bay

STATISTICS

Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Base Atk +4; CMB +7; CMD 19 (23 vs. trip)

Feats Improved Initiative, Skill Focus (Fly)

Skills Fly +16, Perception +9, Stealth +9, Survival +9

Languages Abyssal or Infernal (cannot speak)

ECOLOGY

Environment any

Organization solitary, pair, or pack (6–11)

Treasure incidental

SPECIAL ABILITIES

Bay (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours. The save DC is Charisma-based.

Flight (Su) A yeth hound can cease or resume its flight as a free action.

Sinister Bite (Su) A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction. In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round. If the victim is already suffering from a fear effect (such as the hound's bay attack), the victim is instead completely overcome with fear and can do nothing but cower for 1 round. This is a mind-affecting fear effect. The save DC is Constitution-based.

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Notas de juego

Aaronvir 28175-1 ?

Lezort #28173-1 ?

Dani ? Fons?