term1nally s1ck
2011-02-28, 09:55 PM
The town market is familiar to all of you. During the spring, when the gnome airship brings the villagers huge loads of
merchandise and leaves with most of the year’s gold, banners fly and songs play more or less all day, every day. Even
today, when the air is still cold and the airship is not expected for another week, you anticipate noisy activity and wagons
of arriving gold. Oddly, there is an unusual amount of dark smoke rising from the marketplace.
As you approach the open-air market, you see that most of the stalls have been burned, and you can smell burned flesh
in the smoke. Occasional cries tell you that there were at least some survivors, but it looks like everyone who could walk
has left already.
Characters:
Akasha, Human Barbarian 1
Background
Akasha is the defending champion of the last three years’ youth fencing competitions, because she has simply smashed
the sword of every single opponent she’s faced in that timeframe. No dirty jokes, please.
Stat Block
Akasha, CR 1
Medium Humanoid (Human)
Tracks: Rage, Ancestors
Hit Points: 12
Initiative: +2
Speed: 30 feet
Armor Class: 14
Base Attack: 1
Melee Attack: War Axe +5, 2d6+4 damage
Raging Melee Attack: War Axe +7, 2d6+6 damage, Range Melee (5 feet)
Ranged Attack: Throwing Axe +7, 1d6+6 damage, Range Close (30 feet)
Space/Reach: 5 feet/5 feet
Special Attacks: Power Attack
Special Qualities: Lesser Resilience (heal 1 extra point of damage per level any time you are affected by a healing effect)
Saves: Fortitude 4, Reflex 2, Will 4
Abilities: STR 18, DEX 14, CON 14, INT 8, WIS 12, CHA 10
Skills: Acrobatics +3, Athletics +5, Ride +3, Intimidate +5, Perception +2
Feats: Terrifying Muscles, Brutal Throw
Items: War Axe (Mundane Main weapon), 4 Throwing Axes (Mundane Hide-Out weapons), Hide Armor (+1 AC)
Rage (Ex): You channel the barbarian rage, a state where you gain heightened morale and physical prowess at the cost
of defense. As a swift action, you can enter rage and gain a +4 bonus to Strength, a -2 penalty to Armor Class, and a +2
bonus to Fortitude and Will saves. You also gain 2 temporary hit points per level. These temporary hit points are lost when
your rage ends. You can rage for a maximum number of rounds equal to 3 + your Constitution modifier at any one time,
and can always prematurely end your rage as a free action. When your rage ends, you are fatigued for as many rounds
as you spent raging (minimum 1).
You can enter rage whenever you wish, as long as you are not fatigued or exhausted. (Ability 1, Barbarian track Path of
Rage)
Lesser Resilience (Ex): Starting at 1st level, any healing effects that affect you heal 1 extra point of damage for every
level you possess. (Ability 1, Barbarian track Path of the Ancestors)
Idra, Gnome Ranger 1
Background
Idra is one of a small clan of gnomes who came to oversee preparation for the annual airship visits. She’s a fairly able
scout, at least for someone as green as she is. Her favored enemy is dragons, so increase her attack rolls by 1 during the
final encounter.
Stat Block
Idra, CR 1
Small Humanoid (gnome)
Tracks: Hunt, Battle
Hit Points: 13
Initiative: +3
Speed: 20 feet
Armor Class: 15 (10 +3 Dex +1 size +1 item)
Base Attack: 1
Melee Attack: Matched Shortswords +5, 2d6+3 damage, Range Melee (5 feet)
Ranged Attack: Longbow +5, 2d6+3 damage, Range Long (440 feet)
Space/Reach: 5 feet/5 feet
Special Qualities: Low-light vision
Saves: Fort 5, Reflex 5, Wis 2
Abilities: STR 6, DEX 16, CON 16, INT 12, WIS 14, CHA 10
Skills: Acrobatics 4, Stealth 4, Arcana 2, Geography 2, Medicine 2, Nature 2, Perception 3
Feats: Sniper, The Bigger They Are, Melee Finesse
Items: Matched Shortswords, Longbow, 40 Arrows, Leather Armor
Idra
Favored Enemy (Ex): Rangers train to deal out beatings and destruction to creatures who fit within their target
demographic. At 1st level, pick a Knowledge skill. You are always considered to have a number of ranks in that
Knowledge skill equal to your character level, and you gain a +1 bonus on attack rolls and a bonus equal to 1/2 of your
character level on damage rolls against creatures identifiable by that Knowledge skill. (Ranger track Discipline of the
Hunt)
Daggers and Bolts (Ex): A quarry can be found at any distance, so rangers learn to fight both in melee and at range.
Choose either Melee Finesse or Brutal Throw as a bonus feat. (Ranger track Discipline of Battle)
Mako, Orc Rogue 1
Background
Mako is a wannabe mercenary who decided to name himself after a local shark. In his extensive spare time, he makes
firecrackers for children and halflings.
Stat Block
Mako, CR 1
Size/Type: Medium Humanoid (Orc)
Tracks: Radica, Demo Man
Hit Points: 10
Initiative: +3
Speed: 30 feet
Armor Class: 14
Base Attack: 0
Melee Attack: Head Crusha +3, 2d6+3, Range Melee (5 feet)
Ranged Attack: Crossbow +3 2d6+3, Range Medium (110 feet)
Space/Reach: 5 feet/5 feet
Special Attacks: Smells Like Victory! Bomb +3, 1d4+3, Reflex DC 14 or target catches fire. (Creatures who catch fire take
2d4 points of damage per round until they spend a move action and standard action in the same round putting out the
fire).
Special Qualities: Darkvision
Saves: Fort 2, Reflex 5, Will 0
Abilities: STR 16, DEX 16, CON 14, INT 14, WIS 10, CHA 6
Skills: Acrobatics +4, Athletics +4, Larceny +4, Stealth +4 (can always take 10), Engineering +3 (can always take 10),
History +3, Medicine +3
Feats: Brutal Throw, Explosives Expert
Items: Head Crusha (quarterstaff), Crossbow, Bombmaker’s Kit, Leather Armor
Playing it Right (Ex): Any rogue learns to use one or two key skills without pausing to think about them. At 1st level, pick
two skills. You can take 10 on both these skills regardless of circumstances. (Rogue track Esoterica Radica)
Smells Like Victory (Ex): You love the smell of a good firebomb in the morning. Or afternoon. Or evening, for that matter.
As a move action, you can mix noxious chemicals into a vial. You can throw such a vial as a ranged attack (range
increment [Close]), and it does 1d4 points of acid damage per level (plus your Dexterity modifier, as bits of vial poke your
target). The chemicals react violently with each other, so any target struck by the vial must make a Reflex save (DC 10 +
˝ your level + your Intelligence modifier) or catch fire (doing 1d6 damage per round until they spend a move action and a
standard action to put the fire out). (Rogue track Demo Man – relevant rules text follows)
It is assumed that a demolitionist rogue always has the necessary supplies to construct concoctions used for Demo Man
abilities.
“Jerry,” Halfling Shaman 1
Background
―Jerry‖ has been around the valley for about 10 months, ever since he came in as a stowaway on one of the last airships
from the previous year. Nobody knows his real name, but he’s likeable and knows his way around a doctor’s bag.
Stat Block
“Jerry,” CR 1
Size/Type: Small Humanoid (Halfling)
Tracks: Incantation, Shaman spellcasting
Hit Points: 8
Initiative: +2
Speed: 20 feet
Armor Class: 14
Base Attack: 0
Melee Attack: None
Ranged Attack: Halfling Throwing Rock +4, 1d6+2, Range Close (25 feet)
Space/Reach: 5 feet/5 feet
Special Attacks: Positive Incantation (heals 3d4+5 damage at will), Negative Incantation +3, 2d4+1, Range Close (25 feet),
Spells 3/day (Sanctuary)
Special Qualities: Quick (30 foot move speed)
Saves: Fort 2, Reflex 2, Will 5
Abilities: STR 8, DEX 14, CON 10, INT 14, WIS 16, CHA 14
Skills: Acrobatics +3, Arcana +3, Medicine +5, Bluff +5, Diplomacy +5, Perception +6
Feats: Mystic Healer, Positive Energy Specialist
Items: Medic’s Bag, Bag of Throwing Rocks, Leather Armor
Incantation (Sp): As a standard action, you can either heal an ally or harm an opponent. You heal or harm for 1d4 hit points plus your wisdom modifier, and an additional 1d4 hit
points per character level. Harming an opponent with your incantation requires a successful ranged attack roll. This ability
is a spell-like ability and can be modified with any feats that affect spell-like abilities. For purposes of this ability, "ally" is
defined as "anyone you choose to heal" and "opponent" is defined as "anyone you choose to harm."
You do not add your Dexterity bonus to damage rolls, because Incantation is not a weapon attack. (Ability 1, Shaman
track Incantation)
Sanctuary (Spell)
Classification: Evocation (ward)
Level: Shaman 1
Range: Melee
Target: Creature touched
Duration: Encounter
Saving Throw: Will negates
Anyone who declares an attack roll against the warded creature must make a successful Will save (DC 10 +1/2 your
character level + your Wisdom modifier) or ignore the warded creature for the duration of the encounter. A successful Will
save allows the attacker to penetrate the ward until the beginning of the attacker’s next turn, at which point an additional
save is required. The attacker may choose to attack someone else instead. If the warded creature makes an attack roll,
this effect is dispelled.
Relevant rules:
Bull Rush
A bull rush is a rapid assault designed to force an enemy out of your way or into an exposed position. As a standard action, you can advance into an opponent’s space (provoking an attack of opportunity), then attempt to push the opponent 5 feet in any direction. The opponent can make either a Fortitude or Reflex save to resist (DC 10 + ˝ your level + your Strength modifier). A successful save means that your opponent remains in place and you return to the space in which you started. A failed save means that you successfully push your opponent.
If you have not used your move action, you may continue to push your opponent up to half of your normal move distance, in addition to the initial 5 feet.
Charge
A charge is a straight-line movement ending in a melee attack. As a standard action, you may move up to your speed in a straight line and make a single melee attack (you gain no additional attacks from high BAB or effects that grant additional attacks). Any obstruction in a straight-line path prevents you from charging (although you could maneuver to a straight-line path, if one exists, with your move action).
Your charge attack, and any other attacks for 1 round (such as attacks of opportunity), gains a +2 bonus to hit. However, charging inflicts a -2 penalty to Armor class for 1 round.
Criticals
A critical hit is a roll of a natural 20 on your attack roll. The attack does double damage.
Defensive Fighting
As a free action, before using a standard action to attack on your turn, you may declare that you are fighting defensively. Apply a penalty equal to or less than your Base Attack Bonus on all melee attack rolls that you make for 1 round, and apply that number as a dodge bonus to Armor Class for 1 round.
You may not fight defensively and power attack in the same round. You must make at least 1 melee attack roll on your turn to gain the benefit of fighting defensively.
Deadly Aim
As a free action, before using a standard action to attack on your turn, you may declare that you are activating Deadly Aim. Apply a penalty equal to or less than your Base Attack Bonus on all ranged attack rolls that you make for 1 round, and apply that number as a bonus to all ranged damage rolls that you make for 1 round.
You may not use deadly aim and take cover in the same round.
Disarm
As a standard action, make a single melee attack. The attack does normal damage. In addition, on a successful roll, your opponent must make a Reflex save (DC 10 + ˝ your level + your Strength modifier) or drop any items that it is currently holding (such as weapons, wands, or grenades). If you still have a move action, you could use it to pick up a single item, as usual.
Power Attack
As a free action, before using a standard action to attack on your turn, you may declare that you are Power Attacking. Apply a penalty equal to or less than your Base Attack Bonus on all melee attack rolls that you make for 1 round, and apply twice that number as a bonus to all melee damage rolls that you make for 1 round.
You may not power attack and fight defensively in the same round.
Take Cover
As a free action, before using a standard action to attack on your turn, you may declare that you are taking cover. Apply a penalty equal to or less than half your Base Attack Bonus (minimum 1) on all ranged attack rolls that you make for 1 round, and apply that number as a dodge bonus to Armor Class for 1 round.
You may not activate Deadly Aim and take cover in the same round. You must make at least 1 ranged attack roll on your turn to gain the benefit of taking cover.
Trip
As a standard action, make a single melee attack. The attack does normal damage. In addition, on a successful attack roll, your opponent must make a Reflex save (DC 10 + ˝ your level + your Strength modifier) or become [prone].
merchandise and leaves with most of the year’s gold, banners fly and songs play more or less all day, every day. Even
today, when the air is still cold and the airship is not expected for another week, you anticipate noisy activity and wagons
of arriving gold. Oddly, there is an unusual amount of dark smoke rising from the marketplace.
As you approach the open-air market, you see that most of the stalls have been burned, and you can smell burned flesh
in the smoke. Occasional cries tell you that there were at least some survivors, but it looks like everyone who could walk
has left already.
Characters:
Akasha, Human Barbarian 1
Background
Akasha is the defending champion of the last three years’ youth fencing competitions, because she has simply smashed
the sword of every single opponent she’s faced in that timeframe. No dirty jokes, please.
Stat Block
Akasha, CR 1
Medium Humanoid (Human)
Tracks: Rage, Ancestors
Hit Points: 12
Initiative: +2
Speed: 30 feet
Armor Class: 14
Base Attack: 1
Melee Attack: War Axe +5, 2d6+4 damage
Raging Melee Attack: War Axe +7, 2d6+6 damage, Range Melee (5 feet)
Ranged Attack: Throwing Axe +7, 1d6+6 damage, Range Close (30 feet)
Space/Reach: 5 feet/5 feet
Special Attacks: Power Attack
Special Qualities: Lesser Resilience (heal 1 extra point of damage per level any time you are affected by a healing effect)
Saves: Fortitude 4, Reflex 2, Will 4
Abilities: STR 18, DEX 14, CON 14, INT 8, WIS 12, CHA 10
Skills: Acrobatics +3, Athletics +5, Ride +3, Intimidate +5, Perception +2
Feats: Terrifying Muscles, Brutal Throw
Items: War Axe (Mundane Main weapon), 4 Throwing Axes (Mundane Hide-Out weapons), Hide Armor (+1 AC)
Rage (Ex): You channel the barbarian rage, a state where you gain heightened morale and physical prowess at the cost
of defense. As a swift action, you can enter rage and gain a +4 bonus to Strength, a -2 penalty to Armor Class, and a +2
bonus to Fortitude and Will saves. You also gain 2 temporary hit points per level. These temporary hit points are lost when
your rage ends. You can rage for a maximum number of rounds equal to 3 + your Constitution modifier at any one time,
and can always prematurely end your rage as a free action. When your rage ends, you are fatigued for as many rounds
as you spent raging (minimum 1).
You can enter rage whenever you wish, as long as you are not fatigued or exhausted. (Ability 1, Barbarian track Path of
Rage)
Lesser Resilience (Ex): Starting at 1st level, any healing effects that affect you heal 1 extra point of damage for every
level you possess. (Ability 1, Barbarian track Path of the Ancestors)
Idra, Gnome Ranger 1
Background
Idra is one of a small clan of gnomes who came to oversee preparation for the annual airship visits. She’s a fairly able
scout, at least for someone as green as she is. Her favored enemy is dragons, so increase her attack rolls by 1 during the
final encounter.
Stat Block
Idra, CR 1
Small Humanoid (gnome)
Tracks: Hunt, Battle
Hit Points: 13
Initiative: +3
Speed: 20 feet
Armor Class: 15 (10 +3 Dex +1 size +1 item)
Base Attack: 1
Melee Attack: Matched Shortswords +5, 2d6+3 damage, Range Melee (5 feet)
Ranged Attack: Longbow +5, 2d6+3 damage, Range Long (440 feet)
Space/Reach: 5 feet/5 feet
Special Qualities: Low-light vision
Saves: Fort 5, Reflex 5, Wis 2
Abilities: STR 6, DEX 16, CON 16, INT 12, WIS 14, CHA 10
Skills: Acrobatics 4, Stealth 4, Arcana 2, Geography 2, Medicine 2, Nature 2, Perception 3
Feats: Sniper, The Bigger They Are, Melee Finesse
Items: Matched Shortswords, Longbow, 40 Arrows, Leather Armor
Idra
Favored Enemy (Ex): Rangers train to deal out beatings and destruction to creatures who fit within their target
demographic. At 1st level, pick a Knowledge skill. You are always considered to have a number of ranks in that
Knowledge skill equal to your character level, and you gain a +1 bonus on attack rolls and a bonus equal to 1/2 of your
character level on damage rolls against creatures identifiable by that Knowledge skill. (Ranger track Discipline of the
Hunt)
Daggers and Bolts (Ex): A quarry can be found at any distance, so rangers learn to fight both in melee and at range.
Choose either Melee Finesse or Brutal Throw as a bonus feat. (Ranger track Discipline of Battle)
Mako, Orc Rogue 1
Background
Mako is a wannabe mercenary who decided to name himself after a local shark. In his extensive spare time, he makes
firecrackers for children and halflings.
Stat Block
Mako, CR 1
Size/Type: Medium Humanoid (Orc)
Tracks: Radica, Demo Man
Hit Points: 10
Initiative: +3
Speed: 30 feet
Armor Class: 14
Base Attack: 0
Melee Attack: Head Crusha +3, 2d6+3, Range Melee (5 feet)
Ranged Attack: Crossbow +3 2d6+3, Range Medium (110 feet)
Space/Reach: 5 feet/5 feet
Special Attacks: Smells Like Victory! Bomb +3, 1d4+3, Reflex DC 14 or target catches fire. (Creatures who catch fire take
2d4 points of damage per round until they spend a move action and standard action in the same round putting out the
fire).
Special Qualities: Darkvision
Saves: Fort 2, Reflex 5, Will 0
Abilities: STR 16, DEX 16, CON 14, INT 14, WIS 10, CHA 6
Skills: Acrobatics +4, Athletics +4, Larceny +4, Stealth +4 (can always take 10), Engineering +3 (can always take 10),
History +3, Medicine +3
Feats: Brutal Throw, Explosives Expert
Items: Head Crusha (quarterstaff), Crossbow, Bombmaker’s Kit, Leather Armor
Playing it Right (Ex): Any rogue learns to use one or two key skills without pausing to think about them. At 1st level, pick
two skills. You can take 10 on both these skills regardless of circumstances. (Rogue track Esoterica Radica)
Smells Like Victory (Ex): You love the smell of a good firebomb in the morning. Or afternoon. Or evening, for that matter.
As a move action, you can mix noxious chemicals into a vial. You can throw such a vial as a ranged attack (range
increment [Close]), and it does 1d4 points of acid damage per level (plus your Dexterity modifier, as bits of vial poke your
target). The chemicals react violently with each other, so any target struck by the vial must make a Reflex save (DC 10 +
˝ your level + your Intelligence modifier) or catch fire (doing 1d6 damage per round until they spend a move action and a
standard action to put the fire out). (Rogue track Demo Man – relevant rules text follows)
It is assumed that a demolitionist rogue always has the necessary supplies to construct concoctions used for Demo Man
abilities.
“Jerry,” Halfling Shaman 1
Background
―Jerry‖ has been around the valley for about 10 months, ever since he came in as a stowaway on one of the last airships
from the previous year. Nobody knows his real name, but he’s likeable and knows his way around a doctor’s bag.
Stat Block
“Jerry,” CR 1
Size/Type: Small Humanoid (Halfling)
Tracks: Incantation, Shaman spellcasting
Hit Points: 8
Initiative: +2
Speed: 20 feet
Armor Class: 14
Base Attack: 0
Melee Attack: None
Ranged Attack: Halfling Throwing Rock +4, 1d6+2, Range Close (25 feet)
Space/Reach: 5 feet/5 feet
Special Attacks: Positive Incantation (heals 3d4+5 damage at will), Negative Incantation +3, 2d4+1, Range Close (25 feet),
Spells 3/day (Sanctuary)
Special Qualities: Quick (30 foot move speed)
Saves: Fort 2, Reflex 2, Will 5
Abilities: STR 8, DEX 14, CON 10, INT 14, WIS 16, CHA 14
Skills: Acrobatics +3, Arcana +3, Medicine +5, Bluff +5, Diplomacy +5, Perception +6
Feats: Mystic Healer, Positive Energy Specialist
Items: Medic’s Bag, Bag of Throwing Rocks, Leather Armor
Incantation (Sp): As a standard action, you can either heal an ally or harm an opponent. You heal or harm for 1d4 hit points plus your wisdom modifier, and an additional 1d4 hit
points per character level. Harming an opponent with your incantation requires a successful ranged attack roll. This ability
is a spell-like ability and can be modified with any feats that affect spell-like abilities. For purposes of this ability, "ally" is
defined as "anyone you choose to heal" and "opponent" is defined as "anyone you choose to harm."
You do not add your Dexterity bonus to damage rolls, because Incantation is not a weapon attack. (Ability 1, Shaman
track Incantation)
Sanctuary (Spell)
Classification: Evocation (ward)
Level: Shaman 1
Range: Melee
Target: Creature touched
Duration: Encounter
Saving Throw: Will negates
Anyone who declares an attack roll against the warded creature must make a successful Will save (DC 10 +1/2 your
character level + your Wisdom modifier) or ignore the warded creature for the duration of the encounter. A successful Will
save allows the attacker to penetrate the ward until the beginning of the attacker’s next turn, at which point an additional
save is required. The attacker may choose to attack someone else instead. If the warded creature makes an attack roll,
this effect is dispelled.
Relevant rules:
Bull Rush
A bull rush is a rapid assault designed to force an enemy out of your way or into an exposed position. As a standard action, you can advance into an opponent’s space (provoking an attack of opportunity), then attempt to push the opponent 5 feet in any direction. The opponent can make either a Fortitude or Reflex save to resist (DC 10 + ˝ your level + your Strength modifier). A successful save means that your opponent remains in place and you return to the space in which you started. A failed save means that you successfully push your opponent.
If you have not used your move action, you may continue to push your opponent up to half of your normal move distance, in addition to the initial 5 feet.
Charge
A charge is a straight-line movement ending in a melee attack. As a standard action, you may move up to your speed in a straight line and make a single melee attack (you gain no additional attacks from high BAB or effects that grant additional attacks). Any obstruction in a straight-line path prevents you from charging (although you could maneuver to a straight-line path, if one exists, with your move action).
Your charge attack, and any other attacks for 1 round (such as attacks of opportunity), gains a +2 bonus to hit. However, charging inflicts a -2 penalty to Armor class for 1 round.
Criticals
A critical hit is a roll of a natural 20 on your attack roll. The attack does double damage.
Defensive Fighting
As a free action, before using a standard action to attack on your turn, you may declare that you are fighting defensively. Apply a penalty equal to or less than your Base Attack Bonus on all melee attack rolls that you make for 1 round, and apply that number as a dodge bonus to Armor Class for 1 round.
You may not fight defensively and power attack in the same round. You must make at least 1 melee attack roll on your turn to gain the benefit of fighting defensively.
Deadly Aim
As a free action, before using a standard action to attack on your turn, you may declare that you are activating Deadly Aim. Apply a penalty equal to or less than your Base Attack Bonus on all ranged attack rolls that you make for 1 round, and apply that number as a bonus to all ranged damage rolls that you make for 1 round.
You may not use deadly aim and take cover in the same round.
Disarm
As a standard action, make a single melee attack. The attack does normal damage. In addition, on a successful roll, your opponent must make a Reflex save (DC 10 + ˝ your level + your Strength modifier) or drop any items that it is currently holding (such as weapons, wands, or grenades). If you still have a move action, you could use it to pick up a single item, as usual.
Power Attack
As a free action, before using a standard action to attack on your turn, you may declare that you are Power Attacking. Apply a penalty equal to or less than your Base Attack Bonus on all melee attack rolls that you make for 1 round, and apply twice that number as a bonus to all melee damage rolls that you make for 1 round.
You may not power attack and fight defensively in the same round.
Take Cover
As a free action, before using a standard action to attack on your turn, you may declare that you are taking cover. Apply a penalty equal to or less than half your Base Attack Bonus (minimum 1) on all ranged attack rolls that you make for 1 round, and apply that number as a dodge bonus to Armor Class for 1 round.
You may not activate Deadly Aim and take cover in the same round. You must make at least 1 ranged attack roll on your turn to gain the benefit of taking cover.
Trip
As a standard action, make a single melee attack. The attack does normal damage. In addition, on a successful attack roll, your opponent must make a Reflex save (DC 10 + ˝ your level + your Strength modifier) or become [prone].