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Wednesday, January 1, 2014

Old Schooling Pathfinder



Here is my new format for making the running of Pathfinder a bit easier.  So what do you think?

Townsperson CR 1/2 XP 200
Human commoner 2
N Medium humanoid (human)
Init +0; Senses Perception +3
DEFENSE
AC 10, touch 10, flat-footed 10
hp 9 (2d6+2)
Fort +1, Ref +0, Will -1
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+1) or torch –3 (1d3+1 plus 1 fire)
Ranged stone –3 (1d2+1)
TACTICS
Morale A townsperson flees as soon as he or she takes any damage
STATISTICS
Str 12, Dex 11, Con 13, Int 10, Wis 9, Cha 10
Base Atk +1; CMB +2; CMD 12
Feats Animal Affinity, Skill Focus (Profession [any])
Skills Climb +6, Handle Animal +7, Knowledge (local) +1, Perception +3, Profession (any) +7, Ride +2
Languages Common
Gear club, stones, torches (3)




Death Vomits Tribes Goblin CR 1/3
XP 135
Goblin warrior 1
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1
Defense
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
Offense
Speed 30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3)
Statistics
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
Ecology
Environment temperate forest and plains (usually coastal regions)
Organization gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th–8th level; and 10–40 goblin dogs, wolves, or worgs)
Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)


 
Juvenile Black Dragon CR 8
XP 4,800
CE medium dragon (water)
Init +6; Senses dragon senses; Perception +19
DEFENSE
AC 24, touch 12, flat-footed 22 (+2 Dex, +12 natural)
hp 105 (10d12+40)
Fort +11, Ref +9, Will +9
Immune acid, paralysis, sleep
OFFENSE
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +16 (1d8+7), 2 claws +15 (1d6+5), 2 wings +10 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (60 ft. line, DC 20, 8d6 acid)
Spell-Like Abilities (CL 10th, concentration +11)
At will--darkness (40 ft. radius)
STATISTICS
Str 21, Dex 14, Con 19, Int 12, Wis 15, Cha 12
Base Atk +10; CMB +15; CMD 27 (31 vs. trip)
Feats Alertness, Improved Initiative, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
Skills Fly +15, Handle Animal +11, Intimidate +14, Knowledge (Arcana) +14, Perception +19, Stealth +21, Swim +26; Racial Modifiers +8 Swim
Languages Common, Draconic
SQ speak with reptiles, swamp stride, water breathing
SPECIAL ABILITIES
Speak with Reptiles (Sp)
A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals.
Swamp Stride (Ex)
A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.
Water Breathing (Ex)
A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

 Really long stats may fill the entire 6th box or be put below the box.






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