Friday, December 27, 2013

Detective Viorec's Dossier

Current werewolf tribes of the Shudderwood.

Dorzhanevs or Broken Ones: These lycanthropes settle
in remote or isolated territories, building small provincial
communities near the wood’s edge. For the most part, they
pose as simple farmers or trappers, occasionally traveling
to larger communities to sell or trade for goods. They live
and hunt in small packs, targeting lone travelers or those
who stray from larger groups. Physically smaller than the
other  tribes,  the  Broken  Ones  transform  into  red  wolves.
Their  pack  structure  is  matriarchal,  and  their  current
tribe leader is the druid Cybrisa Dorzhanev.

Jezeldans  or  Demon  Wolves:  The Demon Wolves
are  an  amalgam  of  newly  afflicted  werewolves,
whose  pitiful  existence  is  typically  scorned  by  most
natural  lycanthropes,  and  exiles  from  other  tribes,  all
worshipers  of  the  Demon Lord Jezelda,  Mistress of the
Hungry Moon. Their current tribe leader, an antipaladin
named  Adimarus  Ionacu,  was  once  in  fact  an  afflicted
werewolf who willingly contracted the disease in devotion
to his demonic patron. As a boon, Jezelda transformed him
into  a  natural  lycanthrope,  and  bade  him  convert  more
werewolves  to  her  worship. Jezeldans are one of the fastest-growing
tribes in the region, and may soon rise as the new lords of the wood.

Mordrinacht or Silverhides: The Mordrinacht, colloquially
known as the Silverhides for their gray-white fur, are more
aggressive than the Broken Ones, yet possess more composure
and  subtlety  than  the  other  tribes. The Mordrinacht
rarely  form  standard  packs, instead  living  much  of  their
lives as solitary  individuals or lone wolves. They have also been
successful at blending  in with normal humans and
living  secretly within their communities, with a few bold
individuals even settling in some of Ustalav’s major cities.
Descended  from  those  afflicted  with  lycanthropy by the
ancient  high  priest  of  Desna, the Mordrinacht have long
gathered  at  the Stairs of the Moon to pay homage to the
spirit of their ancestors. It is no secret that the
Silverhides’ current leader, Mathus Mordrinacht, has had
designs on the position of packlord over all the packs of the
Shudderwood for some time.

Vollensag or Primals: The smallest of the Shudderwood’s
tribes, the Vollensag are all descended from the ancient Kellid
tribes who once inhabited these lands before they were driven out by the
invading Varisians. At present , less t ha n 30 Vollensag remain ,
settled deep in the woods and traveling in small migratory
hunting packs, living as much as their ancestors did. Despite
their declining numbers, the Primals’ ability to transform
into large gray dire wolves makes them a force among the wolves
of the wood. Until recently, the Vollensag
tribe leader, Kvalca Sain, was packlord over all the wolves of
the Shudderwood.

Prince’s  Wolves:  Varisian  werewolves  with  ties  to  the
Sczarni crime family, the Prince’s Wolves were created as part
of Prince Andriadus Virholt’s efforts to rid his lands of the
agents of the Whispering Tyrant centuries ago. The Prince’s
Wolves maintain a tight pack structure and spend much of
their time traveling in small family groups. The Prince’s Wolves
transform into wolves with brown or gray fur, and their current tribe
leader is a roguish scoundrel named Rhakis Szadro.

Thursday, December 26, 2013

Detective Viorec's Dossier

These two things were discovered in the personal library of Estovion the Lodge Keeper of Ascanor.

The Halo of Dreams
The origin of the Dusk Moth can be traced back to pre-Thassilonian Varisia, though the role it
played in those ancient times has been lost to history. During the Age of Enthronement, Desna’s
priests recovered the relic from the ruins of Thassilon, and carried it into the Shudderwood during the
founding of Ustalav. There the priests constructed a temple to the goddess of dreams and disassembled
the Dusk Moth, incorporating its parts into a great observatory atop the temple, which they dubbed the
Stairs of the Moon. High atop the observatory, during the twilight hour, the faithful enacted a sacred
ritual of communion to activate the power of the Dusk Moth, placing them in a heightened dream-state
in which they could commune directly with the Song of the Spheres.


                                               Estovion’s Journal
Just Over Two Weeks Prior to the PCs’ arrival:
It appears that my past has come back to haunt me, in the form of unexpected visitors who
arrived last night. Ostensibly nobles from Courtaud, they bore invitations from Adivion Adrissant
in Caliphas, and Belik admitted them to see me. Their leader, a disturbing man named Auren
Vrood who carried a sinister-looking, twisted homunculus on his shoulder, confided to me that
they were agents of the Whispering Way, come to finally collect the debt I owe them for
helping me with the spirit I discovered at the Stairs so long ago. Vrood “requested” that I
arrange a meeting between him and one of the werewolves of the wood. Though I would prefer
to have nothing more to do with them (for my youthful indiscretions were just that), I saw no
choice but to acquiesce to their demands, lest they reveal my secrets to the Palatine Council.
As Mathus is my sole ally among the packs, I will speak to him and arrange a meeting, and
hopefully I can wash my hands of this whole sordid affair.
Two Weeks Prior to the PCs’ arrival:
Vrood and his fellows have returned. Though I made my office available to them, they declined
and requested a meeting with Madame Ivanja instead. Mathus arrived shortly after and went
straight to Ivanja’s tower as well. I was somewhat surprised by their choice of location, but I
suppose even necromancers and werewolves have their needs. I spoke briefly with Mathus after
the meeting, but he was unusually withdrawn and gave no hint of what was said at the meeting.
Two Days Prior to the PCs’ arrival:
A grave threat has befallen the Shudderwood, and I fear its origins lie at Ascanor. Unknown
forces, almost certainly agents of Vrood and the Whispering Way, have attacked the Stairs,
butchered Kvalca Sain, and stolen her heart for some dark purpose. Although their motives remain
a mystery, this single act has thrown the entire hierarchy of the Shudderwood’s packs into
disarray and violence.
I know that it is customary when a packlord dies for his successor to consume the fallen
packlord’s heart. With Sain’s heart gone, the position of packlord shall fall to whoever can claim
the title, either by recovering the lost heart, or more likely through force, by slaying the leaders
of the four rival tribes and adopting the surviving wolves into his own pack.
Mathus has spoken with me before of his desire to become packlord, and I now wonder if his
secret meeting with Vrood was the impetus behind these events. Without Sain’s heart, however, I
doubt the other tribes will accept Mathus as their leader. He might find allies with the Sczarni
or the Broken Ones, but the Vollensag and Jezeldans will never bow to his rule.
Mathus’s concerns doubtlessly lie with his pack, not with me, however, and I worry my
alliance with the Mordrinacht shall soon be forfeit. I fear greatly for the safety of the lodge,
for if Mathus moves to take Highthrone without Sain’s heart, or if it becomes known that his
ascendance is due to the Whispering Way’s interference, civil war will soon erupt among the packs
of the wood, with Ascanor caught in the middle.

Saturday, November 23, 2013

The Receptacle


It took Desmond Kote a few minutes to realize what he was feeling.  An emotion had begun in his center that he had not truly felt in over a century, and after a few moments contemplation he realized the emotion was fear.  Quinley had sent his latest research and if what the mercenary half-blood said was true, the tyrant stirs.  The receptacle for Tar-Baphon, the living dead man has begun uniting the Orc tribes under his banner and the doomsday clock has turned to Two O’clock.
Gathering up the message Desmond knew it must be presented to Luvick.  Heading into the audience hall to inform the master, the inquisitor mused that the prophecies appeared to be true.

Saturday, September 28, 2013

Detective Viorec's Dossier

A few facts on the past of  Journeyman priest of  Pharasma James Andachi. 

4042: Count Andachi of Tamrivena, desperate in the face of mounting orc threats, entreats Zon-Kuthon for aid. The mercenary Kazavon Shadowchain arrives in response. 

4043: General Kazavon drives the orcs from western Ustalav, but founds his own realm amid the conquered orc lands. As a side note this act is also part of an alliance between the church of Zon-Kuthon in Ustalav and Vesnic Demicci, (a vampire, member of the Night Harrows and the Whispering Way who also fought on both the living and the undead sides of the Shining Crusade.)


4051: Count Andachi leads an army against the despotic Kazavon Shadowchain. Andachi  is defeated and thought to be destroyed.

4670: Weakness and mismanagement lead to upheaval and bloodles rebellion in western Ustalav. The counties of Lozeri, Canterwall, and Vieland abandon hereditary rule and adopt a cross-county parliamentary democracy, still loyal to the crown, known as Palatinates

4689: What remains of the Andachi family now lives in Tamrivena the capitol of Canterwall. The family now goes by the name Rhaskikan.  Balton Rhaskikan is the captain of the Wallguard and member of the Palatine Council of Canterwall. He and his family have successfully managed to bury the name Andachi and now live a life out of the shadow of the Andachi name.

4704: Professer Petros Lorrimor moves to the town of Ravengrow in Tamrivena. During his research in Ravengrow  he discovers a small farm owned by Andachi's and prompts the family to allow James to attend the church in Ravengrow and arranges for him to start his religous training to become a priest.

4711:  James Andachi leaves Ravengrow with his new companions after investigating the death of Prof. Lorrimor. After his promotion to Journeyman in Canterwall's capitol Tamrivena he has continued to travel with his friends and has dedicated his life to fighting the Whispering Way and serving his goddess.

M.

Saturday, September 14, 2013

Festerog lore

Festrogs inhabit remote areas near those places where they were slain. Most gather in small tribes, based on whatever loose affiliations they might recall from when they were alive, and choose dwellings in sunless areas easily defended with group tactics. Like ghouls, they tend to skulk about graveyards, though they prefer ones with tombs and mausoleums so the can hide during the day. They hunt nocturnally in packs, preferring open areas like plains, farmlands, or open forests where they can track down prey with few places for them to run or hide. These packs wander semi-nomadically, often traveling miles beyond their dwellings in the pursuit of mortal flesh
Menadoran Festrog
Adventurers journeying to remote locations high in the Menador Mountains report encounters with festrog-like undead formed from the warped flesh of more primal creatures such as ogres, hill giants, and trolls. Their social and hunting behavior is similar to normal festrogs, though they possess far less intelligence and apply only minimal use of organized tactics. When attacking opponents, they sometimes break into a bizarre feeding frenzy, becoming almost impossible to stop.  

M

Sunday, September 8, 2013

The Night's Passage

The Halfling Belik of Courtaud opened the parcel carefully, always cautious when receiving something from home.  After careful examination of the notes and coins, Belik was convinced it was safe enough to proceed and pocketed the coins. Opening the first note Belik found a letter from a sister he did not possess, he quickly realized that the sum of all the messages held a code he could use to decipher the true message he was to receive.  Sighing in mild annoyance, the Halfling porter realized that it would take him the rest of his evening to determine which of the messages held the cipher.

The thirteen candles were half spent and Belik was still working at the message.  It had been some time shortly after midnight when the Halfling porter understood which of the twelve messages was the cipher.  Belik worked feverishly to finish the coded missive wondering how many others were undertaking the same endeavor this night.  As the first rays of sun pierced the early morning sky Belik of Courtraud finished the last of the letters and looked down upon his work, reading the message in its entirety.

The Detective Viorec has the key. Either bring him into our Night’s Passage or deliver him to us in Courtraud. 

Viorec is the key, Cenotaph and its riches are the reward.  The successful passenger will arrive in wealth and permanent station.

Sunday, July 28, 2013

Azriel's Mantle


The relics known as Azriel's Mantle were first worn by a Sergeant at Arms in the Eye's early years. In those times, it was the duty of the Sergeant to assemble a fighting force to deal with the bands of roving undead or Kellid barbarians that the Dukes of the land would ignore.
 Azriel took the title and office duties one step further and would ride into several villages conscripting  the young sons and daughters of Eye members into fighting groups,  and lead them on raids into areas controlled by covens of hags, undead wizards, or packs of wild men and beasts. Azriel lost his life fighting against the packs of wild men and orc tribes raiding the border of Canterwall and the badlands to the west. His mask and cloak of office were recovered by an unknown apprentice and returned to the Council in Lepistadt. Since then they have been awarded to officers of the Eye who have shown a sense of honor and duty to the people of Ustalav above and beyond what is expected.

In game terms Azriel's Mantle is two different magic items. A +1 cloak of resistance and a magical mask. The mask provides a +2 to intimidate checks when worn, 1hour/day the wearer gains dark vision and 1round/ hit die of the wearer/ day the wearer gains detect living or undead.  These two abilities may be activated as free actions. The type of detect used is chosen at the time of activation.



M

Tuesday, July 16, 2013

Lepidstadt University, the Brazen Skull and Ventriloquist's Pulpit.

Lepidstadt University: Ustalav’s internationally renowned center  of  learning,  Lepidstadt  University  endorses  the  so-called “mortal sciences,” espousing the ability of medicine, mathematics,  and  the  sciences  to  unveil  wonders  rivaling the  miracles  of  magic.  Presided  over  by  dean Acciani Viacarri,  the  campus  includes  the  Laurelgauge  Library, Vighkeir  Hall,  the  Treyes  Museum  of  Antiquities,  half  of the nearby Fort Cindercairn, and various other lecture halls and dormitories, including the prestigious Varlyn Assembly and Lecture Suites in Ventriloquist's Pulpit .
Aside  from  its  faculty’s  advances  in  the understanding of anatomy and medicine, the school is also known for its numerous dueling fraternities, brotherhoods like  Gateguard  and  Malkenclaw  that  pride  themselves on  teaching  the  artistry  and  honor  of  swordsmanship. Before  graduation, fraternity  members  meet,  unarmored, upon  Fifthstones  Hill  (the  city’s  southern  rise), and duel their fellows one  at  a  time  until  cut  upon  the  face.  Such “Lepidstadt scars” are held as marks of pride and prowess recognized by duelists throughout the world.
Brazen  Skull:  A  favorite  pub  of  members  of  the university’s  dueling  fraternities,  the  Brazen  Skull  holds the  rapiers  of  famed  alumni  in  places  of  honor  upon  the taproom walls, arranged in ranks like deadly tally marks. Above  the  hearth’s  forest  of  trophies  hangs  the  blade  of owner  Kaysia  Cazynsik  and  a  bronzed  stone  giant  skull said to shed a single tear every time a member of one of the university’s dueling brotherhoods dies. DM's Note: Andrezi Galdana has been banned for life from the Brazen Skull for Dueling three different students from three different fraternities to the death while on it's grounds.


Varlyn Assembly and Lecture Suites






Ventriloquist’s Pulpit: Situated near the city’s heart, the Ventriloquist’s  Pulpit  once  served  as  the  central  hall  and north  wing  of  Mandaleat  Court,  seat  of  administration for  Vieland’s  former  counts.  During  the  hall’s  demolition, workers discovered strange acoustic properties beneath the dome that caused their voices to echo back in unpredictably angelic or demonic tones. Charmed, the ruling council had the  remaining  structure  preserved  as  a  museum  of  local history and offices for councilors.Yet some claim it wasn’t the haunting echoes that preserved the old court, but rather the discovery of secret basement reeking of brimstone and adorned with trappings of Osirion mysticism.

Friday, July 5, 2013

Covenant rules and rewards

Covenant Magic
Nearly all cultures tell of mortals who make costly bargains to obtain the aid of otherworldly spirits, learning the secrets of their power and partaking of their very essence. These rituals, usually performed in secret, were rarely recorded until now.
Covenants
Covenants are bargains struck between mortals and spirits, allowing the mortal to gain some aspect of the spirit’s power in exchange for something that the spirit desires. Each covenant grants a supernatural ability unless noted otherwise. Also unless noted otherwise, the save DC of each ability is equal to 10 + 1/2 patron’s Hit Dice + patron’s Charisma modifier. The caster level of covenant abilities that emulate spells is equal to the patron’s caster level for spell-like abilities (or its Hit Dice, if it has no spell-like abilities). However, because a covenant relies on a distant spirit’s power to maintain, the mortal can have only one instance of any non-instantaneous, non-permanent ability active at one time. A new use of the ability ends any previous ability he has active.
Cost: Entering into a covenant is a two-step process. Any mortal (referred to as “the supplicant” below) can enter into a covenant if he can take the appropriate feat and provide the required components. No spellcasting ability is required.
First, the supplicant must purify himself in a special ceremony and take the appropriate Covenant Supplicant feat (described below). If the mortal is a medium attempting to form a permanent version of the covenant granted by his influence with a patron from within his influence, he need not take the feat.
Second, the supplicant must make a ritual offering, most commonly of wealth, to the patron of the
covenant. Fey and outsider patrons in particular appreciate offerings of gold and treasure of a useful
or valuable sort. The offering ritual takes 1 hour to perform. The offering required is based upon the grade of the covenant, as indicated below. If the patron is offering the covenant as part of a spell or bargain with a gp cost, such as lesser planar ally, subtract the cost of the spell or bargain from the cost of the covenant (but not from the cost of the purification ceremony required to take the feat).
Least: 250 gp per Hit Die of the patron (ex: art, coins, rare spices, potions, minor scrolls).
Minor: 500 gp per patron HD (ex: art, uncommon jewels, minor wands, major scrolls).
Major: 1,000 gp per patron HD (ex: rare jewels, minor permanent magic items).
Greater: 2,000 gp per patron HD (ex: exquisite nonmagical treasures, medium magic items).
Superior: 4,000 gp per patron HD (ex: major magic items).
Both the cost of the ritual offering and the cost of the purification ritual (see individual feats) must be paid for the covenant to be successful.
Covenant Supplicant Feats
The following feats can be selected by any character or creature willing to make the additional sacrifices (monetary, roleplaying, or otherwise) necessary to make a covenant with an otherworldly source. Characters with the medium class have the option to make a trance covenant permanent through their influence class ability do not need to take the feats below.
Least Covenant Supplicant
Through rigorous occult study, spiritual devotion, or sheer desperation, you have readied your soul to enter into a covenant with a spirit by paying the appropriate cost.
Prerequisites: Must perform a purification ritual taking 8 uninterrupted hours and requiring rare incense, oils, herbs, and other costly components worth 300 gp.
Benefit: You can form one least covenant with a spirit. If you are a medium, you may form covenants outside your influence. You must still pay the cost of the covenant. In addition, so long as you do not have a covenant associated with this feat, fey, outsiders and undead with an Intelligence of 6 or higher have their starting attitudestoward you improved by one step.
Special: You can gain this feat more than once. Each time, you may make an additional covenant. You cannot gain the same covenant more than once, although you may form multiple covenants with the same patron.
Normal: You cannot form covenants unless you are a medium. A medium can only form covenants that he can simulate with his trance.
Least Covenants
• Dark Arcana I: You can use a 1st-level arcane spell as a spell-like ability 3/day.
• Diabolic Assistant: Gain a fiendish, resolute, or similar servant from the summon monster list that
you can summon 1/hour.
• Elemental Weapon: Your melee and ranged weapon attacks deal energy damage.
• Frightful Violence: Cause enemies caught unprepared by your attacks to become shaken.
• Gift of Glory I: Gain a +2 enhancement bonus to an ability score or two.
• Gift of Skill I: Gain a moderate competence bonus on three skills.
• Heavenly Blade: Create a magic sword of pure justice.
• Imbued Armor I: Add lesser magical enhancements to a suit of armor you own.
• Seelie Friendship: Gain an ally from the summon nature’s ally list that you can summon 1/hour.
• Spell Secrets I: Gain a bonus 1st-level spell known and spell slot; at 13 patron HD, gain another of 2nd level.
• Stolen Heart: Charm person 3/day, permanently if the target has fewer than half patron’s HD.
• Stone Fist: Your fists become living stone.
 

Saturday, June 1, 2013

The Flame and Shade

The flames burned around Jim, the smoke obscuring his vision, the heat blistering his skin. Having spoke words of blessing over all the men except Caravose the priest began the grim task of finding the faithful warrior. Jim prayed that he would be in time to bless Caravose before the orcs, smoke, or fire claimed him and Jim’s summoning would end.

Confusion and shock rippled through the cleric as he stumbled across the fallen Caravose. “If Caravose is dead, why haven’t I returned from where I was summoned”, Jim wondered. Quickly blessing the fallen fighter, Jim began to writhe in pain, the heat of the raging fires too much for him. Fear took the priest then, the mortal dread of the end. A flaming brace of timber that held the roof above him gave way, its searing wood burning into the flesh of the priest’s back, who collapsed from the sudden weight and fell into the darkness of death.

Jim was suddenly conscious and aware of new surroundings, no longer hot, but just as loud. Jim was standing behind a row of groaning wounded men laid out beneath a grove of trees that overlooked the battlefield of men and orcs below. The Priest was overcome with renewed awe in his faith, realizing that his summoning was not that of Caravose, but of the divine Pharasma. Staring at his unmarred skin, the remembered smell of smoke and soot the only remnants of the battle he had so recently experienced. Jim prayed, realizing the blessing he had received to experience death.

As Jim ended his prayer, a voice called from the grove to the suddenly appeared priest to heal the fallen. With another note of thanks to Pharasma, Jim moved to those injured laying beneath the shade of the trees.

Sunday, May 26, 2013

Preparing the Way

Brother James felt his stomach lurch and his vision waver. The walls of Schloss Caromarc bent, becoming insubstantial, almost as if looking across the plains on a hot day. Jim felt reality slipping away as his very essence was torn from the castle and his comrades in arms.

Jim became aware of his new surroundings, a wooden cabin, a barracks of a sort. The smell of death and the heat of flames was immediately felt. A half dozen men stood behind barricaded doors staring at the confused priest whose appearance had been summoned.
Stepping forward from the group, a warrior whose family crest carried the same symbol of Pharasma that was Jim’s order, offered his blood stained hand in grim greeting. “I am Caravose and we are the last. The Black Tar Orc’s have our cabin surrounded and will soon burn us out.”

“Your faith is rewarded,” responded Jim, “I can summon water to put out the flame…” Jim’s voice trailed off to the sound of the men’s grim laughter.

“There are over five hundred orc’s out there, enhanced by some dark wizard of death.” Caravose explained, “I didn’t pray for you to save us from death, priest. I brought you to prevent them from turning us into undeath as they do all the others….

Saturday, May 11, 2013

Sunday, April 28, 2013

A Miracle?


A piercing scream, a gasp of breath; it is the rise, the rise of a living dead man.

Friday, April 26, 2013

Have you seen this man?

Wanted : Dead
Master Alchemist Vorkstag
Last seen in Lepistadt's Anatomist's Alley.
Extremely dangerous, kill on sight.

Tuesday, March 19, 2013

Vorkstag & Grine's Chymic Works




                                                           


This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below.  The air in the chamber is cloying and acidic.



The Green platforms are examples of the planks that have been laid across the vats.


Vorkstag

                &
                                  Grine                                                                                                                  

Monday, March 11, 2013

Combat Maneuvers Review




Combat Maneuvers
During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success.

Combat Maneuver Bonus
Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size modifier
Special Size Modifier
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.

Performing a Combat Maneuver
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Combat Maneuver Defense
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
Special Size Modifier
The special size modifier for a creature's Combat Maneuver Defense is as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.
Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
Determine Success
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.

Bull Rush
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).

Dirty Trick
Source: Advanced Player's Guide.
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:
blinded, dazzled, deafened, entangled, shaken, or sickened.
This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

Disarm
Editor's Note: Disarm special feature required to Disarm?
If you want to make a disarm combat maneuver, do you have to use a weapon with the disarm special feature?  No. You don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

Drag
Source: Advanced Player's Guide.
You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the Improved Drag feat or a similar ability, initiating a drag provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent’s CMD, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.
An enemy being moved by a drag does not provoke an attack of opportunity because of the movement unless you possess the Greater Drag feat. You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.
Stability Racial Trait: Some characters or types of creatures prove particularly sure-footed, making them more difficult to overthrow and move around the battlefield. Any racial ability that grants a bonus to CMD versus bull rush attempts grants the same bonus against drag combat maneuvers.

Grapple
Tied Up?
A creature that is tied up is "bound" which means it has the Helpless condition. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

Editor's Note: Grappling
There are some contradictions between the various rules on grappling. What is correct?
To sum up the correct rules:
Grappling does not deny you your Dex bonus to AC, whether you are the grappler or the target.
A grappled creature can still make a full attack.
Being pinned does not make you flat-footed, but you are denied your Dex bonus.
A creature grappling an opponent typically needs to make two combat maneuver checks to pin someone (one to grapple, the next to pin). If you're pinned, do you also need to succeed at two checks to escape, one for the grab and the other for the pin? 
No.
When a creature is pinned, it gains this more severe version of the grappled condition, and the two conditions do not stack (as described in the pinned condition). While this means that you do not take both the penalties for both the grapple and the pin, this also means that pinned supersedes the grapple condition; it does not compound it. For this reason you only need to succeed one combat maneuver or Escape Artist check to escape either a grapple or a pin.
Editor's Note: All of the updates have been applied.
 [FAQs]
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an AOO from the target of your maneuver.  Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll.  If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin
You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Tie Up
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

Overrun
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

Reposition
Source: Advanced Player's Guide.
You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.
An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.

Steal
Source: Advanced Player's Guide.
You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.
Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.
If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.in place of a melee attack
Sunder
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack in place of a melee attack* (see Editors Note: Multiple Sunder Attempts). If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

Trip
Editor's Note: Trip special feature required to Trip?
If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?
No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature. Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.
On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.
You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.
If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
Feint
Note: Though the feint action is located here, near the rules for combat maneuvers, and while it seems like it might BE a combat maneuver, feinting is NOT a combat maneuver. The Paizo PRD is organized with the feint rules located in the same placement.
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.
Feinting as a Move Action
With the Improved Feint feat, you can attempt a feint as a move action.

Monday, March 4, 2013

Ideas

I feel like we are very close to being back into a good groove as a gaming group.  With this in mind, I wanted to bring up an idea. I think we should start devoting a 1/2 hour or so every other gaming session towards rule review.  This would be an opportunity for us as a group to dig into a section of the rules and improve everyone's understanding of them.

Initially I'll just suggest a section based upon items I believe we could use some help on that I've noticed while running the game.  As we go though we can keep a short running list of rules quandaries we run into during a game session and then when we have a rule review go to that list and go over a couple items on it.  The other purpose of this is so that we don't have to stop the game in its tracks to look up everything that comes up, the GM rules on the issue at hand in the moment and then someone can add it to the list.

Along with this idea are a couple things I want to address.

Monsters, feats, and CMD/CMB



The Pathfinder adventure paths have unique Monsters at the back of every module.  Usually anywhere from eight to twelve new monsters.  They all fit into the story somewhere but are unique and designed to challenge parties in new and hopefully interesting ways.  They also usually have very unique abilities that don't always go with the standard rules or might even have just a simple statement indicating that a penalty doesn't apply.  An example of this is in Combat Maneuvers.  A unique creature might have a trip ability or if they hit with their claws not only do the rend for extra damage but they also are able to automatically begin a grapple.  These often times are not feats, they are just statements on the monster's sheet indicating that its so.  I bring this up because I would like to see less questioning of the monsters abilities and more attention paid to your own.  New Monsters are supposed to be mysterious and challenging.  It takes away from that if the we have to stop and assure you that the creature can in fact do something.

So here is a simple in game solution.  If you want to question what a monster can or can't do, make a survival check.  The DC is equal to their CMD.  If the CMD really doesn't apply then the DC is 10+HD.

If you want to find out more after the fight, make a perception check with the DC being the CMD.  If you succeed ask your question and I'll tell you what you perceived during your combat.  If the CMD really doesn't apply then the DC is 10+HD.

Your success at either check does not mean I hand you the monster sheet and you have all your questions answered, it means I'll go into a little more detail and give you some clues depending on how well you roll.

Reminder: You don't have to take a Critical hit card.  You can choose to not take a card.  The rules cards for the crit deck are in the box and are a short read, feel free to refresh.

I'll wrap up with one other idea that I think would help all the players.  Start using the dry erase boards for notes during combat.  If you attack something and hit when you struck AC22, a quick note on the dry erase map will inform all players and they'll too know.  Other in combat bonuses and negatives can be denoted there as well, such as counters for effects (Stunned-3Rds for example).  Its there if it helps.  If not don't worry about it.

Saturday, January 5, 2013

The Trial of the Century

Judge Daramid explained her need for a group of people without local bias to uncover the real truth about the Beast and its alleged crimes. The Beast’s legally appointed advocate, a barrister named Gustav Kaple, is hopelessly over his head and needs help—ideally someone to gather evidence about the Beast’s alleged crimes and stand up in court to be questioned by the prosecution. Such speakers must have bravery in spades and silver tongues to match, to ensure that if there is more to the Beast’s story, justice will be done. If the Beast is indeed guilty, then Daramid can rest easier at night knowing that she gave it a fair trial.


Daramid agreed to double the PCs’ bequest from Lorrimor’s will (100 platinum pieces each) if they investigate the Beast of Lepidstadt on her behalf while expressly keeping her out of the equation, as any hint of collaboration in their investigations would put her legal objectivity into question. She tells the PCs that she will deny any involvement in the matter if pressed, but that if they do get to the bottom of the matter, she will be very grateful indeed.  

*******************************************************************************

Barrister Gustav Kaple informed the PCs that the prosecution is using three recent crimes attributed to the Beast to convict the creature of murder:

1. The murder of 10 citizens of the village of Morast a year ago


2. The slaying of six children in the farming community of Hergstag 7 months ago

3. The arson attack 4 months ago at the Sanctuary on Karb Isle, which resulted in the deaths of Doctor Brada and his patients and the blinding of the doctor’s assistant, Karl.


The Barrister has interviewed the main witnesses from each of the three cases to be discussed at the trial and has found that their stories are very plausible. He wishes to see justice done, however, and he is certain that without evidence in its favor, the Beast will be convicted.

Gustav is very concerned about time. He informed the party that the trial has already commenced, and preliminary evidence has been presented to the three justices. The trial begins in earnest tomorrow, however, as the majority of the evidence for the three crimes will be presented over the next 3 days.

The PCs must act fast if they hope to find evidence in support of the Beast’s innocence. Gustav suggested that the investigation starts in Morast first, as that evidence will be presented tomorrow. You can then investigate the other two crimes over the following two nights.