Category: pathfinder

  • Menace Under Otari – Session 5

    • Party reaches throne room for the kobold boss, Zolgran. A fight breaks out between them, Zolgran and 2 kobold scout guards.
    • Zolgran is defeated.
    • The party finds a locked chest along with the chest’s key on Zolgran’s body. The chest contains:
      • bracelet with fish patterns worth 5gp
      • old map that depicts some strange looking dungeon
      • Smoking sword
      • Wand of heal
      • 2 healing potions
      • Masquerade scarf
      • The rest of the strange egg shell that has been the source of egg-shell pendants found on many kobolds during this adventure
    • The group moves on to a large cavern beyond the throne room that is filled with large, towering mushrooms… and a wyrmling green dragon!
    • The dragon valiantly tries to survive but succumbs to the party’s attacks.
    • Dragon’s treasure:
      • 429 cp
      • 63 sp
      • 18 gp
      • Emerald worth 20gp
    • Tamily reward each hero 10gp for defeating the monsters that were raiding her basement
    • A party ensues that evening where the party becomes more familiar with some of the major players in Otari
    • The group meets with Wrin who asks them to investigate strange lights from the Gauntlight ruin’s lighthouse (that has been dormant for 500 years since Belcorra Haruvex was defeated by the Roseguard)
    • XP:
      • New: 250
      • Total: 334
  • Menace Under Otari – Session 4

    • Interrogated remaining kobold that surrendered after fight at end of session 3. Party was able to learn:
      • “Boss Zolgran is the big leader of the mighty kobolds, and she has powerful magics to roast you alive! She’s very angry all the time and demands much from her servants. Especially now that we have a powerful new friend!”
      • “The friend is a dragon and a blessing from the gods, a sign that kobolds are destined to return to the surface and conquer the pathetic human town. As soon as the hatchling is all grown, we’ll rise up to take what is ours!”
      • Treasure
        • fine silk cloth (5 gp)
        • painting of adventurer on horse (2 gp)
        • 20 sp
        • decanter filled with sour wine (1 gp for decanter)
        • A ladder feather token: You can Interact with this small, sturdy ladder replica to make it grow much larger, transforming it permanently into a 20-foot-long wooden ladder.
        • 1 healing potion
    • The party circled back to unexplored rooms earlier in the dungeon at the urging of the GM 😉
    • Found room that was partial flooded due to broken water elemental orb.
      • Three other orbs occupied the room; fire, earth, and air
      • A Cinder Rat hovered around the fire orb and immediately attacked the heroes.
      • After defeating the hot rat, the group investigated the earth and air orbs and acquired these one-time-use powers lasting the next 24 hours
        • Air: Use action to fly 40′
        • Earth: Their next melee attack does an additional 2 damage
    • Further into the rough, natural caves the group comes across 3 very stinky xulgaths, who they surprise and murder. (but not without needing to retch mid combat due to the extreme odor coming their victims)
      • Treasure:
        • 38 sp
        • 4 gp
    • The only way forward from the xulgath room is a dark cave that leads down, deep into the underdark. (which is beyond the scope of this adventure)
    • The party returned to town to level up before approaching Boss Zolgran’s chamber…
    • XP:
      • new: 240
      • total : 1084 – 1000 (to level up) = 84
  • Menace Under Otari – Session 3

    • Audience Hall
      • Entered audience hall with 2 kobold warriors and 1 kobold trap master
      • One of the kobolds is done away with by the spear trap the party previously enabled
      • Nolam hears trap being reset so he runs back to disable it
      • Kobold are defeated quickly
      • The party finds the trap master wearing egg shell piece from large (unidentified)egg
    • Rest
      • Return to town to report on findings and buy/sell equipment
        • gain 2 healing potions
    • Party descends to the dungeon’s 2nd level
    • Cover Room
      • Room is barricaded and setup to defend against intruders
      • Party detects hidden kobolds before they can sneak attack
      • Kobolds fail to prevent intruders (they died)
      • Path north leads to natural cave that smells like ‘fish and sweat’
      • Party heads west into paved passages
      • Treasure:
        • 2 crossbows (20 bolts each)
    • Fountain Room
      • Room with mermaid fountain with some devices on each of its four corners
      • Party detects trapped stones around fountain
      • Party is able to use table from previous room to make bridge over trapped stones. Gilgalad disables each of the corner devices (mermaid fountain trap is disabled quietly)
      • Treasure:
        • 28 cp
        • 8 sp
        • 2 gp
    • Kobold Warren
      • 6 kobold warriors
      • The party didn’t make any noise in the fountain room so the kobolds are caught unaware
      • Long fight ensues
      • Suman gets hit with jar of oil and slippery
      • The final remaining kobold surrenders and is ready for interrogation
    • XP:
      • new: 416
      • total : 844
  • Menace Under Otari – Session 2

    • Successfully disassembled barricade without alerting enemies in next room
    • Defeated undead in old crypt
      • 4 Skeleton Guards
      • 1 Zombie Shambler
    • Found shrine to ocean god Gozreh in slimy room
      • Suman and Gilgalad drank from bowl in room
      • Suman made saving throw and received blessing to remove one critical hit
      • Gilgalad did not save and had ‘stomach troubles’
    • Room with 4 Kobolds Warriors trying to get into locked storage cell
      • Cell contained
        • 200 sp
        • Gold ring worth 5 gp
        • +1 shortsword
    • Party detected/disabled trap in hallway leading to next room
    • Gold Puzzle room
      • Party succeeded in solving puzzle to find fake coin ‘in two judgements’
      • Unlocks ‘Abadar’s Vault’
    • Abadar’s Vault
      • Chest containing
        • 214 cp
        • 22 sp
        • 3 gp
        • Emerald worth 20 gp
        • Scroll of magic missile
      • Contraption in back of room with lever that controls trap in ‘some other room’
        • Party enables the trap
      • Small slits in vault wall allows party to see room beyond
        • Contains at least one kobold
        • Could hear fragments of speech, ‘the bosses new pet’ and ‘the town above’
    • XP: 298
  • Menace Under Otari – Session 1

    • Wrapped up character creation and equipment buying
    • Party composition :
      • Barbarian (Suman)
      • Cleric (Lanasan)
      • Thaumaturge (Nolam)
      • Witch (Gilgalad)
    • Tamily Tanderveil asks the party to help her find out what is eating all of her salted fish stored in the basement of the Otari Fishery
    • The party finds a group of 4 giant rats in the basement. After taking a (heavy) beating the rats are disposed of. But these 4 rats aren’t enough to account for all the fish that has been eaten.
    • A collapsed wall in the basement leads to a series of caves beneath Otari; the party continues
    • They come across a 10′ cliff that they successfully use rope to climb down without injury
    • The party comes across a large cavern filled with thick webbing.
      • Gilgalad tries to cut through some of the webbing which alerts the giant spider hiding deep in the room. Combat!
      • The spider attempts to spray its webbing on the party, but is quickly overcome come by Suman’s barbaric charge
      • Found spider treasure:
        • Kobold remains
        • Short sword with emerald in pommel (5gp)
        • 1 Healing potion
    • The group continues on into caves that seems to be more leveled off and purposely built (vs naturally occurring like the last room)
    • They find a branch in the caves, but it is blocked by a make shift barricade
    • XP: 130

  • Pathfinder Classes

    Pathfinder 2E Classes

    NameSourceOwned
    AlchemistPlayer Core 2HC
    BarbarianPlayer Core 2HC
    BardPlayer CoreHC
    ChampionPlayer Core 2HC
    ClericPlayer CoreHC
    DruidPlayer CoreHC
    FighterPlayer CoreHC
    GunslingerGuns and Gears
    InventorGuns and Gears
    InvestigatorPlayer Core 2HC
    KineticistRage of Elements
    MagusSecrets of MagicPDF
    MonkPlayer Core 2HC
    OraclePlayer Core 2HC
    PsychicDark ArchiveHC
    RangerPlayer CoreHC
    RoguePlayer CoreHC
    SorcererPlayer Core 2HC
    SummonerSecrets of MagicPDF
    SwashbucklerPlayer Core 2HC
    ThaumaturgeDark ArchiveHC
    WitchPlayer CoreHC
    WizardPlayer CoreHC

  • Differences From D&D

    List of differences in Pathfinder when coming from D&D

    • No more ability scores
      • Now there are just Attribute Modifiers (e.g. +1, +2, +3, etc)
    • Three action economy
      • Every round you get 3 action points to spend
      • Wide variety of thing you can spend action points on
    • Only characters/monsters with reaction skill can make attack of opportunity
      • This can make combat a little more dynamic with everyone moving more freely once they are in melee
    • Critical Hits/Misses
      • No longer based on whether you roll a 1 or 20.
      • Critical hit is getting result 10+ over target value
      • Critical miss getting result 10+ under target value
      • Depending on bonuses at play, then can make a critical hit/miss much more likely to happen (e.g. a boss with a +12 to hit and the effect that’d have on combat)
    • Character Creation
      • Ancestry/Race plays a bigger role in development
        • HP determine part of starting HP
        • You’ll get skills feats based Ancestry
        • You’ll get access to additional race-specific feats/skills as you level up
      • Backgrounds more than just flavor text
        • Depending on background, you get different starting attribute mod bonuses plus skills
        • Like ancestry, you’ll get access to more feats/skills as you level up
      • Classes
        • You’ll get skills feats based class
        • You’ll get access to additional class-specific feats/skills as you level up
      • Combination of Ancestry/background/class make each character feel more unique
    • Battle Tips
      • Things to do other than just attack 3 times:
        • Its important to work together and set each other up for success
        • trip, flank, Demoralize, debuff spell, buff spell, etc.
        • Recall knowledge to find strength/weakness
      • Have some kind of healing
      • Have full HP before encounters
  • Enter the Pathfinder

    External links and resources that are helpful for learning/using Pathfinder