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Marching Order

[spoiler=GM]Sense Motive

[dice=SM(Shamus)]d20+7[/dice]

[dice=SM(Radu) (+2 vs devils)]d20+11[/dice]

[dice=SM(Patros)] 1d20+11[/dice]

[dice=SM(Jaakko V)]1d20+5[/dice]

[dice=SM(Dimak)]1d20+0[/dice]

[dice=SM(Las)]1d20+14[/dice]

[/spoiler]

[spoiler=GM]Perception

[dice=Perc(Shamus)]d20+13[/dice]

[dice=Perc(Radu) (+2 vs devils)]d20+18[/dice]

[dice=Perc(Patros)]1d20+x11/dice]

[dice=Perc (Jaakko V)]1d20+9[/dice]

[dice=Perc (Dimak)]1d20+13[/dice]

[dice=Perc(Las)]1d20+11[/dice]( +2 vs Traps)

[dice=Perc()]1d20+x[/dice]

[/spoiler]

[spoiler=GM]Initiative

[dice=Ini(Shamus)]d20+7[/dice]

[dice=Ini(Radu)]d20+6[/dice]

[dice=Init(Patros)]1d20+9[/dice]

[dice=Init(Jaakko V)]1d20+6[/dice]

[dice=Init(Dimak)]1d20+5[/dice]

[dice=Init(Las)]1d20+1[/dice]

[/spoiler]

[spoiler=GM]Fort save

[dice=Fort (Shamus)]d20+4[/dice]

[dice=Fort (Radu) (+2 vs illusion)]d20+8[/dice]

[dice=Fort (Patros)]1d20+5[/dice]

[dice=Fort (Jaakko V)]1d20+5[/dice]

[dice=Fort (Dimak)]1d20+8[/dice] (+2 vs. Poison/Spells/Spell-like Abilities)

[dice=Fort(Las)]1d20+5[/dice] (+4 vs Poison)

[dice=Fort ()]1d20+x[/dice] [/spoiler]

[spoiler=GM]Ref save

[dice=Ref (Shamus)]d20+5[/dice]

[dice=Ref (Radu) (+1 vs traps, +2 vs illusion)]d20+11[/dice]

[dice=Ref (Patros)]1d20+11[/dice]

[dice=Ref (Jaakko V)]1d20+8[/dice]

[dice=Ref (Dimak)]1d20+5[/dice] (+2 vs. Poison/Spells/Spell-like Abilities)

[dice=Ref (Las)]1d20+7[/dice]

[dice=Ref ()]1d20+x[/dice] [/spoiler]

[spoiler=GM]Will save

[dice=Will (Shamus)]1d20+10[/dice]

[dice=Will (Radu) (+2 vs illusion)]d20+8[/dice]

[dice=Will (Patros)]1d20+7[/dice]

[dice=Will (Jaakko V)]1d20+6[/dice] +1 vs. charm and compulsion

[dice=Will (Dimak)]1d20+2[/dice] (+2 vs. Poison/Spells/Spell-like Abilities)

[dice=Will (Las)]1d20+8[/dice] [/spoiler]

1 (front)

2

3

4

5

6 (back)

If there are conditions please write e.g.:

(+x vs illusion)

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Meatgate

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Based on the information we’ve gathered so far, the following vaults seem most likely to be the source of the problems.

Blighted Well: Spiral stairway cut into rock leading to unknown depth.

Burrower’s Delve: Tunnels carved by unknown creature. Passages very smooth.

Frall’s Wake: Crypt-like. Perpetual low moaning throughout. Source unknown.

Scintillating Halls: Greenish-gray glow to the water. Large crystalline structures.

Scrivener’s Despair: Words written down disappear from pages and reappear on walls.

Shallow Dive: Partially submerged. Waters very clear.

Shining Deep: Numerous luminescent crystals throughout. Several cave-ins.

Sparklegrim Passage: Probable connection to the Darklands. Many disappearances nearby.

Torturer’s Pain: Prone to collapse in places. Unidentified metal devices on walls.

Vexing Grove: Fully-grown maple trees with unusual growths on leaves.

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Lantern archon

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Distance Calculator

(2D and 3D Pythagorean Theorem)

Emanation

(center on character)

Burst

(center on intersection)

5’

10’

15’

20’

30’

Cone A

(diagonal from corner)

Cone B

(orthogonal from edge)

60’

Line

Emanations from Large characters expand to center on the character’s 10’x10’ space

15’

30’

Area Effect Templates

Copy and paste to slide, then stretch to correct size and rotate/flip as needed for direction.

For bursts, align + sign to selected intersection. For all others, align any of the face icons to the character.

60’

30’

6

3+x

2+x+x

1+x+x+x

12

6+x

5+x+x

4+x+x

3+x+x+x

2+x+x+x+x

1+x+x+x+x+x+x+x

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Senses

low-light vision, darkvision(range), etc

AC

Total AC, and which is worse (Touch/Flat-Footed)

Hit Dice

Number and Size of Die, but no added modifier

Saves

Ranked in order, but no numbers

One Specific Save

Exact number, no info on the other two

Resistances

SR, DR and Energy Resistances

Immunities

Immunities

Weaknesses

Weakness and Vulnerabilities

Speed

All relevant movement rates and quantities

Special Attacks

All special attacks

Special Defenses

fast healing, regeneration, evasion

Special Abilities

Anything not covered under special attacks or defenses

Spell-Like Abilities

All SLA's including caster level

Statistics

In order, no numbers.

Fighting Abilities

BAB, CMB, CMD

Feats

All feats

Skills

Trained skills from higher to lower

Knowledge checks and

bits of information

  • Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
  • Dungeoneering (aberrations, caverns, oozes, spelunking)
  • Engineering (buildings, aqueducts, bridges, fortifications); Knowledge (engineering) can be used to identify a robot’s abilities and weaknesses. Knowledge (engineering) is also used to identify and understand unknown technological objects in a similar manner to how Spellcraft is used to identify the properties of a magic item.
  • Geography (lands, terrain, climate, people); Used for astronomy.
  • History (wars, colonies, migrations, founding of cities)
  • Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
  • Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
  • Nobility (lineages, heraldry, personalities, royalty)
  • Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
  • Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)

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