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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3537559" data-attributes="member: 2795"><p><strong>The Hellfoot Clan</strong></p><p></p><p><span style="color: lime">The Hellfoot Clan was a "random" encounter in a recent adventure I ran. The PCs defeated them somewhat easily, but Dagda and one other bandit escaped.</span></p><p></p><p>[sblock=Hellfoot Bandits (x6); CR 1</p><p>Fiendish halfling warrior 2]</p><p>NE Small humanoid (extraplanar)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., Listen +1, Spot -1</p><p><strong>Languages</strong> Common, Halfling</p><p>-----</p><p><strong>AC</strong> 15 (+1 size, +1 Dex, +2 leather, +1 light shield), touch 12, flat-footed 14</p><p><strong>hp</strong> 13 (2 HD)</p><p><strong>Resist</strong> cold 5, fire 5; <strong>SR</strong> 7</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +2, <strong>Will</strong> +0; +2 morale bonus on saves vs fear</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> Small longsword +4 melee (1d6+1/19–20)</p><p><strong>Ranged</strong> Small sling +6 ranged (1d4+1, 50 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +2; Grp -1</p><p><strong>Atk Options</strong> +1 racial attack bonus with slings and thrown weapons</p><p><strong>Combat Gear</strong> <em>potion of cure light wounds</em></p><p>-----</p><p><strong>Abilities</strong> Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8</p><p><strong>Skills</strong> Climb +8, Hide +5, Move Silently +3, Swim +2</p><p><strong>Feats</strong> Weapon Focus (sling)</p><p><strong>Possessions</strong> combat gear plus Small longsword, Small sling, pouch with 10 sling bullets, various pieces of jewelry decorated with Diminutive animal skulls</p><p>-----</p><p><strong>Smite Good (Su):</strong> Once per day, it can make a normal melee attack to deal 2 points of extra damage.</p><p></p><p><strong>Skills:</strong> +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.[/sblock]</p><p>[sblock=Dagda Hellfoot; CR 4</p><p>Fiendish halfling warrior 4]</p><p>NE Small humanoid (extraplanar)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., Listen +1, Spot -1</p><p><strong>Languages</strong> Common, Halfling</p><p>-----</p><p><strong>AC</strong> 16 (+1 size, +2 Dex, +2 leather, +1 light shield), touch 13, flat-footed 14</p><p><strong>hp</strong> 34 (4 HD); <strong>DR</strong> 5/magic</p><p><strong>Resist</strong> cold 5, fire 5; <strong>SR</strong> 9</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +4, <strong>Will</strong> +1; +2 morale bonus on saves vs fear</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> Small longsword +6 melee (1d6+1/19–20)</p><p><strong>Ranged</strong> masterwork light crossbow +7 ranged (1d6+1 plus 1d6 electricity/19-20, 120 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +1</p><p><strong>Atk Options</strong> +1 racial attack bonus with slings and thrown weapons, Far Shot, Point Blank Shot</p><p><strong>Combat Gear</strong> two <em>potions of bear's endurance</em> (a gold elixir that smells of bananas) (already drank one; stats here reflect the Con enhancement)</p><p>-----</p><p><strong>Abilities</strong> Str 12, Dex 14, Con 16 (12), Int 10, Wis 9, Cha 8</p><p><strong>Skills</strong> Climb +8, Hide +7, Move Silently +5, Swim +2</p><p><strong>Feats</strong> Point Blank Shot, Far Shot</p><p><strong>Possessions</strong> <em>+1 shock crossbow bolts</em> (x10), Small longsword, masterwork light crossbow</p><p>-----</p><p><strong>Smite Good (Su):</strong> Once per day, it can make a normal melee attack to deal 4 points of extra damage.</p><p></p><p><strong>Skills:</strong> +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.[/sblock]</p><p></p><p><strong>Other Treasure:</strong> In addition to personally carried items, each bandit carries 3 pp, 6 gp, 10 sp, and 6 cp. Dagda carries 6 pp, 5 gp, 11 sp, and 1 cp.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3537559, member: 2795"] [b]The Hellfoot Clan[/b] [color=lime]The Hellfoot Clan was a "random" encounter in a recent adventure I ran. The PCs defeated them somewhat easily, but Dagda and one other bandit escaped.[/color] [sblock=Hellfoot Bandits (x6); CR 1 Fiendish halfling warrior 2] NE Small humanoid (extraplanar) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., Listen +1, Spot -1 [b]Languages[/b] Common, Halfling ----- [b]AC[/b] 15 (+1 size, +1 Dex, +2 leather, +1 light shield), touch 12, flat-footed 14 [b]hp[/b] 13 (2 HD) [b]Resist[/b] cold 5, fire 5; [b]SR[/b] 7 [b]Fort[/b] +5, [b]Ref[/b] +2, [b]Will[/b] +0; +2 morale bonus on saves vs fear ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] Small longsword +4 melee (1d6+1/19–20) [b]Ranged[/b] Small sling +6 ranged (1d4+1, 50 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +2; Grp -1 [b]Atk Options[/b] +1 racial attack bonus with slings and thrown weapons [b]Combat Gear[/b] [i]potion of cure light wounds[/i] ----- [b]Abilities[/b] Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8 [b]Skills[/b] Climb +8, Hide +5, Move Silently +3, Swim +2 [b]Feats[/b] Weapon Focus (sling) [b]Possessions[/b] combat gear plus Small longsword, Small sling, pouch with 10 sling bullets, various pieces of jewelry decorated with Diminutive animal skulls ----- [b]Smite Good (Su):[/b] Once per day, it can make a normal melee attack to deal 2 points of extra damage. [b]Skills:[/b] +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.[/sblock] [sblock=Dagda Hellfoot; CR 4 Fiendish halfling warrior 4] NE Small humanoid (extraplanar) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., Listen +1, Spot -1 [b]Languages[/b] Common, Halfling ----- [b]AC[/b] 16 (+1 size, +2 Dex, +2 leather, +1 light shield), touch 13, flat-footed 14 [b]hp[/b] 34 (4 HD); [b]DR[/b] 5/magic [b]Resist[/b] cold 5, fire 5; [b]SR[/b] 9 [b]Fort[/b] +8, [b]Ref[/b] +4, [b]Will[/b] +1; +2 morale bonus on saves vs fear ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] Small longsword +6 melee (1d6+1/19–20) [b]Ranged[/b] masterwork light crossbow +7 ranged (1d6+1 plus 1d6 electricity/19-20, 120 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +1 [b]Atk Options[/b] +1 racial attack bonus with slings and thrown weapons, Far Shot, Point Blank Shot [b]Combat Gear[/b] two [i]potions of bear's endurance[/i] (a gold elixir that smells of bananas) (already drank one; stats here reflect the Con enhancement) ----- [b]Abilities[/b] Str 12, Dex 14, Con 16 (12), Int 10, Wis 9, Cha 8 [b]Skills[/b] Climb +8, Hide +7, Move Silently +5, Swim +2 [b]Feats[/b] Point Blank Shot, Far Shot [b]Possessions[/b] [i]+1 shock crossbow bolts[/i] (x10), Small longsword, masterwork light crossbow ----- [b]Smite Good (Su):[/b] Once per day, it can make a normal melee attack to deal 4 points of extra damage. [b]Skills:[/b] +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.[/sblock] [b]Other Treasure:[/b] In addition to personally carried items, each bandit carries 3 pp, 6 gp, 10 sp, and 6 cp. Dagda carries 6 pp, 5 gp, 11 sp, and 1 cp. [/QUOTE]
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