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Souls for Smuggler’s Shiv, Pathfinder 1e


Darcstaar
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You hide in the tree line to avoid exposure at noon.  At 3 you head back.  It starts to rain heavily for two hours on the way, slowing you down a little.  You get to camp at 7.  You all pitch in for a crab boil.  
 

During dinner, as dusk sets in, I need everyone to make a Perception check, and an initiative check.

 


Also, you don’t spot any Viper Nettles on the way back.

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Not gonna bother mapping this out:

The food being cooked attracts the inquisitive goat that has been straying close to your camp.  Your perceptions are good enough to prevent a surprise round, but it goes first in the initiative order.

 

(If Jandir’s initiative roll is higher than 19 we can Ret-Con).

 

It puts its head down and charges Arune.

11 should miss.

 

Scraps is up.  Assume you are all less than 20 feet away from each other

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A regular goat?

 

"Dinner!!!"

 

I will get my sling out & fire a stone at it.

 

Sling: 

14 + 4 = 18 (unless it's a demi-god of goats, then well we're screwed.............)

Dmg: 2 + 2 = 4 

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"There is an easier way to go about this.  Plus if it is female, it  may be able to give us milk."

 

Sabine raised her hands and chants soothing words towards the goat. (casts Calm animal DC 16)

 

Calm Animals

Source PRPG Core Rulebook pg. 252
School enchantment (compulsion) [emotion, mind-affecting]; Level druid 1, hunter 1, psychic 1, ranger 1, shaman 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Targets animals within 30 ft. of each other
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes

Description

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

 

 

 

 

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