Encounter 001 - A night with the beasts
Nuget tries to hit the wolf, but it's to wiry for him to get a piece of and then sets himself up for attack. A stone files out of the ground and smacks into the crazed woman causing a gash to appear on her forehead. Qetoc dances around and then thrusts his blade right through one of the wolves. His blade finds just the right spot between ribs and he pushes it right into the beasts heart. With a yelp, it dies instantly with little pain. Markus first tries to make himself some room, but, failing that, tries to brain the remaining wolf with only light taps causing no damage to the beast. Waking up, Garlain rushes forward to the last remaining wolf and attacks it mercilously with his twin blades, cutting it down easily.
"No!" The woman screams. "My babies!! Get them! Get them!!" she calls as another wolf rushes out of the bushes to attack Qetoc. As it is running in, she casts a spell at the wolf and then pulls a stone from her pouch, launching it at Qetoc, but it too flies off into the bushes. The remaining wolf charges up and tries to snap at the swashbuckler biting him twice, ripping into his legs twice. [Private to Qetoc: You are delt 10 points of piercing damage and are sickened 1 for 1 minute unless you succeed at a DC14 Fort save due to a horde of fleas jumping off the wolf onto your body. Normally you could remove this condition by retching, but instead you scratch otherwise it acts as normal.
Sickened
Source Core Rulebook pg. 622 4.0
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened.
You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).]
Woman: Distance: 35' from the party
AC 16 (normally 15); DCs Fort 13, Ref 17, Will 19
HP 11/16
Wolf(1) Distance: Adjacent to Markus, Garlain, and Nuget, 5' from Qetoc, 10' from everyone else
Status: Dead
Wolf(2) Distance: Adjacent to Markus and Qetoc, 10' from everyone else
Status: Dead
Wolf(3) Distance: Adjacent to Qetoc, 10' from everyone else
AC 15; DCs: Fort 14, Ref 16, Will 13
HP 8/8
[Private to GM: MANGY WOLF x2
CREATURE -1
×
N
MEDIUM
ANIMAL
Recall Knowledge (animal) Nature DC 13
Perception +5; Low-Light Vision, Scent (imprecise) 30 feet
Skills Acrobatics +4, Stealth +4
Str +1, Dex +2, Con +0, Int –4, Wis +1, Cha –2
AC 15; Fort +4, Ref +6, Will +3
HP 8
Speed 35 feet
Melee jaws +6 / +1 / -4 (finesse), Damage 1d6+1 piercing plus fleas
Fleas Anyone bitten by a mangy wolf is sickened 1 for 1 minute unless they succeed at a DC 14 Fortitude save, but they can spend an Interact action to scratch away the fleas and remove the condition.
Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13 Specific Lore: DC 10
Samsaran Anchorite
Creature 1
N Medium Humanoid Samsaran
Source Bestiary 3 pg. 224
Perception +9; low-light vision
Languages Celestial, Common, Samsaran
Skills Medicine +6, Occultism +6, Religion +7, Society +4
Str +0, Dex +2, Con +0, Int +1, Wis +4, Cha +2
Cryptomnesia A samsaran anchorite subconsciously retains bits of knowledge from their innumerable former lives, granting them a +1 circumstance bonus to skill checks that aren't listed in their skills above, and allowing them to attempt all skill actions that normally require the user to be trained.
Items sling (8 bullets), spear
AC 15; Fort +3, Ref +7, Will +9
HP 16
All This Has Happened Before (divination, occult) Frequency once per day; Trigger The samsaran anchorite is about to roll initiative; Effect The anchorite experiences a flash of recognition from a previous existence, gaining a +4 circumstance bonus to the triggering roll. If this causes the anchorite to be the first creature to act, they also become quickened for 1 round, but they can use the extra action only to Recall Knowledge or Step.
All This Will Happen Again (fortune, emotion, mental) Frequency once per day; Trigger The samsaran anchorite fails or critically fails a Will save against an emotion effect; Effect Even in the face of overwhelming tribulation, the anchorite finds solace in the notion that all things are merely part of a never-ending cycle. They reroll the saving throw with a +1 status bonus; they must use the second result.
Speed 25 feet
Melee spear +5 (+0/-5), Damage 1d6+2 piercing
Ranged sling +7 (+2/-3) (range increment 50 feet, reload 1), Damage 1d4+2 bludgeoning
Divine Prepared Spells DC 17; 1st heal, sanctuary; Cantrips (1st) guidance, light]