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About This Game

Life has suddenly become very interesting in Breachill, a usually-peaceful town in Isger. Arson at Town Hall, magic portals, and cultists from the Mwangi Expanse... Breachill needs heroes. Will you answer the call?

Game System

Pathfinder 2e
  1. What's new in this game
  2. Syhlas Yaeder () Human Rogue 4 HP: 52/52 | AC: 21 | Perc +8 | Fort +11 | Ref +12 | Will +12 | Speed: 30 ft. | Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. Active Conditions: Realizing that this animated skeleton dragon would fight on until it was completely destroyed Syhlas decides to go all in on attack. It is already distracted with enemies on three sides so he can easily find openings in its defense to exploit. He strikes with his rapier followed up by two quick stabs with the shorter off-hand sword. Actions Action 1: Strike with rapier Action 2: Strike with shortsword (agile) Action 3: Strike with shortsword (agile)
  3. (mobile post, will format later) The skeleton clamps its jaws down on Matilde's sword and wrestles it out of her grasp, flinging it to the ground. It then turns its attention back to Arionne, slashing at her even as her kinetic weapons are bearing down on it. Round 4 cont'd. Wyrmling Skeleton * Disarm vs Matilde ** Claw x2 vs Arionne is next. You are now flanking with Matilde.
  4. Matilde Canossa () Human Cleric 4 HP: 49/52 | AC: 22* | Perception: +10 | Fort: +12 | Ref: +10 | Will: +9 | Speed: 25 ft. Active Conditions: Shield (4) 8/12, Inspired, Rallied, Frightened 1 Seeing the creature still stirring about, Matilde steps up to try and jab at it with her weapon, trying to get it to stop striking at her foes, even if she found its presence rather intimidating. >Stride 2 N to Flanking >Strike >Strike
  5. "You won't kill me. You need me." Voz laughs, but it seems Vharag will make good on his threat, as the floating flame moves to her and starts burning into her throat. She cries out for a moment, then passes out. But even now the undead dragon remains active, jaws snapping, empty eyes glaring. Round 4 cont'd. is up. The map is unchanged.
  6. AC: 17 | HIT POINTS: 48 | CURRENT: 24 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag's imposing presence looms over Voz, his massive form casting a shadow over her prone body. As he crouches low, his gaze pierces through her with an intensity that sends shivers down her spine. "You are not a fool, elf," Vharag's voice rumbles like distant thunder, laced with a dangerous edge. His hand, clad in the dragon-scaled gauntlet worn by Malarunk, grips her robe with an iron grip. "These people wish to bring you to justice, a court of law. In my homeland of Belkzen, we would nail you to a tree and leave you for the scavengers." The threat hangs heavy in the air as Vharag leans in closer, his eyes burning with an unyielding resolve. "Surrender, call off your creation, reveal what you know," he commands, his words carrying the weight of an ultimatum. "And perhaps you will live to see the justice my allies seek." "Elf-flesh-sweeet," hissed the, still invisible, Verjigorm, Vharag's lips curl into a cruel smile. "We shall see, wyrm," he murmurs, his gaze flickering between Voz and the draconic familiar. "Or shall we?" Out of Character Free Action: Reaction: Action 1: Voz Action 2 & 3: to (Moving it to her square) if Voz doesn't call off her pet
  7. Baldric | HP 48/48 | AC 22 | Fort +9 | Ref +13 | Will +14+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus (Rallying Anthem) | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus to attacks; +1 status to AC and saves, Resist 2 physical damage (Rallying Anthem - 2 rounds) The grin on the bard's face widens as the party continues putting the pressure on the undead wyrmling. "We've got this ambulatory pile of bones at its limits! Watch out for those strikes, be on guard for another breath, and - Ah! - See that weakened joint there? That's where to strike!" Reminder that Rallying Anthem lasts another 2 rounds, granting +1 AC & Saves and Resist 2 physical damage, and anyone in 10 ft gain the benefits of my Inspiring Marshal Stance (+1 attack, +1 on saves vs. mental effects - doesn't stack with Rallying Anthem, though). Action 1: Retrieve potion (Lesser Healing) Action 2: Drink potion (Lesser Healing) Action 3: Prepare to Aid: AttackCooperative Nature bonus +4 Against my better judgement, I'm Hero Pointing the Aid - Success, +1 circumstance on ally's attack
  8. Arionne Amata - Itinerant Scholar (22Item Bonus +5, Dex +1, Trained +6 Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 40/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 The battering fist of black stone wasn't doing anything, so with a whisper of will Arionne reshaped it into a piercing spear at the end of the chain. She spun about, whipping the chain about her as she leapt to bring it down like a massive scorpion's tail against the creature. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait., and Thermal NimbusFire Impulse Kineticist Primal Stance Action 1-2: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. Agile - Piercing Action 3: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. Agile - Piercing ACTIONS IMPULSES - DC 20, +10 Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' bludgeoning or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Thermal NimbusFire Impulse Kineticist Primal Stance resistance 4 and damage 2 within aura
  9. "Keep up the pressure, we've almost got it!" says Renali. Each of her attacks is rebuffed by the skeleton, but at least she's (figuratively) keeping it on its toes. Round 3 cont'd. Renali Bite x3 Round 4 and are up. Map
  10. Syhlas Yaeder () Human Rogue 4 HP: 52/52 | AC: 21 | Perc +8 | Fort +11 | Ref +12 | Will +12 | Speed: 30 ft. | Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. Active Conditions: Syhlas studies the skeleton wyrmling for a moment. How it fights and moves. He waves his rapier in front of it to draw its attention to himself then he makes few quick false attacks before putting all his force into two stabs, one with the rapier and the other with his off-hand blade. Actions Action 1: Feint Action 2: Strike with rapier Action 3: Strike with shortsword (agile)
  11. Vharag pins Voz down to ensure she won't rejoin the fight, but the skeleton remains quite resilient, deflecting Arionne's attacks and completely ignoring the effect of Matilde's spell. But with Vharag's floating flame and Baldric's powerful strike, you're still whittling it down. It glares at Matilde, then tries to attack Arionne and Renali, but both attacks miss their mark. Round 3 cont'd. Wyrmling Skeleton Demoralize vs Matilde Bite vs Arionne Claw vs Renali is up. Map
  12. Matilde Canossa () Human Cleric 4 HP: 49/52 | AC: 22* | Perception: +10 | Fort: +12 | Ref: +10 | Will: +9 | Speed: 25 ft. Active Conditions: Shield (4) 8/12, Inspired, Rallied Matilde looks on at the havoc the dragon was creating, and comes to a decision, as she sees so many companions and new friends still hurting. "Be ready to turn a blade on Voz. I'm about to reawaken her...if it'll rid us of this false life." >>> Heal (AoE, All in 30. DC 20 Fort Save for Undead)
  13. Baldric | HP 27/48 | AC 22 | Fort +9 | Ref +13 | Will +14+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus (Rallying Anthem) | Speed: 30 | Perception: +7 Hero Points: 1/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus to attacks; +1 status to AC and saves, Resist 2 physical damage (Rallying Anthem - 3 rounds) Baldric's sly grin returns as he dodges the boney dragon's chaotic outburst, its claws failing to find purchase. He takes the opportunity to follow Vharag out of the cave passageway and into the open chamber, hoping the dragon is too preoccupied to land an opportunistic blow on him. Weaving through the crowd, the half-elf twists his way to the other side of his companions before gracefully loosing an arrow, then holding another shot ready to aid one of the other party members in their strike to take this creature down. "Look closely! Even a magically-animated pile of bonus has weak points! If we can both hit the same spot at once..." Reminder that Rallying Anthem lasts another 3 rounds, granting +1 AC & Saves and Resist 2 physical damage, and anyone in 10 ft gain the benefits of my Inspiring Marshal Stance (+1 attack, +1 on saves vs. mental effects - doesn't stack with Rallying Anthem, though). Action 1: StrideSW-SW (15 ft.) Action 2: Ranged strike vs. Skelly Action 3: Prepare to Aid: AttackLikely Matilde or Syhlas; Cooperative Nature bonus +4 - Possibly a Crit Success for +2 to next attack
  14. Arionne Amata - Itinerant Scholar (22Item Bonus +5, Dex +1, Trained +6 Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 35/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 Arionne wasn't much one for quipping, especially when an enormous skeletal dragon was trying to rip her guts out. Matilde's healing magic was keeping her on her feet, but just barely. The others seemed to have Voz well in hand, so she turned her attention to focus on the undead construct, only to have its frigid teeth sink around her wrist and try and wrench her arm out of its socket. She raised her free hand, the spiked chain thickening and hardening into a thick ball of rock that she brought down to try and hammer the thing away from her. Eventually she got free, hardened scales repelling the Dragon's claws as they sought out still more of her blood. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait., and Thermal NimbusFire Impulse Kineticist Primal Stance Action 1-2: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. Agile - Bludgeoning Action 3: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. Agile - Bludgeoning ACTIONS IMPULSES - DC 20, +10 Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' bludgeoning or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Thermal NimbusFire Impulse Kineticist Primal Stance resistance 4 and damage 2 within aura
  15. AC: 17 | HIT POINTS: 48 | CURRENT: 15 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag, his body seared by flames and twisted by necrotic energy, grunts in pain as he casts a mending spell upon himself, willing his charred flesh to knit back together. His hands tremble with dark energy as he sustains the abyssal flames wreathing the skeletal construct, ensuring its destruction. Trusting his companions to deal with the immediate threat, Vharag moves with deliberate steps through the chaos of battle, his massive frame pushing past his companions until he reaches Voz's fallen body. There, amidst the smoldering ruins of the chamber, he kneels beside her, his eyes burning with a fierce intensity as he surveys the damage wrought upon her form. Out of Character Free Action: Reaction: Action 1: [East; West] [Starting in Voz's square, ending in Wyrmling Skeleton's Square [Reflex DC 20] Action 2: Cast on myself. Action 3: Stride (SW-S-S-S-W) Ending immediately South of Voz's form.
  16. "You know nothing... you can't prove anything," Voz rasps as Syhlas brings her to her knees. Voz is clearly out of the fight, but the undead dragon is still hostile, so Renali turns her attention to that. She knocks it down with one of her big front legs, then sinks her fangs into its skull. Round 2 cont'd. Renali Trip vs Skeleton Bite x2 Round 3 and are up. Map
  17. Syhlas Yaeder () Human Rogue 4 HP: 52/52 | AC: 21 | Perc +8 | Fort +11 | Ref +12 | Will +12 | Speed: 30 ft. | Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. Active Conditions: Syhlas just laughs at Voz' pitiful attempt at drawing his life force and stabbing him. "Calmont was wrong about you. He thought you weremighty and powerful but all I see is a desillusioned crazy old woman. You really want your life to end here?" He uses the chaos in the room on the opposite side of Voz as distractions to launch two attacks at the half-elf. When she falls Syhlas immediately moves to an advantageous position to strike at the skeleton dragon next. Actions Reaction: Charmed Life (+2 circumstance bonus to Fortitude save, another +1 status bonus from Baldric) Action 1: Strike with rapier Action 2: Strike with shortsword (agile) Action 3: Stride NW, N, N
  18. Baldric's arrow plants itself in Voz's shoulder. She scowls, and the skeleton moves to flank Arionne, its eyes brimming with dark energy. It flails at Arionne and Baldric alike, teeth gnashing and claws slashing. Round 2 cont'd. Wyrmling Skeleton Stride Draconic Frenzy is next. Map
  19. Baldric | HP 27/48 | AC 22 | Fort +9 | Ref +13 | Will +14+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus (Rallying Anthem) | Speed: 30 | Perception: +7 Hero Points: 1/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus to attacks; +1 status to AC and saves, Resist 2 physical damage (Rallying Anthem - 3 or 4 rounds) Baldric grits his teeth through the pain as the undead dragon's deadly breath weapon blows through the group. It reminds him of the charau-ka's attacks not long ago, but he pushes the thought to the back of his mind. "Excellent blow, Arionne! And inspiring working of the mystic arts, Vharag! Matilde, you're a powerhouse! Syhlas, watch out to your left!" The commander does his best to motivate his companions, but also notify them of incoming slashes, jabs, and snapping jaws. As he does so, he lets loose an arrow, hoping to finally show his own capabilities, before firing another at the opponent. Free Action: Cast Lingering Composition - Duration of Composition cantrip extends based on Performance check results. 3 Rounds Action 1: Cast Rallying Anthem- Allies gain +1 status bonus to AC and to all saves, as well as resistance 2 to all physical damage (All allies within 60 ft) Action 2: Ranged strike vs. VozIf a hit, extend Rallying Anthem by 1 round () Action 3: Ranged strike (MAP -5) vs. VozIf a hit and the last attack was not, extend Rallying Anthem by 1 round (max of once)
  20. Voz is hit by Arionne's attack while using her shield spell to block Matilde's. She then turns to Syhlas with rage in her eyes. She has her dagger in one hand and grabs Syhlas with the other, sapping his life force while she takes a stab at him. Round 2 cont'd. Voz - frightened 2 Shield Block vs Matilde vs Syhlas - basic Fortitude save, DC 21 Dagger Strike vs Syhlas is next. The map is unchanged.
  21. Matilde Canossa () Human Cleric 4 HP: 44/52 | AC: 23* | Perception: +10 | Fort: +12 | Ref: +10 | Will: +9 | Speed: 25 ft. Active Conditions: Shield (4) 8/12, Inspired Matilde looks a little wide eyed as the burst of flame comes rushing around the doorway, apparently having unpleasant memories sparked by the brief blaze even as she braced herself for it to wash over her. Lightly singed by the blast, the redhead turns her attention again with increased fury at the mage for her reckless spell work. Releasing that strike though seems to have calmed her down, as she remembers her injured companions, and tries to funnel Iomedae's blessing into Arionne again to brace her against further harm. >Strike >>Heal Arionne
  22. Arionne Amata - Itinerant Scholar (22Item Bonus +5, Dex +1, Trained +6 Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 22/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 For all Voz's boasts, Arionne contained much of the flame she released, her scales absorbing much of the heat without flesh or hair being seared. "Much" was not all though, and Arionne grimaced through the pain as the last of the eldritch fire rolled over her and died. She'd been so focused on the Necromancer that she'd hardly spared a glance at her creation, at least, until said undead horror unleashed a blast of darkness against her and then followed up by smashing through her defenses and sinking its fangs deep into her shoulder. She cried out as she was shaken back and forth like a rag doll, sending out a chain obsidian to try and strike down the creation's master. It whipped out around Voz, cutting and burning as it went. She tried to recall anything she could about the dragon even as it unceremoniously dumped her back onto her feet, but she'd lost too much blood and too much vitality to remember a thing. "It's some sort of... Bone dragon." She managed to gasp, helping no one. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait., and Thermal NimbusFire Impulse Kineticist Primal Stance Action 1: Stride to just North of Voz, flanking Action 2: Activate Thermal NimbusFire Impulse Kineticist Primal Stance to burn both Action 3: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. Slashing ACTIONS IMPULSES - DC 20, +10 Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' bludgeoning or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Thermal NimbusFire Impulse Kineticist Primal Stance resistance 4 and damage 2 within aura
  23. AC: 17 | HIT POINTS: 48 | CURRENT: 15 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 3/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: None. CONDITIONS: None. As the fiery explosion engulfs the area, Vharag grits his teeth against the searing heat, feeling the flames licking at his skin. Even as the flames subsides, Vharag braces himself for the next onslaught, but nothing could prepare him for the wave of necrotic void energy unleashed by Voz's skeletal wyrmling. The dark energy washes over him like a torrential wave, seeping into his flesh and bone with a chilling embrace. Agonizing pain courses through Vharag's body as the necrotic void damage twists and warps his skin, leaving a sickening blackened trail in its wake. Despite the torment, the orc's resolve remains unbroken, his hold on the abyssal flame unwavering, with a swing of his staff the azure flames engulf Voz again before moving towards her construct, charring it's bones with it's otherworldly fire. But Vharag is not finished yet. Drawing upon the frigid depths of his arcane power, he conjures an orb of biting cold, which coalesces around Voz with chilling precision. The sudden onslaught of both fire and ice leaves Voz reeling, her form engulfed in a whirlwind of elemental fury. "Elf-meat," Verjigorm hissed from the center of the chamber, "I shall crack your bones and suck the marrow from the shards 'ere we are through!" Out of Character Free Action: Reaction: Action 1: [East; West] [Starting in Voz's square, ending in Wyrmling Skeleton's Square [Reflex DC 20] Action 2 & 3: Cast at Voz [Fortitude DC 20]
  24. Voz is reeling now. Changing back to her spider form, Renali crawls in and rears up, showing her fangs, but she doesn't bite Voz - instead, she just uses herself as a distraction. Round 1 cont'd. Renali Change Shape Stride Prepare to Aid - crit success, one ally gets +2 to an attack roll or skill check Round 2 and are up. Map
  25. Syhlas Yaeder () Human Rogue 4 HP: 52/52 | AC: 21 | Perc +8 | Fort +11 | Ref +12 | Will +12 | Speed: 30 ft. | Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. Active Conditions: Syhlas waits for his companions to appear and get into position, but he is slightly surprised at how quickly Voz and her dragon skeleton familiar react. He is ready with his dual swords and when Arionne and Mathilde rushes in and position themselves around the half-elf woman he has a perfect opportunity to strike at her. Then when he is fully visible he smiles at the woman. "Surprise! Meet the Hellknights of Breachill. Calmont is our Grand Master by the way. He says hello." "Getting fried on a spit is the least you will worry about when we are finishing you!" Actions Action 1: Strike with rapier Action 2: Strike with shortsword Action 3: Demoralize Voz
  26. Baldric's quip seems to annoy Voz - in other words, it has the intended effect - but she puts her poker face back on and nods to the skeleton. It opens its jaws, and out comes a wave of deathly energy, much like a living dragon's breath attack. It then attempts to bite Arionne, its teeth also infused with void energy. Round 1 cont'd. Wyrmling Skeleton Void Breath vs Arionne, Baldric, Vharag, Renali - basic Fortitudeeven though I rolled Reflex for Renali - I'm a derp save, DC 23 Bite vs Arionne is next. Map
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