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Overview

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. Baldric | HP 58/58 | AC 22 | Fort +9 | Ref +13 | Will +13 | Speed: 30 | Perception: +10 (Low-light) Hero Points: 0/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Lose the Path Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 3/3 | Rank 3Phantom Pain [H+2] {S} Gravity Well Spell Slots: 2/2 | Spell/Class DC: 21 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus on fear saves Baldric raises his eyebrow, but doesn't dig deeper. He's not familiar with the organization the warrior mentioned, nor does he recognize the badge. "Well, my friend, if they are responsible for such atrocities, you can consider them enemies of mine! I won't dare speak for all of us on all topics, but I would venture to say that we're all of like mind on this matter." Baldric strums his guitar absent-mindedly. "I like these people! I'm greatly looking forward to seeing how they celebrate." Society 10 = Baldric is blissfully ignorant, though the hunter's told us everything he really needs to know.
  3. Arionne Amata - Itinerant Scholar (23Item Bonus +5, Dex +1, Trained +7 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: 68/68 | Fortitude: +13 | Reflex: +10 | Will: +11 | Perception: +7 "Ah." Arionne said, her voice professional if perhaps somewhat lacking in warmth. "You were at Whitebridge Station. You have done much to survive then, and that is worthy of respect." From what she had heard, she understood well why the Elf would be untrusting of any with fair hair and light eyes. The Aspis Consortium was not tied to any nation or any ancestry, but most thought them to be Chelish anyways. "Are we ready to depart?" She was eager to confront the Cultists, and learn all that she could of the Gates. Surely they would have their own sages, priests, and scholars. She just hoped she could question some before they died fighting. 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., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 21, +12 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 2d6, 60 feet • Earth 2d8 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 2d8, 60' fire 2d6 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 3d6 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 23 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 5 and damage 2 within aura Lava LeapComposite Earth Fire Impulse Kineticist Overflow Primal You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end of your Leap, a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a basic Reflex save against your class DC. The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. Level (+3) Each type of damage increases by 1d6. leap 40', 1d6 bludgeoning, 2d6 fire, +2 AC. Basic Reflex
  4. The man sulks when Matilde calls him out. "...I'm sorry, you just remind me of... have you ever heard of the Aspis Consortium? They captured many of us, forced us to work ... even the ones who died, they'd just get reanimated as zombies." Society DC 20 or Legal Lore DC 18 You've heard this story and can confirm that it's true - the site of this atrocity was called Whitebridge Station. The Leopard Clan eventually raided the place, freed the captives, and killed the Aspis Consortium's men. "...anyway, you've made your point, you can keep the key. Just do me a favor..." He reaches into his satchel and pulls out a golden badge. "If you meet anyone out there who's wearing , kill 'em for me." With that, he leaves, allowing Syhlas to catch up with Nketiah and the rest of you to do as you will.
  5. Syhlas Yaeder () Human Rogue 5 HP: 63/63 | AC: 23 | Perc +9 | Fort +12 | Ref +13 | Will +13 | Speed: 30 ft. Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. , Incredible Initiative+2 circumstance bonus to Initiative, Charmed LifeAs a Reaction triggered by rolling for a save, get +2 circumstance bonus to the save., Nimble DodgeAs a Reaction triggered by an attack, get +2 circumstance bonus to AC against that attack., Distracting FeintWhile Off-Guard from my Feints the target also get -2 circumstance penalty to Perception and Reflex saves. Also (from Scoundrel racket): When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action., Cat FallYour catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Active Conditions: Syhlas notices the hunter's guilt as well as his differing facial expressions towards the foreigners. He studies the dark-skinned elf for a while but can't understand why he seems to dislike Arionne, Baldric and Matilde more. Syhlas can't help chuckling at his own thought that himself and Vharag would perhaps be their group's least likable or trustworthy members to a lot of other people. "We all make mistakes." he says to the Ekujae in a compassionate voice. "But I can assure you we have no ill intent." Actions Reaction: Action 1: Action 2: Action 3:
  6. Matilde Canossa () Human Cleric 5 HP: 51/63 | AC: 22 | Perception: +13 | Fort: +13 | Ref: +11 | Will: +10 | Speed: 25 ft. Active Conditions: Shield (4) 12/12 Matilde sees the concern, then decides to reply in a manner that the hunter should understand, though perhaps that was more because the redhead's temper had been piqued by the fortright approach...or she just preferred such an approach herself. "I sense my presence bothers you. Mind telling us why? And yet it seems you've not thought this through. If you take the key, we cannot leave, so my presence will be most certainly prolonged if you insist."
  7. The hunter stares at Vharag and tenses up. He almost looks like he's going to draw his weapon, but he eventually relents and mutters an Ekujae curse. "...You're right, I—we failed in our duty, but it is still our duty. The aiudara are sacred. Everyone else here is too polite to say it, but I would rather not entrust them to strangers... you've already seen what happens when they are used with ill intent." By reading his body language, Syhlas and Matilde can tell that the hunter feels personally guilty for what happened - he was probably the one who lost the key in the first place. They can also tell that he doesn't actually distrust all of you - it's mostly Arionne, Baldric, and Matilde at whom he narrows his eyes. Perhaps there is some deeper reason for this.
  8. Baldric | HP 58/58 | AC 22 | Fort +9 | Ref +13 | Will +13 | Speed: 30 | Perception: +10 (Low-light) Hero Points: 0/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Lose the Path Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 3/3 | Rank 3Phantom Pain [H+2] {S} Gravity Well Spell Slots: 2/2 | Spell/Class DC: 21 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus on fear saves Baldric chuckles as the surly Ekujae makes his demand. "My friends, I have encountered this sort of ruffian before. He believes that because we're not part of his tribe, we have no right to protect the key. It's a somewhat noble, if misguided attempt to claim responsibility. I might respect him for it more if he weren't being so ham-fisted in his approach." He makes a show of measuring up the hunter, gesturing at him broadly. "My good man, you lack finesse! You approach us out of nowhere and you don't even introduce yourself! Why, you're not even doing a good job of being threatening. My companions here have made good points. Now, who are you, and why do you think you're so special so as to go over your clan leaders' heads and make this demand? Make a case for yourself."
  9. Syhlas Yaeder () Human Rogue 5 HP: 63/63 | AC: 23 | Perc +9 | Fort +12 | Ref +13 | Will +13 | Speed: 30 ft. Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. , Incredible Initiative+2 circumstance bonus to Initiative, Charmed LifeAs a Reaction triggered by rolling for a save, get +2 circumstance bonus to the save., Nimble DodgeAs a Reaction triggered by an attack, get +2 circumstance bonus to AC against that attack., Distracting FeintWhile Off-Guard from my Feints the target also get -2 circumstance penalty to Perception and Reflex saves. Also (from Scoundrel racket): When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action., Cat FallYour catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Active Conditions: As Nketiah asks if anyone wants to help her gather the children for story time Syhlas looks at Baldric. "This is your time to shine!" Then turning back to the half-elf woman "I would like to come with you." He listens as the others discuss the curse but the rogue has nothing to add to that. He is starting to wonder when the celebrations are going to start. What kind of drinks do they have to offer at this place, wine or ale or something else completely? As the group of foreigners meet the hostile hunter Syhlas stays in the back of the group to begin with as Arionne and Vharag addresses the Ekujae. He steps up to stand next to Vharag when the orc is finishing his response. Syhlas nods to affirm what is said then adds "We just had a meeting with your leaders and they asked nothing of this key. As my friend here says, we are fighting the same battle as you." Actions Reaction: Action 1: Action 2: Action 3:
  10. AC: 18 | HIT POINTS: 62 | CURRENT: 38 | HERO POINTS: 0 FORTITUDE: +10 | REFLEX: +10 | WILL: +13 | PERCEPTION: +8 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 2/2 | 2nd: 4/4 | 3rd: 4/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: None. CONDITIONS: None. Vharag stepped forward, meeting the surly Ekujae hunter's gaze with a steely resolve. He took a slow, deliberate breath before responding, his voice low and edged with a savage intensity. "My fellowship has stewardship over the key," he began, "we discovered it in the hands of Cinderclaw fanatics, not the Ekujae peoples. Your people failed to prevent it's theft, your people allowed the Dahak's corruption entry to the aiudara, a name you whisper in fear. We did not cower. We recovered the key, repaired the gate, and traversed the aiudara. We confronted the spirit of Dahak and emerged to render aid to your people." Verjigorm hissed softly, coiling tighter around Vharag's shoulders. "The pain you're feeling is pride," Vharag continued, his eyes burning with fierce determination. "But a warrior must put that aside if he is to be of any use to his tribe. We are here to fight, to stand against the darkness that threatens us all. If you wish to challenge our right to the key, you challenge our commitment to this cause." Vharag's words hung in the air, a potent mix of challenge and resolve, daring the hunter to see past his pride and recognize the greater fight ahead. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  11. Arionne Amata - Itinerant Scholar (23Item Bonus +5, Dex +1, Trained +7 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: 68/68 | Fortitude: +13 | Reflex: +10 | Will: +11 | Perception: +7 Arionne met the glare of the Hunter with her own polite mask. It was to be expected that their welcome would not be universally warm. They were outsiders, and likely had ruffled many feathers considering the means of their arrival. "I would hear why you feel so, if you're willing to share the information." She said softly, not trying to dissuade the Ekujae of anything, merely inviting him to explain himself. She'd be dead before she handed the key over, but he didn't need to know that. Better to hear his reasoning, to understand his motivation, and then see if he could be dealt with with words or vows. 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., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 21, +12 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 2d6, 60 feet • Earth 2d8 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 2d8, 60' fire 2d6 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 3d6 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 5 and damage 2 within aura Lava LeapComposite Earth Fire Impulse Kineticist Overflow Primal You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end of your Leap, a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a basic Reflex save against your class DC. The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. Level (+3) Each type of damage increases by 1d6. leap 40', 1d6 bludgeoning, 2d6 fire, +2 AC. Basic Reflex
  12. The leaders bow their heads to Matilde. <Your offer is appreciated, but we have our own healers working on that.> <Nketiah will guide you tomorrow,> they add. <She is only half Ekujae, so the curse should not affect her.> "Nketiah the guinea pig," the woman herself says with a chuckle. "Well, let's not worry too much about that right now. Go enjoy yourselves for a while; I'll see you later." With that, you are free to wander around Akrivel - until you are stopped by a surly-looking Ekujae hunter. "Give me the portal key," he demands. "You should not have it."
  13. Matilde Canossa () Human Cleric 5 HP: 51/63 | AC: 22 | Perception: +13 | Fort: +13 | Ref: +11 | Will: +10 | Speed: 25 ft. Active Conditions: Shield (4) 12/12 Matilde looks a little alarmed at that notion of a defensive enchantment even as she seems amenable to assist with collecting the children. "A curse? Do you keep those afflicted somewhere? Perhaps Iomedae might grant me the magic to reverse the condition, once I get a better idea of the cause..." She'd normally sought to summon magic that augmented her knowledge of a blade, but on the other hand, this was the sort of things priests in general were expected to know how to do, and she certainly wanted to live up to expectations on that front.
  14. Arionne Amata - Itinerant Scholar (23Item Bonus +5, Dex +1, Trained +7 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: 68/68 | Fortitude: +13 | Reflex: +10 | Will: +11 | Perception: +7 Arionne frowned, they weren't going to be able to fight blind. <"Do you know where the boundary is?"> She turned to the rest of her companions. "I assume it's some sort of curse, like what we encountered at the gate. We'll need to study it, see if it can be broken." A Half-Dragon! She tried not to get too excited at the thought of what lay beyond, if they could just overcome this barrier that the Elves were describing. Her own ancestors must have included a Half-Dragon, surely. It was the only way her lineage could have come to pass. Would Belmazog have similar powers to hers, though aligned with whatever heritage she held? Would she be stronger? She could barely contain her enthusiasm. Only the fact that it would have been rude to leave just before the stories began kept her in her seat. She would not disgrace herself in front of the Ekujaie like that by being impolite. Besides, the academic within her wanted to hear these stories too, even if they weren't quite so closely aligned with her own. 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., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 21, +12 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 2d6, 60 feet • Earth 2d8 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 2d8, 60' fire 2d6 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 3d6 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 5 and damage 2 within aura Lava LeapComposite Earth Fire Impulse Kineticist Overflow Primal You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end of your Leap, a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a basic Reflex save against your class DC. The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. Level (+3) Each type of damage increases by 1d6. leap 40', 1d6 bludgeoning, 2d6 fire, +2 AC. Basic Reflex
  15. The twins applaud, quite impressed by Syhlas' display. <Strength and finesse! That's what we were hoping to see.> Baldric's musical performance earns some applause as well. <You should perform at the dance later,> one says. But when Arionne asks about Belmazog, their attention turns fully to her. <Yes, we know of Belmazog. She is the leader of the Cinderclaws - and, as a half-dragon, she is very powerful in her own right. We know that the cult's stronghold is somewhere to the east... but we know little more than that. Any Ekujae who ventures too far in that direction is struck blind. It must be some spell or ritual they've used against us. We might have dealt with them ourselves, if not for that...> They answer any other questions you have; then, Nketiah says "It's almost story time. We should go and gather the children ... well, I should, at least. Would you like to help?"
  16. Baldric | HP 58/58 | AC 22 | Fort +9 | Ref +13 | Will +13 | Speed: 30 | Perception: +10 (Low-light) Hero Points: 0/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Lose the Path Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 3/3 | Rank 3Phantom Pain [H+2] {S} Gravity Well Spell Slots: 2/2 | Spell/Class DC: 21 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus on fear saves Baldric smirks at the elves' comments, then gives a deferential nod in acknowledgement. <You are correct, of course. But I assure you, this group is capable of great deeds! As for my own, my skills are... less about my own bow's aim, and more about my team's. No commander is worth more than the warriors he leads, as it were. His real value rests in how he leads, how he shapes and directs them. That said, he should not be afraid to join the fray! Where I come from, too many so-called leaders cower behind stronger entities to do their dirty deeds and have the temerity to call themselves superior.> Baldric moves his gaze to the horizon, not bothering to orient his view toward Cheliax, but instead choosing a general point in the distance to focus upon. He grows briefly quiet and pensive before shaking such thoughts from his mind. <Anyway! I also assure you my own capabilities extend beyond just yammering on, but I reserve my magic for fighting the enemy. For my other talents, well, a gentleman must keep some air of mystery, no?> The smirk returns, then he retrieves his guitar and begins plucking the strings to produce a soft melody. I'm adopting Bearlord's use of < > to denote Baldric speaking in another language, in this case continuing in Elven. I'm not trying to use the guitar-playing to replace or follow-up the previous Diplomacy check, it's really just fluff given the scenario. But he is a bard, and he needs to play music every so often or how would you know he's a bard? 😉
  17. Syhlas Yaeder () Human Rogue 5 HP: 63/63 | AC: 23 | Perc +9 | Fort +12 | Ref +13 | Will +13 | Speed: 30 ft. Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. , Incredible Initiative+2 circumstance bonus to Initiative, Charmed LifeAs a Reaction triggered by rolling for a save, get +2 circumstance bonus to the save., Nimble DodgeAs a Reaction triggered by an attack, get +2 circumstance bonus to AC against that attack., Distracting FeintWhile Off-Guard from my Feints the target also get -2 circumstance penalty to Perception and Reflex saves. Also (from Scoundrel racket): When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action., Cat FallYour catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Active Conditions: Syhlas is surprised when he hears the two elven leader's voices from within his own mind but he doesn't show any objections to it. Then he waits for his friends to show their skills to the elven leaders before he steps forward. He speaks in Elven. <Like my friends I'm honored that you take us in to your community like this and want to celebrate with us. I am Syhlas Yaeder, from the city of Kintargo. This is truly a fabulous place you have built here.> He looks around the treetops around them and sweeps around with his arms. He had been looking around the tree branches while his companions performed their challenges to see if he could find some spot to climb up to and from there make some acrobatic moves. <Are you ok with me climbing up there?> Syhlas points up to a branch some 15 feet above them. After getting approval he starts to climb gracefully to that point and then he jumps down making a triple somersault on the way down while drawing his two blades mid-air and landing on his feet with blades in a battle stance. He then continues tumbling past the two elven leaders to stand behind them. Then he sheathes his weapons. Actions Reaction: Action 1: Action 2: Action 3:
  18. Arionne Amata - Itinerant Scholar (23Item Bonus +5, Dex +1, Trained +7 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: 68/68 | Fortitude: +13 | Reflex: +10 | Will: +11 | Perception: +7 Arionne took the advice with another bow. She would not challenge their hosts, she was far too polite for that, but their warnings had fallen on deaf ears. She would not abandon the path she had begun, she would not walk away from the path of Dragons. She would tread it cautiously, yes, but she would see it to its end. "I know names are dangerous, so I hope to not give offense with this one, but is it uncouth to speak the name Balmazog?" Her focus was on the root of the problem, the chieftain and leader whose name had been used to threaten them. "That is the one we seek to end." She wanted no ambiguity there. 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., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 21, +12 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 2d6, 60 feet • Earth 2d8 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 2d8, 60' fire 2d6 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 3d6 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 5 and damage 2 within aura Lava LeapComposite Earth Fire Impulse Kineticist Overflow Primal You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end of your Leap, a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a basic Reflex save against your class DC. The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. Level (+3) Each type of damage increases by 1d6. leap 40', 1d6 bludgeoning, 2d6 fire, +2 AC. Basic Reflex
  19. Matilde's nerves get the best of her, causing her to botch her display a bit. The leaders smile, though, and say nothing of it. "You speak well, but heroes are made by deeds, not by words," they say to Baldric. "You must never forget that." "...ah, we're not reading your mind," they explain to Vharag. "We are just speaking to you in a way that transcends language." <But we can speak this way, if you prefer,> one says in Elven. They let Vharag continue, and when he suggests they stop wasting time, they somewhat jokingly say <...I suppose you don't want the feast, then?> <In any case, thank you for repairing the aiudara. The Darkness still lurks within the portal network, but there will be another time to deal with that.>
  20. Baldric | HP 58/58 | AC 22 | Fort +9 | Ref +13 | Will +13 | Speed: 30 | Perception: +10 (Low-light) Hero Points: 0/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Lose the Path Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 3/3 | Rank 3Phantom Pain [H+2] {S} Gravity Well Spell Slots: 2/2 | Spell/Class DC: 21 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus on fear saves Baldric smiles as the clan leaders invite the party to show their capabilities - by far a warmed response than Vharag's, though he understands the mistrust and feeling of alienation one might harbor. Like Nketiah, Baldric responds to the Leopard clan leaders in Elven: "We are well met and honored by your presence, esteemed leader of the Leopard Clan." The commander's eyes narrow as he witnesses his companions' displays, then launches into his own showing. Puffing out his chest, he takes a confident stance as he channels magical energy into his words. "Ose Panin and Ose Atsu, mighty though your clan may be, I assure you that none are more capable of rising to the occasion of stopping the Cinderclaw menace than my companions and I. My friends here aren't just a band of pretty faces - No! - they are fearsome warriors and masters of arcane, divine, and elemental magics, cunning tacticians, and dedicated foes of evil. I would not speak so highly of them if they were only powerful, no... anyone can grasp at power, but it takes experience and wisdom to grasp the responsibility that must come with such power. These fine folk are no agents of chaos, as our shared foes have proven to be. No, these... are true heroes." As he speaks, his magic expands around him, surging to encompass the area in which his allies stand. As stated in the Discord, I'm using Diplomacy as part of my Inspiring Marshal Stance to showcase my support capabilities. Technically, Marshal Auras aren't actually magical, to my knowledge, but I'm combining it with Rallying Anthem to make it more decidedly magical and weave it into my Bard features. --edit-- Fffffff..... always when I write up something fancy do the dice decide not to match the roleplaying... Technically, the result is that I don't enter the stance. But I still use Rallying Anthem (Or more likely, Courageous Anthem if I know the stance didn't work), if allowed, to bolster my allies so the magic is still relevant.
  21. Matilde Canossa () Human Cleric 5 HP: 51/63 | AC: 22 | Perception: +13 | Fort: +13 | Ref: +11 | Will: +10 | Speed: 25 ft. Active Conditions: Shield (4) 12/12 Matilde struggled with the initial foray into the jungle, the redhead's hair getting quite matted with sweat as she tried to acclimate to the humid and muggy conditions. She did listen avidly to whatever the Ekujae were willing to share, while acknowledging any ribbing about her attire being perhaps absurdly foreign and rather inappropriately suited to this jungle clime. Still, she was here now, and she wasn't about to take the precious time and risk the possible danger of heading back through the Huntergate for more appropriate gear. After all, adventuring was about adapting...though certainly, this level of adaptation being asked of her now was certainly more signficant than when she'd run off to Cheliax in her rebellious teens. She nodded when asked about seeing the leaders first, if only so she could stopped looking so dumbstruck upon seeing the Ekujae settlement. She was struggling to fathom that people could actually live like this...but then again, she supposed elves being mysterious and alien was just how things were with that people, even this utterly different kind she was now meeting. "Nothing so fancy as that from myself. I am Matilde, daughter of the Canossas, and a priestess of Iomedae, the Inheritor. She gives us holy magic to strike against evil in all its forms...but it works best when we can strike for ourselves with blade and buckler as well. By your leave..." She taps the hilt of her sword, and waits for permission, before pulling it out for a sword drill. It wasn't anything fancy, just some of the more tricky moves she could think. She hoped they found her and her methods different enough to consider it interesting, at least.
  22. AC: 18 | HIT POINTS: 62 | CURRENT: 38 | HERO POINTS: 0 FORTITUDE: +10 | REFLEX: +10 | WILL: +13 | PERCEPTION: +8 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 2/2 | 2nd: 4/4 | 3rd: 4/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: None. CONDITIONS: None. Vharag tensed slightly as the elven leaders' voices echoed in his mind. He exchanged a brief, wary glance with his companions before stepping forward, his voice firm and respectful. "Greetings, Ose Panin and Ose Atsu," he began, inclining his head. "I am Vharag Mor'Guldur, shaman of the Shattered Skull Clan." Verjigorm, curled around his shoulder, lifted its head, hissing at their hosts. "Amongst my people, intruding into another's thoughts is considered a grave transgression. While we strive to understand your customs and respect them, I would ask you not to do so again." Verjigorm's eyes glinted with a cold amusement. "Not that Vharag's thoughts hold anything useful for you," it hissed, its voice dripping with disdain. "But do tread lightly in the minds of others." "As for your test," Vharag continued, his eyes narrowing, "We stand before you, the aiudara repaired, having traversed the aether to stand before you. If you want to see what we're made of, throw us into the fray. Each moment we are here, defending your people, our own are left to their own, undefended against the flame and shadow that threaten the by-ways of the Hunter's Gate. Our strength is shown in battle, our worth writ with blood, steel, and the will to wield them." His gaze was fierce, challenging. "We're here to extinguish the fire that burns within Cinderclaws, to drive them back into the shadows. If that's what you want, then lead the way. Otherwise, we waste time with words." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  23. As Arionne speaks, her skin seems to change color and glow like molten metal in a forge. The Ose twins are definitely impressed, if also a bit frightened. "You should not meddle with dragons, young one... or, at least, you should do it very carefully." They then look expectantly at the rest of the party.
  24. Arionne Amata - Itinerant Scholar (23Item Bonus +5, Dex +1, Trained +7 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: 68/68 | Fortitude: +13 | Reflex: +10 | Will: +11 | Perception: +7 Arionne gave a deep bow. "Thank you for the kind welc..." She trailed off, noting that their hosts had spoken not with words, but with power. She noted too that they were being challenged. Not in a dangerous manner, unless they chose violence. Such a path was what the Mother Superior would have approved of, a devastating show of violence and aggression to set the tone of future negotiations. Yet she had fled that way of life, fled what she was being trained and molded into in order to embrace the power of her blood. She needed to come to terms with that schism, come to terms with this new identity. She drew upon that heritage, drew upon the power that flowed through her blood. "I am Arionne Amata, Scholar of Dragonkind." The words were as in her mind, in her blood, and not upon her tongue. She would let the others introduce themselves in their own way, but to these two she would show them the depths of the wisdom of her blood. She called upon the wisdom that was there, the knowledge of thousands of years, and imparted all of it she could to Panin and Atsu. Let them be the judge of her scholarship, and let them find her worthy. 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., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 21, +12 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 2d6, 60 feet • Earth 2d8 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 2d8, 60' fire 2d6 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 3d6 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 5 and damage 2 within aura Lava LeapComposite Earth Fire Impulse Kineticist Overflow Primal You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end of your Leap, a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a basic Reflex save against your class DC. The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. Level (+3) Each type of damage increases by 1d6. leap 40', 1d6 bludgeoning, 2d6 fire, +2 AC. Basic Reflex
  25. Renali nods and goes along with you as you are led to a small raised platform that overlooks the rest of the city. Here you see , distinguished only by their clothing - one wears a green dress, the other a blue tunic. They smile and, instead of speaking, they project their voices into your minds. "We are Ose Panin and Ose Atsu, leaders of the Leopard Clan. We welcome you to Akrivel." <They will help us fight the Cinderclaws,> Nketiah tells them in Elven. "That is good. If we may, then, we would like to test your prowess. Will you show us what you're capable of?" ("showing what you're capable of" is pretty open-ended, kinda like the monsters in the citadel - you can attempt an attack roll or a skill check. The DC is 19.)
  26. Arionne Amata - Itinerant Scholar (23Item Bonus +5, Dex +1, Trained +7 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: 68/68 | Fortitude: +13 | Reflex: +10 | Will: +11 | Perception: +7 Arionne agreed, it would be rude for them to take advantage of their host's hospitality without first meeting their leadership. She'd not wished to interact with the best, having had little experience with wild animals outside of what she'd read in books. "New friends and allies, indeed." She said hopefully. She'd no reason to suspect treachery, given the way the Elves had reacted to the name of Dahek. Curious that they had such a virulent reaction to the Dragon God considering he'd not been seen upon the face of Golarion since the time of the Earthfall. "We've news I am sure your leaders will want to hear." She turned then to Renali, ensuring that their guide was at ease. "Will you stay with us?" 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., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 21, +12 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 2d6, 60 feet • Earth 2d8 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 2d8, 60' fire 2d6 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 3d6 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 5 and damage 2 within aura Lava LeapComposite Earth Fire Impulse Kineticist Overflow Primal You wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end of your Leap, a wave of lava crashes onto all creatures in a 10-foot emanation. Each creature in the area takes 1d6 bludgeoning damage and 2d6 fire damage, with a basic Reflex save against your class DC. The cooling remains of the lava form a temporary protective shell around you, granting you a +2 circumstance bonus to AC until the start of your next turn. Level (+3) Each type of damage increases by 1d6. leap 40', 1d6 bludgeoning, 2d6 fire, +2 AC. Basic Reflex
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