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About This Game

Come one, come all! Humble performers become leaders of the Circus of Wayward Wonders when tragedy strikes. But as these heroes lead their motley band of performers and roustabouts around the Isle of Kortos, they uncover a sinister plot to exterminate life from the Starstone Isle. The dead god Aroden may be gone, but his legacy lives on, as do his old enemies who would destroy the wonders he raised from the sea. Spectacle meets savagery as the heroes strive to stop the Extinction Curse!

Game System

Pathfinder 2e
  1. What's new in this game
  2. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None With a flourish, Farvad swung low and spun as a dervish, lashing out with a spinning leg and attempting to hook the woman who had attempted to strike him. He spun back up, poising himself to continue the dancing moves should she try to rise. It was a silent flourish, attempting as he was to weave a show with the flashing maneuvers. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Trip vs Woman Action 2: Ready action to Trip should she try to get up Action 3:           
  3.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  On | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke moves forward, and his voice booms out. Guiding his allies blows to land firmly.  "I think, you should listen, and back down. These people want to enjoy the show in peace. Be reasonable, this is a family show. There are kids here." Luke imagined ropes tieing down the thugs, grasping at their arms and legs.  "The show must go on." Luke didn't even notice when the shadows of the thugs became slow and sluggish, almost as if they were covered in tar. The shadow tar slowed their efforts to resist the others.   OOC Infectious Enthusiasm is an At Will cantrip. I will cast it, to grant a +1 Status bonus to Attack Rolls for all allies within 30 ft.   Luke will use 1 action to move into place.   2 actions to CAST Infectious Enthusiasm (+1 Status : Attack Rolls)    Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Main Gauche Parry Dagger Shortbow - Ammunition 30/30 ACTIONS Action 1: Stride into melee Action 2:   Cast Spell (Inf. Enthus. : Attack Rolls)      CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L
  4. Dorgothea (Half-Orc  | Cleric (Blow-in) 1 | Chaotic Good) AC: 18 |  HP: 16/16 |  Perception: +9 | Fort: +5 | Ref: +4 | Will: +9 | Hero Points: 1/1 | Conditions: None Dorgothea rubbed her tusks after the ringing blow that had hit her. Had the drunk chipped them? Either way, she lashed out, trying to knock out the drunk's wife before she managed to hurt anyone.     Mechanics Main Hand: Empty Off Hand: Empty Action 1: Move Action 2: Attack with Fist Action 3: Attack with Fist   First Attack roll should be an 18, not a 21          
  5. Hamako Doju (Open Sky Kitsune Thaumaturge 1 Neutral Good) AC: 17 |  HP: 17/17 |  Perception: +6 | Fort: +6 | Ref: +4 | Will: +6 Hero Points:: 1/1 | Conditions: None Hamako flinches as Dorgothea takes a tusk-rattling blow to the chin, then frowns, glaring down at the drunk. "No! Bad drunk!" With a flick of his wrist, the bell rings out again. To everyone else, the bell sounds melodic, but with its aura enmeshed with that of the mushroom and the husband, it hit the man like he had skipped the drunkenness and gone straight into the hangover. Intending to end this quickly, he resumed swinging for the husband's midsection, hoping to batter him into submission as cleanly as possible, while also glancing over at the aggressive wife who is swinging wildly at Farvad. "And don't think I've forgotten about you, young lady," he snaps, fingering the mushroom ominously.   Mechanics Main Hand: Empty Off Hand: Bell Reaction: Ring bell against husband. Husband must make a DC 16 Will Save against being Clumsy 1 until the end of Hamako's next turn. If he critically fails, he becomes Clumsy 2 Action 1: Punch Action 2: Punch again Action 3: Punch one more time Contingency: If the husband goes unconscious during Hamako's attacks, he will switch the next appropriate action to Exploit Weakness on the wife.        
  6. Othin Barrelarm (Strong-Blooded Dwarf Ranger 1 Neutral Good) AC: 18 (19 parry) |  HP: 22/22 |  Perception: +6 | Fort: +7 | Ref: +7 | Will: +4 | Hero Points:: 1/1 | Conditions: None Othin grimaced at the husband and whispered, "stay down.  You're ruining the show."  He jabs the husband with a ham-sized fist, then follows with hook.   Mechanics Main Hand: Empty Off Hand: Empty Action 1: Move Action 2: Attack with fist whichever needs it Action 3: Attack with fist whichever needs it Reaction:      
  7. Book One: The Show Must Go On Chapter One: Murder in the Center Ring Farvard was the first to get to the drunken couple and attempting to twirl past them, but he was not fast enough and found himself face to face with both of them, quickly using his blade he managed to pull the husband off of his feet as the man landed hard on the tiered seating as onlookers gasped. Still not sure if this was part of the show or not. Luke came within forty feet of the couple as he prepared himself for any assault with his magic defenses snapping into place. Hamako pulls up alongside the fallen husband and shoves an odiferous mushroom in his face. In his drunken state the foul smell seemed to have no effect. So, the kitsune delivered a hard punch to the man's solar plexus with a snapping thrust that caused the man to gasp and hold his chest. Dorgothea quickly came to Hamako's aid and quickly delivered a hard kick to the man's midsection, hoping he would not get back up. She tried to deliver a second, but he managed to roll away from the repeated kick. The drunk husband managed to get to his feet, still holding his midsection from the kick, the pain infuriated him to the point of rage as he growled obscenities at the ones around him now. Dorgothea was the target of his drunken anger as he swung with a sharp stinging uppercut to the bottom jaw that sent the half-orc stumbling backwards into the crowd for a moment. While her husband engaged the half-orc, the drunken wife turned her attention to Farvard as she too was extremely angered by the interruption and slung curses his way. She led with a huge round house swing that the gymnast barely managed to avoid, he was still not sure the glow hadn't barely grazed him but when the woman came around again, he used her own momentum to cause her to miss him entirely. A moment later Othin was in the mix, his ham sized fist connecting with the back of the husband's head, which caused him to lurch forward before turning to look at the dwarf who was already coming around with a second wing that was easily knocked away. Meanwhile on stage Mordaine was beginning her act.   Putting on the Show Show Expectations: 15 Show Excitement: 6 (Flamboni (2), Axel (0), Eliza (3), Mordaine (0)) + (Snakes (1)) WE ARE IN COMBAT Everyone but Boril is up. CONDITIONS Luke (arcane cascade stance) Jaleen (rage) Rhovo (rage) Show Putting on the Show The remaining task, which falls to the heroes, is to decide how to arrange seven different tricks in the circus’s four acts: one trick for the opener in the center ring, two tricks for the build-up in the side rings, one trick for the big number in the center ring, and three tricks for the finale in all three rings. Only six NPC tricks are ready to perform; they are presented below. Thus, at least one hero must perform a signature trick, but multiple heroes can perform signature tricks if the group wishes to use fewer NPC tricks. We are using simplified circus rules for pbp than those presented in the AP. This event has an anticipation level of 15, so we need to build at least 15 points of excitement with our tricks. Trick check results: Critical Success You generate Excitement equal to the trick’s level plus half the trick’s level (rounded up); this Excitement is added to the circus’s total Excitement for the show. Success You generate Excitement equal to the trick’s level; this Excitement is added to the circus’s total Excitement for the show. Failure No effect. Critical Failure The circus’s Excitement value decreases by a value equal to half the trick’s level (rounded up). Show Available Tricks Axel's Amazing Aviary (simple) SEE HIM produce birds from underneath his cloak! They FLY, they sing, they deliver sweets to children in the audience! Level 1 DC: 15 Check: Nature +7 The Dwarven Throwers (moderate) SEE THESE TUMBLERS shape themselves into a living ballista and launch themselves through the air! Level 1 DC: 15 Checks: Acrobatics +7, Athletics +10 Elizia and Mister Tickles (moderate) SEE HER handle deadly vipers of many kinds and dance with a 16-foot-long anaconda! Level 1 DC: 15 Checks: Acrobatics +7, Athletics +10 The Flamboni Sisters (moderate) SEE FEATS OF JUGGLING FROM THESE TWO BRAVE SISTERS. CAN THEY JUGGLE FIRE? WILL THEY SET THEMSELVES ON FIRE? Level 1 DC: 15 Checks: Deception +7, Fortitude Save +7 The Feather-Fall Five (moderate) THE KANBALI FAMILY balances on tightropes with bounces, FLIPS, and aerial feats to delight! Level 1 DC: 15 Checks: Acrobatics +8, Athletics +6 Mordaine the Magician (moderate) ACTS OF ILLUSION PERFORMED WITH SKILL, NOT MAGIC! SEE MORDAINE ESCAPE FROM SHACKLES, LOCKS, AND A WATER-FILLED TANK! Level 1 DC: 15 Checks: Fortitude Save +8, Thievery +7 PC Signature Trick If you want to develop a signature trick, be imaginative and think something up based on your characters best one, two, or three skills. (More complicated tricks require two or three skills but could earn more crowd approval as a check is made for each one) The DC is 15 and when your turn comes to perform the trick then you must make all checks if performing a complicated trick or a single check if a simple trick. If you want to insert your custom trick into the show, please submit the idea to me on my discord. Assisting with a trick. (If not performing in that act) If your PC is not a performer you can still, choose to assist. Only one assistant allowed per trick, and you can only help with one trick per show. When you assist you offer a +2 to the checks for that performance. Examples below. Animal Handler can assist with any acts involving animals. Carnival Barker can assist with any act by maximizing the audience's anticipation. i.e. Hyping up the crowd. Pyrotechnic can assist with any act to add fire to the act. Anything else you can think up. So there should be a helper in most acts. If you assist with the act, then when the time comes you will write the performance for the trick. (Bonus points can be added for style by the DM for this task) Show Order of Acts Opening Act :  Abc ASSISTING : Flamboni Sisters (Open Center Ring) (7/7) Side Ring Buildup : OTHIN ASSISTING : Eliza +Tickles (Buildup Side Ring) (7/10)  NO ASSIST : Axel Aviary (Buildup Side Ring) (+7) 1check  Center Ring Main Event : BORIL ASSISTING : Mordiane (magic escape) (big ticket , center ring) (8/7)  Big Finale 3 Rings : HAMAKO ASSISTING : Dwarven Throwers   (7/10) Lukes Acro Stunt   (7/7) FARVAD ASSISTING : Feather Fall Five  (8/6)    Show Active Maps Show Bookkeeping PERCEPTION DC'S Dorgothea 19 | Boril 16 | Favad 16 | Hamako 16 | Othin 16 | Luke 13 INITIATIVE (Round 2) Farvard 24 (M) Luke 21 (shield, arcane cascade stance) (R 40) Hamako 18 (M) Dorgothea 18 (M) Brawlers 7 - Jaleen (rage) - Rhovo (rage) Othin 7 (M) M= In Melee, R= At range MECHANICS Dorgothea Takes 8 hit points of non-lethal damage from Rhovo's unarmed strike. Has 8 of 16 hit points remaining. Jaleen (wife) Action - Rage (4 temp hp, +1 to damage, -1 AC) Action - Strike Action - Strike Rhovo (husband) Action - Stand Action - Rage (+1 to damage, -1 AC) Action - Strike Takes 9 hit points of non-lethal damage from Hamako's punch. Takes 5 hit points of non-lethal damage from Dorgothea's punch. Takes 7 hit points of bludgeoning damage from Othin's punch. (4 came off temp hp) Has taken a total of 17 hit points of damage total. Is heavily wounded. CONDITIONS Luke Arcane cascade stance Jaleen Raging Rhovo Raging DESCRIPTIONS Not Currently in Use. BORIL EVERGLADE Hit Points: 8/8 Hero Points: 1/1 DORGOTRHEA Hit Points: 8/16 Hero Points: 1/1 FARVAD AL-MEHRI Hit Points: 20/20 Hero Points: 1/1 HAMAKO DOJU Hit Points: 17/17 Hero Points: 1/1 LUKE Hit Points: 17/17 Arcane Cascade: off Spellstrike: off Focus Pool: 1/1 Spell Slots:  1st Level: 1/1 Hero Points: 1/1 OTHIN BARRELARM Hit Points: 22/22 Hero Points: 1/1    
  8. Boril Everglade Halfling (Nomad) | Rogue (Scoundrel) 1 |  AC: 14 |  HP: 8/8 |  Perception: +6 | Fort: +1 | Ref: +8 | Will: +6 | Hero Points: 1/1 | Conditions: None For her act Mordaine would be getting out of three different sets of chains, each more challenging to defeat than the last. The first bind consisted of just one set of manacles that tied Mordaine's hands behind her back. She used her limberness to move her hands in front of her, and from there she had little trouble defeating the lock on the manacles. But this was just the warmup, Boril himself would have been able to get out of those manacles. Things already got quite a bit more difficult for the second bind. This time both her hands and ankles were locked in manacles, with the two sets of manacles chained together, limiting her range of movement. Mordaine's plan was to pull a bobby pin out of her hair, once again using her limberness. However, instead of the graceful act it was supposed to be, Mordaine looked more like a floundering fish as she gripped at her hair. Even if she did manage to defeat her chains, it wasn't a good sign. For the finale of her act Mordaine would be getting out of the same bind as last time, but this time she'd have to do it submerged in a tank of water. As Mordaine dropped into the tank with a splash, the crowd went silent, anxiously awaiting the outcome of the stunt. For the first thirty seconds everything seemed to be going to plan. After a minute Mordaine started to get slightly concerned. After ninty seconds her concern had made place for the first hints of fear. After two minutes her deliberate movements had made place for panicked trashing. After a hundred and fifty seconds she tapped out, and Hod pulled the emergency lever. The trapdoors at the bottom of the tank swung open, unceremoniously dumping Mordaine on the circus floor as she grasped for air. At first the crowd was shocked, but shock quickly made way for dissapointment. This was not how the main act of the evening should have gone. Mechanics Main Hand: Empty Off Hand: Empty Action 1:  Action 2:  Action 3:       
  9. Dorgothea (Half-Orc  | Cleric (Blow-in) 1 | Chaotic Good) AC: 18 |  HP: 16/16 |  Perception: +9 | Fort: +5 | Ref: +4 | Will: +9 | Hero Points: 1/1 | Conditions: None If the drunks weren't bad enough, now there was this to deal with. Dorgothea didn't want to draw her weapon, if for no other reason than that upsetting the crowd with blood would be unlikely to go well. Instead she followed Othin's lead, going to help the dwarf with one of the drunks, helping to rough them up until they saw reason. Or passed out, at least. Shouldering her way through the crowd, she closed the distance to the drunk and got to work.     Mechanics Main Hand: Empty Off Hand: Empty Action 1: Move Action 2: Attack with Fist Action 3: Attack with Fist          
  10. Othin Barrelarm (Strong-Blooded Dwarf Ranger 1 Neutral Good) AC: 18 (19 parry) |  HP: 22/22 |  Perception: +6 | Fort: +7 | Ref: +7 | Will: +4 | Hero Points:: 1/1 | Conditions: None Othin was thrilled when they exited the ring.  Eliza was outstanding, and the crowd loved her act.  The elation was why he joined the circus. The dwarf frowned at the two drunks disturbing the show.  He followed the contingent heading to deal with them with a smile plastered on his face.  He makes an obvious beeline to drunkards showing to the crowd that he means business and their behavior has consequences.  When he gets there, he hits who needs to get hit with his ham-sized fists.   Mechanics Main Hand: Empty Off Hand: Empty Action 1: Move Action 2: Attack with fist whichever needs it Action 3: Attack with fist whichever needs it Reaction:                    
  11. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None This was turning out to be quite the problem, and one that was not unheard of yet also not welcome in the least. Without their esteemed leader, the Circus seemed to be muddling along, and more thing after thing cropped up. Farvad could not even think about the other issues, however, with this one in front of him. He once again found himself drawing his blade and moving, attempting to twirl past the drunkards before lashing out to hook the blade as he passed them and pull one off their feet. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Draw Weapon Action 2: Tumble Through to Stride through one of them (Acrobatics vs Reflex DC) Action 3: Trip          
  12. Hamako Doju (Open Sky Kitsune Thaumaturge 1 Neutral Good) AC: 17 |  HP: 17/17 |  Perception: +6 | Fort: +6 | Ref: +4 | Will: +6 Hero Points:: 1/1 | Conditions: None Needless to say, Hamako is quite perturbed by the drunken newlyweds, and so soon after the gamblers had been seen off. He's about to raise his voice when a minor shoving match starts. Not on his watch. "Make way, ladies and gentlemen, make way..." He adds with a softer voice directed at his companions "Fisticuffs only, and try not to aim for the face. We're trying to push them out, not give the local healers new patients." He starts rooting around in his massive coat with the hand carrying the bell. "Sir, miss...You are going beyond making a scene and actively endangering your fellow audience members. You are going to have to leave the premises. This is an order, not a request." Let's see...I think I have something that should work. Was it those fae beard hairs? No...wait, there it is. Smirking, he pulls out a dingy grey mushroom, ringing his bell and thrusting it towards the groom. The strong odor mixes with the reek of alcohol on his breath, forming a truly repulsive odor. He balls his other hand into a fist, ready to swing for his solar plexus when he inevitably attempts to retaliate Mechanics Main Hand: Empty Off Hand: Bell Action 1: Stride to be adjacent to the drunken groom Action 2: Exploit Vulnerability. Standard failure allows presentation of a Personal Antithesis. He gains weakness 2 against my unarmed and weapon strikes. Action 3: Unarmed Attack. Reaction (Prepared): Ring Bell if the groom tries to attack. If he goes for a Strike, he must make a Fortitude DC 16 check, becoming clumsy 1 (clumsy 2 on a crit failure) until the end of my next turn.        
  13.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  On | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke is just coming back, from helping the support staff outside the tent round up the Rogue vipers, and Boril and Mordaine are preparing to take center stage. Luke is behind the bleachers when he's waved over to help with a new problem. Apparently, a new type of snake has appeared, and is threatening the audience. Unfortunately, these are less reasonable, and more dangerous.  "I'll go over and assist the effort to deal with this. Quickly and quietly? Sure." Luke moved over to the bleacher section where the drunks were starting to get violent. Luke thought back on his short life, and wondered just how often he could say that drunken fools listened to reason. How often they went away quietly without causing a scene.  Luke kept his distance for now, maintaining about 40 feet between himself and the drunken bullies. He looked for his allies, they were moving through the crowd as well, taking care not to disturb the audience. Luke positioned himself, to be ready to assist them, but not too easily reached by the bullies, before his friends arrived. He knew this range really well. He spent a lot of time at this range with his knives. If it came to it, if they left him no choice... Luke could pincushion them as they approached.  "Stars and Shadows, guide me." Luke felt the parrying blade at his hip, but wanted to be less overt for the moment. He opened himself, and became a nexus of channeled power. He conjured up an image in his mind. He envisioned a crusader, a tough city guard, with their longspear and heavy Shield. An invisible force shield snapped into place on his left. As it did, his shadow absorbed some of the arcane energies that were flowing through him. That energy became a second skin, invisible, but tangible. He could feel the power building, and he knew from his training, that he could focus it, and unleash it into a target.  Luke hadn't used lethal force to harm a human being before. He had hunted for meals, at home and during his journey. But there, the power aided his bow, reducing the odds of a painful injury. It increased the odds of a clean, merciful end. These fools, might be bullies, might be drunk, apparently they were dangerous, but he didn't want to hurt them. They might have kids watching Axels birds on the side ring. Giggling at the ridiculous clowns. He hoped these fools would listen to reason, even though he could see in their bloodshot eyes, those stars were far and dim.    OOC Infectious Enthusiasm is an At Will cantrip, probably next round.  This round, giving allies a round to get into position.  Luke will use 1 action to move into place. One action to cast Shield. And one action to Activate the Arcane Cascade stance. (+1 Force Magic Damage to any Strike while I am in this stance.) Next round, with allies in place. Infectious Enthusiasm will provide a +1 status bonus to allies Attack Rolls. Within range)  My reaction will be, potentially Shield Block.  Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Stride into position (maintain 40nft from nearest enemy.  Action 2: Cast Shield  Action 3: Arcane Cascade Stance +On     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  14. Book One: The Show Must Go On Chapter One: Murder in the Center Ring Luke quickly and easily got the crowd to move back so that he could corral the snakes and get them to exit the show tent which only seemed to excite and thrill the crowd even more. Show excitement increased by 1 While the spectacles going on in the two rings, Axel was performing as expected for his first time, really nothing special, especially since Eliza and Othin were literally stealing the show. As Farvad tumbled into the middle of the gamblers, which caught them off-guard, Hamako worked his magic as he rang the bell and 1 of the 3 ruffians ran off bleeding from his nose. Dorgothea tried to grapple another of the men, but the man quickly darted away and out of the tent. The third being now left alone, quickly did the same. While the crowd was not fond of the tactics, neither did they enjoy the jeers of the gamblers. As soon as things were clear again and Eliza, and Axel were wrapping up their act. Mordiane and Boril readied to go out, Mordaine and her assistant would go to the ring as Boril worked things offstage to assist. It seemed that there was one last obstacle to clear out in the crowd, a married pair of drunk's jeer and holler in their seats. They deride and scoff at Eliza and Axel as they exit the rings. Other audience members seated nearby ask the drunken couple to be quiet, but this only provokes violence. The Circus Heroes have luckily noticed the altercation before any punches have been thrown.  The drunken duo can’t be dissuaded or reasoned with; unlike the cowardly gamblers, these brawlers will need to be handled with a little more violence.   Putting on the Show Show Expectations: 15 Show Excitement: 6 (Flamboni (2), Axel (0), Eliza (3), Mordaine (0)) + (Snakes (1)) @erter gets to narrate the Mordaine act. She has crit failed at the fortitude save, and barely succeeded with the thievery check. So not a very good main event. Probably did not escape the tank without assistance. Everyone else besides Boril add round 1 combat actions with an initiative roll as you engage the drunk couple. Remember they are in the center of the crowd and they are watching you. Show Putting on the Show The remaining task, which falls to the heroes, is to decide how to arrange seven different tricks in the circus’s four acts: one trick for the opener in the center ring, two tricks for the build-up in the side rings, one trick for the big number in the center ring, and three tricks for the finale in all three rings. Only six NPC tricks are ready to perform; they are presented below. Thus, at least one hero must perform a signature trick, but multiple heroes can perform signature tricks if the group wishes to use fewer NPC tricks. We are using simplified circus rules for pbp than those presented in the AP. This event has an anticipation level of 15, so we need to build at least 15 points of excitement with our tricks. Trick check results: Critical Success You generate Excitement equal to the trick’s level plus half the trick’s level (rounded up); this Excitement is added to the circus’s total Excitement for the show. Success You generate Excitement equal to the trick’s level; this Excitement is added to the circus’s total Excitement for the show. Failure No effect. Critical Failure The circus’s Excitement value decreases by a value equal to half the trick’s level (rounded up). Show Available Tricks Axel's Amazing Aviary (simple) SEE HIM produce birds from underneath his cloak! They FLY, they sing, they deliver sweets to children in the audience! Level 1 DC: 15 Check: Nature +7 The Dwarven Throwers (moderate) SEE THESE TUMBLERS shape themselves into a living ballista and launch themselves through the air! Level 1 DC: 15 Checks: Acrobatics +7, Athletics +10 Elizia and Mister Tickles (moderate) SEE HER handle deadly vipers of many kinds and dance with a 16-foot-long anaconda! Level 1 DC: 15 Checks: Acrobatics +7, Athletics +10 The Flamboni Sisters (moderate) SEE FEATS OF JUGGLING FROM THESE TWO BRAVE SISTERS. CAN THEY JUGGLE FIRE? WILL THEY SET THEMSELVES ON FIRE? Level 1 DC: 15 Checks: Deception +7, Fortitude Save +7 The Feather-Fall Five (moderate) THE KANBALI FAMILY balances on tightropes with bounces, FLIPS, and aerial feats to delight! Level 1 DC: 15 Checks: Acrobatics +8, Athletics +6 Mordaine the Magician (moderate) ACTS OF ILLUSION PERFORMED WITH SKILL, NOT MAGIC! SEE MORDAINE ESCAPE FROM SHACKLES, LOCKS, AND A WATER-FILLED TANK! Level 1 DC: 15 Checks: Fortitude Save +8, Thievery +7 PC Signature Trick If you want to develop a signature trick, be imaginative and think something up based on your characters best one, two, or three skills. (More complicated tricks require two or three skills but could earn more crowd approval as a check is made for each one) The DC is 15 and when your turn comes to perform the trick then you must make all checks if performing a complicated trick or a single check if a simple trick. If you want to insert your custom trick into the show, please submit the idea to me on my discord. Assisting with a trick. (If not performing in that act) If your PC is not a performer you can still, choose to assist. Only one assistant allowed per trick, and you can only help with one trick per show. When you assist you offer a +2 to the checks for that performance. Examples below. Animal Handler can assist with any acts involving animals. Carnival Barker can assist with any act by maximizing the audience's anticipation. i.e. Hyping up the crowd. Pyrotechnic can assist with any act to add fire to the act. Anything else you can think up. So there should be a helper in most acts. If you assist with the act, then when the time comes you will write the performance for the trick. (Bonus points can be added for style by the DM for this task) Show Order of Acts Opening Act :  Abc ASSISTING : Flamboni Sisters (Open Center Ring) (7/7) Side Ring Buildup : OTHIN ASSISTING : Eliza +Tickles (Buildup Side Ring) (7/10)  NO ASSIST : Axel Aviary (Buildup Side Ring) (+7) 1check  Center Ring Main Event : BORIL ASSISTING : Mordiane (magic escape) (big ticket , center ring) (8/7)  Big Finale 3 Rings : HAMAKO ASSISTING : Dwarven Throwers   (7/10) Lukes Acro Stunt   (7/7) FARVAD ASSISTING : Feather Fall Five  (8/6)    Show Active Maps Show Bookkeeping PERCEPTION DC'S Dorgothea 19 | Boril 16 | Favad 16 | Hamako 16 | Othin 16 | Luke 13 INITIATIVE Not Currently in Use. MECHANICS Not Currently in Use. CONDITIONS Not Currently in Use. DESCRIPTIONS Not Currently in Use. BORIL EVERGLADE Hit Points: 8/8 Hero Points: 1/1 DORGOTRHEA Hit Points: 16/16 Hero Points: 1/1 FARVAD AL-MEHRI Hit Points: 20/20 Hero Points: 1/1 HAMAKO DOJU Hit Points: 17/17 Hero Points: 1/1 LUKE Hit Points: 17/17 Arcane Cascade: off Spellstrike: off Focus Pool: 1/1 Spell Slots:  1st Level: 1/1 Hero Points: 1/1 OTHIN BARRELARM Hit Points: 22/22 Hero Points: 1/1    
  15. Dorgothea (Half-Orc  | Cleric (Blow-in) 1 | Chaotic Good) AC: 18 |  HP: 16/16 |  Perception: +9 | Fort: +5 | Ref: +4 | Will: +9 | Hero Points: 1/1 | Conditions: None Dorgothea moves closer to where Hamako and Farvad are dealing with the rowdy guests. She wasn't as experienced as he rest in how to handle this so theatrically, so she goes for whichever of them is still the most active and tries to get them over her shoulder despite their resistance. "They've just had a bit too much to drink folks, let us take care of this please!"     Mechanics Main Hand: Empty Off Hand: Empty Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.          
  16. Boril Everglade Halfling (Nomad) | Rogue (Scoundrel) 1 |  AC: 14 |  HP: 8/8 |  Perception: +6 | Fort: +1 | Ref: +8 | Will: +6 | Hero Points: 1/1 | Conditions: None Boril sighed when he saw that they had ran into yet more issues, with the snakes that had killed Myrion being on the loose and gamblers souring the mood of the attending crowd. The Flamboni Sisters' act didn't go too well either, but the clowns and Eliza had turned things around nicely for now. By the looks of it his companions seemed to have gotten a grip on the snakes and the gamblers, so Boril headed over to Mordaine, who was getting ready for her act. Boril wasn't a big fan of her. If you asked him a big ego wasn't a good trait for an escape artist, but hopefully Mordaine would prove him wrong tonight. Boril learned from Hod that the secret to Mordaine's act was a set of bobby pins hidden in her dress that she would use as makeshift lockpicks. While Hod was planting the bobby pins, Boril got the task of preparing the locks that would be used in the act by setting the pins in a predetermined order, which would make it easier for Mordaine pick them. Mechanics Main Hand: Empty Off Hand: Empty Action 1:  Action 2:  Action 3:       
  17. Hamako Doju (Open Sky Kitsune Thaumaturge 1 Neutral Good) AC: 17 |  HP: 17/17 |  Perception: +6 | Fort: +6 | Ref: +4 | Will: +6 Hero Points:: 1/1 | Conditions: None Hamako's ears perk as he hears the grating tones of some rather uncouth patrons. If he were a gambler, he'd bet ten silver that they'd been deep in their cups earlier. Tucking his swagger stick into his belt, he chose instead to pull out one of his many prized possessions. A large brass bell, covered in inscriptions in a language he had determined to be Ancient Thassalonian. He had no idea what they meant - maybe if the circus ever went to Varisia, he could stop by a Pathfinder lodge to ask about it. He also pulled out a little something else that he held partially concealed in the same hand as the bell as he strode up to the hooligans and cleared his throat, looking at them with the most imperious air he could muster. "Gentlemen, gentlemen! It pains me to hear you spread such slanderous and suggestive statements amongst our good audience. I dare say you are, as they say, bringing down the tone in our little establishment. I would recommend that you learn to hold your tongues and let your neighbors enjoy the show." He smirks as he holds up his bell, parting his fingers to show a small bottled eyeball with a star-shaped pupil - which suddenly blinks at the nearest heckler. "Otherwise, you might learn just how good humble circusfolk can be in a little dust-up." He suddenly says something in a tongue he doubts anyone will understand and snaps his fingers, and the heckler suddenly reels as though he's been punched in the face. "Just a little parlor trick my daddy taught me. Nothing to worry about." Mechanics Main Hand: Empty Off Hand: Bell Action 1: Drawing Bell Action 2 and 3: Casting Daze. The heckler must pass a basic DC 16 Will save against 3 mental damage. If he critically fails, he's also stunned 1        
  18. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None Gamblers, trouble-makers... Farvad had seen their kind before. This show was becoming quite the spectacle for reasons entirely outside their acts, but such was the nature of things Farvad had learned in his time among the Menagerie. This would need to be dealt with, and while leaving it up to the charming members of the crew might be preferable, Farvad felt it better to attempt a more... dramatic method. He moved on them, taking a deep breath as he tapped into the showmanship he'd learned. He swaggered as he approached, letting his steps flow as the curved pala twirled in his hands. Yet as he moved on them he did not go to strike nor even speak, but rather... he twirled, flitting about in a show of acrobatics and skill, tumbling past. His blade always remained down and away, and yet present, as deadly as the snakes or flames of any performer... and that is what he attempted to make it, a part of the show as he danced circles around these hooligans and show just how out of place they were... Mechanics Main Hand: Empty Off Hand: Empty Action 1:  Action 2:  Action 3:           
  19. Othin Barrelarm (Strong-Blooded Dwarf Ranger 1 Neutral Good) AC: 18 (19 parry) |  HP: 22/22 |  Perception: +6 | Fort: +7 | Ref: +7 | Will: +4 | Hero Points:: 1/1 | Conditions: None Othin vibrated with excitement.  After over a decade of helping with the circus, he finally would perform!  Well, not actually perform.  His animal friends would do the performance.  He shepherded Axel and Eliza into their rings.  The dwarf knew most of their animals by first name and favorite treat having cared for them for years.  He paused to allow Axel continue his dramatic walk to his ring alone.  Axel wore his famous multi-colored long coat in the style of a Cheliaxin naval overcoat.   The animal wrangler teased the crowd after setting down his basket of snakes.  Eliza followed him wearing Mr. Tickles like a Dr. Who scarf.  When her sultry music began to play, she began to unravel Mr. Tickles in an elaborate, somewhat sexual dance stoking the audience.  Once Mr. Tickles finally separated from her, Othin went over to gather the lethargic snake before anyone noticed how sick he was  Then, Eliza approached the basket opening it in a flourish.  She thrust her arms into basket and retrieved two deadly vipers, one encircling each arm.  She paraded around the ring showing the crowd the deadly creatures trying to distract them from the other vipers that were loose in the big top.  She kissed the vipers causing the crowd to go crazy.  Eliza basked in the glow of their entertainment. Othin stole a glance at Axel to see one of the birds stealing sweets from a child, instead of delivering them.  Another bird sat up on the trapeze clearly not performing as trained.  The dwarf plastered a smile on his face hoping everyone was watching Eliza. When she finished with the vipers, Othin brought the basket to her to store the deadly serpents in dramatic style.  Then, he slowly wrapped Mr. Tickles around her body before they walked out of the ring to an ovation.  He was exhilarated.  Performing was better than he had expected.  He was hooked and felt his calling for life. Mechanics Main Hand: Empty Off Hand: Empty The murderer is Othin's prey Action 1: Help Eliza Action 2: Your action goes here. Action 3: Your action goes here. Reaction: Aid Eliza                  
  20.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke moves without thinking twice. His mother always said that the snakes in the swamp were usually more afraid of him, than he was them. But it wouldn't do to have someone panic, and confront one of the snakes.  "Fabulous Animal Acts! Everyone make way, make way! " Luke held his bow stave out like a shepherds crook. It allowed him to nudge a snake gently left, gently right. He was able to keep the fangs aimed at a solid chunk of wood. His calm confidence was infectious, as he encouraged the crowd near the vipers to look at the beautiful snakes, but not touch, and he casually maneuvered himself between the crowd, and the snakes.  "The little ones will exit the tent, and go for dinner with their handlers. Then we can all focus upon the big show with Elizia and the magnificent savage beasts in the ring!" Luke laughed to himself as he realized Othin might be the most savage one I the ring. He set aside his struggles with all that was going on behind the scenes. Had someone let the vipers out and they accidentally found the ringmaster? Or had they used the snakes, to intentionally attack him? The most important thing now was to get them outside safely.  "Why would y'all get loose Sherry? Eh? You know betta. Come come, Elizia will not be pleased if you get lost or hurt. Calmly now, away from all this foot traffic. Shoo, shoo mon petite. Let us not steal ze show. Let us give the terrible, tremendous terrifying Anaconda his spotlight, yes?" Luke was speaking to calm himself, and calm the crowd, and calm the vipers. When one of the crowd got a little too close, Luke gestured, spoke, and a spectral shadowy hand reached out and lifted up the head of the viper. Gently guiding it off the Bela her, and down behind to the open edge of the tent. He corralled the vipers towards the outer walls of the tent, using a gentle shadowy touch when necessary.  There was another problem, as there were troublemakers inciting the crowd. Luke focused on his task, ensuring the vipers escaped to safety withiut harming anyone. While he imagined the irony, if these roustabouts feel afoul of the snakes, he knew that any bite could be more drama than it was worth.  OOC Infectious Enthusiasm is an At Will cantrip, that can buff a Charisma skill...  I'll try Persuasion, with Infectious Enthusiasm, Bullhorn, and the arcane cascade for added drama.  But, I also remembered that Mage Hand should be useful here. A shadowy hand of force to help manipulate a small snake. They can't weigh much.  Definitely place Luke between the snakes and the crowd. He can use Shield if a snake tries something.  Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  21. Book One: The Show Must Go On Chapter One: Murder in the Center Ring As our Circus Heroes worked diligently backstage with the acts, the Flamboni Sisters were falling apart out front, being to careful not to burn themselves caused the act to not be exciting and the crowd quieted and began to get restless, luckily it was right then that The Professor sent back in the clowns to join their act and helped back in all 'part of the act'.  Which seemed to win the crowd back over for now. As the act began to draw to a close their next act was readying to move to their perspective rings, opposite each other under the big top. Axel readied to go on as did Eliza and Mr. Tickles, with the snake not feeling its best, Othin had agreed to help her handle him in the ring. Backstage Mordaine the Magician began to prepare for her act, everyone in the circus knew of her huge ego and being the main event was exactly where she wanted to be. In fact, it would have been hard to get the diva to perform anywhere else. Her assistant Hod was helping her prepare her props as they waited for the other acts to go on. However, there were other problems at hand outside of the backstage area, a trio of mean-spirited gamblers are moving through the crowd, loudly offering bets on various calamities. They provoke the crowd, asking questions that inspire fear or panic: Will one of the Feather-Fall Five fall to their death? What are the odds on each family member to die? Will Mordaine the Magician drown in the water tank? Will Mister Tickles eat someone? These gamblers are plainly bothering other members of the audience with their noisy jeers.  Show: How to deal with the gamblers These ruffians are fundamentally cowards. A hero can chase off a ruffian with a successful DC 20 Diplomacy check to Request they leave or you could resort to non-lethal attacks to try and run them off but the crowd will see anything that happens. Depending on what you do, the gamblers or your actions to stop them will either excite the crowd or cool them. Meanwhile The Professor has found what killed Myron, apparently someone has let loose three vipers into the circus tent and the bite found on the ringmaster confirms they were the cause of his death. Other stagehands have located the three snakes under the bleachers and the activity of the crowd has frightened them, causing them to slip up into the crowd. Show: How to deal with the snakes in the stands The three vipers have slithered up into the crowd. They aren’t malicious, but they strike out at anyone who treats them aggressively. A viper flees if given a clear way out of the tent; this requires a hero to succeed at a DC 15 Diplomacy check to Request that the crowd part and allow them a way out or a DC 20 Nature check to shoo away the vipers. Any hero with the wild empathy class feature can use that ability to convince the snakes to depart; the DC of the Diplomacy check for this Request is only 10. Depending on what you do, the snakes or your actions to stop them will either excite the crowd or cool them.   Putting on the Show Show Expectations: 15 Show Excitement: 5 (Flamboni (2), Axel (0), Eliza (3) @JubalBreakbottle gets to narrate the two acts that are performing, Axel failed his check but did not critically fail so just a so so performance, but Eliza critically succeeded at her acrobatics, and succeeded at her athletics check so that is a big show stopping performance. There are two events going on in different sections of the crowd, the snakes, and the gamblers above.  Everyone can participate in the events in the crowd except for Othin who is helping with the performance. You can also declare outright combat with the ruffians or the snakes and decide which players are in each but may not be the ideal solution here. Note: Due to the time restraints you can only do one thing per PC. So, if you make a check or assist with a check you cannot do another action here.   Show Putting on the Show The remaining task, which falls to the heroes, is to decide how to arrange seven different tricks in the circus’s four acts: one trick for the opener in the center ring, two tricks for the build-up in the side rings, one trick for the big number in the center ring, and three tricks for the finale in all three rings. Only six NPC tricks are ready to perform; they are presented below. Thus, at least one hero must perform a signature trick, but multiple heroes can perform signature tricks if the group wishes to use fewer NPC tricks. We are using simplified circus rules for pbp than those presented in the AP. This event has an anticipation level of 15, so we need to build at least 15 points of excitement with our tricks. Trick check results: Critical Success You generate Excitement equal to the trick’s level plus half the trick’s level (rounded up); this Excitement is added to the circus’s total Excitement for the show. Success You generate Excitement equal to the trick’s level; this Excitement is added to the circus’s total Excitement for the show. Failure No effect. Critical Failure The circus’s Excitement value decreases by a value equal to half the trick’s level (rounded up). Show Available Tricks Axel's Amazing Aviary (simple) SEE HIM produce birds from underneath his cloak! They FLY, they sing, they deliver sweets to children in the audience! Level 1 DC: 15 Check: Nature +7 The Dwarven Throwers (moderate) SEE THESE TUMBLERS shape themselves into a living ballista and launch themselves through the air! Level 1 DC: 15 Checks: Acrobatics +7, Athletics +10 Elizia and Mister Tickles (moderate) SEE HER handle deadly vipers of many kinds and dance with a 16-foot-long anaconda! Level 1 DC: 15 Checks: Acrobatics +7, Athletics +10 The Flamboni Sisters (moderate) SEE FEATS OF JUGGLING FROM THESE TWO BRAVE SISTERS. CAN THEY JUGGLE FIRE? WILL THEY SET THEMSELVES ON FIRE? Level 1 DC: 15 Checks: Deception +7, Fortitude Save +7 The Feather-Fall Five (moderate) THE KANBALI FAMILY balances on tightropes with bounces, FLIPS, and aerial feats to delight! Level 1 DC: 15 Checks: Acrobatics +8, Athletics +6 Mordaine the Magician (moderate) ACTS OF ILLUSION PERFORMED WITH SKILL, NOT MAGIC! SEE MORDAINE ESCAPE FROM SHACKLES, LOCKS, AND A WATER-FILLED TANK! Level 1 DC: 15 Checks: Fortitude Save +8, Thievery +7 PC Signature Trick If you want to develop a signature trick, be imaginative and think something up based on your characters best one, two, or three skills. (More complicated tricks require two or three skills but could earn more crowd approval as a check is made for each one) The DC is 15 and when your turn comes to perform the trick then you must make all checks if performing a complicated trick or a single check if a simple trick. If you want to insert your custom trick into the show, please submit the idea to me on my discord. Assisting with a trick. (If not performing in that act) If your PC is not a performer you can still, choose to assist. Only one assistant allowed per trick, and you can only help with one trick per show. When you assist you offer a +2 to the checks for that performance. Examples below. Animal Handler can assist with any acts involving animals. Carnival Barker can assist with any act by maximizing the audience's anticipation. i.e. Hyping up the crowd. Pyrotechnic can assist with any act to add fire to the act. Anything else you can think up. So there should be a helper in most acts. If you assist with the act, then when the time comes you will write the performance for the trick. (Bonus points can be added for style by the DM for this task) Show Order of Acts Opening Act :  Abc ASSISTING : Flamboni Sisters (Open Center Ring) (7/7) Side Ring Buildup : OTHIN ASSISTING : Eliza +Tickles (Buildup Side Ring) (7/10)  NO ASSIST : Axel Aviary (Buildup Side Ring) (+7) 1check  Center Ring Main Event : BORIL ASSISTING : Mordiane (magic escape) (big ticket , center ring) (8/7)  Big Finale 3 Rings : HAMAKO ASSISTING : Dwarven Throwers   (7/10) Lukes Acro Stunt   (7/7) FARVAD ASSISTING : Feather Fall Five  (8/6)    Show Active Maps Show Bookkeeping PERCEPTION DC'S Dorgothea 19 | Boril 16 | Favad 16 | Hamako 16 | Othin 16 | Luke 13 INITIATIVE Not Currently in Use. MECHANICS Not Currently in Use. CONDITIONS Not Currently in Use. DESCRIPTIONS Not Currently in Use. BORIL EVERGLADE Hit Points: 8/8 Hero Points: 1/1 DORGOTRHEA Hit Points: 16/16 Hero Points: 1/1 FARVAD AL-MEHRI Hit Points: 20/20 Hero Points: 1/1 HAMAKO DOJU Hit Points: 17/17 Hero Points: 1/1 LUKE Hit Points: 17/17 Arcane Cascade: off Spellstrike: off Focus Pool: 1/1 Spell Slots:  1st Level: 1/1 Hero Points: 1/1 OTHIN BARRELARM Hit Points: 22/22 Hero Points: 1/1    
  22. Dorgothea (Half-Orc  | Cleric (Blow-in) 1 | Chaotic Good) AC: 18 |  HP: 16/16 |  Perception: +9 | Fort: +5 | Ref: +4 | Will: +9 | Hero Points: 1/1 | Conditions: None Dorgothea's knowledge of medicine was less than what it should be, but she still attempted to help others with curing the anaconda of its illness, doing her best to be on hand. It wasn't just for the snake though, as soon as she had a chance she wanted someone skilled in the arts of anatomy to take a look at the body. If a moment ever arose to do that.     Mechanics Main Hand: Empty Off Hand: Empty Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.          
  23. Hamako Doju (Open Sky Kitsune Thaumaturge 1 Neutral Good) AC: 17 |  HP: 17/17 |  Perception: +6 | Fort: +6 | Ref: +4 | Will: +6 Hero Points:: 1/1 | Conditions: None Hamako briefly ducked behind the curtains, so no sharp-eyed member of the audience could see him wince. In terms of technical skill, the Flamboni sisters were performing just fine. But they lacked the unshakeable demeanor that befitted a proper performance. They were obviously shaken, nearly on the verge of panic, and their expressions were making that obvious. And speaking of panic...Hamako had seen this since he was a kit, sneaking behind the stage when his mother was performing her Chelish operas. Stage fright. A force that could derail careers before they could start. Sighing, he walked up and clapped a hand on Axel's shoulder. "Axel. You've been working towards this for years. And now you're going to let fear get the better of you? Just...easy, just listen to me. Deep breath in...and out. You're not performing for House Thrune or an elder dragon. Just a small town in a little corner of Absalom. This isn't the end-all be-all of your career in the circus. Just a first step. Now chin up. You know what to do, and so do your birds."   Mechanics Main Hand: Flail (concealed) Off Hand: Empty Action 1: Going for Diplomacy. Rolling without any modifiers from spells or assistance - feel free to add those on.        
  24. Boril Everglade Halfling (Nomad) | Rogue (Scoundrel) 1 |  AC: 14 |  HP: 8/8 |  Perception: +6 | Fort: +1 | Ref: +8 | Will: +6 | Hero Points: 1/1 | Conditions: None While Farvad, Luke and Othin tried their best to find out and cure whatever ailment it was that had gotten hold of Mr. Tickles, Boril and Hamako headed over to Axel to see if they could get him to perfrom despite his stage fright. Boril let Hamako do most of the talking, as he seemed to be the most charismatic of the two of them, and as a barker had more of a connection to Axel. But he gave the Kitsune some words of advice and chimed in when Hamako wasn't sure what to say. Boril really hoped that they'd be able to get through to Axel. The Flamboni Sisters' act hadn't gone very smoothly, and they simply couldn't afford anymore setbacks, especially during their very first performance. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Assit Hamako in persuading Axel Action 2:  Action 3:       
  25. Othin Barrelarm (Strong-Blooded Dwarf Ranger 1 Neutral Good) AC: 18 (19 parry) |  HP: 22/22 |  Perception: +6 | Fort: +7 | Ref: +7 | Will: +4 | Hero Points:: 1/1 | Conditions: None Othin was helping Elizia the snake charmer prepare Mister Tickles, her anaconda, for their performance.  He was going to mention the probable goblin pox, but Farvad said it first.  Luke seemed to know some cure, so he was ready with whatever incredient the aerialist wanted: warm water, on it.  Raw meat, got it. He really did not know how to help but tried to do what he could, if nothing else to show Eliza that everyone wanted her to succeed. Mechanics Main Hand: Empty Off Hand: Empty The murderer is Othin's prey Action 1: Help Luke Action 2: Your action goes here. Action 3: Your action goes here. Reaction: Aid Medicine                
  26.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke assisting snake... Mr tickles... Treat Disease (Medicine 4) The Flamboni Sisters took to the ring, as events swept all around them back stage. Elizia and the animals should be getting ready with Othin, and Axel should be getting ready with his Aviary. Luke followed Farvad over to help Elizia.  "What's wrong here? Elizia. Farvad?" Luke watched as Farvad. Diagnosed the massive Constrictor. Strange spots on the scales were almost subtle, and could have been missed, but Farvad seemed to recognize something.  "Goblin Pox? Are you certain? I, think I can help. Give me a moment." Luke ran outside behind the tent, where he'd seen a certain patch of plants growing. There had been something, there, a sort of light playing in his peripheral vision. Not there if he looked too directly.  Luke grabbed his dagger, and took a cutting, a hefty sample, for the large snake. He swept up the clutch of herbs, and ran back inside. He carefully approached Farvad and Mr. Tickles.  "My mother used these herbs to treat Goblin Pox. I don't know the exact dosage for a snake this large. Mr. tickles is not exactly a small child. But the herbs are gentle enough for sick children, I think Mr. Tickles should be able to handle a large dose, like we'd give a large muscular labourer. How much does Mr. Tickles weigh?" Luke calculated quickly, estimating from the dose for a large 250 pound man, and divided the herbs into two batches. One dose, to see if the snake responded well, and a second if it seemed to be working. He knew that he could take more time over the week to care for Mr. Tickles, but for now, this was all he could do. "Get warm water. Lots of water for Tickles. To drink this down. And a small chunk of raw meat." As he speaks, an infectious aura washes over Luke.  He has helped his mother treat patients a thousand times.  He has seen much worse than this. The aura washed over Luke, and he dove into the work.  Anyone standing nearby, could feel a slight tingling sensation. As if his confidence was growing, and spreading. Anyone who could sense magical auras, would notice that it began to manifest tangibly, infusing him.  This same state overtook Luke when he was deep into his sparring.  The same state when he was immersed in the humble act of chopping wood. Unfortunately, this task was not one that could be directly affected by the aura. More relied upon the herbs doing their work, and Mr. Tickles anatomy.  Nothing left to do, but give Mr. Tickles his best chance. Every patient was unique, his mom always said, some would respond quickly, others slowly, and some might react in unexpected ways. "I hope this works... Please Mr Tickles... we really need you right now, you big, warm, humongous, friendly ? snake? Good boy, don't eat me... just get better ok?"   OOC Infectious Enthusiasm is an At Will cantrip, so it can be used, but it won't help much here.  It also can trigger his Arcane Cascade Stance, which unfortunately, won't help here either.   Nonetheless, as some of that is instinctive reactions for Luke, and his innate magical heritage reaching out, I wanted to include references in the narrative.  If he were making Attack Rolls or Damage Rolls, or Will saves, things might be different. But alas. Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
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