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Kindled Magic, from Strength of Thousands, transferring from OGMW

Game System

Pathfinder 2e

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08/31/2023

Detailed Description

Rerecruiting!

Looking for one or two people to join Kindled Magic, the first of the Strength of Thousands series.

Group B would likely benefit from a healer of some kind.

Group A might have space for another character.

Pathfinder 2e. They are currently level 3.

 

 

Game Description

The Strength of Thousands Adventure Path begins as the player characters arrive at the Magaambya at the heart of the cosmopolitan city of Nantambu. This academy of magic will be the heroes’ home throughout their adventures. Although they must remain close to the Magaambya at first to learn their initial lessons, they will soon venture far from the campus and gain greater and greater responsibilities.

Prospective students come from all over the world to study at the Magaambya, so it’s unlikely that the heroes knew each other before arriving here—but they might! Incoming students are grouped together in a cohort to support and learn from each other throughout their education. The heroes constitute one of these cohorts, and are thus expected to spend much of their time together. A cohort works best when its members have a wide variety of specializations and interests. Rather than a typical “adventuring party,” the heroes of the Strength of Thousands Adventure Path are a cohort of diverse and dedicated students.

The Magaambya is focused on gathering knowledge and using it to become wardens of the world. The school’s overall alignment is neutral good. This doesn’t mean the heroes must be neutral good, but they’ll be part of this organization and will be undertaking missions that advance its interests, so evil heroes will find themselves to be a poor fit. Knowledge seekers come in all types, though, so characters of any alignment are permitted.

Classes
This campaign focuses on a magical school, but that doesn’t mean everyone has to play a spellcaster! Members of any class will have plenty of moments to shine in the Strength of Thousands Adventure Path. There will definitely be moments of danger where having a dedicated warrior, such as a fighter, monk, or swashbuckler, will prove vital. Rangers will have opportunities to shine when traveling through wilderness or exploring old ruins, and the keen eye for detail that a rogue or investigator can provide will be very useful.

Spellcasting for Everyone
Even though any class works well in the Strength of Thousands Adventure Path, a campaign where students attend a magic school wouldn’t seem very magical unless all the heroes can cast spells! Each character in this Adventure Path gains either the druid multiclass archetype or wizard multiclass archetype to reflect the primal and arcane teaching traditions of the school, respectively. Druids must select the wizard multiclass archetype and wizards must select the druid multiclass archetype, but characters of other classes can choose either. This choice is made at 2nd level, when you become an attendant of the school, so you have a little time to decide. You don’t need to meet the ability score prerequisite for your chosen archetype, but it’s a good idea to choose the druid archetype if your character’s Wisdom is higher than their Intelligence, and the wizard archetype if Intelligence is higher.

This multiclass archetype is a free archetype, as described in the Pathfinder Gamemastery Guide. Each character receives an extra class feat at 2nd level and every even-numbered level thereafter, but can only use these extra class feats on archetype feats for the multiclass archetype you chose. This free multiclass archetype doesn’t prevent you from picking up a different dedication feat; that is, you don’t need to take two feats from your chosen multiclass archetype before picking up another archetype’s dedication feat with your normal class feats, if you find an archetype that fits your character concept.

Of course, you don’t need to pick up another archetype if you don’t want to, but suitable archetypes for you to consider for your character include halcyon speaker, loremaster, Magaambyan attendant, and magic warrior.

Ancestries
The Magaambya has a startling variety of ancestries among its professors and within its student body, so there are no restrictions on character ancestries in the Strength of Thousands Adventure Path. The people of Nantambu and the Magaambya are predominantly Zenj humans, but most are worldly enough that they’ve seen, known, and worked alongside many other ancestries in the past. Lost Omens Mwangi Expanse provides information about new and existing ancestries that are more common in the region, but students at the Magaambya sometimes come from much further away. Even uncommon or rare ancestries, if permitted by your GM, are fine choices for this campaign. People at the Magaambya might be initially put off by truly weird-looking or inhuman ancestries, but they’re quick to judge people by their actions, not their looks.

Languages
The assumption of a common language is useful for any campaign, and the Strength of Thousands Adventure Path is no different. In this campaign, references to the “Common” language refer to Mwangi rather than Taldane. When you gain Common as a default starting language, consider it to be Mwangi. You can separately learn Taldane, but you won’t have a lot of use for it. Better languages to pick up include Draconic and Sylvan. People in Nantambu have a local language called Xanmba, which you might also learn.The heroes will perform best if their party contains a well-rounded selection of skills and feats. Arcana and Nature are the most important skills for success at scholastic endeavors at the Magaambya, as its focus is teaching arcane and primal traditions of magic. Religion and Occultism are also useful, as they touch on the other types of magic. Social skills such as Diplomacy, Deception, and Intimidation are useful because Magaambyans are expected to go out into the world to serve as emissaries and diplomats, and you’ll find there are a lot of conflicts that can resolved with calm words rather than swinging blades. The best Lore skills for this Adventure Path include Academia Lore, Magaambya Lore, and Nantambu Lore, but many other Lore skills might come into play. Good feats to consider include Arcane Sense, Automatic Knowledge, Canny Acumen, Quick Identification, and Recognize Spell.

Additionally, the academia rules presented in Pathfinder 169: Kindled Magic provide you with additional skills and feats based on your branch. With the skill training you’ll get from your free archetype and the academia rules, you’ll likely end up with a character who possesses a very wide range of skills—as befits a student of the world!

A Campaign Over Years
The Strength of Thousands Adventure Path is likely to span many in-game years. You might spend an entire academic semester of downtime in just a few minutes around the table, rolling checks to see what you learn, then moving ahead with the action several months later. Your academic career will last years for your character, but as a player you’ll be graduating before you know it!

Backgrounds
Heroes can select any background they choose for the Strength of Thousands Adventure Path. People come from all walks of life to join the Magaambya, after all. The Lost Omens World Guide has several suitable backgrounds for characters from the Mwangi Expanse, and if you choose the Magaambya Academic background, you’re already somewhat familiar with the school. Among the backgrounds presented in the Core Rulebook, the best choices are acolyte, emissary, herbalist, hermit, noble, or scholar.

Most prospective students come with a recommendation or sponsorship from someone who’s already affiliated with the Magaambya. You can simply decide what that is, or take one of the following new backgrounds to define the particular type of sponsorship your character has obtained. Each background also has a recommended branch, but you’re free to choose any branch you’d like.

Sponsored by Family
Sponsored by Teacher Ot
Sponsored by a Stranger
Sponsored by a Village
Unsponsored

 

Link to OGMW

  1. What's new in this game
  2. The more, the merrier. With PbP games especially, fluctuations are to be expected.
  3. Thura - fatigued HP: 44/44 AC: 17 Perception +9 Fort +7 Ref +7 Will +11 Thura casts another healing spell on Sorena. This one is a bit weaker, but she uses the 'momentum' of this spell to cast an offensive one against the enemy. Actions Heal on Sorena Electric Arc on the baddie - basic Reflex, DC 20
  4. Had someone ask if they can join. Just checking on whether people would potentially be okay with adding another person? If anyone has any particular thoughts, especially any strong feelings for or against, either now or if they see applications if they come in, feel free to let me know by private messaging me.
  5. Ok cool, remind me if I forget. Feel free to put something in your IC post about it so I have a higher chance to remember.
  6. @LDDragon, I forgot to add in the damage for Omolara's gravity weapon. The correct damage is 11, not 9.
  7. Omolara Ancestry: | Heritage: | Class: | Background: Rank: Attendant | Primary branch: Rain-Scribe (lvl 4) | Secondary branch: Uzunjati (lvl 1) HP: 42/56 | Hero Points: 2 | | Cantrips (2): , | Spells (1): Focus Points: 1/2 | Focus Spells: , Condition(s): An awkward flex of her hand sent a wave of force surging into Omalara's bow. She gave a sharp whistle and pointed to the statue. "Amosgarn, iritpeck!" The statue was bloodless, of course, but it still had eyes. Perhaps dislodging dust would have the same effect. Two more arrows followed her companion into the fray. Tabletop Omolara Action 1: Stride 15 feet Action 2: on Terracotta statue Action 3: at Terracotta statue Omalara Action 1: Cast Action 2: Action 3: at Terracotta statue Amosgarn Action 1: Fly 30 feet Action 2: SupportThe bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. on Terracotta statue [until bleed damage is healed.] Edit: I forgot to add the damage from gravity weapon to my damage roll. It should be 11, not 9.
  8. Banana growls in frustration as his blows fail to make any notable impact on the statue. "This is growing frustrating..." His eyes rove over the construct, and he starts recalling the wisdom of the elder hunters. Simply overwhelming some of their prey was not an option. "If swarming and overwhelming does not work, we must dismantle it. Tear away its tools. And I know of one way to make that easier." Banana aims his next strike low, going for the legs. "Come on, everybody, let's do this for the anadi! For the Magaambaya!" His last exclamation is laced with just a hint of arcane magic, giving everyone a tiny little boost. OOC Action 1: Attempting to Trip the Terracotta statue Actions 2 and 3: Casting Infectious Enthusiasm. +1 to Attack, Will, or Cha-based checks for 1 turn
  9. %5Bfloatleft%5D%5Bimg2%3D200%5D%20%20%20%20https%3A%2F%2Fi.pinimg.com%2F1200x%2Ff0%2F8c%2Fa8%2Ff08ca8016f82825131420453ccdc1fb2.jpg%20%20%5B%2Fimg2%5D%20%20%20%0A%5B%2Ffloatleft%5D%20%20%20%20%20%5BFONT%3D%22BookAntiqua%22%5D%5BSIZE%3D%225%22%5D%5Bb%5D%5BCOLOR%3D%22Brown%22%5D%20%22Wugo%20GrowlSnuffer%22%20%5B%2FCOLOR%5D%5B%2Fb%5D%5B%2FSIZE%5D%5B%2FFONT%5D%5BFONT%3D%22Arial%20Narrow%22%5D%20Warrior%20Warpriest%20of%20Zarongel%20(4)%20%20%5Bi%5D%20Neutral%5B%2Fi%5D%5B%2FFONT%5D%20%7C%20%5Burl%3D%22%20https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2888517%20%20%20%22%5DSheet%5B%2Furl%5D%5Bhr%5D%5B%2Fhr%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fchecked-shield.svg%5B%2FIMG2%5D%5BB%5D%5BCOLOR%3D%22Black%22%5DAC%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BB%5D%2021%20%5B%2FB%5D%20%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fhealth-normal.svg%5B%2FIMG2%5D%5BCOLOR%3D%22black%22%5DHP%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BCOLOR%3D%22Firebrick%22%5D%2050%20%5B%2FCOLOR%5D%2F%5BCOLOR%3D%22black%22%5D%2050%20%20%5B%2FCOLOR%5D%7C%20%5BB%5D%0A%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fsprint.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DPerception%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B9%20%7C%20%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fawareness.svg%5B%2FIMG2%5D%20%5BB%5D%5BCOLOR%3D%22black%22%5DFort%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DRef%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DWill%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B11%20%20%5Bb%5D%5BCOLOR%3D%22black%22%5DHero%20Points%3A%20%200.%20%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%20%7C%20%5BB%5DMovement%3A%2025'%20%20-%20%20Conditions%20-%20%20%5B%2FB%5D%20%20%5Bhr%5D%5B%2Fhr%5D%20%20%20%20%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20More%20Wet%20Matches!!%0AHim%20still%20mad%2C%20him%20seem%20Hangry!%0ATake...%20this!%20%22%20%20%20%5B%2FB%5D%5B%2FCOLOR%5D%0AWugo%20curses%20that%20closing%20the%20door%20is%20apparently%20not%20enough%20for%20this%20big%20ol'%20grouchy%20statue%20mans.%20%20He%20hustles%20back%20to%20where%20he%20had%20been.%20%20Intones%20and%20then%20one%20of%20his%20maces%20glows%20bright%20red%2Forange%20and%20zips%20from%20his%20hand%20at%20the%20foe%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0A1.%20Stride%20straight%20right%20on%20Map%20back%20to%20where%20was%0A2.%20and%203.%20%20%20Cast%3A%20Rank%202%20Spell%20Spiritual%20Armament%20%0A(See%20Spoiler%20at%20bottom)%0A%0Amagic%20bludgeon%20or%20spirit%20dmg%20-%20whichever%20is%20more%20detrimental%20to%20target%20per%20description%0A%0AMelee%20Attacks%20at%20%2B10%0ASpell%20Attacks%20at%20%2B9%0ASpell%20DCs%20at%2019.%0A%0A%5BB%5DGear%5B%2FB%5D%3A%20%0A%2B1%20Striking%20Dogslicers%20x2%0ALight%20Mace%20x2%2C%20Dogslicers%20x2%0AHealers%20Toolkit%2C%20Thievers%20Tools%2C%20Wooden%20Religious%20symbol%2C%20crowbar%0A%0A%5BB%5DBackpack%2C%5B%2FB%5D%20%0ABedroll%2C%20Chalk%2C%20Flint%20and%20Steel%2C%20Rope%2C%20Soap%2C%20Torch%2C%20Rations%20(2%20weeks)%2C%20Waterskin%2C%20Climbing%20Kit%0A%0A%0A%5B%2FSPOILER%5D%20%20%20%20%20%20%20%5BSPOILER%3D%22Spiritual%20Armament%22%5D%20%0A%0ASpiritual%20Armament%20%5Btwo-actions%5D%20(Spell%202)%0AConcentrate%2C%20Manipulate%2C%20Sanctified%2C%20Spirit%0A%0ATraditions%20divine%2C%20occult%0ARange%20120%20feet%3B%20Target%201%20creature%0ADefense%20AC%3B%20Duration%20sustained%20up%20to%201%20minute%0A%0AYou%20create%20a%20ghostly%2C%20magical%20echo%20of%20one%20weapon%20you%E2%80%99re%20wielding%20or%20wearing%20and%20fling%20it.%20Attempt%20a%20spell%20attack%20roll%20against%20the%20target%E2%80%99s%20AC%2C%20dealing%202d8%20damage%20on%20a%20hit%20(or%20double%20damage%20on%20a%20critical%20hit).%20The%20damage%20type%20is%20the%20same%20as%20the%20chosen%20weapon%20(or%20any%20of%20its%20types%20for%20a%20versatile%20weapon).%20The%20attack%20deals%20spirit%20damage%20instead%20if%20that%20would%20be%20more%20detrimental%20to%20the%20creature%20(as%20determined%20by%20the%20GM).%20This%20attack%20uses%20and%20contributes%20to%20your%20multiple%20attack%20penalty.%20After%20the%20attack%2C%20the%20weapon%20returns%20to%20your%20side.%20If%20you%20sanctify%20the%20spell%2C%20the%20attacks%20are%20sanctified%20as%20well.%0A%0AEach%20time%20you%20Sustain%20the%20spell%2C%20you%20can%20repeat%20the%20attack%20against%20any%20creature%20within%20120%20feet.%0A%0A%5B%2FSPOILER%5D "Wugo GrowlSnuffer" Warrior Warpriest of Zarongel (4) Neutral | AC: 21 | HP: 50 / 50 | Perception: +9 | Fort: +10 | Ref: +10 | Will: +11 Hero Points: 0. : | Movement: 25' - Conditions - " More Wet Matches!! Him still mad, him seem Hangry! Take... this! " Wugo curses that closing the door is apparently not enough for this big ol' grouchy statue mans. He hustles back to where he had been. Intones and then one of his maces glows bright red/orange and zips from his hand at the foe "Actions and Out of Character" 1. Stride straight right on Map back to where was 2. and 3. Cast: Rank 2 Spell Spiritual Armament (See Spoiler at bottom) magic bludgeon or spirit dmg - whichever is more detrimental to target per description Melee Attacks at +10 Spell Attacks at +9 Spell DCs at 19. Gear: +1 Striking Dogslicers x2 Light Mace x2, Dogslicers x2 Healers Toolkit, Thievers Tools, Wooden Religious symbol, crowbar Backpack, Bedroll, Chalk, Flint and Steel, Rope, Soap, Torch, Rations (2 weeks), Waterskin, Climbing Kit "Spiritual Armament" Spiritual Armament [two-actions] (Spell 2) Concentrate, Manipulate, Sanctified, Spirit Traditions divine, occult Range 120 feet; Target 1 creature Defense AC; Duration sustained up to 1 minute You create a ghostly, magical echo of one weapon you’re wielding or wearing and fling it. Attempt a spell attack roll against the target’s AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well. Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.
  10. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Since the statue, for whatever reason, does seem vulnerable to mental attacks, Joseph attempts to cripple it with a magical assault. He points at the terracotta soldier. "From the silly to the absurd, let your laughter be heard, giggle and roar as if tickled by a bird!" Mischief takes flight, swooping down over the construct, breaking away at the last second. Many feathers split away from his feathery body and continue on towards the soldier. With a technicolor flash, the feathers take on rainbow hues and life of their own, whirling around the construct and attempting to tickle it. "Blech." Joseph grunts in disgust. "I hate spells with... silly words." Mischief takes a detour to alight on Armenga's shoulder. He plucks one of his flight feathers and deftly places it behind her ear, then continues his flight back to Joseph. Armenga feels a small, cool thrum of power from the feather, her sword arm steadying ever so slightly. Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1 + 2: Hideous Laughter (Will DC 20)somatic, verbal Range 30 feet Targets 1 living creature Duration sustained Defense DC 20 Will Critical Success The target is unaffected. Success The target is plagued with uncontrollable laugher. It can’t use reactions. Failure The target is slowed 1 and can’t use reactions. Critical Failure The target falls prone and can’t use actions or reactions for 1 round. It then suffers the failure effects. on the pot. Action 3: Cast GuidanceCantrip Concentrate Source Player Core pg. 334 Traditions divine, occult, primal Cast [one-action] Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. on Armie. OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  11. Hence Mac casting his centrip. Of course he will eat a reactive strike for his troubles. Without the benefit of a raised shield...
  12. Zyrel (Ekujae Rogue) AC: 21 | HP: 34/34 | Perception: +10 (Initiative +2) | F: 5 R: 12 W: 10 | Conditions: none| Class DC: 20| Spell DC: 19 | Zyrel is moderately annoyed to see the statue does indeed dodge fairly well, but also pleased that the few stones that connect seem to have a surprisingly substantial effect. While it is possible the foe might evade the rain of stone entirely, it is far more likely to defend against a direct attack and said direct attack couldn't attack the creature's weakness as his spell can. Still, every bit helps and Zyrel not only repeats his spell but also fires a futile arrow at the creature. Mechanics Main Hand: Bow Off Hand: Empty Action 1&2: Scatter Scree, Basic Reflex DC 19 Action 2: Strike (Bow) Action 3: Strike (Bow) Spells Magus Cantrips: 4 Spell Slots: None Wizard Cantrips: 2 Spell Slots: 1st: 1 Readied Cantrips: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw, Prestidigitation, Ray of Frost Readied Spells: Briny Bolt Magus Spells: Cantrips: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Ray of Frost Wizard Spells: Cantrips: Daze, Gouging Claw, Mage Hand, Ghost Sounds Level 1: Briny Bolt, Shocking Grasp Otherworldly Magic: Cantrip: Shield Feat Cantrips: Detect Magic
  13. Sweet Tooth might be better off pulling back a little next round and using wand or Magic Missile, second attack is never going to hit AC 26!
  14. Sweeth Tooth - HP: 44/44 | AC: 19 | Speed: 25ft | Hero: 2/3 | Spell Slots: 1/1 Perception: +8 Low Light Vision | Fort: +9 | Ref: +10 | Will: +9 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC19 Damage: 2d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +9/+5/+1 Damage: 2d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +9/+5/+1 Damage: 2d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Prepared Cantrips: Gouging Claw, Shield Innate Cantrips: Detect Magic Prepared Spells: Magic Missile | Equipment Consumables: -Jade Cat -Owlbear Claw Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 27gp 16sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Diverse Lore -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance -Assurance (Esoteric Lore) Other: -Wizard Dedication -Basic Wizard Spellcasting -Attack Potency +1 -Skill Potency (Esoteric Lore) -Devastating Attacks (2 dice) School: -Incredible Initiative -Additional Lore (History) -Additional Lore (Library) | SkillsAcrobatics: +8 (T) Arcana: +9 (T) Athletics: +6 (T) Crafting: +3 Deception: +9 (T) Diplomacy: +9 (T) Lore (Academia): +9 (T) Lore (Esoteric): +12 (E) Lore (History): +9 (T) Lore (Library): +9 (T) Intimidate: +11 (E) Medicine: +0 Nature: +6 (T) Occultism: +9* (T) Performance: +3 Religion: +6 (T) Society: +9 (T) Stealth: +8 (T) Survival: +0 Thievery: +8 (T) Conditions : Exploit Weakness statue Sweet Tooth saw the stress lines appear as her allies struck the statue. She aimed her knife towards them, hoping the statue would not turn its weapons on her! Hitting the weak spots proved difficult, and the thing avoided her strikes! Action 1 : Step Action 2 : Attack with Starknife (will activate statues weakness 10 to bludgeoning) Action 3 : Attack with Starknife (will activate statues weakness 10 to bludgeoning)
  15. %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fmwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com%2Fmonthly_2024_04%2FMac150x200.jpg.8b36cd34c9fca13afee5af6770b20d63.jpg%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D48%2F48%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D21%0A%5Bb%5DConditions%3A%5B%2Fb%5D%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Timber%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre HP:48/48 - AC: 21 Conditions: Hero Points: 3 Spells prepared: Timber, Stabilise Mac watches in alarm as the clay guardian lays into Sorena, dealing her a heavy blow and fully expecting her to fall. But she stands tall regardless and retaliates instead! Spurred on by her success, Mac himself bashes at the statue. Then he pauses just for a moment and, instead of swinging again, intones the incantation that the glade's Leshys taught him "Baum. Fällt!" Immediately a small tree appears next to the statue, and with a series of ominous creaks, falls over on it.
  16. Nice! A 24 with Mac flanking on the other side will hit its flatfooted AC! 😀
  17. Damn good thing. I forgot to include Bless, so that's a 24 to hit for 7 bludgeoning damage.
  18. Yeah good thing Thura rejoined and was able to heal! 😀 Sorena should still be up and able to take actions, I believe.
  19. Holy shit. Thura literally saved me from getting beheaded then. Because I would have been dying 2, and a 2 on the recovery save would have ended me.
  20. Sorena was healed for 26 by Thura. If the stat block was correct then she was on 28 before that, so 54. Then got crit for 18x2 so 36, so should still be up, unless I missed something. The other attack this round was on Mac, which missed.
  21. Sorena Ortho - Traitor to Cheliax AC: (22) | HP: 24/56 | Fortitude: +12 | Reflex: +9 | Will: +8 | Perception: +6 Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2., Thermal NimbusFire Impulse Kineticist Primal Stance You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus., shield raised Sorena desperately tried to reform her defenses, feeling the lifeblood drain out of her even as she encased herself in forge iron. She did not know what was happening when the pulse of divine magic struck her, she'd rarely tasted such magics before. Yet she could feel the vigor and vitality restored to her limbs at its touch. She brought up her floating shield, only to have her summoned iron smashed to rusty shards by the massive sword. She staggered, her life flashing before her eyes, but Thura's magic had kept her alive. Blinking dully through the pain and the blood in her eyes, she did the whole thing again, reforming the shattered metal and wrapping herself in it. She wavered, but she did not fall, instead focusing her intent into another blunt strike of ferromancy. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2., Thermal NimbusFire Impulse Kineticist Primal Stance You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus., shield raised. Reaction: Shield BlockContent... to prevent 6 Free: 2 Fire Damage from Thermal NimbusFire Impulse Kineticist Primal Stance You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. Action 1: Reactivate Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 6; HP (BT) 24 (12) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. Action 2: Strike with Bludgeoning Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. Action 3: Raise shield ACTIONS IMPULSES - DC 20, +10 attack Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' slashing or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 6; HP (BT) 24 (12) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. raise AC to 20 Thermal NimbusFire Impulse Kineticist Primal Stance You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. stance to deal 2 fire to all within 10', allies gain fire resistance 4 Shield BlockContent...
  22. Lol, two crits in a row. Sorena is down, even with the shield block both times. What happens now? Never done this before. Looks like Dying 2? Edit: I got a 2.
  23. - Thaumaturge 4 HP: 48/48 | AC: 21 | Speed: 30ft | Hero: 0/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree (2d4+4, DC20 Reflex) 1-Draw Ire (120', DC20 Will, 1 minute) 1d10 Mental + -1 status penalty to attacks against anyone else Crit Success: Nothing happens Success: Half damage, penalty until the end of their next turn Failure: Full damage and penalty Crit Failure: Double damage and -2 penalty Heightened +1: +1d10 damage Perception: +8 | Fort: +9 | Ref: +9 | Will: +8 ConsumablesTalismans: -1x Effervescent Ampoule -1x Snapleaf (Affixed) Potions: -1x Antidote -2x Minor Healing Potion -1x Lesser Healing Potion Scrolls: -1x Bless -1x Jump -1x Heal Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree (DC20 Ref) Level 1: - Draw Ire (DC20 Will) | Skills*Academic Lore: +6 Acrobatics: +1 **Arcana: +8 *Athletics: +9 *Crafting: +6 *Deception: +10 *Diplomacy: +10 **Esoteric Lore: +13 **Intimidation: +12 Medicine: +0 *Nature: +6 *Occultism: +6 Performance: +4 *Religion: +6 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +8 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 4* Secondary School: Uzunjati: 0 | Conditions: Bless, Personal Antithesis, Terrifying Resistance Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Terrifying ResistanceGain +1 Circumstance bonus to saves against spells and effects for 24 hours if you succeed on intimidating someone. -Scroll ThaumaturgyYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Breached DefensesLearn enemy resistance when you Exploit, can choose to ignore resistance instead of triggering weakness. -Esoteric Warden Gain +1 Status bonus to AC and saves against the next Attack or Spell/Ability from the target of your Exploit if your Exploit was a success. Gain +2 if your Exploit was a critical success. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) Armenga yells at the animated statue, "We'll crush you, turn you into gravel! Come on and take it!" Trying to turn it from Firea. She swings at it twice with her weapon, but can't hit anything. Mechanics/Actions Other: Sell: Free: Action 1: Demoralize Action 2: Strike (B damage for weakness added) Action 3: Strike (B damage for weakness added) Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement/Esoterica + Leiomano Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +10 | 2d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +8 | 2d4+5P | Agile | Thrown 20' -Whip: +10 | 2d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +10 | 2d6+5B/S | Fatal D10 -War Razor: +10 | 2d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -2x Empty Vials -1x Scrolls (Bless) -1x Scroll Jump, Heal -17gp, 9sp, 1cp Dormitory -Bedroll -Crafter's BookFormulae: -All common 0-level items -Scroll -Wand -Goz Mask -Masquerade Scarf -2x Rations (1w) -3x Sacks -3x Torches
  24. Zyrel fires futilely, then dives forwards as the statue takes a mighty swing that would have left him badly wounded, if it connected. Fortunately, he dives under the savage strike and continues, rolling to his feet and darting towards the nearby brush. He eyes the statue, noting it's excellent armor and ready shield, he decides it might be rather hard to hit and instead calls down a rain of magical stone. "Lets see how well you dodge." The statue manages to avoid the full brunt of the attack, but the stones still seem to particularly effective, breaking off small pieces of the statue. Armenga watches the power of its swing with wide eyes as the statue just barely misses Zyrel. "Don't try to stab it, you have to smash it!" She yells out. She draws her leiomano and steps forward swinging, hoping someone can get behind it. The statue manages to maneuver its shield to block the attack from Armenga. Joseph hasn't the slightest clue if any of this spells, intended to debilitate their foes to make them less dangerous and easier to take out, with have any effect on the construct at all. "It will be a learning experience either way!" He casts a simple spell to improve his accuracy, siphoning some of the residual magic into his cane to strengthen it, then sends his cane flying at the statue. It hits, but isn't terrible effective. It is only a cane, after all. He watches to see if the additional magic damage from the attack, designed to attack a creatures mind, has any effect. The cane goes flying to the statue, and smashes off a small chunk of its shoulder, and curiously it flinches back. It appears that the mental damage did take effect. It turns to look at Joseph. " Wet Matches!! Wugo think statue-mans wanting door Closed! " Wugo curses vehemently. Turns and closes the door as completely as he can quickly manage. Hustles away from reach of that giant sword. And draws his light maces - thankful for the warning to smash rather than slash this big statue-mans. Wugo closes the door, the statue still appears to be moving. Wugo draws his light maces. Firea looked towards Armenga. "Smash it you say? That I can do." Firea commented as a tendril made of some form of fiery substance lowered from her hand. "Firea are you sure about this." Auriflamma chimes in. Firea nodded to Auriflamma. "Yes. Today you are the range, I am the melee. Use your fire bolt on him." Auriflamma simply nods, firing a firebolt at the Terracotta while Firea rushes forward and begins to smash it with the tendril! A stark difference from how the pair normally fight. While accurate in ranged strike, the terracotta statue is prepared, having raised its shield, and manages to deflect the firebolt away from it. It looks as if it is about to dodge the tendril from Firea, but a split second of inspiration from the bless Armenga had used earlier allows her to navigate into a weak point. It attacks Firea, hitting her in the neck then swinging at Armenga, but missing, then raises its shield once more. Combat Everyone may now act! Slight bit of confusion, the red x statue is where is statue originally was and no longer is. A different token, red background, has a beard, is the statue current location. I moved Armenga and Firea ino flanking on it as I believe that was their intention, let me know if otherwise. Critical hit on Firea I believe, if Firea AC is 16 and it got 28 on the attack. So 20 x 2 = 40 damage on Firea. Armenga has blessed the group! Statue has shield raised so AC 26 currently. It can make attacks of opportunity. BlessSpell 1 Source Traditions , Cast [two-actions] Area 15-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract . 27 Armenga. Importantly, Armenga recalls that this terra cotta warrior quite tough, strong in defense, but importantly, is significantly weak to bludgeoning damage. ie weakness ten bludgeoning. 21 Zyrel 19 Statue 18 Joseph 18 Firea 17 Wugo Statue Total damage 53. 3 from Zyrel scatter scree + weak to bludgeoning 10. 8 bludgeoning cane from Joseph + weak to bludgeoning 10 + 2 mental damage. 10 from Firea + weak to bludgeoning 10. Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities
  25. Seeing his cohort being beset by the animated statue, Mac rushes forward with a snarl and slams into it with his shield before drawing back and swinging his weapon. Then, whether driven by instinct or remembering the tactics training with Esi, he circles around the statue to get opposite of Sorena and flank it, then quickly strikes with his weapon and raises his shield to bring it to bear. Parts of the soldier appear to chip off as Mac slams into it with force, his shield seeming to be particularly effective against this opponent. He swings his nunchucks but the statue moves out of the way. As he goes to circle around it, the statue suddenly lashes out with its sword, attempting to hit Mac, but fumbles the attack. Getting into a flanking position, Mac swings again, but is blocked by its shield. Sweet Tooth had been a little slow to react, but now her mind tried to find this creatures weakness and how best to exploit it! "How long has this statue stood here? The thing is terracotta so smash it with bludgeoning weapons!" She drew her weapon and moved closer. She tried how best to make her usual weapon effective against this thing. She scanned the creature for any hairline cracks or chips she could exploit. Sweet Tooth calls out advice to the rest of the group. The anadi exchange glances, pondering if they would be at all useful in this fight. Sorena brought up her conjured shield, but it might as well have been made of tissue paper for all the good it did her. The Terracotta statue smashed through her defenses with its blade, hammering her into the earth and cutting deep into her shoulder. She roared in pain, fire streaming out from her body even as the ruined armor fell to the ground at her feet. She struggled for a moment, caught within the dented and crippled Hellplate, and then seized the metal with her power. With its own scream, new plates of searing hot steel enveloped her hulking form, new shields forming from the wasted metal laying about her. She seized these with her will, forcing them into the form of a battering club, and smacked at the statue with whatever force she could muster. The battering club strikes into the terra cotta statue, smashing away part of its form. The head of the statue turns to look at Sorena. Seeing Sorena badly hurt, Thura quickly calls down positive energy to heal her, then lifts her shield to defend herself. Healing magic streams towards Sorena, closing her wounds and leaving her feeling healthier than before. Omalara grunts as the unyielding stone blade slams into her ribs sending her stumbling backwards. Frustrated by her spells failure, she continues the motion falling back to a vantage point that lets her cover the spider-folk. Taking a moment to asses her foe, she lets fly with a pair of arrows. Both arrows hit, chipping off more of the statue, as it is a fraction of a second too slow to react with the shield. Banana charges forward. "Don't think I even need magic for this!" He begins to simply wail on the terracotta statue with his staff, smacking it over and over again like crazy. Banana wields his staff with speed and fury, but unfortunately it proves an elusive foe, managing to evade all the attacks. The statue hits Sorena in the neck with its longsword, then spins around and attacks Mac, but misses. It raises its shield again, ready to defend against further attacks. Combat Initiatives. Everyone may act, in any order. It roll a nat 1 on the attack of opportunity on Mac. Then a nat 20 to hit Sorena, so would deal 18 x 2 so 36 damage total from the critical. Good thing Thura healed her. Then missed with a 16 to hit Mac. Raising shield again, so is at AC 26 Bless is active, remember to include the bonus. 29 Thura. 27 Omolara. 21 Sorena. 19 Mac 18 Banana 18 Statue 9 Sweet Tooth Terra cotta soldier. Total damage 47. From Mac shield bash 9 + weakness to bludgeoning 10. 2 fire from Sorena thermal nimbus. 4 Sorena bludgeoning elemental blast + weakness to bludgeoning 10. 7 and 5 from Omolara arrows. Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities
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