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allefgib

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  1. image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

    Character Sheet

     

    Cyntheria and Mr Mud - Summoner 2


    N, Small, Poppet, Wishborn Poppet, Humanoid
    Perception +5; Darkvision
    Languages None selected
    Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7
    Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4
    Items Unarmored

    AC 17; Fort +8, Ref +7, Will +7
    HP 32; Resistances fire -1
    Dutiful Retaliation action_reaction.png

    Speed 25 feet
    Bon Mot action_single.png
    Manifest Eidolon action_triple.png
    Act Together action_range.png
    Share Senses action_single.png
    Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile
    Focus Spells (1 points) Boost Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
    Evolution Surge action_double.pngRange 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.
    Reinforce Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.
    Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet
    Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger

     

    Cyntheria - Stalwart Guardian2


    Medium, Eidolon, Stalwart Guardian, Eidolon

    Perception +4; Darkvision
    Languages None selected
    Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6
    Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0
    Items Unarmored


    AC 18; Fort +9, Ref +6, Will +6 +1 to all (Reinforce Eidolon)
    HP 32
    Dutiful Retaliation action_reaction_black.pngTrigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.


    Speed 25 feet
    Melee Primary Attack +8 (Shove), Damage 1d8+4 B +2 Boost Eidolon
    Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

    Mud winced as the flames washed over him. One issue he had with his new form is that it burn a too easily. He patted at his arm to prevent it catching fire as he moved forward as the rats sizzled away.

    "Down Cyntheira. Save the boy!"

    Cyntheira bit the head from the last rat in her hands, dark blood burst in a splatter down her chin as she moved to the hatch and scurried after the vampire, Krott and the boy.

    Mud followed along as quickly as he could.

     

    OOC

    Exploration Activities:

     

    Action 1: Act Together: Cyntheira two action stride, Mud one action stride

    Action 2: Cyntheria one action stride

    Action 3: Cyntheria one action stride IF she was already at the ladder for the way down to the fourth AND she can - she'll jump/drop down onto the vampire hoping to do damage and/or knock him over. Let me know if you need any rolls for that. She won't care about damage to herself.

     

     

  2. Talyn of Mendevia - Cleric 1 (MW Sheet)image.png.7e5916194bd6265be6c18eeeb689bdda.png

    HP 18/18 | AC 17 (+19 with shield raised)

    Perception +4 | Fort +7 | Ref +4 | Will +6

    Resistances cold 1 | Speed 25 feet

    Statblock

    Languages Common
    Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4
    Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2
    Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6)

    Shield Block action_reaction.png
    Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S
    Reach Spell action_single.png
    Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips
    Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn
    Additional Feats Pilgrim's Token, Wintertouched Human
    Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest)

    Talyn gruned as Myriawen's attempt to control the men failed. She hated when her gut feels were right - but it kept her alive. She hoped no one would suffer from this.

    Talyn glanced quickly at Buttercup's tied knot, drew her scimitar and rushed forward to join the others intent on closing with the nearest enemy.

     

    OOC:

    Exploration Activity: Defend

    Reaction:

     

    Action 1:Draw scimitar

    Action 2: stride forward to join others

    Action 3: strice into position to attack OR raise shield if she can't close enough OR strike if she has already closed enough

     

     

  3. Apologies team - crazy week last week.
     

    Bit of debate here - I haven't seen all teh reasons, but I'm with Kistler, if we're moving forward (ironic given I've been missing) I couldn't care less about mechanics/roleplay aspects that don't pan out as I had hoped.

  4. Myimp6i.jpg
    Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3)

    checked-shield.svg : 19 + 2 shield | health-normal.svg : 40/40 awareness.svg +7 | caduceus.svg :+9 body-balance.svg :+5 meditation.svg :+9 | walking-boot.svg : 20ft

    Conditions: expert overdrive (+2 dmg,+1 athletics) | Exploration Mode Default: Search


    Clankerton scowled as the griffon's stayed out of reach.

    "FORMUP," he bellowed like the grizzled dwarven seargeants he had trained under in his youth. He had always been distracted and thinking of his tinkering during the endless swinging and physical training. The tactics however had always piqued his interest.

    "MakeacirclearoundTeacher!" he yelled as he moved closer to Teacher Ot beckoning the thers to follow suit. He raised his shiled, dropped his axe and pulled out the hammer he kept tucked behind his belt on his left hip

     

    OOC

     

    Action 1: stride
    Action 2: Raise Shield
    Action 3: draw hammer

     

     

    Statblock

    Clankerton Ratchet - Inventor 3


    CG, Medium, Dwarf, Anvil Dwarf, Humanoid

    Perception +7; Darkvision
    Languages Common, Draconic, Dwarven, Elven, Orcish
    Skills Acrobatics +0, Arcana +8, Athletics +10+1, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5
    Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1
    Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10), Elixirs of Life (Lesser) (2)


    AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9
    HP 40
    Shield Block action_reaction.png
    Bracers of Missile Deflection action_reaction.png


    Speed 20 feet
    Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S + 2
    Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B + 2
    Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P
    Battle Medicine action_single.png
    Explosive Leap action_single.png
    Searing Restoration action_single.png
    Explode action_double.png
    Overdrive action_single.png
    Antidote (Lesser) action_single.png
    Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc
    Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication
    Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration)


    Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances.

    Ooc

    I love peole posting with a bias to action - not my preference to do the tunnel yet, but Gal is right behind Hoog. Momentum is king.

  5. hAwr3A3.jpg

    Galgalion Mareen - Ancient Elf, Time Traveler, Mastermind Rogue / Undead Slayer 5                 

    Galgalion shrugged. He had long grown used to the groups less than meticulous exploration approach. He glanced back at the room not yet explored then followed Hoog towards the tunnel that clearly, if the bird was a good judge, and birds DID seem to be very judgey in this place, was boring.

    OOC

    Exploration action: Investigate

     

     

    Action 1:

    Action 2:

    Action 3:

        
            

                

                    Stat Block             

            

        
        
            

    Galgalion Marreen Rogue 5                         


    CG, Medium, Elf, Ancient Elf, Humanoid                 

    Perception +11; Low-Light Vision
    Languages Common, Dwarven, Elven, Gnomish, Goblin, Halfling
    Skills Acrobatics +11, Arcana +13, Athletics +8, Crafting +11, Deception +7, Diplomacy +7, Intimidation +7, Lore: Ancient Empire +11, Medicine +9, Nature +9, Occultism +13, Performance +7, Religion +11, Society +11, Stealth +11, Survival +9, Thievery +14
    Str +1, Dex +4, Con +2, Int +4, Wis +2, Cha +0
    Items +1 Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Thieves' Tools (Replacement Picks) (2), Crowbar, Climbing Kit, Healer's Tools, Candle (10), Tindertwig (3), Elixir of Life (Minor) (4), Quicksilver Mutagen (Lesser), Powder (4), Playing Cards, Oil (5)

    AC 23Fort +9, Ref +13, Will +11
    HP 56/56


    Speed 30 feet
    Melee +1 Striking Dagger +14 (Agile, Finesse, Thrown 10 ft., Versatile S, Magical), Damage 2d4+1 P
    Melee +1 Striking Mace +11 (Shove, Magical), Damage 2d6+1 B
    Melee +1 Striking Rapier +14 (Deadly d8, Disarm, Finesse, Magical), Damage 2d6+1 P
    Ranged +1 Striking Shortbow +14 (Deadly d10, Magical), Damage 2d6 P
    Battle Medicine action_single.png
    Slayer's Strikeaction_double.png
    Slayer's Identification action_free.png
    Precision Damage Sneak Attack 2d6
    Arcane Prepared Spells DC 21, attack +11; 1st True Strike; Cantrips Shield, Electric Arc
    Arcane Innate Spells DC 17, attack +7; Cantrips Detect Magic
    Additional Feats Ageless Patience, Arcane Sense, Assured Identification, Basic Wizard Spellcasting, Dubious Knowledge, Mobility, Oddity Identification, Thorough Search, Trap Finder, Undead Slayer Dedication, Unwavering Mien, Wary Disarmament, Wizard Dedication
    Additional Specials 1st ABP Skill +1 (Thievery), Arcane School, Deny Advantage, Rogue's Racket (Mastermind Racket), Sneak Attack, Surprise Attack, Weapon Tricks, Wizard Archetype Arcane School (Universalist)

        

         

  6. Talyn of Mendevia - Cleric 1 (MW Sheet)image.png.7e5916194bd6265be6c18eeeb689bdda.png

    HP 18/18 | AC 17 (+19 with shield raised)

    Perception +4 | Fort +7 | Ref +4 | Will +6

    Resistances cold 1 | Speed 25 feet

    Statblock

    Languages Common
    Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4
    Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2
    Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6)

    Shield Block action_reaction.png
    Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S
    Reach Spell action_single.png
    Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips
    Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn
    Additional Feats Pilgrim's Token, Wintertouched Human
    Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest)

    Talyn heard Myriawen's musical voice as she approached the strangers. The fools would no doubt be doing the graceful woman's bidding in no time. Talyn envied her gradefulness, and her easy manner. Only envied because it seemed to come so easily of course - the choice to actually be so biddable was complicated. You opened yourself up to the whims of others and you ended up hurt.

    Talyn shook her head to shake of the introspection and focussed on the conversation ahead as she patted buttercup's flank

     

    OOC:

    Exploration Activity: Defend

    Reaction:

     

    Action 1:

    Action 2:

    Action 3:

     

     

  7.  

    image.png.127f157c1d5a6192ada5f6db612e4aa3.png

    1f3630bd3055de1a9317919ed569c0f3.jpg

    Caeliria - Witch 1

    Perception +4; Low-Light Vision

    Languages Common (Mwangi), Taldane, Draconic, Elven, Xanmba, Garundi

    Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5

    Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2

    AC 15; Fort +3, Ref +5, Will +6
    HP 14/14

    Speed 25 feet

    Stat Block

    Caeliria - Witch 1


    CN, Medium, Human, Half-Elf, Humanoid

    Perception +4; Low-Light Vision
    Languages Common, Draconic, Elven, Mwangi, Garundi, Sylvan
    Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5
    Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2
    Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Material Component Pouch, Healing Potion (Minor) (2)


    AC 15; Fort +3, Ref +5, Will +6
    HP 14


    Speed 25 feet
    Melee Sickle +5 (Agile, Finesse, Trip), Damage 1d4 S
    Melee Staff +3 (Two-Hand d8), Damage 1d4 B
    Ranged Sling +5 (Propulsive), Damage 1d6 B
    Occult Prepared Spells DC 17, attack +7; 1st Command, Magic Missile; Cantrips Guidance action_single.png?v=dm-1, Needle Darts action_double.png?v=dm-1, Shield, Prestidigitation, Warp Step
    Arcane Prepared Spells DC 17; Cantrips Message
    Focus Spells (1 points) Evil Eye action_single.png, Phase Familiar action_reaction.png
    Additional Feats Cauldron, Half-Elf, Skill Training
    Additional Specials Familiar, Hexes, Patron (Curse), Skill Training (Intimidation), Witch Spellcasting

    Accar -  Familar 1

    N, Tiny, Minion, Familiar

    Perception +5; Darkvision
    Languages None selected

    Skills Acrobatics +5, Stealth +5, All other skills +1

    Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0

    Items Unarmored

    AC 15; Fort +3, Ref +5, Will +6
    HP 5/5
    Speed 25 feet

    Familiar Abilities: Threat Display, Independent , Flier, The Familiar of Ongoing MiseryDarkvision

     

     

    Caeliria considered the symbols. Pursing her lips her brow furrowed in thought. Was this some kind of test? No, the man's unending smile whilst slightly inane was also beginning to feel charming to her. She relaxed her lips. Then gave a soft, and genuine, laught. Of course.

    "I will choose that which expresses how the question has made me feel and responde," she said as pointed at the pursed lips

    "After all, how we are made to feel is of utmost importance as it makes our response the responsibility of not just ourselves but also that which created the feeling."

    Actions / OOC

     

    Action 1:

    Action 2:

    Action 3:

    Reaction:

    Exploration Mode: Investigation

  8.  

    ao2ycQx.jpg?1

    Braz'i nodded with determination and a gleam of conviction in his eyes.

    "I regret we have not already.," he said the steel in his voice tinged with the frustration of someone who had failed to act and felt they needed to.

    "Let us do what we have said we will - and then deal with the villians. With my freedom back I won't see others submitted to such tyranny, torrture and control."

     

     

    OOC

     

     

    Action 1:

    Action 2:

    Action 3:

    Reaction:
     

    Stat Block

    Braz'i the BeaterBard 9


    N, Small, Halfling, Wildwood Halfling, Humanoid

    Perception +16;
    Languages Common, Halfling
    Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
    Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
    Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


    AC 27; Fort +15, Ref +18, Will +19; Resolve
    HP 96


    Speed 30 feet
    Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
    Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
    Halfling Luck action_free.png
    Bon Mot action_single.png
    Folding Drums action_single.png
    Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
    Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
    Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
    Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
    Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
    Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
    Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
    Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

  9. Talyn of Mendevia - Cleric 1 (MW Sheet)image.png.7e5916194bd6265be6c18eeeb689bdda.png

    HP 18/18 | AC 17 (+19 with shield raised)

    Perception +4 | Fort +7 | Ref +4 | Will +6

    Resistances cold 1 | Speed 25 feet

    Statblock

    Languages Common
    Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4
    Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2
    Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6)

    Shield Block action_reaction.png
    Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S
    Reach Spell action_single.png
    Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips
    Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn
    Additional Feats Pilgrim's Token, Wintertouched Human
    Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest)

    Catching sight of the strangers as they came into her view, Talyn tensed. She moved quietly back to Egan and whispered.

    "Strangers. Take your bow up, I'll watch buttercup."

    The cleric tied a rope to buttercup's neck, gently, and tethered her to a nearby anchor in case she was needed ahead.

    OOC:

    Exploration Activity: Defend

    Reaction:

     

    Action 1:

    Action 2:

    Action 3:

     

     

  10.  

    ao2ycQx.jpg?1

    Braz'i saw how tense Drasil was. His own emotions were more... curious. This didn't seem like a goodtime for Drasil to be making decisions. The halfling caught the mighty warriors eyes and gestured to the doorway.

    "We'll be back," he said in a steadfast voice to the enemy. "My friends will tear you limb from limb if you prove treacherous, I've seen them do it before."

    Braz'i led the others to join the druid and sorceror.

    OOC

     

     

    Action 1:

    Action 2:

    Action 3:

    Reaction:
     

    Stat Block

    Braz'i the BeaterBard 9


    N, Small, Halfling, Wildwood Halfling, Humanoid

    Perception +16;
    Languages Common, Halfling
    Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
    Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
    Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


    AC 27; Fort +15, Ref +18, Will +19; Resolve
    HP 96


    Speed 30 feet
    Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
    Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
    Halfling Luck action_free.png
    Bon Mot action_single.png
    Folding Drums action_single.png
    Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
    Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
    Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
    Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
    Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
    Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
    Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
    Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

  11. Myimp6i.jpg
    Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3)

    checked-shield.svg : 19 + 2 shield | health-normal.svg : 40/40 awareness.svg +7 | caduceus.svg :+9 body-balance.svg :+5 meditation.svg :+9 | walking-boot.svg : 20ft

    Conditions: expert overdrive (+2 dmg,+1 athletics) | Exploration Mode Default: Search


    Clankerton bowed his hed as Teacher Ot outlined the history of the masks and that their previous owners were likely dead.

    "Restinpeace," he murmured through his soot stained beard.

    He studied the rhinocerous mask with interest as its properties were explained.

    "PleasetransfertomymaskTeacherOt?" he asked if none of his peers expressed interest in it. He pictured demolitions and mining with such an artifact covering his face and grinned.

     


     

    The next day Clank was happy for the interuption by Esi to declare the new student arrival. He nodded at Teacher Ot's meaningful look, clearly these students had responded to the apparent psychic call. He spent a little bit of time studying vibrations and how it can break materials like glass. He wondered if he would be able to construct just a device. Perhaps after a few more years of study here at the Mgaambya? Combining magic and technology was something he had not had a great deal of success with yet. He had hoped to make more progress almost a year into his time here, but he was enjoying himself with both his study and their extracurricular activites. It woudl come soon enough.

    When the griffons revealed themselves Clank took once glance at the frightened anadi and the determined looking teacher and set himself for battle. He pushed the button to activiate his suit. He had spent much of the previous evening tinkering, repairing and buffing his suit. It roared to life with an efficient burst of smoke. A broad grin broke out on the dwarves face.

    Raising his shield he stumped himself into position in front of Teacher Ot and the Anandi and waited for the griffons to attack.

    OOC

     

    Action 1: Activate Overdrive, Success -> +2 dmg, +1 athletics for one minute
    Action 2: Raise Shield
    Action 3: Stride 20 feet south

     

     

    Statblock

    Clankerton Ratchet - Inventor 3


    CG, Medium, Dwarf, Anvil Dwarf, Humanoid

    Perception +7; Darkvision
    Languages Common, Draconic, Dwarven, Elven, Orcish
    Skills Acrobatics +0, Arcana +8, Athletics +10+1, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5
    Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1
    Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10), Elixirs of Life (Lesser) (2)


    AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9
    HP 40
    Shield Block action_reaction.png
    Bracers of Missile Deflection action_reaction.png


    Speed 20 feet
    Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S + 2
    Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B + 2
    Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P
    Battle Medicine action_single.png
    Explosive Leap action_single.png
    Searing Restoration action_single.png
    Explode action_double.png
    Overdrive action_single.png
    Antidote (Lesser) action_single.png
    Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc
    Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication
    Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration)


    Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances.

  12. hAwr3A3.jpg

    Galgalion Mareen - Ancient Elf, Time Traveler, Mastermind Rogue / Undead Slayer 5                 

    Galgalion knuckled his eyebrow with an aggressive scratch from his knuckle as the gem was easily retreived with magic.

    "Ah... yes. Much better idea." he said in a voice that trailed off sheepishly.

    "It would be really good to finish our exploration down here before returning above. I suspect we shall need to explore every nook and cranny of this place to complete our job. The room we passed by would be my sugestion."

    Studying the stone and discussing it with the other knowledgeable types Galgalion was excited to learn it could help them read Aklo.

    "Should we find some old books in that language, we will be able to read it!" he exclaimed excitedly.

    OOC

    Exploration action: Investigate

    Have we found anything we can't read yet?

     

    Action 1:

    Action 2:

    Action 3:

        
            

                

                    Stat Block             

            

        
        
            

    Galgalion Marreen Rogue 5                         


    CG, Medium, Elf, Ancient Elf, Humanoid                 

    Perception +11; Low-Light Vision
    Languages Common, Dwarven, Elven, Gnomish, Goblin, Halfling
    Skills Acrobatics +11, Arcana +13, Athletics +8, Crafting +11, Deception +7, Diplomacy +7, Intimidation +7, Lore: Ancient Empire +11, Medicine +9, Nature +9, Occultism +13, Performance +7, Religion +11, Society +11, Stealth +11, Survival +9, Thievery +14
    Str +1, Dex +4, Con +2, Int +4, Wis +2, Cha +0
    Items +1 Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Thieves' Tools (Replacement Picks) (2), Crowbar, Climbing Kit, Healer's Tools, Candle (10), Tindertwig (3), Elixir of Life (Minor) (4), Quicksilver Mutagen (Lesser), Powder (4), Playing Cards, Oil (5)

    AC 23Fort +9, Ref +13, Will +11
    HP 56/56


    Speed 30 feet
    Melee +1 Striking Dagger +14 (Agile, Finesse, Thrown 10 ft., Versatile S, Magical), Damage 2d4+1 P
    Melee +1 Striking Mace +11 (Shove, Magical), Damage 2d6+1 B
    Melee +1 Striking Rapier +14 (Deadly d8, Disarm, Finesse, Magical), Damage 2d6+1 P
    Ranged +1 Striking Shortbow +14 (Deadly d10, Magical), Damage 2d6 P
    Battle Medicine action_single.png
    Slayer's Strikeaction_double.png
    Slayer's Identification action_free.png
    Precision Damage Sneak Attack 2d6
    Arcane Prepared Spells DC 21, attack +11; 1st True Strike; Cantrips Shield, Electric Arc
    Arcane Innate Spells DC 17, attack +7; Cantrips Detect Magic
    Additional Feats Ageless Patience, Arcane Sense, Assured Identification, Basic Wizard Spellcasting, Dubious Knowledge, Mobility, Oddity Identification, Thorough Search, Trap Finder, Undead Slayer Dedication, Unwavering Mien, Wary Disarmament, Wizard Dedication
    Additional Specials 1st ABP Skill +1 (Thievery), Arcane School, Deny Advantage, Rogue's Racket (Mastermind Racket), Sneak Attack, Surprise Attack, Weapon Tricks, Wizard Archetype Arcane School (Universalist)

        

         

  13. image.png.010786697dc9130637034f21c25d6d1c.pngCyntheria and Mr Mud

    Character Sheet

     

    Cyntheria and Mr Mud - Summoner 2


    N, Small, Poppet, Wishborn Poppet, Humanoid
    Perception +5; Darkvision
    Languages None selected
    Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7
    Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4
    Items Unarmored

    AC 17; Fort +8, Ref +7, Will +7
    HP 32; Resistances fire -1
    Dutiful Retaliation action_reaction.png

    Speed 25 feet
    Bon Mot action_single.png
    Manifest Eidolon action_triple.png
    Act Together action_range.png
    Share Senses action_single.png
    Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile
    Focus Spells (1 points) Boost Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.
    Evolution Surge action_double.pngRange 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.
    Reinforce Eidolon action_single.pngRange 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one.
    Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet
    Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger

     

    Cyntheria - Stalwart Guardian2


    Medium, Eidolon, Stalwart Guardian, Eidolon

    Perception +4; Darkvision
    Languages None selected
    Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6
    Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0
    Items Unarmored


    AC 18; Fort +9, Ref +6, Will +6 +1 to all (Reinforce Eidolon)
    HP 32
    Dutiful Retaliation action_reaction_black.pngTrigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.


    Speed 25 feet
    Melee Primary Attack +8 (Shove), Damage 1d8+4 B +2 Boost Eidolon
    Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic

    Cyntheria screeched as the vampire turned into mist.

    "SCAREDY CAT!" she hollered as she spun around. A smug and vicious little smile crossed her lips as a new idea entered her head. Mud saw the next statement coming and shook his head.

    "I'll kill your RATS!"

    Mud murmured empowering spells on the girl as she rushed up to the rats flailing wildly with her fists.

    OOC

    Exploration Activities:

     

    Action 1: Act together - Mud cast boost Eidolon, Cyntheria stride (to H6)

    Action 2: Cyntheria unarmed attack

    Action 3: Mud cast Reinforce Eidolon

     

     

  14.  

    ao2ycQx.jpg?1

    Braz'i motioned for the others to stay as Garion looked set to leave. Perhaps they ight learn something once the gnome had left.

    OOC

     

    He'll continue using 2 actions to cast Dirge of Doom as a reaction should we be rolling initiative

    Action 1:

    Action 2:

    Action 3:

    Reaction:
     

    Stat Block

    Braz'i the BeaterBard 9


    N, Small, Halfling, Wildwood Halfling, Humanoid

    Perception +16;
    Languages Common, Halfling
    Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
    Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
    Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


    AC 27; Fort +15, Ref +18, Will +19; Resolve
    HP 96


    Speed 30 feet
    Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
    Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
    Halfling Luck action_free.png
    Bon Mot action_single.png
    Folding Drums action_single.png
    Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
    Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
    Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
    Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
    Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
    Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
    Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
    Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

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