Jump to content

Sweegy One

Members
  • Posts

    109
  • Joined

  • Last visited

Everything posted by Sweegy One

  1. There is the DM society. Kingmaker is popular enough, there is a good chance, a DM adopts us.  If we have a party still committed. 
  2. Discussion here, for any desire to continue the game? 
  3. Act 3: A Matter of Faith The team split in two, with a pair supporting Jack up front, where he was making a scene, while Slither covered the back. Zerik asked Alexandria if she would help cover the rear, knowing that Slither and Zerik would appreciate her heavy armour, if it came to a confrontation. As Jack banged on the door, a voice hissed out. "Quiet down, fool.  We are not meeting in the street. Get in here, get in here quickly and quietly, so we can finish our bid'ness. I want to get this over with, Get in here!!" Clearly, the thugs believe they are the commanding faction here.  Granted, they would be the client, and you would represent the contractors, and this would be your task to report a complete project.  If this were an ordinary transaction, rather than some seedy contract behind closed doors, in shadows.   Having met Phon, raises the question, what kind of person, would put out a hit contract, on such a nice young woman.  What could she have done, to draw such attention? Whether she witnessed something or offended someone, the fact remains, these are the people who contracted her death.   Warehouse Time: 10:37 pm (meeting at 10:30 pm) Summer - Theoday (Sunday), the 15th day of Growth (July) 721 IA   Show Active Maps I loaded the map and tokens into Owlbear Rodeo, and you can either let me know on Discord where you would like to be, or you can click the link and adjust your own position.   I placed Jack at the front with some support, and placed Slither greasing the rear, with some support. If you need to have your token moved, hit me on discord. The rear (smaller door)(south) was unlocked by the thugs. The front (larger door)(north) is currently locked, y'all would need to unlock it to have anyone enter through the front.   Owlbear Rodeo https://www.owlbear.rodeo/game/PKCenZUXM Password : Python  Show Bookkeeping PASSIVE PERCEPTION SCORES River 15 | Zerik 15 | Alexandra 13 | Joyce 11 | Slither 11 | Jack 10 INITIATIVE Not Currently in Use!! MECHANICS Not Currently in Use!! CONDITIONS Not Currently in Use!! DESCRIPTIONS Not Currently in Use!! ALEXANDRA OF WINKELSTAD Hit Points: 9/9 Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 40 / 300 JACK Hit Points: 12/12 * Relentless Endurance Hit Dice: 1/1 Divine Sense: 4/4 *L Lay On Hands: 5/5 *L Relentless Endurance: 1/1 *L Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 0 / 300 JOYCE LA DÉVOUÉE Hit Points: 17/17 Hit Dice: 2/2 Hexblade's Curse: 1/1 *S/L Spell Slots: *S (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 302 / 900 SLITHER Hit Points: 9/9 (Adv versus disease / Disadv against sleep effects) Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 40 / 300 ZERIK Hit Points: 19/19 *Drawven Resilience Hit Dice: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 302 / 900 YUH-OOL, "RIVER", OF THE NAASITAQ Hit Points: 10/10 Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 0 / 300       ...
  4. Killian Ravenhold - Dwarven Bard 1 :  - Character Sheet AC: 12 | HP: 11/11 | Initiative: +1 | Passive Perception: 11 | Darkvision : 60 ft Bardic Inspiration : 3/3 | Spell Slots : 1st 2/2 Dwarven Resilience | Haughty Obstinacy | DM Inspiration:  0 | Death Saves : 0/0 Features Dwarven Resilience -ADV vs Poison Saves -Resistance vs Poison Damage Dwarven Toughness (+1 HP / LVL)  Stonecunning : Expertise History Stonework Languages : Common, Dwarven, Elven Tools : Possess + Proficient : Cartography Tools : Proficient : Thieves, Masons, Smiths + 1 Proficiency TBD   Killian made his rounds as the evening was coming to a close. He met many new people, as there were apparently several expeditions heading into different regions of the Stolen Lands. Speaking with the leaders of those expeditions, and if the rumours floating about could be trusted, it seemed that some of those regions would be very dangerous. As challenging as the Greenbelt sounds, it seems that it's the breadbasket of the region, and comparatively tame. Killian listened to the hopes and fears of those leaving on the expeditions, and those wishing them safe travels. The banquet waas a joyous event, helping to soothe fears and anxiety for many. Killian spent a few minutes with Harrim and others again, the Priest still teaching everyone in earshot abiut the End of Days. Killian enjoyed the food, and the conversations, but he found himself returning to visit again, with young Linzi. Killian was feeling some sort of kindred spirit in her.  "I hope you've been enjoying the evening Linzi. Have you learned anything new and fantastic? And who are your favorite artists? Who inspires your work? I know, I have drawn great inspiration from ancient Dwarven and Elven masters, myself. Personally, I find Tian influence to be quite inspiring. What are your favorite classic influences Linzi?"  Killian listened to her before adding his own insights.  "Well, it seems that we won the lottery in regions. The Greenbelt might seem a bit tame, a bit boring to some of those mercenary bands, but if a fraction of the legends of the region are true, we stand to uncover many timeless treasures. The history of the region, is fantastic. If we can recover the ancient Elven and Dwarven kingdoms, imagine the songs that will be sung of our triumphs? For thousands of years, bards will tell tales of Linzi and Killian, the heroic chronicles of the liberation and reclamation of the Stolen Lands! Kings and Queens for generations, will owe their crowns, to what we do tomorrow."    Mechanics :  Nicolay providing Assistance. Advantage? Performance 3   Darkvision 60 ft  Main Hand:  Off Hand:  Horn Action:  ... Bonus Action:  ... Move:  ... Manipulate:  ... Concentration: ... Weapons:  Dagger : +3 To Hit / 1d4+1 P DMG / (20/60) Melee / Thrown / Light / Finesse  Light Hammer : +3 To Hit / 1d4+1 B DMG / (20/60) Melee / Thrown / Light Javelin : +3 To Hit / 1d6+1 P DMG / (30/120) Melee / Thrown Light Xbow : +3 To Hit / 1d8+1 P DMG / (80/320) Range / Ammunition / Loading    Spells Prepared :  Cantrips :  Blade Ward Vicious Mockery 1st Level Spells : Comprehend Languages (Ritual) Detect Magic (Ritual) (Conc) Unseen Servant (Ritual)  Healing Word (B) Stonecunning = Expert = +4 Athletics = +3 Arcana = +2 History + +2 Deception = +5 Persuasion = +5  Outcast Noble : Charisma vs Nobility = Disadvantage Haughty Obstinacy : ADV Saves vs Charm effects (that seek to control my actions) Haughty Obstinacy : Opponents Have Disadvantage to Intimidate Me   OOC :    Trying to INFLUENCE Linzi in phase 6  Using History +2 (and trying to be boastful)        
  5.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  On | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke moves forward, and his voice booms out. Guiding his allies blows to land firmly.  "I think, you should listen, and back down. These people want to enjoy the show in peace. Be reasonable, this is a family show. There are kids here." Luke imagined ropes tieing down the thugs, grasping at their arms and legs.  "The show must go on." Luke didn't even notice when the shadows of the thugs became slow and sluggish, almost as if they were covered in tar. The shadow tar slowed their efforts to resist the others.   OOC Infectious Enthusiasm is an At Will cantrip. I will cast it, to grant a +1 Status bonus to Attack Rolls for all allies within 30 ft.   Luke will use 1 action to move into place.   2 actions to CAST Infectious Enthusiasm (+1 Status : Attack Rolls)    Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Main Gauche Parry Dagger Shortbow - Ammunition 30/30 ACTIONS Action 1: Stride into melee Action 2:   Cast Spell (Inf. Enthus. : Attack Rolls)      CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L
  6. Killian Ravenhold - Dwarven Bard 1 :  - Character Sheet AC: 12 | HP: 11/11 | Initiative: +1 | Passive Perception: 11 | Darkvision : 60 ft Bardic Inspiration : 3/3 | Spell Slots : 1st 2/2 Dwarven Resilience | Haughty Obstinacy | DM Inspiration:  0 | Death Saves : 0/0 Features Dwarven Resilience -ADV vs Poison Saves -Resistance vs Poison Damage Dwarven Toughness (+1 HP / LVL)  Stonecunning : Expertise History Stonework Languages : Common, Dwarven, Elven Tools : Possess + Proficient : Cartography Tools : Proficient : Thieves, Masons, Smiths + 1 Proficiency TBD   Killian laughed heartily, thankful as ever for his friends presence. Nicolay had a way of schmoozing that was admirable.  "If you get him tipsy enough, you might actually convince him to break out his Dwarven impressions, and that's quite the show." Killian laughed, but was happy to dive into the song.    Mechanics :  Nicolay providing Assistance. Advantage? Performance 3   Darkvision 60 ft  Main Hand:  Off Hand:  Horn Action:  ... Bonus Action:  ... Move:  ... Manipulate:  ... Concentration: ... Weapons:  Dagger : +3 To Hit / 1d4+1 P DMG / (20/60) Melee / Thrown / Light / Finesse  Light Hammer : +3 To Hit / 1d4+1 B DMG / (20/60) Melee / Thrown / Light Javelin : +3 To Hit / 1d6+1 P DMG / (30/120) Melee / Thrown Light Xbow : +3 To Hit / 1d8+1 P DMG / (80/320) Range / Ammunition / Loading    Spells Prepared :  Cantrips :  Blade Ward Vicious Mockery 1st Level Spells : Comprehend Languages (Ritual) Detect Magic (Ritual) (Conc) Unseen Servant (Ritual)  Healing Word (B) Stonecunning = Expert = +4 Athletics = +3 Arcana = +2 History + +2 Deception = +5 Persuasion = +5  Outcast Noble : Charisma vs Nobility = Disadvantage Haughty Obstinacy : ADV Saves vs Charm effects (that seek to control my actions) Haughty Obstinacy : Opponents Have Disadvantage to Intimidate Me   OOC :    Trying to INFLUENCE Linzi in phase 5 of social scene. Using Performance +3 Nicolay providing Assistance.        
  7. Killian Ravenhold - Dwarven Bard 1 :  - Character Sheet AC: 12 | HP: 11/11 | Initiative: +1 | Passive Perception: 11 | Darkvision : 60 ft Bardic Inspiration : 3/3 | Spell Slots : 1st 2/2 Dwarven Resilience | Haughty Obstinacy | DM Inspiration:  0 | Death Saves : 0/0 Features Dwarven Resilience -ADV vs Poison Saves -Resistance vs Poison Damage Dwarven Toughness (+1 HP / LVL)  Stonecunning : Expertise History Stonework Languages : Common, Dwarven, Elven Tools : Possess + Proficient : Cartography Tools : Proficient : Thieves, Masons, Smiths + 1 Proficiency TBD   Killian thanked Harrim for his detailed explanations on the pleasant topic of doom and dismay.  "I must say this has been very, educational." Then Killian allowed himself to listen quietly for a few moments before wading back into conversation. This time, thinking something a bit lighter would be enjoyable. "The Fabulous Infamous Linzi. You have quite a reputation amongst the nobles here. They speak adoringly about your art and performance. What new songs are you excited about? Anything I might know?" Killian drank his cider with relish. The serving staff happily kept it full, and Killian happily emptied it again and again. Before the night was through, someone would need to float him out of here.  "Fascinating. Extraordinary. And this notebook? I see you've been busy capturing the guests. Shall we coin some verses for the Mighty Heroes gathered here today? Oh, Linzi. Let me see that. Wow. This image here certainly is dark and sinister. I wonder what someone might say or do to offend you so much? Proves the point I suppose? Never offend the minstrel, lest she immortalize your shame." Killian was almost stunned when he saw the sketch. It featured something entirely different from most of her portraits. Where the sketches of Amiri and Anya were full of life, capturing their best angles in the best light... The image of the nasty fellow was dark and sinister. He must have offended her deeply.  Killian hoped he never offended her so harshly.    Mechanics :  INFLUENCE a Linzi with Performance 3. Performance 3   Darkvision 60 ft  Main Hand:  Off Hand:  Horn Action:  ... Bonus Action:  ... Move:  ... Manipulate:  ... Concentration: ... Weapons:  Dagger : +3 To Hit / 1d4+1 P DMG / (20/60) Melee / Thrown / Light / Finesse  Light Hammer : +3 To Hit / 1d4+1 B DMG / (20/60) Melee / Thrown / Light Javelin : +3 To Hit / 1d6+1 P DMG / (30/120) Melee / Thrown Light Xbow : +3 To Hit / 1d8+1 P DMG / (80/320) Range / Ammunition / Loading    Spells Prepared :  Cantrips :  Blade Ward Vicious Mockery 1st Level Spells : Comprehend Languages (Ritual) Detect Magic (Ritual) (Conc) Unseen Servant (Ritual)  Healing Word (B) Stonecunning = Expert = +4 Athletics = +3 Arcana = +2 History + +2 Deception = +5 Persuasion = +5  Outcast Noble : Charisma vs Nobility = Disadvantage Haughty Obstinacy : ADV Saves vs Charm effects (that seek to control my actions) Haughty Obstinacy : Opponents Have Disadvantage to Intimidate Me   OOC :    Trying to INFLUENCE Linzi in phase 5 of social scene. Using Performance +3 Chatting about her artwork, and bantering back and forth about favorite songs.        
  8.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  On | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke is just coming back, from helping the support staff outside the tent round up the Rogue vipers, and Boril and Mordaine are preparing to take center stage. Luke is behind the bleachers when he's waved over to help with a new problem. Apparently, a new type of snake has appeared, and is threatening the audience. Unfortunately, these are less reasonable, and more dangerous.  "I'll go over and assist the effort to deal with this. Quickly and quietly? Sure." Luke moved over to the bleacher section where the drunks were starting to get violent. Luke thought back on his short life, and wondered just how often he could say that drunken fools listened to reason. How often they went away quietly without causing a scene.  Luke kept his distance for now, maintaining about 40 feet between himself and the drunken bullies. He looked for his allies, they were moving through the crowd as well, taking care not to disturb the audience. Luke positioned himself, to be ready to assist them, but not too easily reached by the bullies, before his friends arrived. He knew this range really well. He spent a lot of time at this range with his knives. If it came to it, if they left him no choice... Luke could pincushion them as they approached.  "Stars and Shadows, guide me." Luke felt the parrying blade at his hip, but wanted to be less overt for the moment. He opened himself, and became a nexus of channeled power. He conjured up an image in his mind. He envisioned a crusader, a tough city guard, with their longspear and heavy Shield. An invisible force shield snapped into place on his left. As it did, his shadow absorbed some of the arcane energies that were flowing through him. That energy became a second skin, invisible, but tangible. He could feel the power building, and he knew from his training, that he could focus it, and unleash it into a target.  Luke hadn't used lethal force to harm a human being before. He had hunted for meals, at home and during his journey. But there, the power aided his bow, reducing the odds of a painful injury. It increased the odds of a clean, merciful end. These fools, might be bullies, might be drunk, apparently they were dangerous, but he didn't want to hurt them. They might have kids watching Axels birds on the side ring. Giggling at the ridiculous clowns. He hoped these fools would listen to reason, even though he could see in their bloodshot eyes, those stars were far and dim.    OOC Infectious Enthusiasm is an At Will cantrip, probably next round.  This round, giving allies a round to get into position.  Luke will use 1 action to move into place. One action to cast Shield. And one action to Activate the Arcane Cascade stance. (+1 Force Magic Damage to any Strike while I am in this stance.) Next round, with allies in place. Infectious Enthusiasm will provide a +1 status bonus to allies Attack Rolls. Within range)  My reaction will be, potentially Shield Block.  Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Stride into position (maintain 40nft from nearest enemy.  Action 2: Cast Shield  Action 3: Arcane Cascade Stance +On     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  9. River gets a report back, simple but effective. Whispering and murmering, tiny voices, incomprehensible to most. All seems quiet for the moment around the building. The rodents who make their homes here; noticed the party and noticed the thugs arrival; but no other trespassers appear nearby. They obviously have no idea when the next hulking stomping shouting clutzy Humanoid will come storming into their little world, but for the moment, they seem confident, that it's only the two thugs inside the warehouse.   Time may be of the essence, as there is no way to know how long the thugs will wait.  Front and rear, with the two exits covered, Jack's words call out. An open challenge to the thugs.  Silence meets the initial threat.   
  10. Killian Ravenhold - Dwarven Bard 1 :  - Character Sheet AC: 12 | HP: 11/11 | Initiative: +1 | Passive Perception: 11 | Darkvision : 60 ft Bardic Inspiration : 3/3 | Spell Slots : 1st 2/2 Dwarven Resilience | Haughty Obstinacy | DM Inspiration:  0 | Death Saves : 0/0 Features Dwarven Resilience -ADV vs Poison Saves -Resistance vs Poison Damage Dwarven Toughness (+1 HP / LVL)  Stonecunning : Expertise History Stonework Languages : Common, Dwarven, Elven Tools : Possess + Proficient : Cartography Tools : Proficient : Thieves, Masons, Smiths + 1 Proficiency TBD   Killian walks over to Ottokar and confronts the awkward elephant, in the room, so to speak.     "So. 'Cousin'. Its been made very clear to me, that we aren't supposed to get along. Supposedly, we are ancient enemies, and nothing will ever bridge the gap or repair the blood feud between our peoples. Now. I don't know about you, but I kinda despise being told what to think. Always have. Some might say I'm stubborn. Some might say I'd have a crown today, if I weren't so opinionated, so willful, so belligerent. I have few things to say to them, fewer still fit for decent company. While I despise being told what to do, I'm not about to run headfirst into a barrel of needle fish just because told me not to." Killian takes a fresh measure of the man before him. As different as they obviously are, how similar might they be underneath? How could one know, if they only listen to the morons of the world?  "On that note. I thought you should know. I don't care what anyone says. I give you the same trust I give everyone else. You honour it or you neglect it. If you honour my trust, you will earn more. If not, not. Seems right to me. The haters can get bent for all I care. You aren't my enemy, unless you choose to be. I hope you'll give me the same chance. We may rely upon each other before this mission is over." Killian meamt every word. He wasn't hear to advance the political cause of one tribe of Dwarves, one House in Brevoy. Especially if they wanted little to do with him. No. His mind was made up. He would seek out allies, wherever and whoever, and he would seek out lost history. The legends told of ancient kingdoms lost to time, waiting in the Stolen Lands. Killian meant to uncover them, reclaim them. Everyone would know the name Killian Ravenhold.    Mechanics :  Darkvision 60 ft  Main Hand:  Off Hand:  Horn Action:  ... Bonus Action:  ... Move:  ... Manipulate:  ... Concentration: ... Weapons:  Dagger : +3 To Hit / 1d4+1 P DMG / (20/60) Melee / Thrown / Light / Finesse  Light Hammer : +3 To Hit / 1d4+1 B DMG / (20/60) Melee / Thrown / Light Javelin : +3 To Hit / 1d6+1 P DMG / (30/120) Melee / Thrown Light Xbow : +3 To Hit / 1d8+1 P DMG / (80/320) Range / Ammunition / Loading    Spells Prepared :  Cantrips :  Blade Ward Vicious Mockery 1st Level Spells : Comprehend Languages (Ritual) Detect Magic (Ritual) (Conc) Unseen Servant (Ritual)  Healing Word (B) Stonecunning = Expert = +4 Athletics = +3 Arcana = +2 History + +2 Deception = +5 Persuasion = +5  Outcast Noble : Charisma vs Nobility = Disadvantage Haughty Obstinacy : ADV Saves vs Charm effects (that seek to control my actions) Haughty Obstinacy : Opponents Have Disadvantage to Intimidate Me   OOC :    Juusst opening a dialogue with Ottokar. This is a conversation that takes place at some point when we have spar time. It shouldn't effect the main story, as to when it happens exactly.        
  11. Seeing that the thugs appeared to be waiting inside, Zerik nodded to Slither, and slipped down from the rooftop. He shadowed his own way, over to the others. Zerik updated them that their contacts, had arrived. It was time to decide, how to make contact, and decide quickly. This chance might not last long.   
  12.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke moves without thinking twice. His mother always said that the snakes in the swamp were usually more afraid of him, than he was them. But it wouldn't do to have someone panic, and confront one of the snakes.  "Fabulous Animal Acts! Everyone make way, make way! " Luke held his bow stave out like a shepherds crook. It allowed him to nudge a snake gently left, gently right. He was able to keep the fangs aimed at a solid chunk of wood. His calm confidence was infectious, as he encouraged the crowd near the vipers to look at the beautiful snakes, but not touch, and he casually maneuvered himself between the crowd, and the snakes.  "The little ones will exit the tent, and go for dinner with their handlers. Then we can all focus upon the big show with Elizia and the magnificent savage beasts in the ring!" Luke laughed to himself as he realized Othin might be the most savage one I the ring. He set aside his struggles with all that was going on behind the scenes. Had someone let the vipers out and they accidentally found the ringmaster? Or had they used the snakes, to intentionally attack him? The most important thing now was to get them outside safely.  "Why would y'all get loose Sherry? Eh? You know betta. Come come, Elizia will not be pleased if you get lost or hurt. Calmly now, away from all this foot traffic. Shoo, shoo mon petite. Let us not steal ze show. Let us give the terrible, tremendous terrifying Anaconda his spotlight, yes?" Luke was speaking to calm himself, and calm the crowd, and calm the vipers. When one of the crowd got a little too close, Luke gestured, spoke, and a spectral shadowy hand reached out and lifted up the head of the viper. Gently guiding it off the Bela her, and down behind to the open edge of the tent. He corralled the vipers towards the outer walls of the tent, using a gentle shadowy touch when necessary.  There was another problem, as there were troublemakers inciting the crowd. Luke focused on his task, ensuring the vipers escaped to safety withiut harming anyone. While he imagined the irony, if these roustabouts feel afoul of the snakes, he knew that any bite could be more drama than it was worth.  OOC Infectious Enthusiasm is an At Will cantrip, that can buff a Charisma skill...  I'll try Persuasion, with Infectious Enthusiasm, Bullhorn, and the arcane cascade for added drama.  But, I also remembered that Mage Hand should be useful here. A shadowy hand of force to help manipulate a small snake. They can't weigh much.  Definitely place Luke between the snakes and the crowd. He can use Shield if a snake tries something.  Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  13. Act 3: A Matter of Faith The pair of thugs approach the rear door to the warehouse withiut incident. One stands watch while the other works the lock. A moment passes while the thug finds 'the right key' (of course), but then the pair slip inside the warehouse, leaving the door slightly ajar. The chains are placed on a hook inside the door.  Then silence pervades, as the neighborhood appears perched at the edge of its metaphorical seat.  The sound of an alley cat catching dinner shatters the Illusion a few long moments later. Anyone passing by the warehouse would have no reason to suspect anything is amiss, lest they inspect the rear door in the dark alley.  Apparently, the thugs are content to await the meeting inside, quietly. Only minutes remain before the appointed hour of meeting, a few grains of sand left to fall from the glass.    Warehouse Time: 10:27 pm (meeting at 10:30 pm) Summer - Theoday (Sunday), the 15th day of Growth (July) 721 IA   Show Active Maps Not Currently in Use!! Show Bookkeeping PASSIVE PERCEPTION SCORES River 15 | Zerik 15 | Alexandra 13 | Joyce 11 | Slither 11 | Jack 10 INITIATIVE Not Currently in Use!! MECHANICS Not Currently in Use!! CONDITIONS Not Currently in Use!! DESCRIPTIONS Not Currently in Use!! ALEXANDRA OF WINKELSTAD Hit Points: 9/9 Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 40 / 300 JACK Hit Points: 12/12 * Relentless Endurance Hit Dice: 1/1 Divine Sense: 4/4 *L Lay On Hands: 5/5 *L Relentless Endurance: 1/1 *L Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 0 / 300 JOYCE LA DÉVOUÉE Hit Points: 17/17 Hit Dice: 2/2 Hexblade's Curse: 1/1 *S/L Spell Slots: *S (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 302 / 900 SLITHER Hit Points: 9/9 (Adv versus disease / Disadv against sleep effects) Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 40 / 300 ZERIK Hit Points: 19/19 *Drawven Resilience Hit Dice: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 302 / 900 YUH-OOL, "RIVER", OF THE NAASITAQ Hit Points: 10/10 Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 0 / 300    
  14. Killian Ravenhold - Dwarven Bard 1 :  - Character Sheet AC: 12 | HP: 11/11 | Initiative: +1 | Passive Perception: 11 | Darkvision : 60 ft Bardic Inspiration : 3/3 | Spell Slots : 1st 2/2 Dwarven Resilience | Haughty Obstinacy | DM Inspiration:  0 | Death Saves : 0/0 Features Dwarven Resilience -ADV vs Poison Saves -Resistance vs Poison Damage Dwarven Toughness (+1 HP / LVL)  Stonecunning : Expertise History Stonework Languages : Common, Dwarven, Elven Tools : Possess + Proficient : Cartography Tools : Proficient : Thieves, Masons, Smiths + 1 Proficiency TBD   Killian is surprised and caught a little off guard, by how many tales of apocalypse Harrim is familiar with. That, and how many Omens apparently occur every day, which point to the coming End of All Days.     "Priest Harrim, I admit I was less familiar with some of your legends. Would you like to explain in more detail, about the 'End of Days'? Groetus is perhaps not as well known in some circles. I don't like to remain ignorant, once confronted with an opportunity to learn." Killian is sincere in his curiosity at this point, though perhaps unprepared for the obsessive commitment about to be leveled and unloaded in his direction.  Killian will listen closely, and try to remember any historical details that tie into Harris story of legends, religious teachings, and Prophecy.    Mechanics :  INFLUENCE Harrim with   History7   Darkvision 60 ft  Main Hand:  Off Hand:  Horn Action:  ... Bonus Action:  ... Move:  ... Manipulate:  ... Concentration: ... Weapons:  Dagger : +3 To Hit / 1d4+1 P DMG / (20/60) Melee / Thrown / Light / Finesse  Light Hammer : +3 To Hit / 1d4+1 B DMG / (20/60) Melee / Thrown / Light Javelin : +3 To Hit / 1d6+1 P DMG / (30/120) Melee / Thrown Light Xbow : +3 To Hit / 1d8+1 P DMG / (80/320) Range / Ammunition / Loading    Spells Prepared :  Cantrips :  Blade Ward Vicious Mockery 1st Level Spells : Comprehend Languages (Ritual) Detect Magic (Ritual) (Conc) Unseen Servant (Ritual)  Healing Word (B) Stonecunning = Expert = +4 Athletics = +3 Arcana = +2 History + +2 Deception = +5 Persuasion = +5  Outcast Noble : Charisma vs Nobility = Disadvantage Haughty Obstinacy : ADV Saves vs Charm effects (that seek to control my actions) Haughty Obstinacy : Opponents Have Disadvantage to Intimidate Me   OOC :    Trying to INFLUENCE Harrim in phase 4 of social scene. Using History (+2) +Dwarf (Bonus+2) .   This is an open invitation for Harrim to share his stories. Legends. Prophecies. History, future, religious teachings.  He certainly has indicated a desire to speak on the subject.        
  15.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke assisting snake... Mr tickles... Treat Disease (Medicine 4) The Flamboni Sisters took to the ring, as events swept all around them back stage. Elizia and the animals should be getting ready with Othin, and Axel should be getting ready with his Aviary. Luke followed Farvad over to help Elizia.  "What's wrong here? Elizia. Farvad?" Luke watched as Farvad. Diagnosed the massive Constrictor. Strange spots on the scales were almost subtle, and could have been missed, but Farvad seemed to recognize something.  "Goblin Pox? Are you certain? I, think I can help. Give me a moment." Luke ran outside behind the tent, where he'd seen a certain patch of plants growing. There had been something, there, a sort of light playing in his peripheral vision. Not there if he looked too directly.  Luke grabbed his dagger, and took a cutting, a hefty sample, for the large snake. He swept up the clutch of herbs, and ran back inside. He carefully approached Farvad and Mr. Tickles.  "My mother used these herbs to treat Goblin Pox. I don't know the exact dosage for a snake this large. Mr. tickles is not exactly a small child. But the herbs are gentle enough for sick children, I think Mr. Tickles should be able to handle a large dose, like we'd give a large muscular labourer. How much does Mr. Tickles weigh?" Luke calculated quickly, estimating from the dose for a large 250 pound man, and divided the herbs into two batches. One dose, to see if the snake responded well, and a second if it seemed to be working. He knew that he could take more time over the week to care for Mr. Tickles, but for now, this was all he could do. "Get warm water. Lots of water for Tickles. To drink this down. And a small chunk of raw meat." As he speaks, an infectious aura washes over Luke.  He has helped his mother treat patients a thousand times.  He has seen much worse than this. The aura washed over Luke, and he dove into the work.  Anyone standing nearby, could feel a slight tingling sensation. As if his confidence was growing, and spreading. Anyone who could sense magical auras, would notice that it began to manifest tangibly, infusing him.  This same state overtook Luke when he was deep into his sparring.  The same state when he was immersed in the humble act of chopping wood. Unfortunately, this task was not one that could be directly affected by the aura. More relied upon the herbs doing their work, and Mr. Tickles anatomy.  Nothing left to do, but give Mr. Tickles his best chance. Every patient was unique, his mom always said, some would respond quickly, others slowly, and some might react in unexpected ways. "I hope this works... Please Mr Tickles... we really need you right now, you big, warm, humongous, friendly ? snake? Good boy, don't eat me... just get better ok?"   OOC Infectious Enthusiasm is an At Will cantrip, so it can be used, but it won't help much here.  It also can trigger his Arcane Cascade Stance, which unfortunately, won't help here either.   Nonetheless, as some of that is instinctive reactions for Luke, and his innate magical heritage reaching out, I wanted to include references in the narrative.  If he were making Attack Rolls or Damage Rolls, or Will saves, things might be different. But alas. Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  16.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke was shocked to find their ringmaster dead. Dead.  "Murdered? Who would kill them? This is the worst possible timing." Luke was half expecting to be accused. He'd already fled his home, when torches and pitchforks came to blame the freak for their misfortunes. Strange occurrences start to plague the people, and they start coming for the strange shadowy kid.  Forget that he'd known them his whole life. Forget that his mom had healed them when they were injured. Saved many of their lives. And done it with simple medicine and herbs too. Taught them, the medicine in willow bark, and licorice root, garlic and honey and ginger.  But the group was rallying, everyone focusing on their own parts. The Rooks were breaking off too, grabbing costumes, and joining their leaders. Luke saw Othin heading towards Eliza and the more sensational animals. She had Connie out, making sure the massive snake was well fed before the act. Farvad was taking command, helping fill the vacuum, working with Hamako to lock down the order. Boril was working with Moridaine. She was explaining again, what she needed to survive the water tank. Dorgothea was working with the Flambini Sisters. Wardrobe was frantically pulling together her costume.  Farvad and Hamako called Luke over to where the acrobatic teams were preparing. The Dwarven Throwers and the Feather Fall Five were stretching out, getting limber and ready. They would each be part of the Big Finale.  "Hey. So, y'all have a plan? I suppose I'm helping one of the Acrobat teams? Do we know who is going to perform the big final act?"   Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  17. Act 3: A Matter of Faith The long day ended, and shadows grew longer, until all that remained were little pools of light under sporadic street lamps. As the hour drew near, Zerik and Slither witnessed a pair of shadows slinkIng towards the warehouse, using the southern alley, heading for the back door. It was about ten minutes, give or take, before the meeting was to begin. They avoided people, and seemed to know exactly where they were heading.  Zerik and Slither alerted the others silently, and then they had moments to decide.  (do you confront the approaching thugs, or allow them to continue?)  (If you allow them to continue, wait quietly, and read the spoiler below.)    Disregard This If Party Stops the Pair The party watches quietly as the pair of shadows slide forward to the door to the warehouse. A few quick turns, and the lock quietly opens, the chain removed and stowed on a hook inside the door.  The thugs enter the warehouse, and close the door partly behind them. It stands slightly ajar.    Warehouse Time: 10:20 pm (meeting at 10:30 pm) Summer - Theoday (Sunday), the 15th day of Growth (July) 721 IA   Show Active Maps Not Currently in Use!! Show Bookkeeping PASSIVE PERCEPTION SCORES River 15 | Zerik 15 | Alexandra 13 | Joyce 11 | Slither 11 | Jack 10 INITIATIVE Not Currently in Use!! MECHANICS Not Currently in Use!! CONDITIONS Not Currently in Use!! DESCRIPTIONS Not Currently in Use!! ALEXANDRA OF WINKELSTAD Hit Points: 9/9 Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 40 / 300 JACK Hit Points: 12/12 * Relentless Endurance Hit Dice: 1/1 Divine Sense: 4/4 *L Lay On Hands: 5/5 *L Relentless Endurance: 1/1 *L Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 0 / 300 JOYCE LA DÉVOUÉE Hit Points: 17/17 Hit Dice: 2/2 Hexblade's Curse: 1/1 *S/L Spell Slots: *S (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 302 / 900 SLITHER Hit Points: 9/9 (Adv versus disease / Disadv against sleep effects) Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 40 / 300 ZERIK Hit Points: 19/19 *Drawven Resilience Hit Dice: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 302 / 900 YUH-OOL, "RIVER", OF THE NAASITAQ Hit Points: 10/10 Hit Dice: 1/1 Spell Slots: *L (DC 13/+5) 1st Level: 2/2 Attuned Magic Items: 0/3 DM Inspiration: 1/1 Experience Points: 0 / 300    
  18. Killian Ravenhold - Dwarven Bard 1 :  - Character Sheet AC: 12 | HP: 11/11 | Initiative: +1 | Passive Perception: 11 | Darkvision : 60 ft Bardic Inspiration : 3/3 | Spell Slots : 1st 2/2 Dwarven Resilience | Haughty Obstinacy | DM Inspiration:  0 | Death Saves : 0/0 Features Dwarven Resilience -ADV vs Poison Saves -Resistance vs Poison Damage Dwarven Toughness (+1 HP / LVL)  Stonecunning : Expertise History Stonework Languages : Common, Dwarven, Elven Tools : Possess + Proficient : Cartography Tools : Proficient : Thieves, Masons, Smiths + 1 Proficiency TBD   Killian chats and consults with Linzi. As they discuss improvements and adjustments to the rhyme and melody of his project, they discuss the legends of the Stolen lands.     "Many legends, some based more closely on truth than others, speak of ancient Elven and Dwarven kingdoms settled deeply in the Stolen Lands." Killian migrates Linzi over to Harrim, to discuss some of the darker myths, those particularly focused upon what Dark Doom destroyed Dwarven kingdoms. One of particular note, seems especially foreboding.  "Priest Harrim, the Lady Linzi and I were comparing notes, and while we have almost no written records to confirm the details of the exact location of the fortress... There is nonetheless a legend that tells of a great expedition South, one that challenged the Centaur tribes, and pushed through to the highest mountain peaks in the Stolen Lands. There, a fierce war was waged within the wintery terrain. Giants had claimed the peaks, and the Holtaksen champions fought to repel them, and reclaim the Peaks. Glory and victory were won, paid for with blood and steel and stone. The mountain fortress they built paid tribute to the great Quest for Sky, and honoured the Sky Citadels, like glorious Janderhoff in Varisia." Killian paused to allow the audience to envision the immense mountain fortress, and to breathe in the glory in the tale. "Yet the King and Queen, great warriors of renown from the war with the centaurs and giants, were slain by deadly wyverns. Legend says that a great and terrible wyvern stole and consumed their nobility, sacked and claimed their fortress, and the people fled in terror." Killian allowed the doom to register before continuing. "It seems, that no matter how many centuries pass, kingdoms die in the Stolen Lands. It certainly does not bode well, for those who trespass south, without forewarning of the Doom awaiting ignorant fools." Killian was grateful for Linzi and Harrim. He could only hope that together, he and Ottokar could uncover whatever doom had befallen their ancestors, and discover means to defeat it. Harrim and Linzi might bring the perfect balance of pessimism and optimism, religion and occult, to the research   Mechanics :  INFLUENCE Linzi with Performance7. Bard to Bard. Darkvision 60 ft  Main Hand:  Off Hand:  Horn Action:  ... Bonus Action:  ... Move:  ... Manipulate:  ... Concentration: ... Weapons:  Dagger : +3 To Hit / 1d4+1 P DMG / (20/60) Melee / Thrown / Light / Finesse  Light Hammer : +3 To Hit / 1d4+1 B DMG / (20/60) Melee / Thrown / Light Javelin : +3 To Hit / 1d6+1 P DMG / (30/120) Melee / Thrown Light Xbow : +3 To Hit / 1d8+1 P DMG / (80/320) Range / Ammunition / Loading    Spells Prepared :  Cantrips :  Blade Ward Vicious Mockery 1st Level Spells : Comprehend Languages (Ritual) Detect Magic (Ritual) (Conc) Unseen Servant (Ritual)  Healing Word (B) Stonecunning = Expert = +4 Athletics = +3 Arcana = +2 History + +2 Deception = +5 Persuasion = +5  Outcast Noble : Charisma vs Nobility = Disadvantage Haughty Obstinacy : ADV Saves vs Charm effects (that seek to control my actions) Haughty Obstinacy : Opponents Have Disadvantage to Intimidate Me   OOC :    Trying to INFLUENCE Harrim in phase 3 of social scene. Using History (+2) +Dwarf (Bonus+2) .   The story,  combines the best recollection, of how a powerful Dwarf nation, rose to power in the Stolen Lands, defeating Centaur and Giant, but their rulers were slaughtered by monsters, and their fortress destroyed or claimed by the enemy, and lost to time.  Their nation, forgotten by all but the most obscure myths.   
  19.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke was humbled by her tale.  "I should apologize.  My complaints pale in comparison to a life spent in chains. Please don't allow me to misrepresent or miscommunicate so terribly.  I feel for you, and I am thankful that you are free today.  We should all be free from chains." His sincerity shone through. Young though he was, one would call him a 'good kid'. Anyone, that is, who could see past the shadows. When Othin arrives, Luke makes a point to introduce himself.   "Hello mister Othin.  I'm Luke.  Well, that's what most people call me, anyway.  I just wanted to let you know, that I have a little trick that might be neat.  Mom taught me how. At least, briefly.  I think they have me training with the acrobats today, but, if you ever want to work in the animals to a magic act, I think I could pull off a disappearing assistant, pretty easily.  Let me know. Oh, I have to go, they are calling me over.  Trying to see who's throwing me around I guess. Later Beastmaster."   Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  20. Killian Ravenhold - Dwarven Bard 1 :  - Character Sheet AC: 12 | HP: 11/11 | Initiative: +1 | Passive Perception: 11 | Darkvision : 60 ft Bardic Inspiration : 3/3 | Spell Slots : 1st 2/2 Dwarven Resilience | Haughty Obstinacy | DM Inspiration:  0 | Death Saves : 0/0 Features Dwarven Resilience -ADV vs Poison Saves -Resistance vs Poison Damage Dwarven Toughness (+1 HP / LVL)  Stonecunning : Expertise History Stonework Languages : Common, Dwarven, Elven Tools : Possess + Proficient : Cartography Tools : Proficient : Thieves, Masons, Smiths + 1 Proficiency TBD   Killian greatly appreciates the conversation with Harrim.  It is encouraging to learn that one of their potential allies shares his own passion for the recovery of their lost Dwarven heritage.  The wilderness of the Stolen Lands has reportedly swallowed entire kingdoms over the passing centuries.    "The end of days you say? While I must admit, I'm no specialist in such religious matters; I can however attest to the number of Armageddon legends that have been passed down through the millennia. Its perhaps interesting how many cultures across continents, planes, and separated by millennia, which seemingly have little else in common, somehow seem to share very similar legends of how their predecessors perished. Considering, how many kingdoms have purportedly perished prematurely in the Stolen Lands alone, it might behoove us to look very closely at some of those legends." Killian spoke with Harrim a few moments longer, letting the Priest explain his specific beliefs on the end of days. It became clear at some point however, that Harrim might benefit from pursuing the conversation with someone better versed in Religious matters, but Killian had a sense that there was value to be had there.  An idea came to Killian, a chance perhaps to pursue the matter further.  Harrim distracted himself as one of the elder nobles and their priest strongly objected to some element of the Groetus tenets of faith, and Killian allowed himself to be pulled away for the time being. "Allow me to consult with my colleague further.  We may find some lore of interest to you in the histories" Killian grabbed a pair of fresh apple ciders with ruby pomegranate seeds floating like crimson jewels in an amber ocean. He leaned over to Linzi and offered her one of the beverages, by way of introduction. "Linzi.  Allow me to introduce myself. I am Killian Ravenhold.  It is a great honour to meet you. Your reputation as a performer is nearly unmatched in Restov.  Since arriving in the city, I've heard noone's name mentioned more often when I perform.  Might we compare notes? I would consider it a great privilege, if you would consider critiquing my latest composition." Killian was completely sincere in his introduction, and his appreciation of her work.  She may be young, but she was incredibly gifted.  She had a unique perspective, if one that was perhaps, very enthusiastic, to say the least. The conversation flowed for several minutes on various Lores and Ballads. "The horn? Yes you may, of course." Killian handed the instrument to Linzi for her inspection.  Unlike many crafted instruments, a natural horn would provide a very unique sound. Its shape, and its internal structure, each to its own, and no two alike. Killian's horn was carved from Giant Ram from the slopes of his homeland, one that he had raised for several years. A ram that had defended the herd, and saved Killian's life on several occasions.  Wolves and leopards in the mountain passes, were nothing to joke about. Killian bore the horn with pride, as a reminder. "The Golushkin Mountains can be quite perilous.  This horn belonged to the first Ram I helped raise.  He was fierce, noble, proud, strong, loyal.  He saved my young life on more than one occasion. He could be stubborn, but I think that was part of his charm.  I might be biased. I bear the Horn, to always remember. The strength of my hammer alone, does not defend to herd.  When the predators come out of the shadows, we must work together to fend them off." Linzi then allowed Killian to perform a Golushkin Mountain hymn of ancient folklore.  One that spoke of great expeditions to the rich and fertile lands to the South. Killian had recovered and reconstructed the legend from ancient texts, and rewritten the melody, for this occasion. He hoped that it would inspire the adventurers before this grand expeditions sets out. He was keen to get her feedback on the composition. Linzi continued her artwork as they spoke, and Killian paid close attention, considering what they might discuss next.      Mechanics :  INFLUENCE Linzi with Performance. Bard to Bard. Darkvision 60 ft  Main Hand:  Off Hand:  Horn Action:  ... Bonus Action:  ... Move:  ... Manipulate:  ... Concentration: ... Weapons:  Dagger : +3 To Hit / 1d4+1 P DMG / (20/60) Melee / Thrown / Light / Finesse  Light Hammer : +3 To Hit / 1d4+1 B DMG / (20/60) Melee / Thrown / Light Javelin : +3 To Hit / 1d6+1 P DMG / (30/120) Melee / Thrown Light Xbow : +3 To Hit / 1d8+1 P DMG / (80/320) Range / Ammunition / Loading    Spells Prepared :  Cantrips :  Blade Ward Vicious Mockery 1st Level Spells : Comprehend Languages (Ritual) Detect Magic (Ritual) (Conc) Unseen Servant (Ritual)  Healing Word (B) Stonecunning = Expert = +4 Athletics = +3 Arcana = +2 History + +2 Deception = +5 Persuasion = +5  Outcast Noble : Charisma vs Nobility = Disadvantage Haughty Obstinacy : ADV Saves vs Charm effects (that seek to control my actions) Haughty Obstinacy : Opponents Have Disadvantage to Intimidate Me   OOC :    Trying to INFLUENCE Linzi in phase 2 of social scene. using PERFORMANCE .   Trying an angle from Bardic Lore. As a Bard, I think Linzi might have a bit of a reputation in the city.  It is certainly in my favour to acknowledge her art.  If things go well, I might try to tie the conversation with Linzi, into the conversation with Harrim... if Linzi has any insight into the matters of Apocalyptic legends...   
  21.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke nodded.  "I think that's what she did to my father. Indebted and indentured his service. I've been told, I shouldn't complain, and I understand the theory. After all, it all brought my parents together. I might not exist, if not for Dusklight. Yet, understanding the theory is a far cry, from dismissing the feelings. The theory doesn't change the facts. That woman, is the reason I don't know my father."      Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  22.     Luke (Kayal Wisp -  Starlit Span Magus 1 - CG) AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1  Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1  Luke, all of 3 feet tall, was a bundle of energy, barely contained in such a small form. In your peripheral vision, wisps of his shadow might almost seem to be steaming.  Luke was internally distracted during the setup of the bleachers. He moved autonomously. Lifting planks for seats, and holding posts while anchor pins were set, sandbags placed to weigh down the apparatus. He was thinking about the high flying act. As nervous and anxious as he had been in the days leading up to today, now he was feeling a growing excitement. He'd read the stars last night, and the heavens had showered him with a new confidence. Desna was in ascendance and it seemed to Luke as if his own star was rising.  "Big day is finally here then. They warned me to be ready to join the other aerial acrobats. Dorgothea, I'm also new here to all of this. I was raised as far from the Menagerie as my mom could get."   wonder, if my fathers out there somewhere?    Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall) MECHANICS MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 Right Hand: Empty Left Hand : Shortbow - Ammunition 30/30 ACTIONS Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.     CONDITIONS Sustaining : xxx xxx QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success) + 1 Circumstance Bonus TUMBLE THROUGH  DEFENSES / REACTIONS  Defenses / Reactions :  Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~  - - - See the Spell Description - - -  Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes) - - -   Parry : Main Gauche • AC +1 circumstance   MEDICINE   Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.      Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison. Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.      Battle MedicinePrerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. TREAT WOUNDS : The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. The result of your Medicine check determines how many Hit Points the target regains. Battle Medicine Proficiency DC Success Healing Critical Healing Trained 15 2d8 4d8 Expert* 20 2d8+10 4d8+10 Master* 30 2d8+30 4d8+30 Legendary* 40 2d8+50 4d8+50 * Rolling against a higher DC is optional. BASE HEALING Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed. Success The target regains 2d8 Hit Points, and its wounded condition is removed. Critical Failure The target takes 1d8 damage.           DC 15 :          Success : Heal 2d8          Critical Success = Heal 4d8          Crit Fail = Harm 1d8           (Once Per Ally Per Day) HEALER's TOOLS : On Belt         SPELLS PREPARED MAGUS KNOWN   SPELL STRIKE CANTRIPS Prep 5 Arcane Cascade      Acid SplashCantrip Attack - Acid Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage. ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2 Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2 Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3 Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4 (Arcane Cascade = +1 ACID)   +1 ACID Y ** BullhornCantrip Auditory Illusion Verbal - Somatic Duration : 10 Minutes I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal. (Arcane Cascade = +1 MENTAL)   +1 Mental     Gale BlastCantrip - Air Evocation Verbal - Somatic Range : 5 ft Emanation Targets : Area Saving Throw : Fortitude Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save. Critical Success : Creature is Unaffected Success : Creature takes half damage Failure : Creature takes full damage and is also pushed 5 feet away from me Critical Failure : Creature takes double damage and is also pushed 10 feet away from me Heightened (+2): Damage increases by +1d6 (Arcane Cascade = +1 FORCE)   +1 Bludgeon   ** Gouging ClawCantrip - Attack - Morph Transmutation Verbal - Somatic Range : Touch Targets : 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4 (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Slash / Pierce Y ** Infectious EnthusiasmCantrip Emotion - Mental Enchantment Verbal - Somatic Range : Touch Targets : 1 creature Duration : 1 round With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn. ** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell. ** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc. (Arcane Cascade = +1 MENTAL)   +1 Mental   *** Mage HandCantrip Evocation Verbal - Somatic Range : 30 feet Targets : 1 unattended object of Light bulk, or less Duration : Sustained I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less. Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less. Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less. (Arcane Cascade = +1 FORCE)   +1 Force   *** ShieldCantrip Force Abjuration Verbal Duration : Until the start of my next turn I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use. While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell. (Arcane Cascade = +1 FORCE) Shield Block Reaction : Hardness 5   +1 Force     Phase BoltCantrip - Attack Force Evocation Verbal - Somatic Range : 30 ft Targets : 1 creature I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. (Arcane Cascade = +1 FORCE)  +1 Pierce ?         LEVEL 1 Prep 1       Magic WeaponMagic Weapon Transmutation Verbal - Somatic Range- Evocation Touch Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally Duration- Evocation 1 Minute The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type   ** Feather FallFeather Fall Abjuration Verbal Range- Evocation 60 ft Targets- Evocation 1 falling creature Duration- Evocation 1 Minute You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. CRB (Arcane Cascade = +1 FORCE)   +1 Force   * Pest FormPest Form Polymorph - Transmutation Verbal - Somatic Range- Evocation Self Target- Evocation Self Duration- Evocation 10 Minute I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell. While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armour's check penalty and speed reduction Speed = 20 ft Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage) Low-Light vision Imprecise scent 30 ft Acrobatics and Stealth modifiers of +10, unless your own modifer is higher Athletics modifier -4 *Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet CRB (Arcane Cascade = +1 Magic Damage : Weapon Type)   +1 Magic Wpn Type     Hydraulic PushHydraulic Push -Attachk - Water Evocation - Verbal - Somatic Range : 60 ft Targets : 1 creature or unattended object You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet ** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range. *Heigthened (+1) : The damage increase by 2d6 CRB (Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)   +1 Water Bludgeon or  Force Y         FOCUS       * Shooting StarShooting Star : Focus 1 Action Divination Verbal Range : Weapon (Ranged/Throwing) (Not a Melee Power) Targets : 1 Requirement : Must be wielding a ranged weapon or a throwing weapon I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => None ) If the STRIKE hits, the meteor trail hangs in the air. **This gives the benefits of concealment negation and cover reduction to any attacks made against the creature BY ANYONE , until the start of my next turn. (Arcane Cascade = +1 MENTAL)   +1 Mental ?         CIRCUS DAY : SOP     Arcane CascadeArcane Cascade • STANCE * CONCENTRATE        Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE       I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical.  If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL. - Abjuration / Evocation = FORCE - Divination / Enchatnment / Illusion = MENTAL - Necromancy = NEGATIVE - Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows) • STANCE * CONCENTRATE    Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault.  I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack. This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES) The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack. After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)     Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.    Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field.  When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack.  Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range.  Conflux Spell : Shooting Star Studious Spell : (7th) Darkvision Studious Spell : (11th) Wall of Wind Studious Spell : (13th) Freedom of Movement - Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.     Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.   I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.   Spellcasting • xxxx  Magus Spells & Powers — Spells Known : Spellbook  Prepare Daily : 5 Cantrips / 1 Spell 1st Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Level 1  : Spell Slots 1 / 1   Focus Pool Points : 1 / 1 Arcane Spell Attack +6 • Trained 3 • Int 3 Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3   Prepare Feather Fall for High Flying Days. Prepare Pest Form instead, for Magician Assistant Days.       WEAPONS Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10  Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow Ammunition : 30 Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile • Parry • Versatile S Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed Proficiency : Trained: Martial • Simple • Unarmed SKILLS STRENGTH :  Athletics +3 Trained DEXTERITY :  Acrobatics +7 Trained Stealth +7 Trained Thievery +7 Trained INTELLIGENCE :  Arcana +5  Trained Occultism +5 Trained Society +5  Trained Lore : Shadow Plane +5 Trained Lore : Warfare +5 Trained WISDOM :  Medicine +4 Trained CHARISMA :  Diplomacy +3 Trained Languages : Common, Undercommon, Aklo, Shadowtongue GEAR Inventory —  Money: 0 gp, 8 sp, 12 cp Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 1     • Backpack        • bedroll        • rope (50 ft.)        xxx • torches (5) (trade away 3)     • Belt pouches (2)        • chalk (10)        • flint and steel        • whetstone        • rations (14)        • soap        • waterskin Crowbar • Bulk L  Grappling Hook • Bulk L (attached to rope) Signal Whistle • Bulk ~  Healers Tools • Bulk L  Arms and Armor Shortbow • Bulk 1   - Arrows x 30 • Bulk 3L Light Mace • Bulk L Throwing Knife x 2  • Bulk 2L Main-gauche • Bulk 1L  Leather Armour • Bulk 1 Explorer's Clothes • Bulk L  
  23. Killian Ravenhold - Dwarven Bard 1 :  - Character Sheet AC: 12 | HP: 11/11 | Initiative: +1 | Passive Perception: 11 | Darkvision : 60 ft Bardic Inspiration : 3/3 | Spell Slots : 1st 2/2 Dwarven Resilience | Haughty Obstinacy | DM Inspiration:  0 | Death Saves : 0/0 Features Dwarven Resilience -ADV vs Poison Saves -Resistance vs Poison Damage Dwarven Toughness (+1 HP / LVL)  Stonecunning : Expertise History Stonework Languages : Common, Dwarven, Elven Tools : Possess + Proficient : Cartography Tools : Proficient : Thieve's, Masons, Smiths + 1 Proficiency TBD   Killian is impressed as the Lady Jamandi Aldori herself arrives and addresses the attendees. The whole city bubbles with rumours and legends about Lady Aldori. He watches and listens, forming initial impressions of those nearest him. Linzi, appears to be an artist and storyteller like himself. Hopefully, the pair will have a chance to exchange stories and songs. Killian can feel his Lute and the Ramshorn, feel the music within. Linzi seems so petite, compared to Amiri and Valerie. The warriors each impressive in their own rights, if in different presentation. Before Killian can explore deeper conversation with either of the ladies, his attention is drawn to something about the Dwarven priest.  Harrim. Quite a fierce warpriest. Killian may not be the most devout, but he figured that he and  Ottokar might have somewhere to break the ice, with one of their stone bearded kin.  "Well, the food is excellent and the ale is flowing freely. A good start to the evening. Harrim, was it? My name is Killian Ravenhold. I thought it prudent to spend a few moments with you before i get pulled into the inevitable drama that invariably follows Nicolay here. I wonder, if you have heard any interesting information, abiut our Dwarven History in the southern lands? I've studied many legends of our ancient cousins past expeditions into the region. While several are blatantly wild rumour, I have uncovered a few hints that point to some truth of ancient thriving fortified Dwarven kingdoms, South of the river. I must admit, one thing I look forward to, is the chance to test the myths, legends, and rumours. Time threatens to forget our kin, our history. The Stolen Lands were Dwarven Kingdoms once, if the rumours hold truth. We are strong and unyielding, as the mountains. We won't see us easily forgotten. " Killian would share any of the Dwarven legends he'd uncovered, especially those that seemed most fanciful. There were several claims of thriving Dwarven nations, now nearly forgotten centuries later. had his own history with the nobility, and these days, the entire Garess House was on a razors edge. But he had to remind himself, that he had promised Nicolay that he would not start any unnecessary drama with the poncy, prissy, panzy, pouty, puffy nobles.  He meant to honour that commitment, to the best of his ability. If anyone showed any interest, Killian would accept an invitation to recite the epic ballad poems of ancient Dwarven kingdoms. The ebon horn of a giant ram rested lightly, ready to ring out the clarion call of ancient honour.    Mechanics :  INFLUENCE Harrim with Dwarven History and Diplomacy. Darkvision 60 ft  Main Hand:  Off Hand:  Horn Action:  ... Bonus Action:  ... Move:  ... Manipulate:  ... Concentration: ... Weapons:  Dagger : +3 To Hit / 1d4+1 P DMG / (20/60) Melee / Thrown / Light / Finesse  Light Hammer : +3 To Hit / 1d4+1 B DMG / (20/60) Melee / Thrown / Light Javelin : +3 To Hit / 1d6+1 P DMG / (30/120) Melee / Thrown Light Xbow : +3 To Hit / 1d8+1 P DMG / (80/320) Range / Ammunition / Loading    Spells Prepared :  Cantrips :  Blade Ward Vicious Mockery 1st Level Spells : Comprehend Languages (Ritual) Detect Magic (Ritual) (Conc) Unseen Servant (Ritual)  Healing Word (B) Stonecunning = Expert = +4 Athletics = +3 Arcana = +2 History + +2 Deception = +5 Persuasion = +5  Outcast Noble : Charisma vs Nobility = Disadvantage Haughty Obstinacy : ADV Saves vs Charm effects (that seek to control my actions) Haughty Obstinacy : Opponents Have Disadvantage to Intimidate Me   OOC :    Trying to connect with Harrim initially in phase 1 of social scene.  Trying an angle from Dwarven Legends. As a Bard, and Cartographer, and a Dwarf, this is one of the major character goals for Killian, to follow legends and myths of ancient Dwarven kingdoms, and while exploring the wilderness, seeking any truth to these legends.  Not sure which skill you'd want.  I would think. History and Diplomacy. I'd love to be able. To apply some sort Bardic Lore, but that's not exactly a thing mechanically in 5e right? Not the way I'm thinking of it at least.   
×
×
  • Create New...