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  1. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Since the statue, for whatever reason, does seem vulnerable to mental attacks, Joseph attempts to cripple it with a magical assault. He points at the terracotta soldier. "From the silly to the absurd, let your laughter be heard, giggle and roar as if tickled by a bird!" Mischief takes flight, swooping down over the construct, breaking away at the last second. Many feathers split away from his feathery body and continue on towards the soldier. With a technicolor flash, the feathers take on rainbow hues and life of their own, whirling around the construct and attempting to tickle it. "Blech." Joseph grunts in disgust. "I hate spells with... silly words." Mischief takes a detour to alight on Armenga's shoulder. He plucks one of his flight feathers and deftly places it behind her ear, then continues his flight back to Joseph. Armenga feels a small, cool thrum of power from the feather, her sword arm steadying ever so slightly. Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1 + 2: Hideous Laughter (Will DC 20)somatic, verbal Range 30 feet Targets 1 living creature Duration sustained Defense DC 20 Will Critical Success The target is unaffected. Success The target is plagued with uncontrollable laugher. It can’t use reactions. Failure The target is slowed 1 and can’t use reactions. Critical Failure The target falls prone and can’t use actions or reactions for 1 round. It then suffers the failure effects. on the pot. Action 3: Cast GuidanceCantrip Concentrate Source Player Core pg. 334 Traditions divine, occult, primal Cast [one-action] Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. on Armie. OOC None Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Lore β—† +9 | Arcana β—† +9 | Crafting β—† +9 Intimidation β—† +5 | Lore (Academia) β—† +9 | Lore (Ancient History) Lore (Library) β—† +9 | Lore (Magaambya) β—†β—† +11 | Medicine β—†β—† +10 Nature β—† +8 | Occultism β—† +9 | Religion β—† +8 Society β—† +9
  2. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 17** | HP: 28/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (1/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (1/2) Magic Weapon β—†β—† (0/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Light 20'Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.; Stick to the plan. Get the civilians out. Scatter into the forest. Then? Then come back for momma and daddy. I've studied war, I know what to do. A bridge is a naturally defensive location, and the big crate helps with that. A shame they do not have any longspears to form a second line behind her, but the archers are in a superior position. The structural arch of the bridge giving them natural height over the oncoming hobgoblins. The minor altitude increase gives the bridges' stone railing deceptivly strong defensive qualities against other archers, greatly increasing their own bowmen's effectivness. The cleric knows she should give some commands, order everyone to form up into a shield wall with the archers moving up behind them to give them the most time to loose arrows on the approaching Ironfang before the attacker close to melee, but her already weak voice is all but gone. She takes up a position on the southeasatern corner of the crate. Between the crate and and bride support and her shield, she should be quite invulnerable - Least I would be if I had armor -, with anyone trying to close on the archers through the shortest route being forced to approach her one at a time. Her helmet muffles the sounds from outside, and she feels alone in her head. She casts a spell to light up the path back to town and give her bowmen vision of the battlefield. With a deep, shuddering breath, she raises her shield and prepares to cast another combat blessing. Stormborn sits hidden inside the shed, ready for a nap. Or combat. Snacks. Also ready to charge in from the flank. Oh. I guess we're moving up. People start to move up. In the short span of a few seconds, Ragna had grown rather fond of the bridge defense play, but it seems a more proactive approach at defense is called for to ensure any stragglers can make it over the bridge. The shieldmaiden takes a deep breath, tapping the top of her helmet with her shield arm to ensure it is seated properly, and sallies forth. Some in Phaendar call Ragna Grasshopper, and for good reason. She is surprisingly swift, outpacing even the tall men on her deceptivly short legs, and the young woman is quickly leading the charge. Sliding to a halt, she waits for the hobgoblins to approach before loosing an almost point-blank magical trident at the nearest agent of Molthune. It hits! With solid effect. Three in a row! The attack started poorly for Ragna, but it seems Gorum has turned an approving eye on the warpriest. Stormborn moves to the woods where he belongs. He finds a dwarf where he doesn't belong. The dwarf looks sneaky, so Stormborn takes on the ancient Napping Bear style of bear-knuckle boxing, a tradition handed down for generations that allows bears to blend perfectly into even the most barren and un-hidable of landscapes. Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Move 25' West, 5' SW. That should light up the goblins when they end their turn and keep Ealdred's charge path clear? It would be ideal if Ealdred can end his charge adjacent to Ragna to resist flanking, but I'm not sure Ragna is close enough for that. Free Action: DelayYou wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order. Action 2 + 3: RESUME turn when a gobbo ends their turn within 60' (ideally one that ends within Ragna's light radius, but I'll roll miss chance just in case). Target hobbo-gobbo and Cast Needle DartsTraditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. vs gobbo AC for P Damage OOC Storm will start in the trees with Rezzik. Ragna will start by the SW corner of the SW bridge pillar support bannister thing. Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: +1 Survival: +7 β—† Thievery:
  3. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 28/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (1/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (1/2) Magic Weapon β—†β—† (0/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Wand of Healing Lvl 1Healing Manipulate Vitality Source Player Core pg. 335 Traditions divine, primal Cast [one-action] to [three-actions] Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. [one-action] The spell has a range of touch. [two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. [three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.; Light 20'Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.; Ragna expects to see her parents on the bridge. Their height would make them easy to see. But they're not there. The excitement from the small victory in the ally wanes quickly, and the numbness and realization that her parents are gone sets back in. What is she doing here? The fight is the other way. What would Gorum think? She follows Ealdred quietly, automatically, fighting back tears. She isn't much use at the shed, beyond providing some light. Stormborn is very helpful, though, sitting on Ealdred's foot and wrapping his paws around the barbarians trunk-like leg. A convenient way to travel. Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Action 2: Action 3: OOC None. Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: +1 Survival: +7 β—† Thievery:
  4. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Joseph hasn't the slightest clue if any of this spells, intended to debilitate their foes to make them less dangerous and easier to take out, with have any effect on the construct at all. "It will be a learning experience either way!" He casts a simple spell to improve his accuracy, siphoning some of the residual magic into his cane to strengthen it, then sends his cane flying at the statue. It hits, but isn't terrible effective. It is only a cane, after all. He watches to see if the additional magic damage from the attack, designed to attack a creatures mind, has any effect. Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1: Cast Sure StrikeCONCENTRATE FORTUNE Traditions arcane, occult Duration until the end of your turn A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. . Activate Bespell WeaponWIZARD Frequency once per turn Requirements Your most recent action was to cast a non‑cantrip spell. You siphon spell energy into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. Abjuration force damage Conjuration or Transmutation same type as the weapon Divination, Enchantment, or Illusion mental damage Evocation a type the spell dealt, or force damage if the spell didn’t deal damage Necromancy negative damage Action 2: Cast Hand of the ApprenticeRange 500 feet; Targets 1 creature Defense AC You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon’s damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon’s critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.. HotA HOTA Sure Strike Reroll B Damage PLUS Mental Damage OOC None Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Lore β—† +9 | Arcana β—† +9 | Crafting β—† +9 Intimidation β—† +5 | Lore (Academia) β—† +9 | Lore (Ancient History) Lore (Library) β—† +9 | Lore (Magaambya) β—†β—† +11 | Medicine β—†β—† +10 Nature β—† +8 | Occultism β—† +9 | Religion β—† +8 Society β—† +9
  5. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 28/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (3/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (1/2) Magic Weapon β—†β—† (0/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.; Light 20'Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.; Ragna sends her magical light forth to brighten the battlefield for the non-bear members of the party that cannot see in low light conditions. A scintillating sphere of light detaches from the holy symbol around the shieldmaiden's neck and moves to hover over the melee. To the keen-eyed, the light appears to be a greyish storm cloud, with flashes of lightning deep within. As the light moves, Ragna throws another magical trident, this time at the shortbow-wielding hobgoblin. The trident passes through the orb of light and, like a bolt of lightning, falls out of the sky and strikes the hobgoblin hiding behind the ladder. "H-hah!" Never very skilled with offensive magic, the young lady can't help but give a little victory grunt when she manages to land two tridents in a row. Gorum would not be pleased that she is so far away from the frontline, but her legs are so short, and there's so much to do, and she's so far away... Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Sustain Light (20')Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end. Action and move it to the square W>W>S of the whip gobbo. I think that will put all three of them in the light? Action 2 + 3: Cast Needle DartsAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be holding at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. vs the ladder gobs AC for P Damage OOC None. Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: +1 Survival: +7 β—† Thievery:
  6. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 28/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (3/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (1/2) Magic Weapon β—†β—† (0/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.; Light 20'Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.; Ragna runs forward, summoning and throwing another magical trident. It arcs high into the air while staying relatively flat, and spears the the goblin on the roof despite the poor lighting conditions. Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: West 30'. Action 2 + 3: Cast Needle DartsAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be holding at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. at the roofgobs AC for P Damage Flat Check DC 5 Rerolling Needle darts damage with the correct die size lol OOC None. Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: +1 Survival: +7 β—† Thievery:
  7. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 28/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (3/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (1/2) Magic Weapon β—†β—† (0/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.; Light 20'Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.; Bless 15' (10/10)Aura Concentrate Manipulate Mental Source Player Core pg. 318 Traditions divine, occult Cast [two-actions] Area 15-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract bane. Healed of her physical injuries, Ragna steels herself for the short journey ahead. She pushes the uncertain fate of her parents as far back in her mind as she can and focuses on the objective at hand. Not accustomed to being around so many people, Stormborn is distracted by all the strange smells. He helps move the wheelbarrow of supplies by climbing atop it, ensuring nothing valuable blows away. With her shield and trident, she helps lead the way out of the general store and towards the bridge. They stick to the streets running behind the buildings and avoid the Green as much as they can. When she hears the fighting in the alley, she signals for the caravan to stop. With her light spell stifled for a moment, she peeks around the corner. "There's more hobgoblins down here. And some people on the roof." She mumbles to no one in particular. "We should stop them, so the others that are following don't run into them." "Storm! Fot!Heel!" Ragna issues a hushed command to the bear. Stormborn tumbles down from the supply cart and takes up a place by Ragna's side. She calls upon Gorum to guide the strikes of her allies, then, hoping the hobgoblins are distracted by the archer on the roof, advances far enough to throw another magically conjured facsimile of her trident at the soldier climbing the chimney, trying to knock it down. Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Action 2: Action 3: OOC Needle DartsAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.When everybody is ready, Cast BlessAura Concentrate Manipulate Mental Source Player Core pg. 318 Traditions divine, occult Cast [two-actions] Area 15-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract bane. and move with Stormborn to within 60' of the climbing hobbo-gobbo if possible. Cast Needle DartsAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. vs climbing hobbo-gobbos AC for P Damage. Flat Check DC 5 She's trying to ranged-stabbo the climbing gobbo without being seen, but I don't think there's much point rolling stealth since she's wearing a flashlight lololol Init:1d20+7 Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: +1 Survival: +7 β—† Thievery:
  8. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 22/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (3/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (2/2) Magic Weapon β—†β—† (1/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.; Once everyone (more or less) is gathered at Oreld's, Ragna wordlessly (minus the magic words) casts a healing spell to heal (almost) everyone. She's in shock and just kinda hangs around. STORMBORN MAKES A BREAK FOR THE SUGAR STORES. Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Action 2: Action 3: OOC Heal whence everybobdy is togebther Ragna will go to the bridge I guess. Stormborn crafting to study the bridge plans He discovers the paper that makes up the schematics tastes like paper Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: -1 Survival: +7 β—† Thievery:
  9. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Mischief hops over to the anadi, wings spread. "I find the best treatment for curiosity is exploration!" The large, black raven croaks encouragingly. Mischief is as intelligent as any person, though he prefers to pretend to be a simple bird, since people often spill juicy secrets in the presence of animals. Perhaps he was a cat in a former life, as he is an endlessly curious and nosey being. Joseph inclines his head in agreement. The pair were never ones to ask permission, a trait doubtlessly inherited from Joseph's parents. "Why not open the door and find out what lies beyond?" Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1: Action 2: Action 3: OOC None Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Lore β—† +9 | Arcana β—† +9 | Crafting β—† +9 Intimidation β—† +5 | Lore (Academia) β—† +9 | Lore (Ancient History) Lore (Library) β—† +9 | Lore (Magaambya) β—†β—† +11 | Medicine β—†β—† +10 Nature β—† +8 | Occultism β—† +9 | Religion β—† +8 Society β—† +9
  10. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 22/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (3/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (2/2) Magic Weapon β—†β—† (1/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.; Through the numbness, exhaustion, and fear, the woman's possessions strike Ragna as odd. She recognizes one of the vials hidden in her cloak as a simple charcoal based antidote for ingested poisons. Are the other vials poison? Is she an assassin? Why is there an assassin in Phaendar? Still, the potions could be useful and Ragna normally does not wear a cloak, so she takes the cloak from the fallen woman. She also takes the woman's knife and sheath since she didn't have time to grab her own things when she left her house. Since her beautiful green brigandine armor is probably little more than ash by now, she is tempted by the crude (compared to her mothers work) breastplate one of the hobgoblins wears. Low quality and no doubt not fitting her properly, it would be better than nothing. Using the newly plundered knife, she slices through the straps holding the two halves of the breastplate together. She cannot wear it now, it would need to be repaired, but she tosses it on the pile for use later. Stormborn laps up the potion, then sticks his nose into Talus' pocket, searching for additional contraband. Mechanics Reaction : Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Percepton the Knife Action 2: Action 3: OOC Loot the potion cloak, the kn0ife, breastplate. Ragna still has three Heals left, I figure I'll use two of them once everyone is gathered for the final push to the bridge. Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: -1 Survival: +7 β—† Thievery:
  11. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 22/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (3/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (2/2) Magic Weapon β—†β—† (1/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.; Ragnhild is horrified to find out that the man she is hugging is not, in fact, her father. Placing her hands on his chest, she shoves him away. Due to the difference in their mass, she is the one who goes stumbling backwards. She glances at Ealdred but quickly looks away, face glowing red.The terror and embarassment, or maybe the near-death experience, numb the news that her father was captured. A thousand questions run through her mind. How could the strongest warrior in the land be captured? Why does Ealdred have his sword? What should she do? Stick to her training? Can she go after her father alone? Her training doesn't cover her father being gone. She looks around helplessly, trying to see which of the dancing shadows across the town are her father. The twisted, grey masses moving around the Green all look the same to her. Panic rises in her chest. Stick to your training. The shield wall cannot fall if every man sticks to his training. Gather supplies. Rally at the Shrine. Escape across the bridge. With a slow, shuddering exhalation, Ragna swallows the panic and wipes the tears from her eyes. Cheeks burning, Ragnhild turns to the noncombatants she had tried to save, hoping her actions would make them more agreeable, and stammers out directions. "Uhm... look for shelter building material first. In the trading post." Three hours without shelter... Exposure kills more than anything else in the wild. "Canvas and wooden poles. Rope and cloth. Tools. Find a wagon to haul it in, if you can. I'll... I'll check on her." Ragna gestures towards the cloaked woman who had fallen near one of the hobgoblins. But first she needs to tend to her own wounds and cast a spell to light her way. She feels better after applying a simple, numbing poultice to her chest wound, but her fumbling, trembling fingers don't help Stormborn's cuts much. He's a bear though, so he doesn't really care. With vision and the immediate threat of death abated, at least for now, Ragna and Storm go to check on the cloaked lady laying on the ground to see if she can be saved. Mechanics Reaction : Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Action 2: Action 3: OOC Ragna's original plan was to see if she could find some kind of handcart or supply cart like the pioneers of yore used to ride for miles to load up with supplies and get some of the civies to haul it so the fighters don't have their hands full (Not that they will need their hands. I'm sure there isn't going to be a final standoff at the bridge or anything). Heavy things like processed lumber and rolls of waxed canvas to build sturdy shelters, hanks of cordage, maybe a couple empty barrels to eventually store water, bolts of cloth for bandages, whatever tools can be seen etc. That's her shopping list if they can find something to haul it all with, anyways. Rnd 1-X: Cast light, Pick up her trident and shield and try to get some of the peeps she saved(ish) to look for a wagon and her shopping list. Next Rnd: Battle Med Ragna VS DC 15 Next Next Rnd: Battle Med Storm VS DC 15 Next Next Next Rnd: Move to the dead lady to see if she can be saved. I assume she's dead-dead, but Ragna needs an excuse to pick up some of this loot πŸ™ƒ That should cover one minute, at any rate. Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: -1 Survival: +7 β—† Thievery:
  12. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 15/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: β€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (3/4) Cleric DC: 17 +7 | CantripsGuidance β—†β—† Void Warp β—†β—† Light β—†β—† Needle Darts β—†β—† Rousing Splash β—†β—† | Level 1 SpellsBless β—†β—† (2/2) Magic Weapon β—†β—† (1/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Wounded 1You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you using Treat Wounds, or if you are restored to full Hit Points by any means and rest for 10 minutes.; Ragnhild wakes from some kind of sleep, staring up at a blurry, dark sky. The last thing she remembers is the smell of smoke. Her ears are ringing, but she can't smell smoke. She can't smell anything. She tastes blood... and she cannot breathe. The young woman fights back the panic and the fear welling up inside and falls back on her training. First things first, sort yourself out. You can't save anyone if you're dead. Her fathers words ring clear in her head. She rolls onto her side, then her stomach, propping herself up on her elbows and calling for divine aid. With the effluence of blood from her lungs as she opens her mouth, the verbal component is more of a wet, hacking cough instead of a prayer, and perhaps that has a negative effect on the spell. A wave of somewhat middling divine energy emanates from Ragnhild and washes over those present. Weakish, but enough to close the worst of the wounds any may have. For some reason she recalls Vane Oreld's words to her about magical healing. "You don't know that the gods will always be there to hear your prayers." The gods are so far away, who could hear her with lungs full of fluid? I guess he was right! She almost barks out a laugh at the macabre appropriateness of Oreld's warning, but ends up coughing up the last of the blood in her lungs. Taking a deep breath, she feels her tunic, wet and warm, sticking to her skin as her chest expands. At least now she can breathe. Now, get your bearings. Fumbling for the trident and shield that lay next to her where they had fallen, she rises to her knees and looks around. Everything is blurry and monochromatic, save for a rippling sheen of orange from the dancing flame that casts grotesque and macabre shadows around the Green. Molthune! Realization floods over her. She was fighting, and must have been struck down. Was she only knocked out, or nearly killed? Rubbing her eyes on the back of her sleeve does not do much to help her blurred vision, but she recognizes the silhouette of the huge man with the huge greatsword in front of her, and suddenly the young warpriest does not feel like much of a warrior. She drops her clumsily held shield and trident and lunges for the man, throwing her arms around him and pressing her face to his chest. "S-sorry daddy! I didn't get any supplies, but I will. I just want... I just..." She sobs and squeezes the big man tightly as unbidden tears well up, stinging her closed eyes. "I just n-need a moment." Her father would be disappointed by her tears, but she would make it up to him and make him proud. I just need to catch my breath. Stormborn sits up, blinking, smacking his lips and grumbling like a bear who was just rudely woken from a lovely nap. Mechanics Reaction : Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1 - 3: HealTraditions divine, primal Bloodlines angelic, psychopomp Cast [one-action] to [three-actions] Range varies; Targets 1 willing living creature or 1 undead You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. [one-action] (somatic) The spell has a range of touch. [two-actions] (somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. [three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst. all Allies within 30' of Ragna for Vitality HP. So with the extra D8 that's 10 HP to everyone within 30' of Ragna. OOC Healing Potion Welp. Wish I'd rolled the healing potion first. Extra D8 for the 3 aaction heal Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +1 Arcana: +0 Athletics: +8 β—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 β—† Medicine: +7 β—† Occultism: +0 Nature: +7 β—† Performance: +0 Religion: +7 β—† Society: +0 Stealth: -1 Survival: +7 β—† Thievery: +1
  13. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Joseph inclines his head respectfully towards Teacher Janatimo. The assignment strikes the young wizard as odd; not particularly appropriate for students of magic, but then again, he had not expected to spend most of the first semester exterminating bugs, either. He is comfortable with the knowledge that the Magaambya is the top magic university on Golarion. The assignment must have some useful purpose. "Mischief, after those gryphons were finished savaging my robes, did you see what direction they flew off in?" The wizard rubs his arm unconsciously, scars left as a reminder of the fight with the savage beasts. "As for the anadi, I feel like the simplest solution would be to ask." Mischief the raven ignores Joseph and struts about in front of Wugo, showing off his magnificent plumage and beautiful necklace of acquired beads and shiny baubles to the newcomer. "Wugo, is it? I do hope you've a steady hand and a stout heart. It seems trouble is coming to the school in greater and greater force. And, ahh, there will be no book burning." Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1: Action 2: Action 3: OOC Joseph had Mischief follow the gryphons when they fled. Mischief wouldn't have been able to keep up, but did he see what direction the mean birbs went? Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Lore β—† +9 | Arcana β—† +9 | Crafting β—† +9 Intimidation β—† +5 | Lore (Academia) β—† +9 | Lore (Ancient History) Lore (Library) β—† +9 | Lore (Magaambya) β—†β—† +11 | Medicine β—†β—† +10 Nature β—† +8 | Occultism β—† +9 | Religion β—† +8 Society β—† +9
  14. How much monies is the treehouse renovation going to cost? Joseph hasn't spent much money yet. Caster life.
  15. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Joseph doesn't have much to say about the gryphon attack. He was hardly involved, to be honest. Mischief tried to follow them back to their nest, but they were far faster than the small bird. "The gryphons should not have come here. There are too many people. I posit that whatever is attracting all these other creatures hostile to the academy also attracted the gryphons. I'd wager the same thing attracted the anadi. There are great magics at this school; such a thing is not impossible." Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1: Action 2: Action 3: OOC Arcana Misc Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Lore β—† +9 | Arcana β—† +9 | Crafting β—† +9 Intimidation β—† +5 | Lore (Academia) β—† +9 | Lore (Ancient History) Lore (Library) β—† +9 | Lore (Magaambya) β—†β—† +11 | Medicine β—†β—† +10 Nature β—† +8 | Occultism β—† +9 | Religion β—† +8 Society β—† +9
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