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r0llcage

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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) | 0/2 | Level 2 Spells:Dispel Magic Flaming Sphere 1/2 | 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) "Let's try this again... DISARM!" Joseph gathers some of the latent arcane energies that inevitably seep into his cane by sheer virtue of its proximity to the young man's spells and raps the foot of his cane sharply against the stone floor. His voice and the sound of the cane striking are amplified by the spell, the sound reverberating across the grounds. The construct, winding up for another strike against Armie, suddenly hesitates... The arcanist smirks, something telling him that this time, the spell would not be so easy to shake off. "Do try not to destroy it. I would rather like to study it." 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. Free Action: Drain Bonded Item (Level 1)You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements. Action 1 + 2: Command (Drop what it's carrying) (Will DC 20)Traditions arcane, divine, occult Patron Theme faith's flamekeeper Cast [two-actions] Range 30 feet; Targets 1 creature Defense Will; Duration until the end of the target's next turn You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save. Success The creature is unaffected. Failure The creature must spend the first action on its next turn to obey your command. Critical Failure The target must use all its actions on its next turn to obey your command. on the pot. Pot Will Save Action 3: OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  2. 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) | 0/2 | Level 2 Spells:Dispel Magic Flaming Sphere 1/2 | 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) Vulnerable to mind-effecting spells for some reason. If I disarm it, is it intelligent enough to pick its weapons back up? Joseph inscribes magical runes into the air. A large phantom raven appears, hovering before the arcanist. With a final gesture, he thrusts his hand towards the construct and shouts "DISARM!" The magical raven image animates and swoops down on the pottery, but passes harmlessly through it... "Well, that didn't work... Eh? And who are you?" Mischief wings over to the newcomer, gravely worried that she might erroneously think that the dumb fey that just appeared are prettier than he is. 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: Command (Drop its' weapon and shield) (Will DC 20)Traditions arcane, divine, occult Patron Theme faith's flamekeeper Cast [two-actions] Range 30 feet; Targets 1 creature Defense Will; Duration until the end of the target's next turn You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save. Success The creature is unaffected. Failure The creature must spend the first action on its next turn to obey your command. Critical Failure The target must use all its actions on its next turn to obey your command. on the pot. Pot Will Save Action 3: OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  3. Speaking of Branches and stuffs, when we get to level 3 with our main branch do we get the Dedicated Attendant Bonus, or do we still need to do this "Perquisite" thing?
  4. On the melee front, I played an Inexorable Iron Magus I called an Eldritch Knight that was a ton of fun. Full Strength, Greatsword, Heavy Armor, Wizard Dedication. Tanky, does tons of damage, less reliant on Spellstrike than the other Magus, devastating True Strike>>>Spellstrike combo. Enlarge to improve reach, Jump for quick positioning, True Strike on the Wizard Dedication Spell Slots. Had Shifting Weapon Rune so he could grab a reach glaive if he needed even more reach. Total terror on the battlefield. Would recommend to anyone :P Of course, the school is very multicultural and weird concepts like a poppet wouldn't be as out of place as they would in other AP's, so one might wish to take advantage of that fact for a more out-there build.
  5. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Since the statue, for whatever reason, does seem vulnerable to mental attacks, Joseph attempts to cripple it with a magical assault. He points at the terracotta soldier. "From the silly to the absurd, let your laughter be heard, giggle and roar as if tickled by a bird!" Mischief takes flight, swooping down over the construct, breaking away at the last second. Many feathers split away from his feathery body and continue on towards the soldier. With a technicolor flash, the feathers take on rainbow hues and life of their own, whirling around the construct and attempting to tickle it. "Blech." Joseph grunts in disgust. "I hate spells with... silly words." Mischief takes a detour to alight on Armenga's shoulder. He plucks one of his flight feathers and deftly places it behind her ear, then continues his flight back to Joseph. Armenga feels a small, cool thrum of power from the feather, her sword arm steadying ever so slightly. Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1 + 2: Hideous Laughter (Will DC 20)somatic, verbal Range 30 feet Targets 1 living creature Duration sustained Defense DC 20 Will Critical Success The target is unaffected. Success The target is plagued with uncontrollable laugher. It can’t use reactions. Failure The target is slowed 1 and can’t use reactions. Critical Failure The target falls prone and can’t use actions or reactions for 1 round. It then suffers the failure effects. on the pot. Action 3: Cast GuidanceCantrip Concentrate Source Player Core pg. 334 Traditions divine, occult, primal Cast [one-action] Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. on Armie. OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  6. 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: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  7. 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: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  8. 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: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  9. How much monies is the treehouse renovation going to cost? Joseph hasn't spent much money yet. Caster life.
  10. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) 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: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  11. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | 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:: Scrolls3x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) "Dialogue." Thoughts. Mechanics Study Cascade Bearers(Arcana) vs DC 16 Joseph will take the Mask of Mercy. Earn Income (Medicine;Expert) vs DC 19 +24 SP More to come... OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  12. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 18/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | 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) | 1/2 | 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 stares after the fleeing birbs with their unfortunate prey. He glances at his cane and contemplates throwing, but sighs and shakes his head. It would be no use. The arcanist plants his can on the ground, resting both hands atop its silver, beak-like handle. "Mischief, be a good fellow and follow them to their nest." 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: Command Mischief. Action 2: Action 3: OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  13. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 18/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | 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) | 1/2 | 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) "Gah! Away, beast!" Joseph waves a bloodied arm at at the eagle that lands next to him, sleeve torn to shreds by its mighty talons. Mischief squawks angrily at his avian brethren, disappointed that they would turn their powers of flight to evil. The arcanist infuses his stylish cane with magic and telekinetically propels it at the eagle with stupendous speed... Just like his pebble thrown before, the cane goes flying harmlessly past his target, before boomeranging back into the young man's hand. "If nobody else minds! This really is not my sort of thing! I'm an arcanist, not an eldritch knight!" 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: Cast Magic WeaponTraditions arcane, divine, occult Spell List elemental Patron Theme rune Cast [two-actions] somatic, verbal Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally Duration 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. on cane. Action 3: Cast Hand of the ApprenticeHAND OF THE APPRENTICE FOCUS 1 FOCUS UNCOMMON ATTACK MANIPULATE WIZARD Range 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. vs the close eagle for B Damage OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  14. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | 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 strides towards the eagle the spiderlings had attacked, tapping his cane on the ground and sending a stone skyward, sailing harmlessly past the beast. 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: Stride Action 2 + 3: TK Projectile vs eagle 3 AC for B Damage OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  15. Fixed! I like the idea of Drakeheart, but it may prove too inefficient and Shock just ends up in armor. We'll see =)
  16. OK, made thoses changes! To the questions you had about those other rule systems: I'm certainly willing to give them a try.
  17. I didn't have time to make modifications for your specific rules, something came up at work lol, however there would not be any dramatic changes to account for your additional rules. If that is acceptable then he is ready for review. If not acceptable, I understand. You can access his nythweavers sheet by clicking his big name at the top, or
  18. Game Stuff Class: Archetype: and Background: Alignment: LN Edicts: Act with honor; Promote community; Anathema: Take from the community to enrich yourself; Allow petty squabbles to get in the way of progress. Party Roll: Skills; Face, healing Combat Roll: Buffs; Debuffs, Trip; Healing Preferred Charter: Expansion Preferred Heartlands: Mountain or Ruin Preferred Government: Republic Preferred Leadership Roll: General Pathbuilder Statblock Captain Roken Shock Investigator 1 LN | Medium | Hobgoblin | Elfbane Hobgoblin | Humanoid Perception +6; Darkvision Languages None selected Skills Acrobatics +5, Arcana +7, Athletics +3, Crafting +7, Intimidation +4, Lore: Warfare +7, Medicine +4, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1 Items Unarmored, Alchemist's Tools, Backpack, Bedroll, Caltrops, Clothing (Explorer's), Formula Book (Blank), Grappling Hook, Healer's Tools, Rations (7), Rope (2), Flint and Steel, Waterskin (2), Signal Whistle, Buckler (Hardness 3, HP 6, BT 3) AC 15 (+16 with shield raised); Fort +4, Ref +7, Will +6 HP 17 Resist Elf Magic Resist Elf Magic Trigger You attempt a saving throw against a magical effect but haven’t rolled yet. Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead. Clue In Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. Speed 25 feet Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P Melee Rapier +5 (Deadly d8, Disarm, Finesse), Damage 1d6 P Melee Whip +5 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4 S Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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. Quick Tincture (Investigator, Manipulate) Cost 1 versatile vial Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand. You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn. Devise a Stratagem (Concentrate, Fortune, Investigator) Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. Precision Damage Strategic Strike 1d6 Formula Book , , , , , , , , , Additional Feats , , , Additional Specials , , , Weapons Weapons Dagger Hit: +5 Damage: 1d4Piercing AgileFinesseThrown 10 ft.Versatile S Strategic Strike: 1d6 Rapier Hit: +5 Damage: 1d6Piercing Deadly d8DisarmFinesse Strategic Strike: 1d6 Whip Hit: +5 Damage: 1d4Slashing DisarmFinesseNonlethalReachTrip Strategic Strike: 1d6 Weapon Traits Agile The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn. Deadly On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die. Disarm You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. Finesse You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage. Nonlethal Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty. Reach Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures.Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet. Thrown You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon's Range entry. Trip You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. Versatile A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack. Weapon Descriptions Whip Price 1sp; Bulk 1; Hands 1; Group Flail Proficiency: Martial Weapons This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound. Critical Specialization: The target is knocked prone. Dagger Price 2sp; Bulk 0.1; Hands 1; Group Knife Proficiency: Simple Weapons This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown. Critical Specialization: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls. Rapier Price 2gp; Bulk 1; Hands 1; Group Sword Proficiency: Martial Weapons The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon. Critical Specialization: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn. Armor Armor and Shields Unarmored Item Bonus +0 Dex Cap -1 Buckler Raised AC +1 Hardness 3 HP (BT) 6 (3) Armor Descriptions Unarmored Wearing no armor. Buckler AC +1 Hardness: 3 Hit Points: 6 Price: 1 gp Bulk: L This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand. Feats Feats by Category HOBGOBLIN FEATs Alchemical Scholar Remorseless Lash INVESTIGATOR FEATs Known Weaknesses SKILL FEATs Alchemical Crafting Battle Medicine Feats A-Z Alchemical Crafting Feat 1 General Skill Prerequisites trained in Crafting You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. CRB Alchemical Scholar Feat 1 Hobgoblin You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need Alchemical Crafting to Craft alchemical items. Special You can take this feat only at 1st level, and you can’t retrain into or out of this feat. LO: CG Battle Medicine Feat 1 General Healing Manipulate Skill Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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. CRB Known Weaknesses Feat 1 Investigator Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. APG Remorseless Lash Feat 1 Hobgoblin You’re skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon Strike against a frightened foe, that foe can’t reduce their frightened condition below 1 until the beginning of your next turn. LO: CG Special Abilities Specials Clue In Special 1 Concentrate Investigator Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. APG Darkvision Special 1 You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. CRB Devise a Stratagem Special 1 Concentrate Fortune Investigator Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. APG Heritage Special 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. CRB Elfbane Hobgoblin Special 1 Hobgoblins were engineered long ago from the unreliable and fecund goblins, to be used as an army against the elves. Although the elves ultimately freed the hobgoblins from their bondage, some hobgoblins retain ancestral resistance to magic, which they refer to as elf magic. You gain the Resist Elf Magic reaction. LO: CG Methodology Special 1 Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies presented in this book are as follows. APG Alchemical Sciences Special 1 Your methodology emphasizes chemical and alchemical analysis, collecting information from unusual particles and fluids found on the scene. You possess enough alchemical know-how to whip up a few tinctures to help you with your cases. You're trained in Crafting and gain the Alchemical Crafting skill feat. In addition, you gain a standard formula book for free and learn the formulas for two additional common 1st-level alchemical items, which must be elixirs or tools. Each time you gain a level, you learn the formula for one common alchemical elixir or alchemical tool of any level of item you can create. During your daily preparations, you can create a number of versatile vials-alchemical concoctions that can quickly be turned into elixirs and tools— equal to your Intelligence modifier. You can use the Quick Tincture action to turn one of these vials into an elixir or alchemical tool for which you know the formula. APG On the Case Special 1 As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In. APG Pursue a Lead Special 1 Concentrate Exploration Investigator Frequency once per 10 minutes You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations. APG Quick Tincture Special 1 Investigator Manipulate Cost 1 versatile vial Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand. You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn. APG Resist Elf Magic Special 1 Resist Elf Magic Trigger You attempt a saving throw against a magical effect but haven’t rolled yet. Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead. LO: CG Strategic Strike Special 1 When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels. Gear Equipment Main Inventory Qty 1 Alchemist's Tools Qty 1 Backpack Qty 1 Bedroll Qty 1 Caltrops Qty 1 Clothing (Explorer's) Qty 1 Flint and Steel Qty 1 Formula Book (Blank) Qty 1 Grappling Hook Qty 1 Healer's Tools Qty 7 Rations Qty 2 Rope Qty 1 Signal Whistle Qty 2 Waterskin Alchemist's Tools PRICE: 3gp; BULK: 1 This mobile collection of vials and chemicals can be used for simple alchemical tasks. Backpack PRICE: 1sp A backpack holds up to 4 Bulk of items. If you're carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of negligible. The first 2 Bulk of items in your backpack don't count against your Bulk limits. Bedroll PRICE: 2cp; BULK: L No description Caltrops PRICE: 3sp; BULK: L These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a -5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged. Clothing (Explorer's) PRICE: 1sp; BULK: L Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category. Flint and Steel PRICE: 5cp; HANDS: 2 Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer. Formula Book (Blank) PRICE: 1gp; BULK: L A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them. Grappling Hook PRICE: 1sp; BULK: L You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up. Healer's Tools PRICE: 5gp; BULK: 1 This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer’s tools, you can draw and replace them as part of the action that uses them. Rations PRICE: 4sp; BULK: L Rations for 1 week Rope PRICE: 5sp; BULK: L No description Signal Whistle PRICE: 8cp; HANDS: 1 When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain. Waterskin PRICE: 5cp; BULK: L When it's full, a waterskin has roughly 1 day's worth of water for a Small or Medium creature. Story In the heart of the forbidding Branthlend Mountains where Brevoy, Numeria, and the River Kingdoms meet, where relentless winds sculpt the mountain sides, there rose the hobgoblin Roken Shock. Roken's lineage was one steeped in the traditions of warfare. His sire was a decorated general who perished in battle, his name echoing with reverence in the great halls of the Granite Fortress, his clan's home. His mother was a master smith who forged weapons that sang songs of death on the battlefield. It was this lineage that shaped Roken into a living, breathing testament to the hobgoblin spirit of relentless determination and martial skill. From a tender age, Roken demonstrated a mind as sharp as the swords that hung in his mother's smithy. While other sprogs engaged in petty squabbles, Roken would immerse himself in the war tomes of old, absorbing the strategies of the legendary generals of yore. Under the strict guidance of his mother and the elders of his clan, he underwent grueling training regimes, his body adapting, growing stronger, faster, a manifestation of martial might. At the age of twelve, a young age for his kind, Roken stood tall as he entered the merciless world of military leadership. He proved himself a master tactician, his strategies weaving a deadly dance on the battlefield as his troops moved with a precision and discipline that was poetic in its deadly grace. Roken's name began to resonate with respect, echoing across the lands as he first followed as a soldier, then led as he quickly rose to the rank of captain. But Roken was not merely a soldier; he was a leader, a visionary with a soul forged from iron and a heart beating with the fierce flame of ambition. His leadership bore the mark of honor and integrity. He uplifted the low, cared for the wounded, and nurtured the young, creating a fellowship forged in the furnace of camaraderie and mutual respect. In the years that followed, Captain Shock also began gaining a name for himself in political circles amongst his tribesmen. Years of battling the same ogre, troll, goblin, and hobgoblin tribes had dulled his desire for military conquest. He had sent countless loyal hobgoblins to their death to secure a baren mountaintop that would be lost by next spring. He could see the futility of continuing the conflicts, and he grew to resent the endless campaigns against his neighbors, the campaigns that more and more reminded him of the senseless, petty squabbling amongst his peers as a child. He saw a better way forward for hobgoblins: unity and cooperation. On the barren Branthlend Mountains, dreams are fragile and easily shattered by the cold hammer of reality. His attempts to turn the tribe towards diplomacy were futile. Endless generations of hobgoblins had been born and bred to support the endless wars against their kin, and no one was interested in changing the status quo. The status quo did not appreciate his attempts to change things. Captain Shock, once heralded as an ideal for hobgoblin children to aspire to, was quietly bundled off to the most remote and dead reaches of his clan's territory to be forgotten. But he was not willing to wait quietly for a bugbear assassin to gut him in his sleep. On his exodus to the edge of his family's lands, he reached the border... and kept walking. He landed in the sodden River Kingdoms, along the northeastern edge of the untamed lands that share a border with Brevoy. He quickly found a job of sorts that put his skills to good use. The near-feral folk of the River Kingdoms - mostly humans - had built small settlements that dotted the countryside. Their natural obstinance seemingly forbade them from greater organization, which left them vulnerable to bandits, mischievous fey, or even a more-intelligent-than-average bear. Roken was able to keep his belly full and good leather on his feet by training basic militia at these hardy little hamlets. A few spears and steady nerves - the latter of which the River folk had in abundance - would turn away most bandits and all but the hungriest bear without the need to actually shed any blood. But much like he saw the futility in his kind's endless wars against each other, he also saw the futility in this false dream the humans of the River Kingdoms had in their far-flung settlements that hardly ever communicated with each other, never mind working together. As the fortunes of the settlers grew, so too would grow the fangs of the predators. With no form of central organization, the settlers were setting themselves up to be victims, perhaps even victims of his own people, should the deign to leave their mountain holds for more fertile lands. If he could not convince others to build his ideal, community-focused civilization, why not found his own? This thought was timely met with an invitation by a 'Swordlord', who's attention to him had been presumably drawn by his actions helping the settlers. It seems Roken Shock is not the only one who wishes to see the wildlands tamed. Personality "You will overcome this trial through discipline." Roken Shock embodies the essence of a born leader, a visionary with an unyielding will and a spirit forged in the fires of determination and ambition. He harbors a deep respect for tradition and honor, guiding principles that shape his actions and decisions. His strategies in both war and governance are a testament to a mind sharp as the finest blade, able to dissect complex situations and carve a path to victory with meticulous precision. Yet, beneath the hardened exterior of the military genius lies a heart that beats for his people, a leader who sees the potential for greatness in each individual, nurturing talent and fostering a spirit of camaraderie and unity. He is a father figure to his troops, a guiding hand that leads not with fear and tyranny but with respect and understanding, forging bonds of loyalty that are unbreakable. Despite his stern demeanor, Roken possesses a deep well of empathy, able to understand and relate to the pains and struggles of others. He is not blind to the sufferings of war and bears the weight of every life lost, every sacrifice made in the pursuit of his grand vision. This burden has cultivated in him a wisdom that values peace above mindless conquest, a leader who seeks to forge alliances and foster understanding in a world fraught with conflict and mistrust. Shock is not without his flaws, a visionary burdened with the heavy weight of expectation and the impatience borne from a burning desire to see his dreams realized. His determination can sometimes border on stubbornness, a refusal to bend even in the face of changing tides. Yet, it is this very unyielding nature, this iron-clad resolve that has seen him through countless trials, a steadfast rock against the stormy seas of a chaotic world. In personal interactions, Roken can be surprisingly gentle and thoughtful, his ruby eyes capable of peering into the soul, understanding and relating on a deep, personal level. He is a mentor to the young, a confidant to his peers, and a wise counselor, a beacon of strength and wisdom in a fractured world, a leader forged in the heart of the Branthlend Mountains, a true embodiment of hobgoblin spirit and determination. Description Captain Roken Shock stands at an imposing six and a half feet tall, tall for a human or hobgoblin with a trim, athletic physique from years of relentless training battle. His skin bears the deep blue-gray hue of his people, a canvas of life and battle where scars of honor decorate his flesh, each telling a story of valor and might. His eyes are deep pools of molten ruby, burning with an unyielding determination and the wisdom accrued from years of leadership and strategy. These are eyes that have seen the horrors of war yet harbor the warmth of a leader caring deeply for his people, a beacon of strength and guidance for his comrades. Roken's face is stern and stoic, and, as all hobgoblins are, he is completely bald. His jaw is wide and flat, his equally wide mouth a cave of glistening teeth. In attire, Shock prefers the practicality of an officer, his body adorned in a fine military uniform. He forgoes armor, preferring to rely on alchemy and a small buckler to protect him. The lack of visible armor on the battlefield often intimidates or lulls opponents in to a false sense of security, thinking him mad or easy prey, only for their blades to be broken on the dragon's scales hidden beneath his uniform. His weapons of choice are rapier and whip. HeroLab Statblock Captain Roken Shock Male hobgoblin investigator 1 Uncommon, LN, Medium, Goblin, Humanoid Heritage elfbane hobgoblin Background field medic Perception +6; darkvision Languages Common, Draconic, Dwarven, Goblin, Jotun, Orcish Skills Acrobatics +5, Arcana +7, Athletics +3, Crafting +7, Intimidation +4, Medicine +4, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5, Warfare Lore +7 Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 12 (+1) Items buckler, dagger, rapier, whip, alchemist's tools, backpack, bedroll, caltrops, flint and steel, Formula book, grappling hook, healer's tools, lesser drakeheart mutagen[APG], rations (1 week), rope (foot) (50), signal whistle, waterskin (2), purse (1 gp, 10 sp, 5 cp) -------------------- AC 15 (16 with shield raised); Fort +4; Ref +7; Will +6 HP 17 Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally. -------------------- Speed 25 feet Melee [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P +1d6 P/Prec Melee [1] rapier +8 (disarm, deadly d8, finesse), Damage 1d6 P +1d6 P/Prec Melee [1] shield bash +4, Damage 1d4 B Melee [1] whip +8 (disarm, nonlethal, finesse, trip, reach 10 feet), Damage 1d4 S +1d6 S/Prec Ranged [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P +1d6 P/Prec Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap. If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action. Ancestry Feats Alchemical Scholar, Remorseless Lash Class Feats Known Weaknesses Skill Feats Alchemical Crafting, Battle Medicine Other Abilities alchemical sciences, quick tincture, resist elf magic Formula Known Acid Flask, Lesser Bottled Lightning, Lesser Drakeheart Mutagin, Lesser Elixer of Life, Lesser Bestial Mutagen, Lesser Cognative Mutagen, Lesser Antidote, Lesser Eagle-Eye Elixer, Lesser Silvertongue Mutagin, Lesser Smokstick, Lesser
  19. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | 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) | 0/2 | Level 2 Spells:Dispel Magic Flaming Sphere 1/2 | 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 sustains the floating sphere of flaming, calling it towards himself and burning all three of the enemies. He thrusts his cane forward, causing magical grease to form under the feet of the three hostiles. 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: Sustain Floating FlameCONCENTRATE FIRE MANIPULATE Traditions arcane, primal Range 30 feet; Targets 1 5-foot square Defense Reflex; Duration sustained up to 1 minute You create a fire that burns without fuel and moves to your commands. The flame deals 3d6 fire damage to each creature in the square in which it appears, with a basic Reflex save. When you Sustain this spell, you can levitate the flame up to 10 feet. It then deals damage to each creature whose space it shared at any point during its flight. This uses the same damage and save, and you roll the damage once each time you Sustain. A given creature can take damage from floating flame only once per round. and move it 10' East. All three baddies must make a DC 19 Basic Reflex SaveCritical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage. or take Fire Damage Action 2 + 3: Cast Grease (Ref DC 19)GREASE SPELL 1 CONCENTRATE MANIPULATE Traditions arcane, primal Range 30 feet; Area 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less Duration 1 minute You conjure grease, choosing an area or target. Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save. on the three squares with bad guys and and the square on Clank's left. Enemies who fail their save are knocked ProneYou're lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).. OOC That's Joseph's last lvl 1 Spell, but he still has Drain Bonded Item. Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  20. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | 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) | 1/2 | Level 2 Spells:Dispel Magic Flaming Sphere 1/2 | 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 summons forth a ball of fire underneath the undead craftsman. 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. Recognize Spell Action 1 + 2: Cast Flaming Sphere (Ref DC 19)Evocation Fire Source Core Rulebook pg. 338 4.0 Traditions arcane, primal Bloodline diabolic Deities Lubaiko, Nurgal, Ra, The Path of the Heavens Cast [two-actions] somatic, verbal Range 30 feet; Area 1 5-foot square Saving Throw Reflex; Duration sustained up to 1 minute You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square. Creatures that succeed at their save take no damage (instead of half). Heightened (+1) The damage increases by 1d6. vs the stony ghost for Fire Damage:3d6 Action 3: OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  21. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | 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) | 1/2 | 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) Not being much of one for chatter, Joseph waits for one of the more talky types. 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 Treat Wounds for earlier: A:4d8-1d8 C:4d8-1d8 Z:4d8-1d8 Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
  22. Joseph Curwen Human Arcanist 3 | Neutral | | AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | 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) | 1/2 | 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) "Eh? You want to save the book-burner? Suit yourself..." 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: Battle Med:2d8 Action 2 + 3: First Aid to Stabilize (Assurance for 17)Requirements 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. OR First aid to Stabilize:1d20+10 if 17 with Assurance isn't enough. OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9
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