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Vedast

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  1. tbh, I was really worried about rolling a crit fail on that Treat Wounds a post back. 🤕
  2. Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 9/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery Round 5: Contingency 1: "Fabio" is still on his feet subsequent to the d10 deadly damage due from Round #4 and that Valerica's attacks miss or are insufficient to bring Fabio down. Contingency 2: "Fabio" is brought down and Daggergirl/Voss is the remaining opponent. Fairly similar, really, save for the target. OOC ACTIONS Contingency 1: Stand up; Step due NORTH (1 square to the left) using the vat as somewhat protection vs. a potential flank (at least make them have to work at it); Strike with rapier at Fabio. Continency 2: Stand up; Stride due SOUTH 2 squares (to the square with 'A8' in it); Strike with rapier at Daggergirl/Voss.
  3. KraawkawKraawkaw Cloistered Cleric of Nethys 1 LN Medium Tengu Skyborn Tengu Humanoid Perception +6; Low-Light Vision Languages Draconic, Sylvan Skills Acrobatics +2, Arcana +5, Athletics +0, Diplomacy +5, Intimidation +5, Lore: Academia +5, Lore: Lore (Magaambya) +5, Medicine +6, Religion +6, Stealth +5 Str +0, Dex +2, Con +0, Int +2, Wis +3, Cha +2 Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Antidote (Lesser), Antiplague (Lesser), Healer's Tools, Writing Set, Religious Symbol (Ceramic) AC 15; Fort +3, Ref +5, Will +8 HP 14 Squawk! Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. Speed 25 feet Antidote (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Antiplague (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 16, attack +6; 1st Magic Missile, Fear; Cantrips Detect Magic, Guidance, Light, Needle Darts, Shield Focus Spells (1 points) Scholarly Recollection Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. Additional Feats Assurance, Domain Initiate, Skyborn Tengu Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Knowledge), Sharp Beak Skyborn TenguYour bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.; Scholar (Arcana)You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.; Cloistered Cleric of (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 14/14 | AC: 15 (16): Explorer's ClothingEssentially Kraawkaw's habit as a Priest of Nethys White (really flax) tunic Leather cincture Black mantle Holy Symbol: a ceramic mosaic of the Face of Nethys. It is held by a chain, secured to the cincture. (shield spell) | Speed: 25' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects+1 Status bonus vs spells | Perception (T): +6 ▪ Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 | | SkillsTrained: Arcana (+5); Diplomacy (+5); Intimidation (+5); Lore/Academia (+5); Lore/Magaambya (+5); Medicine (+5); Religion (+6); Stealth (+5); Untrained: Acrobatics (+2); Athletics (+0); Crafting (+0); Deception (+2); Nature (+3); Occultism (+2); Performance (+2); Society (+2); Survival (+3); Thievery (+2) | AttributesSTR +0 DEX +2 CON +0 INT +2 WIS +3 CHA +2 | AttacksUnarmed: Sharp Beak +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6 P • Finesse; Unarmed; Brawling Melee: Ranged: | Divine DC (ATK): 16 (+6) | Focus Points 1/1| "A farmer outside of Nantambu, Bisola, said her family used to keep Ojofiri chickens. Said they could hatch anything, even a dragon egg! I don’t know about that, but she wants to raise Ojofiris again, so we’re going to get her some. Ojofiri eggs aren’t very hardy and the birds aren’t good layers, so they mostly got put in soup and now there’s hardly any left. Well, we caught wind that someone at Kafesi has a few chicks. Go and bring some back." Perhaps we should collect some of Bisola's family, then, and bring them to the Market if relations between the Kafesi Market and the Magaambya are so bad. I mean, is the problem that Bisola's family have no one who can make the trip to and from their farm? asked the somewhat confused priest, who was wondering why any intervention from the Magaambya was needed in this situation. He understood 'doing a good dead,' but this task seemed potentially inflammatory. Kraawkaw searches his memory for any prior information regarding the relations between the Market and the Magaambya (Recall Knowledge: Magaambya). ====== Speaking a bit later to his companions: As we leave, I'd like to drop by the Powderpile to give Xhokan the bead I've prepared for him. And, he continued, I'd like to visit the Temple of Nethys -- I believe we were told that one exists in the town. Besides just being the right thing for me to do, he explained, perhaps establishing some relationships there might help with bridging the "Town and Gown" problem - since it seems to exist here, at least in regards to the Kafesi Marketplace. And, if some at the Market take me to be a member of the local temple, all to the good, he thought. OOC ACTIONS Morning devotions and Daily Spell Preparations. Recall Knowledge (Magaambya) => modified (not natural) 20 result.
  4. Party rundown on Diplomacy (for the chick-finding task). Kraawkaw has +5; two others +4. Caeliria has/had +5 also, but ... Perhaps Marica and/or Olis try Aid and have Kraawkaw make the Diplomacy Check to get the highest bonus (+7 if Aid is successful). Maybe get GM to roll that one? :-) Maybe wandering about in "pairs" would be more discrete -- though remain in sight of each other? A larger group sticking together might be a tell-tale for Magaambya? Initial thoughts only ... certainly willing to entertain other ideas. Out of a game mechanics curiosity, can Player A aid Player B and if that fails; can B try to aid A? Or is there really just a single "check?"
  5. Falki is still here: just keeping an eye to the rear-guard.
  6. As the group starts to break up, Kraawkaw notices that Marica appears to remain slightly injured. Let me get my medicine kit, he says and, having done so: Uses Medicine to Treat Wounds (+6 skill bonus). This may or may not help, he observes. ========= OOC: 16 should just beat the usual DC of 15.
  7. KraawkawKraawkaw Cloistered Cleric of Nethys 1 LN Medium Tengu Skyborn Tengu Humanoid Perception +6; Low-Light Vision Languages Draconic, Sylvan Skills Acrobatics +2, Arcana +5, Athletics +0, Diplomacy +5, Intimidation +5, Lore: Academia +5, Lore: Lore (Magaambya) +5, Medicine +6, Religion +6, Stealth +5 Str +0, Dex +2, Con +0, Int +2, Wis +3, Cha +2 Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Antidote (Lesser), Antiplague (Lesser), Healer's Tools, Writing Set, Religious Symbol (Ceramic) AC 15; Fort +3, Ref +5, Will +8 HP 14 Squawk! Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. Speed 25 feet Antidote (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Antiplague (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 16, attack +6; 1st Magic Missile, Fear; Cantrips Detect Magic, Guidance, Light, Needle Darts, Shield Focus Spells (1 points) Scholarly Recollection Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. Additional Feats Assurance, Domain Initiate, Skyborn Tengu Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Knowledge), Sharp Beak Skyborn TenguYour bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.; Scholar (Arcana)You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.; Cloistered Cleric of (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 14/14 | AC: 15 (16): Explorer's ClothingEssentially Kraawkaw's habit as a Priest of Nethys White (really flax) tunic Leather cincture Black mantle Holy Symbol: a ceramic mosaic of the Face of Nethys. It is held by a chain, secured to the cincture. (shield spell) | Speed: 25' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects+1 Status bonus vs spells | Perception (T): +6 ▪ Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 | | SkillsTrained: Arcana (+5); Diplomacy (+5); Intimidation (+5); Lore/Academia (+5); Lore/Magaambya (+5); Medicine (+5); Religion (+6); Stealth (+5); Untrained: Acrobatics (+2); Athletics (+0); Crafting (+0); Deception (+2); Nature (+3); Occultism (+2); Performance (+2); Society (+2); Survival (+3); Thievery (+2) | AttributesSTR +0 DEX +2 CON +0 INT +2 WIS +3 CHA +2 | AttacksUnarmed: Sharp Beak +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6 P • Finesse; Unarmed; Brawling Melee: Ranged: | Divine DC (ATK): 16 (+6) | Focus Points 1/1| I'll gladly take any (healing) you have to offer. Kraawkaw chants a praise to Nethys and casts the spell: 3 hps of healing - well, to anyone within 30' really who might otherwise not be at full hp. With a certain determination, the tengu heads back to the baths to perform his delayed ablutions. He felt a frisson of post-wounding stress release coming on and he was anxious to be out of sight or, at least, in a cool bath as he recovered. Though fully healed now, that slash from the spellskein had nearly done for him. Every so often, he would cast Detect Magic himself as the waters cleansed and calmed his body. And he kept the small pouch with his metal components near to hand as well. What have I gotten myself involved with here, he mused? OOC ACTIONS 3A heal as per post above. 3hp.
  8. KraawkawKraawkaw Cloistered Cleric of Nethys 1 LN Medium Tengu Skyborn Tengu Humanoid Perception +6; Low-Light Vision Languages Draconic, Sylvan Skills Acrobatics +2, Arcana +5, Athletics +0, Diplomacy +5, Intimidation +5, Lore: Academia +5, Lore: Lore (Magaambya) +5, Medicine +6, Religion +6, Stealth +5 Str +0, Dex +2, Con +0, Int +2, Wis +3, Cha +2 Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Antidote (Lesser), Antiplague (Lesser), Healer's Tools, Writing Set, Religious Symbol (Ceramic) AC 15; Fort +3, Ref +5, Will +8 HP 14 Squawk! Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. Speed 25 feet Antidote (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Antiplague (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 16, attack +6; 1st Magic Missile, Fear; Cantrips Detect Magic, Guidance, Light, Needle Darts, Shield Focus Spells (1 points) Scholarly Recollection Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. Additional Feats Assurance, Domain Initiate, Skyborn Tengu Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Knowledge), Sharp Beak Skyborn TenguYour bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.; Scholar (Arcana)You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.; Cloistered Cleric of (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 11/14 | AC: 15 (16): Explorer's ClothingEssentially Kraawkaw's habit as a Priest of Nethys White (really flax) tunic Leather cincture Black mantle Holy Symbol: a ceramic mosaic of the Face of Nethys. It is held by a chain, secured to the cincture. (shield spell) | Speed: 25' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects+1 Status bonus vs spells | Perception (T): +6 ▪ Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 | | SkillsTrained: Arcana (+5); Diplomacy (+5); Intimidation (+5); Lore/Academia (+5); Lore/Magaambya (+5); Medicine (+5); Religion (+6); Stealth (+5); Untrained: Acrobatics (+2); Athletics (+0); Crafting (+0); Deception (+2); Nature (+3); Occultism (+2); Performance (+2); Society (+2); Survival (+3); Thievery (+2) | AttributesSTR +0 DEX +2 CON +0 INT +2 WIS +3 CHA +2 | AttacksUnarmed: Sharp Beak +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6 P • Finesse; Unarmed; Brawling Melee: Ranged: | Divine DC (ATK): 16 (+6) | Focus Points 1/1| "I'm not hurt" Kraawkaw blinked. With some chagrin, he realized that he'd spoken to Annah when it was Marica who'd taken hurt from the spellskeins. I beg your pardon, he said to the Duskwalker elf. I intended the offer of healing to you. OOC Inadvertently, I flipped character identity in the previous post and as Daltar/Annah replied, I'll just go with it In Character. ACTIONS
  9. KraawkawKraawkaw Cloistered Cleric of Nethys 1 LN Medium Tengu Skyborn Tengu Humanoid Perception +6; Low-Light Vision Languages Draconic, Sylvan Skills Acrobatics +2, Arcana +5, Athletics +0, Diplomacy +5, Intimidation +5, Lore: Academia +5, Lore: Lore (Magaambya) +5, Medicine +6, Religion +6, Stealth +5 Str +0, Dex +2, Con +0, Int +2, Wis +3, Cha +2 Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Antidote (Lesser), Antiplague (Lesser), Healer's Tools, Writing Set, Religious Symbol (Ceramic) AC 15; Fort +3, Ref +5, Will +8 HP 14 Squawk! Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. Speed 25 feet Antidote (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Antiplague (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 16, attack +6; 1st Magic Missile, Fear; Cantrips Detect Magic, Guidance, Light, Needle Darts, Shield Focus Spells (1 points) Scholarly Recollection Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. Additional Feats Assurance, Domain Initiate, Skyborn Tengu Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Knowledge), Sharp Beak Skyborn TenguYour bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.; Scholar (Arcana)You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.; Cloistered Cleric of (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 11/14 | AC: 15 (16): Explorer's ClothingEssentially Kraawkaw's habit as a Priest of Nethys White (really flax) tunic Leather cincture Black mantle Holy Symbol: a ceramic mosaic of the Face of Nethys. It is held by a chain, secured to the cincture. (shield spell) | Speed: 25' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects+1 Status bonus vs spells | Perception (T): +6 ▪ Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 | | SkillsTrained: Arcana (+5); Diplomacy (+5); Intimidation (+5); Lore/Academia (+5); Lore/Magaambya (+5); Medicine (+5); Religion (+6); Stealth (+5); Untrained: Acrobatics (+2); Athletics (+0); Crafting (+0); Deception (+2); Nature (+3); Occultism (+2); Performance (+2); Society (+2); Survival (+3); Thievery (+2) | AttributesSTR +0 DEX +2 CON +0 INT +2 WIS +3 CHA +2 | AttacksUnarmed: Sharp Beak +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6 P • Finesse; Unarmed; Brawling Melee: Ranged: | Divine DC (ATK): 16 (+6) | Focus Points 1/1| Kraawkaw takes a moment to realize that the (immediate) combat is over. Whilst certainly startled, his emotions are primary of exasperation and chagrin. Later, he might have time to experience a post-action frisson of fear as he reflects on just how close he came to ending his career at the Magaambya before he had quite begun it. Noticing that both he and Annah seem somewhat battered, he said to the unusually heterochromatic humanI'd assume that we don't really know about "Changeling" heritages IC ... or do we?: If you wish, I can attempt another healing, an effect that would encompass both of us? ======= Will cast a 3A Heal (emanation form for 1d8 healing) contingently. If Annah prefers to heal herself or to have a mundane Treat Wounds, we can go that route and Kraawkaw will not cast. ======= Once the priest's attention can be spared to the aftermath, he is somewhat nonplussed by the general reaction of the other occupants of the Dormitory. Were such events common here? he wondered incredulously. In particular, Kraawkaw looked for Chirize (see OOC) whom the tengu had noticed lounging about in the common room just prior to his seeking the baths. Realizing, of course, that he would have to ... try to ... explain to his peers he began: I was just about to enter the baths when two pieces of what I took to be garments amidst of pile of long-forgotten laundry suddenly animated into the forms you saw. Initially, I thought this was some gag or joke to be played on one of the "newbies," or perhaps just another student's magical practice that had gotten out-of-hand so to say: I first determined simply to withdraw in hopes that the effect would dissipate after a short time. As you saw, however, the constructs were in deadly earnest ... and were significantly ... er ... robust. I had expected magical 'darts' to deal with them. That was a grave underestimation. He points to the nearly too-deep slice through his downy neck feathers. Looking at Noxolo (not sure whether we know her name IC as yet?) he asks: Should we notify an instructor? He wasn't certain as to the protocols here, but, certainly, at his seminary a magical happening such as this would have been investigated. Once things calm down a bit, he'll make a Recall Knowledge (Arcana) Check to search his memory for any lore related to this sort of thing. OOC "Chirize is slumped in the common room, feet up and a jar of rumtopf on the floor next to him." K. has assurance in Arcana, so, I think, that would only be a 10+1+2 (1st level; trained) = 13 but he has a +5 bonus. I think I'll roll since I doubt a 13 result would gain much. (sheesh ... Dice Roller hate continues). ACTIONS Cast a 3A Heal if needed. 1d8 healing in 30' radius. Recall Knowledge (Arcana) Check when convenient.
  10. Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 15/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery Round 4: "Let's get in this fight," said Caltrix with some asperity - all self-directed - annoyed with herself for having thought that these thugs would run rather than face a determined foe directly. Her plans to cut off that retreat had come to naught. I'll drop down first, Valerica. You can follow or fire at "Fabio" there as you see fit. ============ SPLASH -- just narrowly avoiding hitting her head on the edge of the vat: halflings have all the luck. ============ After quickly pulling herself out of the vat into which she fell and dropping down (see below), she draws her rapier. Looking and feeling much like a bedraggled and quite angry cat, both in pathetic appearance and foul temper, the drenched halfling calls out to the figure (Rufio?) at the foot of the stairs. Hey there! Fabio! Perhaps the distraction might provide a bit of 'cover' to allow Valerica a chance to Act as she chose? she thought. OOC Based on Discord discussion with GM, Caltrix can Interact to open the skylight and drop in the same Action. DC = 20 Acrobatics Check to land on the vat edge. DC = 12 Athletics Check to climb out of the vat if that fails. ACTIONS 1. Interact to open skylight and drop down. => failed. Used Halfling Luck feat to obviate the critical failure. 2. Athletics Check to climb out => success. (Per GM clarification, she drops to the floor using Cat Fall feat to mitigate damage as part of the 'climb out' Action. 3. Interact to draw rapier at the foot of the vat probably in the same square as her icon is currently, only the level down.
  11. Vampiric Fetchling Fighter (2) HP: 30/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Round prior to opening the lid: Imbibe a Bravo's Brew (+1 to Will Saves, item bonus). Step or Stride as to be near the 'head' as best we can determine. Round of opening the lid (mostly conjectural since we don't know what we'll find when ... someone ... opens the lid): Avert Gaze to avoid meeting Tallon's gaze (if necessary). Strike with dagger preferably at the neck (if necessary). Strike with dagger " " " OOC Razvan's intent is to make a Strike to decapitate if at all possible in conjunction with whomever is going to place/pound the stake. Not sure who is going to lift the lid, Cyntheria and/or Krott (who are the two strongest characters)? Demetrius? Using block initiative, Razvan's Actions will necessarily follow the action of opening the lid. Will post a follow-up accordingly. These Actions are descriptive of Razvan's preparation. ACTIONS Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against and . Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Shadowtongue Darkvision Liminal Heritage You gain a +1 circumstance bonus to locate creatures within 60 feet when using the action. Your flat check to target creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Necril: You know the language. Undead Vision: You gain , or you gain if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by effects. You don't take negative damage and are healed by effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as , don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become by a , you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against and . Feats Ancestry Feats Shrouded Mien => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Cat Fall (background) Intimidating Glare (2nd level skill feat) Class Feats Attack of Opportunity (Class Feature) Shield Block (Class Feature) Point-Blank Shot (1st) Double Slice (2nd) (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 18/20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.
  12. KraawkawKraawkaw Cloistered Cleric of Nethys 1 LN Medium Tengu Skyborn Tengu Humanoid Perception +6; Low-Light Vision Languages Draconic, Sylvan Skills Acrobatics +2, Arcana +5, Athletics +0, Diplomacy +5, Intimidation +5, Lore: Academia +5, Lore: Lore (Magaambya) +5, Medicine +6, Religion +6, Stealth +5 Str +0, Dex +2, Con +0, Int +2, Wis +3, Cha +2 Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Antidote (Lesser), Antiplague (Lesser), Healer's Tools, Writing Set, Religious Symbol (Ceramic) AC 15; Fort +3, Ref +5, Will +8 HP 14 Squawk! Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. Speed 25 feet Antidote (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Antiplague (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 16, attack +6; 1st Magic Missile, Fear; Cantrips Detect Magic, Guidance, Light, Needle Darts, Shield Focus Spells (1 points) Scholarly Recollection Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. Additional Feats Assurance, Domain Initiate, Skyborn Tengu Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Knowledge), Sharp Beak Skyborn TenguYour bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.; Scholar (Arcana)You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.; Cloistered Cleric of (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 11/14 | AC: 15 (16): Explorer's ClothingEssentially Kraawkaw's habit as a Priest of Nethys White (really flax) tunic Leather cincture Black mantle Holy Symbol: a ceramic mosaic of the Face of Nethys. It is held by a chain, secured to the cincture. (shield spell) | Speed: 25' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects+1 Status bonus vs spells | Perception (T): +6 ▪ Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 | | SkillsTrained: Arcana (+5); Diplomacy (+5); Intimidation (+5); Lore/Academia (+5); Lore/Magaambya (+5); Medicine (+5); Religion (+6); Stealth (+5); Untrained: Acrobatics (+2); Athletics (+0); Crafting (+0); Deception (+2); Nature (+3); Occultism (+2); Performance (+2); Society (+2); Survival (+3); Thievery (+2) | AttributesSTR +0 DEX +2 CON +0 INT +2 WIS +3 CHA +2 | AttacksUnarmed: Sharp Beak +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6 P • Finesse; Unarmed; Brawling Melee: Ranged: | Divine DC (ATK): 16 (+6) | Focus Points 1/1| The fledgling priest had grossly underestimated the magical constructs. These creations were no prank gone astray ... or if they were, it was a deadly serious one. He'd erred in splitting his magical missiles ... though he had done so hoping that the skeins (as they appeared to be called) would be easily dissipated by magical force. And his dropping his guard whilst cast had quite nearly cost him his life. He needed to heal and defend whilst others came to his and Marica's aid. OOC I considered the 3A heal emanation since constructs wouldn't benefit, but K is down to 2 hp so he needs a decent boost. Sheesh ... both Marica and I roll 1's for healing. Splendid ~2% chance there by the Dice Roller. (1:6)(1:8) ACTIONS 1. & 2. Cast 2A Heal on himself. 1d8+8 3. Cast Shield. +1 to AC (note the '16' is now bolded in the post template - that is how I signify the active AC)
  13. If you open the Show Active Map tab in the most recent GM post, you should find Olis over to the left side of the map. Her move is 30' so my quick counting suggests that she cannot quite reach melee range after x3 Strides. Close though. But definitely check ... I just counted quickly.
  14. Based on the previous description "stretching, the tengu is about to undress when two of the pieces of cloth lurch and hop into sight," can I presume that Kraawkaw has his component pouch still on his person? Put another way, will he be able to cast Needle Darts next round (if he chooses)?
  15. KraawkawKraawkaw Cloistered Cleric of Nethys 1 LN Medium Tengu Skyborn Tengu Humanoid Perception +6; Low-Light Vision Languages Draconic, Sylvan Skills Acrobatics +2, Arcana +5, Athletics +0, Diplomacy +5, Intimidation +5, Lore: Academia +5, Lore: Lore (Magaambya) +5, Medicine +6, Religion +6, Stealth +5 Str +0, Dex +2, Con +0, Int +2, Wis +3, Cha +2 Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Antidote (Lesser), Antiplague (Lesser), Healer's Tools, Writing Set, Religious Symbol (Ceramic) AC 15; Fort +3, Ref +5, Will +8 HP 14 Squawk! Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. Speed 25 feet Antidote (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Antiplague (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 16, attack +6; 1st Magic Missile, Fear; Cantrips Detect Magic, Guidance, Light, Needle Darts, Shield Focus Spells (1 points) Scholarly Recollection Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. Additional Feats Assurance, Domain Initiate, Skyborn Tengu Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Knowledge), Sharp Beak Skyborn TenguYour bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.; Scholar (Arcana)You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.; Cloistered Cleric of (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 14/14 | AC: 15 (16): Explorer's ClothingEssentially Kraawkaw's habit as a Priest of Nethys White (really flax) tunic Leather cincture Black mantle Holy Symbol: a ceramic mosaic of the Face of Nethys. It is held by a chain, secured to the cincture. (shield spell) | Speed: 25' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects+1 Status bonus vs spells | Perception (T): +6 ▪ Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 | | SkillsTrained: Arcana (+5); Diplomacy (+5); Intimidation (+5); Lore/Academia (+5); Lore/Magaambya (+5); Medicine (+5); Religion (+6); Stealth (+5); Untrained: Acrobatics (+2); Athletics (+0); Crafting (+0); Deception (+2); Nature (+3); Occultism (+2); Performance (+2); Society (+2); Survival (+3); Thievery (+2) | AttributesSTR +0 DEX +2 CON +0 INT +2 WIS +3 CHA +2 | AttacksUnarmed: Sharp Beak +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6 P • Finesse; Unarmed; Brawling Melee: Ranged: | Divine DC (ATK): 16 (+6) | Focus Points 1/1| Seeing the aggressive pursuit and attack, the tengu's blood rises up in anger. This is a school of magic: let them see the destructive side of the God of Magic. With these words, Kraawkaw puts actions to words and casts a >>> version of Magic Missile, a spell granted specifically by Nethys to his clerics. OOC N.B. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. ACTIONS 1-3. Cast >>> version of Magic Missile. Two missiles at the target attacking him; one directed to the one attacking Marica
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