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Cleric8092

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  1. Mic is level 3 now. :) we get back to town, have a plan to retrain with druid mentor to Scatter Scree rather than Disrupt Undead / Vitality Lash
  2. Fleet Feat / Feet. Deny Advantage Class Ability (not Flat Footed when Flanked, or from Hidden or Undetected or Sneak Attack - from foes my level or lower. Though they can set up Flanking for those Higher level than me.). Ability bump to Con. And ... my apologies for not doing so sooner. My affinity for Clerics and Paladins of yesteryear caused me to irrationally overlook, undervalue Heal Skill for Treat Wounds. Skill Focus Heal to Expert. Skill Feat Battle Medicine. Will Post him asking for some teaching from allies in addition to what he's learned bia observation. Then begin his Medicinal "Practice" And updated Sheet.
  3. 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Mic Humblebrow Elemental Heart Dwarf Thief Rogue 3 Chaotic Good | | AC: 20 | HP: 43 / 43 | Perception: +10 | Fort: +8 | Ref: +11 | Will: +10 Hero Points:: 1/1 | Movement: 25' - Conditions: "With that rest and wound mending training, I feel a new and better lad. Faster even. Look out world... below. Mic stands a little taller. More confident "Actions - Out of Character, link to Sheet" Actions: Level 3 !!! Rapier +10. Others +9 Spell attacks +8. Spell DCs 18 Str 10, Dex 18, Con 16, Wis 16, Int 14, Cha 8 Trapfinder. Darkvision. Perception +10. Languages: Common, Dwarven, Aklo, Undercommon Trained Skills Acrobatics +7, Arcana +7, Athletics +7, dumb ol' Diplomacy +4, Intimidation +4, Lore: "Circus" +7, Medicine +10, Nature +8, Occultism +7, Religion +8, Society +7, Stealth +9, Survival +8, Thievery +9 Melee Clan Dagger +6 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P) Melee +1 Rapier +10 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P) Melee Shortsword +9 (Agile, Finesse, Versatile S), Damage 1d6+4 (P) Melee Light Mace +9 (Agile, Finesse, Shove), Damage 1d4+4 (B) Melee Throwing Knife +9 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P) Ranged Throwing Knife +9 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P) Shortbow (Arrows 5) +9 (60') Damage 1d6 (P) deadly d10 Coins: 18g. 4s. 6c Silver key from Tangletop's study (10gp *Wayfinder* Activate command; Effect The wayfinder is targeted by a 1st-level light spell. Cantrips: Druid Archetype (Leaf Order) Electric Arc 30' Disrupt Undead 30' Detect Magic (Arcane Sense) Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 2d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (19) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1 Quick Draw Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week), "Feats and Abilities and Spells and Special Items" Trapfinder. Darkvision. dark = black and white Cantrips: Druid Archetype (Leaf Order) Electric Arc 30' Disrupt Undead 30' Detect Magic (Arcane Sense) Elemental Heart Dwarf Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 2d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (19) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. *Bonus Ancestry Feat* Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1. Precision Damage Sneak Attack 1d6 Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, if foe Flat-Footed Surprise Attack 1st Round, if roll Stealth or Dec for Init. not acted = FF to me Additional Feats Battle Medicine Fleet Stonecunning Quick Draw Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg Rock Runner ignore difficult terrain from rubble / uneven from rock / ground when use Acro to Balance on narrow / uneven of stone / earth not FF Steady Balance Sucess w Balance action = crit success Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge Trap Finder always on +1 Perc, AC, Saves of Traps Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack "Spells" Traditions arcane, primal Electric Arc Cast somatic, verbal Range 30 feet; Targets 1 or 2 creatures Saving Throw basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to 2d4+3 plus your spellcasting ability modifier. Heightened (+1) The damage increases by 1d4 Disrupt Undead Cantrip 1 Cantrip Necromancy Positive Source Core Rulebook pg. 331 4.0 Traditions divine, primal Bloodline psychopomp Cast somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Fortitude You lance the target with energy. You deal 2d6+3 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. Heightened (+1) The damage increases by 1d6. 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  4. 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Mic Humblebrow Elemental Heart Dwarf Thief Rogue 3 Chaotic Good | | AC: 20 | HP: 43 / 43 | Perception: +10 | Fort: +8 | Ref: +11 | Will: +10 Hero Points:: 1/1 | Movement: 25' - Conditions: "With that rest and wound mending training, I feel a new and better lad. Faster even. Look out world... below. Mic stands a little taller. More confident "Actions - Out of Character, link to Sheet" Actions: Level 3 !!! Rapier +10. Others +9 Spell attacks +8. Spell DCs 18 Str 10, Dex 18, Con 16, Wis 16, Int 14, Cha 8 Trapfinder. Darkvision. Perception +10. Languages: Common, Dwarven, Aklo, Undercommon Trained Skills Acrobatics +7, Arcana +7, Athletics +7, dumb ol' Diplomacy +4, Intimidation +4, Lore: "Circus" +7, Medicine +10, Nature +8, Occultism +7, Religion +8, Society +7, Stealth +9, Survival +8, Thievery +9 Melee Clan Dagger +6 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P) Melee +1 Rapier +10 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P) Melee Shortsword +9 (Agile, Finesse, Versatile S), Damage 1d6+4 (P) Melee Light Mace +9 (Agile, Finesse, Shove), Damage 1d4+4 (B) Melee Throwing Knife +9 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P) Ranged Throwing Knife +9 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P) Shortbow (Arrows 5) +9 (60') Damage 1d6 (P) deadly d10 Coins: 18g. 4s. 6c Silver key from Tangletop's study (10gp *Wayfinder* Activate command; Effect The wayfinder is targeted by a 1st-level light spell. Cantrips: Druid Archetype (Leaf Order) Electric Arc 30' Disrupt Undead 30' Detect Magic (Arcane Sense) Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 2d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (19) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1 Quick Draw Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week), "Feats and Abilities and Spells and Special Items" Trapfinder. Darkvision. dark = black and white Cantrips: Druid Archetype (Leaf Order) Electric Arc 30' Disrupt Undead 30' Detect Magic (Arcane Sense) Elemental Heart Dwarf Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 2d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (19) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. *Bonus Ancestry Feat* Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1. Precision Damage Sneak Attack 1d6 Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, if foe Flat-Footed Surprise Attack 1st Round, if roll Stealth or Dec for Init. not acted = FF to me Additional Feats Battle Medicine Fleet Stonecunning Quick Draw Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg Rock Runner ignore difficult terrain from rubble / uneven from rock / ground when use Acro to Balance on narrow / uneven of stone / earth not FF Steady Balance Sucess w Balance action = crit success Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge Trap Finder always on +1 Perc, AC, Saves of Traps Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack "Spells" Traditions arcane, primal Electric Arc Cast somatic, verbal Range 30 feet; Targets 1 or 2 creatures Saving Throw basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to 2d4+3 plus your spellcasting ability modifier. Heightened (+1) The damage increases by 1d4 Disrupt Undead Cantrip 1 Cantrip Necromancy Positive Source Core Rulebook pg. 331 4.0 Traditions divine, primal Bloodline psychopomp Cast somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Fortitude You lance the target with energy. You deal 2d6+3 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. Heightened (+1) The damage increases by 1d6. 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  5. not been able to get to Sheet to move over things from Pathbuilder 2e. Is a weekend target for me
  6. Good plan Tom / Rok. Yes - Mic justs wants to be more like Zum. As do all. Ah Ancestry Paragon. I wish more GMs did that also. None are just crazy good. and several are interesting but not as good as others more likely to take when get them much less frequently
  7. "I should have asked sooner, but with all our proven ability to sprout wounds. You two mind showing me those techniques for mending wounds I think I've picked up some from being on the other end of?"
  8. Fleet Feat / Feet. Deny Advantage Class Ability (not Flat Footed when Flanked, or from Hidden or Undetected or Sneak Attack - from foes my level or lower. Though they can set up Flanking for those Higher level than me.). Ability bump to Con. And ... my apologies for not doing so sooner. My affinity for Clerics and Paladins of yesteryear caused me to irrationally overlook, undervalue Heal Skill for Treat Wounds. Skill Focus Heal to Expert. Skill Feat Battle Medicine. Will Post him asking for some teaching from allies in addition to what he's learned bia observation. Then begin his Medicinal "Practice" And update Sheet. (Changes made in just Pathfinder 2e at the moment)
  9. %5Bfloatleft%5D%5Bimg2%3D200%5D%20%20%20%20https%3A%2F%2Fi.pinimg.com%2F1200x%2Ff0%2F8c%2Fa8%2Ff08ca8016f82825131420453ccdc1fb2.jpg%20%20%5B%2Fimg2%5D%20%20%20%0A%5B%2Ffloatleft%5D%20%20%20%20%20%5BFONT%3D%22BookAntiqua%22%5D%5BSIZE%3D%225%22%5D%5Bb%5D%5BCOLOR%3D%22Brown%22%5D%20%22Wugo%20GrowlSnuffer%22%20%5B%2FCOLOR%5D%5B%2Fb%5D%5B%2FSIZE%5D%5B%2FFONT%5D%5BFONT%3D%22Arial%20Narrow%22%5D%20Warrior%20Warpriest%20of%20Zarongel%20(4)%20%20%5Bi%5D%20Neutral%5B%2Fi%5D%5B%2FFONT%5D%20%7C%20%5Burl%3D%22%20https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2888517%20%20%20%22%5DSheet%5B%2Furl%5D%5Bhr%5D%5B%2Fhr%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fchecked-shield.svg%5B%2FIMG2%5D%5BB%5D%5BCOLOR%3D%22Black%22%5DAC%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BB%5D%2021%20%5B%2FB%5D%20%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fhealth-normal.svg%5B%2FIMG2%5D%5BCOLOR%3D%22black%22%5DHP%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BCOLOR%3D%22Firebrick%22%5D%2050%20%5B%2FCOLOR%5D%2F%5BCOLOR%3D%22black%22%5D%2050%20%20%5B%2FCOLOR%5D%7C%20%5BB%5D%0A%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fsprint.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DPerception%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B9%20%7C%20%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fawareness.svg%5B%2FIMG2%5D%20%5BB%5D%5BCOLOR%3D%22black%22%5DFort%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DRef%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DWill%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B11%20%20%5Bb%5D%5BCOLOR%3D%22black%22%5DHero%20Points%3A%20%200.%20%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%20%7C%20%5BB%5DMovement%3A%2025'%20%20-%20%20Conditions%20-%20%20%5B%2FB%5D%20%20%5Bhr%5D%5B%2Fhr%5D%20%20%20%20Wugo%20flinches%20much%20more%20so.%20%0A%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20WHAT%3F!%20%20We%20wons%3F!%0AWugo%20was%20NOT%20expectings%20THAT!.%22%20%5B%2FB%5D%5B%2FCOLOR%5D%0A%20He%20looks%20around%20and%20nods%20at%20his%20remarkable%20comrades.%20%20For%20non%20goblins.%20%20They%20werent%20half%20bad%20at%20giving%20ouchies.%0AHe%20then%20wiggles%20all%20over%20and%20does%20a%20victory%20dance%20%2F%20jig%20%2F%20scitter-bug%20that%20one%20cannot%20unsee%20once%20seen.%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0ACelebrate!!%0A%0AMelee%20Attacks%20at%20%2B10%0ASpell%20Attacks%20at%20%2B9%0ASpell%20DCs%20at%2019.%0A%0A%5BB%5DGear%5B%2FB%5D%3A%20%0A%2B1%20Striking%20Dogslicers%20x2%0A%2B1%20Light%20Mace%20x2%2C%20%0ADogslicers%20x2%0AHealers%20Toolkit%2C%20Thievers%20Tools%2C%20Wooden%20Religious%20symbol%2C%20crowbar%0A%0A%5BB%5DBackpack%2C%5B%2FB%5D%20%0ABedroll%2C%20Chalk%2C%20Flint%20and%20Steel%2C%20Rope%2C%20Soap%2C%20Torch%2C%20Rations%20(2%20weeks)%2C%20Waterskin%2C%20Climbing%20Kit%0A%0A%0A%5B%2FSPOILER%5D%20%20%20%20%20%20%20%5BSPOILER%3D%22Spiritual%20Armament%22%5D%20%0A%0ASpiritual%20Armament%20%5Btwo-actions%5D%20(Spell%202)%0AConcentrate%2C%20Manipulate%2C%20Sanctified%2C%20Spirit%0A%0ATraditions%20divine%2C%20occult%0ARange%20120%20feet%3B%20Target%201%20creature%0ADefense%20AC%3B%20Duration%20sustained%20up%20to%201%20minute%0A%0AYou%20create%20a%20ghostly%2C%20magical%20echo%20of%20one%20weapon%20you%E2%80%99re%20wielding%20or%20wearing%20and%20fling%20it.%20Attempt%20a%20spell%20attack%20roll%20against%20the%20target%E2%80%99s%20AC%2C%20dealing%202d8%20damage%20on%20a%20hit%20(or%20double%20damage%20on%20a%20critical%20hit).%20The%20damage%20type%20is%20the%20same%20as%20the%20chosen%20weapon%20(or%20any%20of%20its%20types%20for%20a%20versatile%20weapon).%20The%20attack%20deals%20spirit%20damage%20instead%20if%20that%20would%20be%20more%20detrimental%20to%20the%20creature%20(as%20determined%20by%20the%20GM).%20This%20attack%20uses%20and%20contributes%20to%20your%20multiple%20attack%20penalty.%20After%20the%20attack%2C%20the%20weapon%20returns%20to%20your%20side.%20If%20you%20sanctify%20the%20spell%2C%20the%20attacks%20are%20sanctified%20as%20well.%0A%0AEach%20time%20you%20Sustain%20the%20spell%2C%20you%20can%20repeat%20the%20attack%20against%20any%20creature%20within%20120%20feet.%0A%0A%5B%2FSPOILER%5D "Wugo GrowlSnuffer" Warrior Warpriest of Zarongel (4) Neutral | AC: 21 | HP: 50 / 50 | Perception: +9 | Fort: +10 | Ref: +10 | Will: +11 Hero Points: 0. : | Movement: 25' - Conditions - Wugo flinches much more so. " WHAT?! We wons?! Wugo was NOT expectings THAT!." He looks around and nods at his remarkable comrades. For non goblins. They werent half bad at giving ouchies. He then wiggles all over and does a victory dance / jig / scitter-bug that one cannot unsee once seen. "Actions and Out of Character" Celebrate!! Melee Attacks at +10 Spell Attacks at +9 Spell DCs at 19. Gear: +1 Striking Dogslicers x2 +1 Light Mace x2, Dogslicers x2 Healers Toolkit, Thievers Tools, Wooden Religious symbol, crowbar Backpack, Bedroll, Chalk, Flint and Steel, Rope, Soap, Torch, Rations (2 weeks), Waterskin, Climbing Kit "Spiritual Armament" Spiritual Armament [two-actions] (Spell 2) Concentrate, Manipulate, Sanctified, Spirit Traditions divine, occult Range 120 feet; Target 1 creature Defense AC; Duration sustained up to 1 minute You create a ghostly, magical echo of one weapon you’re wielding or wearing and fling it. Attempt a spell attack roll against the target’s AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well. Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.
  10. Wait.... "Rok is leveled." Seeing him and Zum showing as Level 3 Reading back for GM posts here and in Game Seeing that i managed to miss the 2nd part of: Combat is over! You are now level three! Yyyyyeesss!!! !! :) !!
  11. 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Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | | AC: 19| HP: 25 / 30 | Perception: +9 | Fort: +6 | Ref: +10 | Will: +9 Hero Points:: 1/1 | Movement: 20' - Conditions: "Hmm..." Mic's eyes glow and he peers intently at the glaive to determine if enchanted. If so he, begrudgingly, asks Janos opinion. If not, heeding his prior admonition, he holds it up high and steps away from the bone pile. Intending to walk it to the next room or so. Whichever the others choose. Scanning around for traps when they set out. "Actions - Out of Character, link to Sheet" Actions: Detect Magic via Arcane Sense Rapier +9. Others +8 Spell attacks +7. Spell DCs 17 Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8 Trapfinder. Darkvision. Perception +9. Languages: Common, Dwarven, Aklo, Undercommon Trained Skills Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6, Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8 Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P) Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P) Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P) Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B) Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P) Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P) Shortbow (Arrows 5) +8 (60') Damage 1d6 (P) deadly d10 Coins: 18g. 4s. 6c Silver key from Tangletop's study (10gp *Wayfinder* Activate command; Effect The wayfinder is targeted by a 1st-level light spell. Cantrips: Druid Archetype (Leaf Order) Electric Arc 30' Disrupt Undead 30' Detect Magic (Arcane Sense) Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1 Quick Draw Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week), "Feats and Abilities and Spells and Special Items" Trapfinder. Darkvision. dark = black and white Cantrips: Druid Archetype (Leaf Order) Electric Arc 30' Disrupt Undead 30' Detect Magic (Arcane Sense) Elemental Heart Dwarf Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. *Bonus Ancestry Feat* Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1. Precision Damage Sneak Attack 1d6 Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, if foe Flat-Footed Surprise Attack 1st Round, if roll Stealth or Dec for Init. not acted = FF to me Additional Feats Quick Draw Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg Rock Runner ignore difficult terrain from rubble / uneven from rock / ground when use Acro to Balance on narrow / uneven of stone / earth not FF Steady Balance Sucess w Balance action = crit success Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge Trap Finder always on +1 Perc, AC, Saves of Traps Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack "Spells" Traditions arcane, primal Electric Arc Cast somatic, verbal Range 30 feet; Targets 1 or 2 creatures Saving Throw basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Heightened (+1) The damage increases by 1d4 Disrupt Undead Cantrip 1 Cantrip Necromancy Positive Source Core Rulebook pg. 331 4.0 Traditions divine, primal Bloodline psychopomp Cast somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Fortitude You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. Heightened (+1) The damage increases by 1d6. 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  12. 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Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | | AC: 19| HP: 25 / 30 | Perception: +9 | Fort: +6 | Ref: +10 | Will: +9 Hero Points:: 1/1 | Movement: 20' - Conditions: "Mic you fool, next time look around for any giant weapons on the ground..." Mic mutters at himself as he can see Rok thru the creatures empty ribs. He draws and slams up and outward with his mace in one fluid motion. Then back down and across with a follow thru. And then a blunted stab at those bare ribs "Actions - Out of Character, link to Sheet" Actions: Remain flanking 1. Quick Draw Light Mace and Strike 2. Strike again 3. Strike yet again Rapier +9. Others +8 Spell attacks +7. Spell DCs 17 Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8 Trapfinder. Darkvision. Perception +9. Languages: Common, Dwarven, Aklo, Undercommon Trained Skills Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6, Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8 Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P) Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P) Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P) Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B) Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P) Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P) Shortbow (Arrows 5) +8 (60') Damage 1d6 (P) deadly d10 Coins: 18g. 4s. 6c Silver key from Tangletop's study (10gp *Wayfinder* Activate command; Effect The wayfinder is targeted by a 1st-level light spell. Cantrips: Druid Archetype (Leaf Order) Electric Arc 30' Disrupt Undead 30' Detect Magic (Arcane Sense) Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1 Quick Draw Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week), "Feats and Abilities and Spells and Special Items" Trapfinder. Darkvision. dark = black and white Cantrips: Druid Archetype (Leaf Order) Electric Arc 30' Disrupt Undead 30' Detect Magic (Arcane Sense) Elemental Heart Dwarf Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. *Bonus Ancestry Feat* Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1. Precision Damage Sneak Attack 1d6 Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, if foe Flat-Footed Surprise Attack 1st Round, if roll Stealth or Dec for Init. not acted = FF to me Additional Feats Quick Draw Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg Rock Runner ignore difficult terrain from rubble / uneven from rock / ground when use Acro to Balance on narrow / uneven of stone / earth not FF Steady Balance Sucess w Balance action = crit success Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge Trap Finder always on +1 Perc, AC, Saves of Traps Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack "Spells" Traditions arcane, primal Electric Arc Cast somatic, verbal Range 30 feet; Targets 1 or 2 creatures Saving Throw basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Heightened (+1) The damage increases by 1d4 Disrupt Undead Cantrip 1 Cantrip Necromancy Positive Source Core Rulebook pg. 331 4.0 Traditions divine, primal Bloodline psychopomp Cast somatic, verbal Range 30 feet; Targets 1 undead creature Saving Throw Fortitude You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round. Heightened (+1) The damage increases by 1d6. 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  13. %5Bfloatleft%5D%5Bimg2%3D200%5D%20%20%20%20https%3A%2F%2Fi.pinimg.com%2F1200x%2Ff0%2F8c%2Fa8%2Ff08ca8016f82825131420453ccdc1fb2.jpg%20%20%5B%2Fimg2%5D%20%20%20%0A%5B%2Ffloatleft%5D%20%20%20%20%20%5BFONT%3D%22BookAntiqua%22%5D%5BSIZE%3D%225%22%5D%5Bb%5D%5BCOLOR%3D%22Brown%22%5D%20%22Wugo%20GrowlSnuffer%22%20%5B%2FCOLOR%5D%5B%2Fb%5D%5B%2FSIZE%5D%5B%2FFONT%5D%5BFONT%3D%22Arial%20Narrow%22%5D%20Warrior%20Warpriest%20of%20Zarongel%20(4)%20%20%5Bi%5D%20Neutral%5B%2Fi%5D%5B%2FFONT%5D%20%7C%20%5Burl%3D%22%20https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2888517%20%20%20%22%5DSheet%5B%2Furl%5D%5Bhr%5D%5B%2Fhr%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fchecked-shield.svg%5B%2FIMG2%5D%5BB%5D%5BCOLOR%3D%22Black%22%5DAC%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BB%5D%2021%20%5B%2FB%5D%20%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fhealth-normal.svg%5B%2FIMG2%5D%5BCOLOR%3D%22black%22%5DHP%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BCOLOR%3D%22Firebrick%22%5D%2050%20%5B%2FCOLOR%5D%2F%5BCOLOR%3D%22black%22%5D%2050%20%20%5B%2FCOLOR%5D%7C%20%5BB%5D%0A%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fsprint.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DPerception%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B9%20%7C%20%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fawareness.svg%5B%2FIMG2%5D%20%5BB%5D%5BCOLOR%3D%22black%22%5DFort%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DRef%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DWill%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B11%20%20%5Bb%5D%5BCOLOR%3D%22black%22%5DHero%20Points%3A%20%200.%20%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%20%7C%20%5BB%5DMovement%3A%2025'%20%20-%20%20Conditions%20-%20%20%5B%2FB%5D%20%20%5Bhr%5D%5B%2Fhr%5D%20%20%20%20Wugo%20flinches%20as%20his%20bold%20ally%20gets%20hacked%20down.%20%20He%20maintain%20his%20concentration%20to%20magically%20send%20his%20mace%20at%20the%20foe.%20Then%20pleads%20for%20healing%20for%20Armenga%20with%20a%20hasty%20prayer%20%0A%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20Meanie%2C%20catch%20this!%0AStay%20down%20and%20rest%2C%20Wugo%20helps%20you.%0ABig%20Z.%20It's%20Wugo%20again.%20Please%20to%20help%20her%20not%20be%20deads%20yet.%20A%20men.%20%20Whups%2C%20Wugo%20means%20A%20woahmens.%22%20%5B%2FB%5D%5B%2FCOLOR%5D%0A%20%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0A1.%20Maintain%20%20Rank%202%20Spell%20Spiritual%20Armament%20%0A(See%20Spoiler%20at%20bottom)%0ANow%20Blessed%0A%0A2%20and%203.%20%202%20action%20cast%20Heal%20on%20Armenga%0A%0Amagic%20bludgeon%20or%20spirit%20dmg%20-%20whichever%20is%20more%20detrimental%20to%20target%20per%20description%0A%0AMelee%20Attacks%20at%20%2B10%0ASpell%20Attacks%20at%20%2B9%0ASpell%20DCs%20at%2019.%0A%0A%5BB%5DGear%5B%2FB%5D%3A%20%0A%2B1%20Striking%20Dogslicers%20x2%0A%2B1%20Light%20Mace%20x2%2C%20%0ADogslicers%20x2%0AHealers%20Toolkit%2C%20Thievers%20Tools%2C%20Wooden%20Religious%20symbol%2C%20crowbar%0A%0A%5BB%5DBackpack%2C%5B%2FB%5D%20%0ABedroll%2C%20Chalk%2C%20Flint%20and%20Steel%2C%20Rope%2C%20Soap%2C%20Torch%2C%20Rations%20(2%20weeks)%2C%20Waterskin%2C%20Climbing%20Kit%0A%0A%0A%5B%2FSPOILER%5D%20%20%20%20%20%20%20%5BSPOILER%3D%22Spiritual%20Armament%22%5D%20%0A%0ASpiritual%20Armament%20%5Btwo-actions%5D%20(Spell%202)%0AConcentrate%2C%20Manipulate%2C%20Sanctified%2C%20Spirit%0A%0ATraditions%20divine%2C%20occult%0ARange%20120%20feet%3B%20Target%201%20creature%0ADefense%20AC%3B%20Duration%20sustained%20up%20to%201%20minute%0A%0AYou%20create%20a%20ghostly%2C%20magical%20echo%20of%20one%20weapon%20you%E2%80%99re%20wielding%20or%20wearing%20and%20fling%20it.%20Attempt%20a%20spell%20attack%20roll%20against%20the%20target%E2%80%99s%20AC%2C%20dealing%202d8%20damage%20on%20a%20hit%20(or%20double%20damage%20on%20a%20critical%20hit).%20The%20damage%20type%20is%20the%20same%20as%20the%20chosen%20weapon%20(or%20any%20of%20its%20types%20for%20a%20versatile%20weapon).%20The%20attack%20deals%20spirit%20damage%20instead%20if%20that%20would%20be%20more%20detrimental%20to%20the%20creature%20(as%20determined%20by%20the%20GM).%20This%20attack%20uses%20and%20contributes%20to%20your%20multiple%20attack%20penalty.%20After%20the%20attack%2C%20the%20weapon%20returns%20to%20your%20side.%20If%20you%20sanctify%20the%20spell%2C%20the%20attacks%20are%20sanctified%20as%20well.%0A%0AEach%20time%20you%20Sustain%20the%20spell%2C%20you%20can%20repeat%20the%20attack%20against%20any%20creature%20within%20120%20feet.%0A%0A%5B%2FSPOILER%5D "Wugo GrowlSnuffer" Warrior Warpriest of Zarongel (4) Neutral | AC: 21 | HP: 50 / 50 | Perception: +9 | Fort: +10 | Ref: +10 | Will: +11 Hero Points: 0. : | Movement: 25' - Conditions - Wugo flinches as his bold ally gets hacked down. He maintain his concentration to magically send his mace at the foe. Then pleads for healing for Armenga with a hasty prayer " Meanie, catch this! Stay down and rest, Wugo helps you. Big Z. It's Wugo again. Please to help her not be deads yet. A men. Whups, Wugo means A woahmens." "Actions and Out of Character" 1. Maintain Rank 2 Spell Spiritual Armament (See Spoiler at bottom) Now Blessed 2 and 3. 2 action cast Heal on Armenga magic bludgeon or spirit dmg - whichever is more detrimental to target per description Melee Attacks at +10 Spell Attacks at +9 Spell DCs at 19. Gear: +1 Striking Dogslicers x2 +1 Light Mace x2, Dogslicers x2 Healers Toolkit, Thievers Tools, Wooden Religious symbol, crowbar Backpack, Bedroll, Chalk, Flint and Steel, Rope, Soap, Torch, Rations (2 weeks), Waterskin, Climbing Kit "Spiritual Armament" Spiritual Armament [two-actions] (Spell 2) Concentrate, Manipulate, Sanctified, Spirit Traditions divine, occult Range 120 feet; Target 1 creature Defense AC; Duration sustained up to 1 minute You create a ghostly, magical echo of one weapon you’re wielding or wearing and fling it. Attempt a spell attack roll against the target’s AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well. Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.
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