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Book 1, Chapter 2: The Forgotten Dungeon


Green Eyed Liar

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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 28/40 +0 Tempawareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage); Rage; Sickened
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum is glad to see Rok up and spewing threats to the morlocks. He sees the close one trying to get out and chases it (Stride
spacer.png), trying to slash it with Dragon (Attacksspacer.pngspacer.png). He bumps his head with his hand and the headache seems to dissipate, though his stomach still feels queasy and his muscles are a bit weak.

Attack: Attack(Fever and Sickened conditions applied)

Damage: Damage (Includes 4 fire, and -1 for Fever)

Attack: Attack(Fever and Sickened conditions applied)

Damage: Damage (Includes 4 fire, and -1 for Fever)

 

Persistent mental damage 1d4 at the end of his turn.

Mental Damage

Removed 3 from HP.

Mental Damage flat check (DC15)

Mental Damage Ends!

Edited by noozoo (see edit history)
Name
Attack
19
1d20+7 12
Damage
15
1d12+7 8
Attack
3
1d20+2 1
Damage
18
1d12+7 11
Mental Damage
3
1d4 3
Mental Damage flat check (DC15)
18
1d20 18
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Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

 

Straightening after the rock doubled him over, Janos looks back with a sneer. "That the best you can do? Let's see who has the final word..." With that, Janos conjures blue runes and an arc of lightning leaps toward the morlock cultist. Before the flash fades, Janos then demonstrates his intellect by ducking behind some nearby cover.

Electric Arc, DC18

Lightning Damage

Edited by Trinate (see edit history)
Name
Lightning Damage
5
1d4+4 1
Lightning Damage
7
1d4+4 3
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Posted (edited)

The smell ozone once again fills the air as lightning leaps from Janos' fingers, striking the wall and around the morlock leader, barely shocking him. Sneering, the cultist then sends a rock zipping into the back of Mic's head.

 

Meanwhile, Zum's axe slashes a ruinous wound across the chest of the morlock he is facing. The mutant feebly strikes at the dwarf, his club deflected easily by Zum. He lunges forward to bite the berserker's exposed neck, but is distracted by the jarring noise created when Rok beats his hammer against his shield. Realizing that the two strong, burly dwarfs combined are more than a match for him, the morlock turns and runs through the door behind him, turning south.

 

The table is yours!

 

The morlock cultist succeded on his save against Electric Arc and took only 2 hp damage. He then scored a critical hit against Mic for hp damage. The morlock bit Zum for 5 hp, which was reduced to 1 hp by Rok's Retributive Strike. Also, Zum is no longer suffering from persistent damage.

 

The morlock turned south, I have put a green arrow to point the way it fled. Zum definitely did not see the morlock run through the door to the east out of the little office.

GM Dice

Cultist Basic Reflex DC 18 vs Electric Arc

Cultist Spell Attack vs Mic AC 18

Spell Damage

Morlock Club Strike vs Rok AC 18

Club Damage

Morlock Jaws Strike vs Zum AC 18

Jaws Damage

 

Edited by Green Eyed Liar (see edit history)
Name
Cultist Basic Reflex DC 18 vs Electric Arc
27
1d20+11 16
Cultist Spell Attack vs Mic AC 18
30
1d20+13 17
Spell Damage
7
2d6 6,1
Morlock Club Strike vs Rok AC 18
13
1d20+9 4
Club Damage
9
1d6+4 5
Morlock Jaws Strike vs Zum AC 18
23
1d20+5 18
Jaws Damage
5
1d4+4 1
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de9eddf2f8ff291f296bd8c929fd9e35.jpg
Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

Janos watches the cultist closely and on seeing the foe fail to put up a new shield, he quickly conjures another trio of force bolts which immediately strike with magical precision.

Magic Missile

 

Edited by Trinate (see edit history)
Name
Magic Missile
9
3d4+3 2,1,3
Magic Missile
10
3d4+3 2,2,3
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 7/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1, Bleed 1

 


 

Seeing the Morlock run, Rok returns to the bigger chamber to face the leader. "Yer underlings are dead, witch! Now it's your turn!" the Champion bellows, still bleeding profusedly. He nods at Mic, trying to prompt him to move past the leader into the tunnel to block it off.

Show ooc

Stride, Stride, Raise Shield. (Wish I had more than 20 ft movement)
Stop Bleeding

 

Name
Stop Bleeding
11
1d20 11
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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 15 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
 
Embarrassed he missed a straight on stab of a caster with no armor, Mic double stabs with extra fury. Before stepping out of the way for his friend Zum to - Axe this Man Something Fierce.
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Strike, Strike, Step (up 1 on Map)


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 
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.
 


"lesser elixer of life"


Source Core Rulebook pg. 548 4.0
Price 30 gp
The elixir restores 3d6+6 Hit Points and the bonus is +1.


 

Edited by Cleric8092 (see edit history)
Name
stab 1
20
1d20+9 11
dmg
6
1d6+4 2
stab 2
9
1d20+4 5
dmg
8
1d6+4 4
crit 1 if crit
1
1d8 1
crit 2 if crit
5
1d8 5
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 27/40 +0 Tempawareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage); Rage; Sickened
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum follows Rok back toward the magical, more dangerous morlock and rushes up to it, attacking it (Sudden charge
spacer.pngspacer.png) with Dragon, and again (Attackspacer.png), determined to put it down for good. He still feels ill, but tries do hold it until the current threats are eliminated.

"Die, you scum sucker!"

 

Attack: Attack (Fever and Sickened conditions applied)

Damage: Damage (Includes 4 fire, and -1 for Fever)

Attack: Attack (Fever and Sickened conditions applied)

Damage: Damage (Includes 4 fire, and -1 for Fever)

Name
Attack
20
1d20+7 13
Damage
18
1d12+7 11
Attack
19
1d20+2 17
Damage
19
1d12+7 12
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Posted (edited)

Mic and Zum stab and hack futilely at the spellcasting morlock, but three glowing darts zip past the two dwarfs and burrow into the mutant's chest.

 

Suddenly, the badly wounded morlock from earlier bursts through the hole in the southern wall and swings its club at Zum. Rok intervenes, swinging his warhammer wildly at the morlock to protect his comrade, and the club barely clips Zum's shoulder. The morlock then screams to its leader, who heeds his advice and turns tail, fleeing north up the rough hewn tunnel. Moments later, the echoing sounds of a door opening can be heard.

 

The table is yours!

 

Zum was struck for 5 hp damage, but this was reduced to 1 hp by Retributive Strike.

 

For those who speak Undercommon

The morlock yells, "Flee Master! Go to the engineers and the spider king!"

 

GM Dice

 

Morlock club strike at Zum AC 18

Club damage

Rok Retributive Warhammer Strike vs Morlock AC 17

Warhammer Damage

 

Edited by Green Eyed Liar (see edit history)
Name
Morlock club strike at Zum AC 18
21
1d20+9 12
Club damage
5
1d6+4 1
Rok Retributive Warhammer Strike vs Morlock AC 17
10
1d20+9 1
Warhammer Damage
8
1d8+4 4
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 26/40 +0 Tempawareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage); Rage; Sickened
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum would love to give chase to the warlock morlock, but the morlock in the room, next to Rok, gives him pause. He turns and suddenly feels sick, vomiting toward the morlock
(for another Fort save vs sickenedspacer.png). Feeling better, he attacks it twice (spacer.pngspacer.png) with Dragon, its skull having made itself look like the morlock who hit him.

 

Fort (includes -1 for sickened)

 

Attack: Attack (Fever and Sickened conditions applied) (add 1, no longer sickened)

Damage: Damage (Includes 4 fire, and -1 for Fever) If it hits, +2 damage on the first hit for the retribution axe.

Attack: Attack (Fever and Sickened conditions applied) (add 1, no longer sickened)

Damage: Damage (Includes 4 fire, and -1 for Fever) If it hits, +2 damage on the first hit for the retribution axe.

 

(So that's a 21, and 16 for damage, on the first attack)

 

Edited by noozoo (see edit history)
Name
Fort
28
1d20+8 20
Attack
20
1d20+7 13
Damage
14
1d12+7 7
Attack
18
1d20+2 16
Damage
11
1d12+7 4
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de9eddf2f8ff291f296bd8c929fd9e35.jpg
Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

 

"I'm pretty sure we don't want to give that thing time to regroup, and I recognize that tunnel. Let's give chase!"

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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 7/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1, Bleed 1

 


 

Rok is clearly exhausted, and still bleeding. He looks at Janos, annoyed. "Easy for you to say, longshanks! Not a scratch on you!" he utters. Looking at the others, he sees Mic is pretty battered too, but Zum looks still combat capable. Sighing in frustration, he straightens himself and nods at Zum. "After you, comrade. I cannae take another hit I'm afraid."

Show ooc

Stop Bleeding

 

Name
Stop Bleeding
12
1d20 12
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 26/40 | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage); Sickened
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum says to Rok, "Before we go anywhere, we need to stop you from spewling red stuff all over the place. Hold still. The rest of you, keep guard."
  He looks carefully at the wound caused by the morlock and tries to wrap it to stop the bleeding (spacer.pngspacer.png).

Administer First Aid (Medicine - 16 with Assurance).

 

Edited by noozoo (see edit history)
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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 15 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
  "agreed"
Mic offers his lesser elixir of life and keeps watch
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808

Keep watch
Offer lesser elixir of life

Price 30 gp
The elixir restores 3d6+6 Hit Points and the bonus is +1.

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 
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.
 


"lesser elixer of life"


Source Core Rulebook pg. 548 4.0
Price 30 gp
The elixir restores 3d6+6 Hit Points and the bonus is +1.


 

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Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 7/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1, Bleed 1

 


 

Rok gratefully accepts both the first aid and the potion. He downs it in one gulp. "Much better. I can go first now, again", the Champion offers and moves into the corridor, shield first.

Show ooc

Elixir of Life heal

Defend exploration action, move into the tunnel.

 

Name
Elixir of Life heal
22
3d6+6 4,6,6
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