daltar Posted April 5 Clone Share Posted April 5 (edited) [fieldset=Annah Kamau][table=2,1] [r=1,1][img2=150]https://i.imgur.com/HJyVTwq.jpg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2853625][font=palatino linotype][size=4][color=DarkRed]Annah Kamau[/color][/size][/font][/url][/b] [I]Changeling Druid 1[/I] [b]HP:[/b] 17/17 [b]AC:[/b] 16 [b]Spell Slots:[/b] 2/2 L1 [b]Focus Points:[/b] 1/1 [b]Hero Points[/b] 1/1 [b]Spell Save DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Details][spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2853625"][size="4"][b]Annah Kamau[/b][/size][/URL] [r=2,1] [B]Female Changeling Druid 1[/B] [r=3,1] [B]Neutral Student[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 12/+1 [B]DEX:[/B] 12/+1 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 18/+4 [B]CHA:[/B] 10/+0 [B]Saves:[/B] FOR +4 REF +4 WIL +9 [r=2,1][B]Speed:[/B] 25 [B]AC:[/B] 16 [B]Perception:[/B] 7 [B]Languages:[/B] Common (Mwangi), Draconic, Sylvan, Xanmba, Wildsong (Druidic) [/table][/spoiler] [spoiler=Abilities and Features][OOC=Animal Empathy]Feat Source Class Feat Level 1 You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.[/OOC] [OOC=Untamed Form]Feat Source Awarded Feat Level 1 Prerequisites untamed order You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats.[/OOC] [OOC=Shield Block]Feat Source Awarded Feat Level 1 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.[/OOC] [OOC=Charming Liar]Feat Source Awarded Feat Level 1 Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.[/OOC] [OOC=Quick Identification]Feat Source Awarded Feat Level 1 Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.[/OOC] [OOC=Callow May]Feat Source Ancestry Feat Level 1 You are among the most common of changelings - those born to sweet hags - and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are off-guard against you.[/OOC] [OOC=Druid Anathema]Special Feature Level 1 As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order’s entry[/OOC] [OOC=Druidic Order - Untamed Order]Special Feature Level 1 Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. Untamed Order The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature. Order Skill: Intimidation Druid Feat: Untamed Form Order Spell: Untamed shift Anathema: Become fully domesticated by the temptations of civilization. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.[/OOC] [OOC=Heritage - Changeling]Heritage Special Feature Level 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. Changeling Uncommon Changeling Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.[/OOC] [OOC=Low Light Vision]Special Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.[/OOC] [OOC=Voice of Nature]Special Feature Level 1 You gain your choice of the Animal Empathy or Plant Empathy druid feat.[/OOC] [OOC=Wildsong]Special Feature Level 1 You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell’s chambers, a snowflake’s crystals, or a fern’s fronds. Teaching the Wildsong to non-druids is anathema.[/OOC][/spoiler] [spoiler=Combat] [noparse] Perception:1d20+7 Electric Arc:2d4 Frostbite:2d4 [/noparse] [/spoiler] [spoiler=Saves] [noparse] Fortitude Save:1d20+4 Reflex Save:1d20+4 Will Save:1d20+9 Perception:1d20+7 [/noparse] [/spoiler] [spoiler=Skills] [noparse] Acrobatics (U - Dex):1d20+3 Arcana (U - Int):1d20+2 Athletics (U - Str):1d20+1 Crafting (T - Int):1d20+5 Deception (T - Cha):1d20+3 Diplomacy (U - Cha):1d20 Intimidation (T - Cha):1d20+3 Lore:Insect (T - Int):1d20+5 Medicine (T - Wis):1d20+7 Nature (T - Wis):1d20+7 Occultism (T - Int):1d20+5 Performance (U - Cha):1d20 Religion (U - Wis):1d20+4 Society (U - Int):1d20+2 Stealth (U - Dex):1d20+1 Survival (T - Wis):1d20+7 Thievery (U - Dex):1d20+1[/noparse] [/spoiler] [spoiler="Magic"][B]Spell Save DC: [/B] 17 [B]Spell Attack Modifier: [/B] +7 Druid Cantrips Prepared: 5 Druid Spells Prepared: 2 L1 [fieldset=Cantrips][OOC=Electric Arc (>>)]Cantrip Concentrate Electricity Manipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4.[/OOC] [OOC=Guidance (>)]CantripConcentrate Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.[/OOC] [OOC=Detect Magic (>>)]Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).[/OOC] [OOC=Prestidigitation (>>)]Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.[/OOC] [OOC=Frostbite (>>)]Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.[/OOC] [/fieldset] [fieldset=Spells][OOC=Heal (> - >>>)]Healing Manipulate Vitality Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.[/OOC] [OOC=Fear (>>)]Concentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures.[/OOC] [b]Focus Spells[/b] [OOC=Untamed Form (>>)]Uncommon Concentrate Druid Focus Manipulate Polymorph Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form.[/OOC] [OOC=Untamed Shift (> - >>)]Uncommon Concentrate Druid Focus Manipulate Morph Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it. • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.[/OOC] [OOC=Pest Form (>>)]Concentrate Manipulate Polymorph Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.[/OOC] [/fieldset][/spoiler] [SPOILER=Equipment]Studded Leather Armor 4 Javelins Spear Adventurers Pack Primal Symbol Healer's Toolkit Total Funds - 45 gp 40 sp[/SPOILER][/spoiler][/fieldset] Annah Kamau Annah Kamau Changeling Druid 1 HP: 17/17 AC: 16 Spell Slots: 2/2 L1 Focus Points: 1/1 Hero Points 1/1 Spell Save DC: 17 Status: Normal and Healthy Details Statblock Annah Kamau Female Changeling Druid 1 Neutral Student STR: 12/+1 DEX: 12/+1 CON: 12/+1 INT: 14/+2 WIS: 18/+4 CHA: 10/+0 Saves: FOR +4 REF +4 WIL +9 Speed: 25 AC: 16 Perception: 7 Languages: Common (Mwangi), Draconic, Sylvan, Xanmba, Wildsong (Druidic) Abilities and Features Animal EmpathyFeat Source Class Feat Level 1 You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. Untamed FormFeat Source Awarded Feat Level 1 Prerequisites untamed order You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats. Shield BlockFeat Source Awarded Feat Level 1 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Charming LiarFeat Source Awarded Feat Level 1 Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve. Quick IdentificationFeat Source Awarded Feat Level 1 Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action. Callow MayFeat Source Ancestry Feat Level 1 You are among the most common of changelings - those born to sweet hags - and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are off-guard against you. Druid AnathemaSpecial Feature Level 1 As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order’s entry Druidic Order - Untamed OrderSpecial Feature Level 1 Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. Untamed Order The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature. Order Skill: Intimidation Druid Feat: Untamed Form Order Spell: Untamed shift Anathema: Become fully domesticated by the temptations of civilization. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home. Heritage - ChangelingHeritage Special Feature Level 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. Changeling Uncommon Changeling Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat. Low Light VisionSpecial Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Voice of NatureSpecial Feature Level 1 You gain your choice of the Animal Empathy or Plant Empathy druid feat. WildsongSpecial Feature Level 1 You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell’s chambers, a snowflake’s crystals, or a fern’s fronds. Teaching the Wildsong to non-druids is anathema. Combat Perception:1d20+7 Electric Arc:2d4 Frostbite:2d4 Saves Fortitude Save:1d20+4 Reflex Save:1d20+4 Will Save:1d20+9 Perception:1d20+7 Skills Acrobatics (U - Dex):1d20+3 Arcana (U - Int):1d20+2 Athletics (U - Str):1d20+1 Crafting (T - Int):1d20+5 Deception (T - Cha):1d20+3 Diplomacy (U - Cha):1d20 Intimidation (T - Cha):1d20+3 Lore:Insect (T - Int):1d20+5 Medicine (T - Wis):1d20+7 Nature (T - Wis):1d20+7 Occultism (T - Int):1d20+5 Performance (U - Cha):1d20 Religion (U - Wis):1d20+4 Society (U - Int):1d20+2 Stealth (U - Dex):1d20+1 Survival (T - Wis):1d20+7 Thievery (U - Dex):1d20+1 "Magic" Spell Save DC: 17 Spell Attack Modifier: +7 Druid Cantrips Prepared: 5 Druid Spells Prepared: 2 L1 Cantrips Electric Arc (>>)Cantrip Concentrate Electricity Manipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4. Guidance (>)CantripConcentrate Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. Detect Magic (>>)Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). Prestidigitation (>>)Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell. Frostbite (>>)Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1. Spells Heal (> - >>>)Healing Manipulate Vitality Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. Fear (>>)Concentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures. Focus Spells Untamed Form (>>)Uncommon Concentrate Druid Focus Manipulate Polymorph Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form. Untamed Shift (> - >>)Uncommon Concentrate Druid Focus Manipulate Morph Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it. • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit. Pest Form (>>)Concentrate Manipulate Polymorph Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. Equipment Studded Leather Armor 4 Javelins Spear Adventurers Pack Primal Symbol Healer's Toolkit Total Funds - 45 gp 40 sp Annah turned in early. She could certainly stay up late at night... she had studied the way of night animals and done her fair bit of meditations under the moonlight but with all the excitement of the day and all the energy consumed by being a nervous wreck, she was quick to sleep in order to wake before dawn... A benefit of being a paranoid, nervous wreck though, is that she is a bit of a light sleeper and when something sounds wrong she wakes up with a start, grabbing at her wand. Edited April 5 by daltar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 23 1d20+7 16 Link to comment Share on other sites More sharing options...
hoverfrog Posted April 5 Author Clone Share Posted April 5 Chapter 1: Kindled Magic Magaambya The weird bundles of oddly folded close advances menacingly. Kraakaw cries out in alarm, trying to assess whether they are a real threat. They certainly seem to be so. OOC Scene Notes There is a map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Olis - 24 Anna - 23 Kraawkaw - 20 Marica - 18 Odd laundry - 7 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Annah Caeliria Olis Kraawkaw Grabbed shield Grabbed sword Moved to door Marica ENEMY STATUS Spell skein 1 Spell Skein 2 Show Active Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
daltar Posted April 5 Clone Share Posted April 5 [fieldset=Annah Kamau][table=2,1] [r=1,1][img2=150]https://i.imgur.com/HJyVTwq.jpg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2853625][font=palatino linotype][size=4][color=DarkRed]Annah Kamau[/color][/size][/font][/url][/b] [I]Changeling Druid 1[/I] [b]HP:[/b] 17/17 [b]AC:[/b] 16 [b]Spell Slots:[/b] 2/2 L1 [b]Focus Points:[/b] 1/1 [b]Hero Points[/b] 1/1 [b]Spell Save DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Details][spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2853625"][size="4"][b]Annah Kamau[/b][/size][/URL] [r=2,1] [B]Female Changeling Druid 1[/B] [r=3,1] [B]Neutral Student[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 12/+1 [B]DEX:[/B] 12/+1 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 18/+4 [B]CHA:[/B] 10/+0 [B]Saves:[/B] FOR +4 REF +4 WIL +9 [r=2,1][B]Speed:[/B] 25 [B]AC:[/B] 16 [B]Perception:[/B] 7 [B]Languages:[/B] Common (Mwangi), Draconic, Sylvan, Xanmba, Wildsong (Druidic) [/table][/spoiler] [spoiler=Abilities and Features][OOC=Animal Empathy]Feat Source Class Feat Level 1 You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.[/OOC] [OOC=Untamed Form]Feat Source Awarded Feat Level 1 Prerequisites untamed order You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats.[/OOC] [OOC=Shield Block]Feat Source Awarded Feat Level 1 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.[/OOC] [OOC=Charming Liar]Feat Source Awarded Feat Level 1 Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.[/OOC] [OOC=Quick Identification]Feat Source Awarded Feat Level 1 Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.[/OOC] [OOC=Callow May]Feat Source Ancestry Feat Level 1 You are among the most common of changelings - those born to sweet hags - and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are off-guard against you.[/OOC] [OOC=Druid Anathema]Special Feature Level 1 As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order’s entry[/OOC] [OOC=Druidic Order - Untamed Order]Special Feature Level 1 Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. Untamed Order The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature. Order Skill: Intimidation Druid Feat: Untamed Form Order Spell: Untamed shift Anathema: Become fully domesticated by the temptations of civilization. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.[/OOC] [OOC=Heritage - Changeling]Heritage Special Feature Level 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. Changeling Uncommon Changeling Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.[/OOC] [OOC=Low Light Vision]Special Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.[/OOC] [OOC=Voice of Nature]Special Feature Level 1 You gain your choice of the Animal Empathy or Plant Empathy druid feat.[/OOC] [OOC=Wildsong]Special Feature Level 1 You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell’s chambers, a snowflake’s crystals, or a fern’s fronds. Teaching the Wildsong to non-druids is anathema.[/OOC][/spoiler] [spoiler=Combat] [noparse] Perception:1d20+7 Electric Arc:2d4 Frostbite:2d4 [/noparse] [/spoiler] [spoiler=Saves] [noparse] Fortitude Save:1d20+4 Reflex Save:1d20+4 Will Save:1d20+9 Perception:1d20+7 [/noparse] [/spoiler] [spoiler=Skills] [noparse] Acrobatics (U - Dex):1d20+3 Arcana (U - Int):1d20+2 Athletics (U - Str):1d20+1 Crafting (T - Int):1d20+5 Deception (T - Cha):1d20+3 Diplomacy (U - Cha):1d20 Intimidation (T - Cha):1d20+3 Lore:Insect (T - Int):1d20+5 Medicine (T - Wis):1d20+7 Nature (T - Wis):1d20+7 Occultism (T - Int):1d20+5 Performance (U - Cha):1d20 Religion (U - Wis):1d20+4 Society (U - Int):1d20+2 Stealth (U - Dex):1d20+1 Survival (T - Wis):1d20+7 Thievery (U - Dex):1d20+1[/noparse] [/spoiler] [spoiler="Magic"][B]Spell Save DC: [/B] 17 [B]Spell Attack Modifier: [/B] +7 Druid Cantrips Prepared: 5 Druid Spells Prepared: 2 L1 [fieldset=Cantrips][OOC=Electric Arc (>>)]Cantrip Concentrate Electricity Manipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4.[/OOC] [OOC=Guidance (>)]CantripConcentrate Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.[/OOC] [OOC=Detect Magic (>>)]Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).[/OOC] [OOC=Prestidigitation (>>)]Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.[/OOC] [OOC=Frostbite (>>)]Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.[/OOC] [/fieldset] [fieldset=Spells][OOC=Heal (> - >>>)]Healing Manipulate Vitality Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.[/OOC] [OOC=Fear (>>)]Concentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures.[/OOC] [b]Focus Spells[/b] [OOC=Untamed Form (>>)]Uncommon Concentrate Druid Focus Manipulate Polymorph Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form.[/OOC] [OOC=Untamed Shift (> - >>)]Uncommon Concentrate Druid Focus Manipulate Morph Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it. • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.[/OOC] [OOC=Pest Form (>>)]Concentrate Manipulate Polymorph Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.[/OOC] [/fieldset][/spoiler] [SPOILER=Equipment]Studded Leather Armor 4 Javelins Spear Adventurers Pack Primal Symbol Healer's Toolkit Total Funds - 45 gp 40 sp[/SPOILER][/spoiler][/fieldset] Annah Kamau Annah Kamau Changeling Druid 1 HP: 17/17 AC: 16 Spell Slots: 2/2 L1 Focus Points: 1/1 Hero Points 1/1 Spell Save DC: 17 Status: Normal and Healthy Details Statblock Annah Kamau Female Changeling Druid 1 Neutral Student STR: 12/+1 DEX: 12/+1 CON: 12/+1 INT: 14/+2 WIS: 18/+4 CHA: 10/+0 Saves: FOR +4 REF +4 WIL +9 Speed: 25 AC: 16 Perception: 7 Languages: Common (Mwangi), Draconic, Sylvan, Xanmba, Wildsong (Druidic) Abilities and Features Animal EmpathyFeat Source Class Feat Level 1 You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. Untamed FormFeat Source Awarded Feat Level 1 Prerequisites untamed order You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats. Shield BlockFeat Source Awarded Feat Level 1 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Charming LiarFeat Source Awarded Feat Level 1 Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve. Quick IdentificationFeat Source Awarded Feat Level 1 Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action. Callow MayFeat Source Ancestry Feat Level 1 You are among the most common of changelings - those born to sweet hags - and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are off-guard against you. Druid AnathemaSpecial Feature Level 1 As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order’s entry Druidic Order - Untamed OrderSpecial Feature Level 1 Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. Untamed Order The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature. Order Skill: Intimidation Druid Feat: Untamed Form Order Spell: Untamed shift Anathema: Become fully domesticated by the temptations of civilization. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home. Heritage - ChangelingHeritage Special Feature Level 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. Changeling Uncommon Changeling Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat. Low Light VisionSpecial Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Voice of NatureSpecial Feature Level 1 You gain your choice of the Animal Empathy or Plant Empathy druid feat. WildsongSpecial Feature Level 1 You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell’s chambers, a snowflake’s crystals, or a fern’s fronds. Teaching the Wildsong to non-druids is anathema. Combat Perception:1d20+7 Electric Arc:2d4 Frostbite:2d4 Saves Fortitude Save:1d20+4 Reflex Save:1d20+4 Will Save:1d20+9 Perception:1d20+7 Skills Acrobatics (U - Dex):1d20+3 Arcana (U - Int):1d20+2 Athletics (U - Str):1d20+1 Crafting (T - Int):1d20+5 Deception (T - Cha):1d20+3 Diplomacy (U - Cha):1d20 Intimidation (T - Cha):1d20+3 Lore:Insect (T - Int):1d20+5 Medicine (T - Wis):1d20+7 Nature (T - Wis):1d20+7 Occultism (T - Int):1d20+5 Performance (U - Cha):1d20 Religion (U - Wis):1d20+4 Society (U - Int):1d20+2 Stealth (U - Dex):1d20+1 Survival (T - Wis):1d20+7 Thievery (U - Dex):1d20+1 "Magic" Spell Save DC: 17 Spell Attack Modifier: +7 Druid Cantrips Prepared: 5 Druid Spells Prepared: 2 L1 Cantrips Electric Arc (>>)Cantrip Concentrate Electricity Manipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4. Guidance (>)CantripConcentrate Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. Detect Magic (>>)Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). Prestidigitation (>>)Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell. Frostbite (>>)Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1. Spells Heal (> - >>>)Healing Manipulate Vitality Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. Fear (>>)Concentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures. Focus Spells Untamed Form (>>)Uncommon Concentrate Druid Focus Manipulate Polymorph Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form. Untamed Shift (> - >>)Uncommon Concentrate Druid Focus Manipulate Morph Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it. • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit. Pest Form (>>)Concentrate Manipulate Polymorph Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. Equipment Studded Leather Armor 4 Javelins Spear Adventurers Pack Primal Symbol Healer's Toolkit Total Funds - 45 gp 40 sp While Annah was normally quite the nervous wreck, when it came to situations of actual danger, somehow that is when she could act the most in control. Once her instincts told her something was out of place and peril was actually around. Worse yet, was the cry of another one of their classmates... the image of a hand reaching out to show her a cool hourglass when she was feeling insecure flashes through her memory as she tightens her grip on her wand and opens the door to her room, dashing out as fast as her legs may carry her towards the source of the noise... OOC: If I need to interact to open the door, will do one action for it. Otherwise, three strides towards the bathroom, two if I gotta open the door first. That takes me either to the door of A14B or just a bit back around the corner. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted April 5 Clone Share Posted April 5 (edited) 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 Nethys (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| The tired tengu tries to shake off the impression of disbelief. Surely these origami-toads are some upperclassman's idea of a practical joke? he reasoned. Joke or Test or someone's magical 'pets,' however, the constructs or creatures seemed to convey a very real sense of threat. Would he be making a fool of himself by acting defensively? Or, send a message that he was not to be trifled with? Even showing alarm might provide amusement to some. SQUAWK! A quick glace at the doors (which I'll presume for the narrative would open inwards -- so Kraawkaw could not back out through them?) were a full 20' away. Too far unless he simply wished to make an escape. And if he moved to the doors, but not through, he'd just block anyone coming to his aid. Attack or flee? He decided to buy time: he could still fight out in the halls. OOC Directions below assume that the top of the map is north. Do the doors close behind Kraawkaw (i.e. so that the constructs have to negotiate them?) ACTIONS Free: Squawks (not the Ancestry Feat, simply calling out) 1. Stride south to the doors. x3 South; x1 SE (20' total). 2. Interact to open the doors. 3. Stride x1 south through the doors, then x4 west (25' total). Will turn around to end up facing east towards the baths to observe whether the toads follow. Edited April 5 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted April 9 Clone Share Posted April 9 Marica Elf (Duskwalker)• Undertaker • Investigator (Alchemical Investigator) 1 Medium • Lawful Good • Humanoid AC: 17 | HP 15/15 | Fort +4 Ref +8 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 Hrrm, it sounded like something was squawking to Marica's ear. At the bare minimum, worth checking out to make sure it wouldn't be disturbing her studies for the rest of the evening. She headed for the door, opening it and poking her head out "Is something going on?" She asked Kraawkaw, who was in the hallway looking somewhat panicked. Actions: OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
farothel Posted April 10 Clone Share Posted April 10 Olis Saren Elf (Tiefling), Field medic, Champion of Sarenrae (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 17/17 | AC: 18 (20 shield) | Speed: 30' | 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. | DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. | Lang: Common (Mwangi), Taldane; elven| Perception (T): +4 ▪ Init: +4 | Fort (E): +6 | Ref (T): +4| Will (E): +6 | | SkillsTrained: Arcana (+3); Athletics (+7); Diplomacy (+4); Intimidation (+4); Lore/Warfare (+4); Medicine (+4); Religion (+4); Untrained: Acrobatics (+1); Crafting (+1); Deception (+1); Nature (+1); Occultism (+1); Performance (+1); Society (+1); Survival (+1); Stealth (+1); Thievery (+1) | AttributesSTR +4 DEX +1 CON +1 INT +1 WIS +1 CHA +1 | AttacksUnarmed: Unarmed +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse;non-lethal Melee: Longsword +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d8+4 S • Versatile P Dagger +7/+3/-2 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 S • Versatile P; Agile; Finesse; Thrown 10ft Ranged: Sling +4/-1/-6 • Trained +3 • Dex +1 • Item 0 • Damage 1d6+4 B • Propulsive | Reactionsshield block Glimpse of Redemption | Divine DC (ATK): 14 (+4) | SpellsDetect Magic (innate) Lay on Hands (Focus) Weapon Surge (Focus) |Hero Pts: 1 | Focus Pool: 1/1 Olis opened the door of her dorm room and rushed out towards the noise. "What's going on," she asked. OOC ACTIONS action 1: open door action 2: move towards noise action 3: move towards noise Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted April 11 Author Clone Share Posted April 11 (edited) Chapter 1: Kindled Magic Magaambya You come running to see what the noise is and are confronted with Kraawkaw fleeing in your direction. He's followed by what looks like two piles of laundry folded into frog shapes. They hop towards the tengu, one veering off to attack Marica. Kraawkaw receives only a soft thud as laundry bumps into him and falls to the ground but Marica is slashed by the other one OOC Scene Notes There is a map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Olis - 24 Anna - 23 Kraawkaw - 20 Marica - 18 Odd laundry - 7 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Annah Caeliria Olis Kraawkaw Marica 2 damage from Spell skein ENEMY STATUS Spell skein 1 Spell Skein 2 Stride Strike Strike Stride Strike Strike Show Active Map Edited April 11 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strikes vs Kraawkaw 12; 6 1d20+7; 1d6+1 [5]; [5,5] Strikes vs Marica 24; 2 1d20+7; 1d6+1 [17]; [17,1] Strike vs Kraawkaw 12; 6 1d20+3; 1d6+1 [9]; [9,5] Strikes vs Marica 10; 2 1d20+3; 1d6+1 [7]; [7,1] Link to comment Share on other sites More sharing options...
Vedast Posted April 11 Clone Share Posted April 11 (edited) 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 Nethys (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 Edited April 11 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Two Magic Missiles 5 2d4+2 2,1 One Magic Missile 4 1d4+1 3 Link to comment Share on other sites More sharing options...
saithor Posted April 12 Clone Share Posted April 12 Marica Elf (Duskwalker)• Undertaker • Investigator (Alchemical Investigator) 1 Medium • Lawful Good • Humanoid AC: 17 | HP 15/15 | Fort +4 Ref +8 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 Marica shrieks as the laundry frog attacks her, biting her knee. An unliving monstrosity attacking here that wasn't undead? She swiftly pulled out her shovel and tried to strike at the creature while trying to recall what, if anything it might be. Actions: OOC Action 1: Pull out my shovel (Rapier) Action 2: Devise Strategem, and with Know Weakness I can make a Recall Knowledge check on the frogs. Assuming Arcana works, let me know if I should roll a different skill. Action 3: Strike with my rapier Name xDiceName xDiceResult xDiceString xDiceRolls Devise Stratagem Roll 6 1d20 6 Recall Knowledge Check 20 1d20+7 13 Going to choose not to use the Devise Stratagem roll, attacking with Dex as ability score 25 1d20+6 19 Damage 4 1d6 4 Link to comment Share on other sites More sharing options...
daltar Posted April 13 Clone Share Posted April 13 (edited) [fieldset=Annah Kamau][table=2,1] [r=1,1][img2=150]https://i.imgur.com/HJyVTwq.jpg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2853625][font=palatino linotype][size=4][color=DarkRed]Annah Kamau[/color][/size][/font][/url][/b] [I]Changeling Druid 1[/I] [b]HP:[/b] 17/17 [b]AC:[/b] 16 [b]Spell Slots:[/b] 2/2 L1 [b]Focus Points:[/b] 1/1 [b]Hero Points[/b] 1/1 [b]Spell Save DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Details][spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2853625"][size="4"][b]Annah Kamau[/b][/size][/URL] [r=2,1] [B]Female Changeling Druid 1[/B] [r=3,1] [B]Neutral Student[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 12/+1 [B]DEX:[/B] 12/+1 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 18/+4 [B]CHA:[/B] 10/+0 [B]Saves:[/B] FOR +4 REF +4 WIL +9 [r=2,1][B]Speed:[/B] 25 [B]AC:[/B] 16 [B]Perception:[/B] 7 [B]Languages:[/B] Common (Mwangi), Draconic, Sylvan, Xanmba, Wildsong (Druidic) [/table][/spoiler] [spoiler=Abilities and Features][OOC=Animal Empathy]Feat Source Class Feat Level 1 You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.[/OOC] [OOC=Untamed Form]Feat Source Awarded Feat Level 1 Prerequisites untamed order You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats.[/OOC] [OOC=Shield Block]Feat Source Awarded Feat Level 1 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.[/OOC] [OOC=Charming Liar]Feat Source Awarded Feat Level 1 Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.[/OOC] [OOC=Quick Identification]Feat Source Awarded Feat Level 1 Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.[/OOC] [OOC=Callow May]Feat Source Ancestry Feat Level 1 You are among the most common of changelings - those born to sweet hags - and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are off-guard against you.[/OOC] [OOC=Druid Anathema]Special Feature Level 1 As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order’s entry[/OOC] [OOC=Druidic Order - Untamed Order]Special Feature Level 1 Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. Untamed Order The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature. Order Skill: Intimidation Druid Feat: Untamed Form Order Spell: Untamed shift Anathema: Become fully domesticated by the temptations of civilization. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.[/OOC] [OOC=Heritage - Changeling]Heritage Special Feature Level 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. Changeling Uncommon Changeling Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.[/OOC] [OOC=Low Light Vision]Special Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.[/OOC] [OOC=Voice of Nature]Special Feature Level 1 You gain your choice of the Animal Empathy or Plant Empathy druid feat.[/OOC] [OOC=Wildsong]Special Feature Level 1 You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell’s chambers, a snowflake’s crystals, or a fern’s fronds. Teaching the Wildsong to non-druids is anathema.[/OOC][/spoiler] [spoiler=Combat] [noparse] Perception:1d20+7 Electric Arc:2d4 Frostbite:2d4 [/noparse] [/spoiler] [spoiler=Saves] [noparse] Fortitude Save:1d20+4 Reflex Save:1d20+4 Will Save:1d20+9 Perception:1d20+7 [/noparse] [/spoiler] [spoiler=Skills] [noparse] Acrobatics (U - Dex):1d20+3 Arcana (U - Int):1d20+2 Athletics (U - Str):1d20+1 Crafting (T - Int):1d20+5 Deception (T - Cha):1d20+3 Diplomacy (U - Cha):1d20 Intimidation (T - Cha):1d20+3 Lore:Insect (T - Int):1d20+5 Medicine (T - Wis):1d20+7 Nature (T - Wis):1d20+7 Occultism (T - Int):1d20+5 Performance (U - Cha):1d20 Religion (U - Wis):1d20+4 Society (U - Int):1d20+2 Stealth (U - Dex):1d20+1 Survival (T - Wis):1d20+7 Thievery (U - Dex):1d20+1[/noparse] [/spoiler] [spoiler="Magic"][B]Spell Save DC: [/B] 17 [B]Spell Attack Modifier: [/B] +7 Druid Cantrips Prepared: 5 Druid Spells Prepared: 2 L1 [fieldset=Cantrips][OOC=Electric Arc (>>)]Cantrip Concentrate Electricity Manipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4.[/OOC] [OOC=Guidance (>)]CantripConcentrate Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.[/OOC] [OOC=Detect Magic (>>)]Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).[/OOC] [OOC=Prestidigitation (>>)]Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.[/OOC] [OOC=Frostbite (>>)]Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.[/OOC] [/fieldset] [fieldset=Spells][OOC=Heal (> - >>>)]Healing Manipulate Vitality Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.[/OOC] [OOC=Fear (>>)]Concentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures.[/OOC] [b]Focus Spells[/b] [OOC=Untamed Form (>>)]Uncommon Concentrate Druid Focus Manipulate Polymorph Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form.[/OOC] [OOC=Untamed Shift (> - >>)]Uncommon Concentrate Druid Focus Manipulate Morph Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it. • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.[/OOC] [OOC=Pest Form (>>)]Concentrate Manipulate Polymorph Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.[/OOC] [/fieldset][/spoiler] [SPOILER=Equipment]Studded Leather Armor 4 Javelins Spear Adventurers Pack Primal Symbol Healer's Toolkit Total Funds - 45 gp 40 sp[/SPOILER][/spoiler][/fieldset] Annah Kamau Annah Kamau Changeling Druid 1 HP: 17/17 AC: 16 Spell Slots: 2/2 L1 Focus Points: 1/1 Hero Points 1/1 Spell Save DC: 17 Status: Normal and Healthy Details Statblock Annah Kamau Female Changeling Druid 1 Neutral Student STR: 12/+1 DEX: 12/+1 CON: 12/+1 INT: 14/+2 WIS: 18/+4 CHA: 10/+0 Saves: FOR +4 REF +4 WIL +9 Speed: 25 AC: 16 Perception: 7 Languages: Common (Mwangi), Draconic, Sylvan, Xanmba, Wildsong (Druidic) Abilities and Features Animal EmpathyFeat Source Class Feat Level 1 You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. Untamed FormFeat Source Awarded Feat Level 1 Prerequisites untamed order You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats. Shield BlockFeat Source Awarded Feat Level 1 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Charming LiarFeat Source Awarded Feat Level 1 Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve. Quick IdentificationFeat Source Awarded Feat Level 1 Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action. Callow MayFeat Source Ancestry Feat Level 1 You are among the most common of changelings - those born to sweet hags - and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are off-guard against you. Druid AnathemaSpecial Feature Level 1 As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order’s entry Druidic Order - Untamed OrderSpecial Feature Level 1 Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. Untamed Order The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature. Order Skill: Intimidation Druid Feat: Untamed Form Order Spell: Untamed shift Anathema: Become fully domesticated by the temptations of civilization. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home. Heritage - ChangelingHeritage Special Feature Level 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. Changeling Uncommon Changeling Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat. Low Light VisionSpecial Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Voice of NatureSpecial Feature Level 1 You gain your choice of the Animal Empathy or Plant Empathy druid feat. WildsongSpecial Feature Level 1 You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell’s chambers, a snowflake’s crystals, or a fern’s fronds. Teaching the Wildsong to non-druids is anathema. Combat Perception:1d20+7 Electric Arc:2d4 Frostbite:2d4 Saves Fortitude Save:1d20+4 Reflex Save:1d20+4 Will Save:1d20+9 Perception:1d20+7 Skills Acrobatics (U - Dex):1d20+3 Arcana (U - Int):1d20+2 Athletics (U - Str):1d20+1 Crafting (T - Int):1d20+5 Deception (T - Cha):1d20+3 Diplomacy (U - Cha):1d20 Intimidation (T - Cha):1d20+3 Lore:Insect (T - Int):1d20+5 Medicine (T - Wis):1d20+7 Nature (T - Wis):1d20+7 Occultism (T - Int):1d20+5 Performance (U - Cha):1d20 Religion (U - Wis):1d20+4 Society (U - Int):1d20+2 Stealth (U - Dex):1d20+1 Survival (T - Wis):1d20+7 Thievery (U - Dex):1d20+1 "Magic" Spell Save DC: 17 Spell Attack Modifier: +7 Druid Cantrips Prepared: 5 Druid Spells Prepared: 2 L1 Cantrips Electric Arc (>>)Cantrip Concentrate Electricity Manipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4. Guidance (>)CantripConcentrate Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. Detect Magic (>>)Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). Prestidigitation (>>)Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell. Frostbite (>>)Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1. Spells Heal (> - >>>)Healing Manipulate Vitality Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. Fear (>>)Concentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures. Focus Spells Untamed Form (>>)Uncommon Concentrate Druid Focus Manipulate Polymorph Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form. Untamed Shift (> - >>)Uncommon Concentrate Druid Focus Manipulate Morph Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it. • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit. Pest Form (>>)Concentrate Manipulate Polymorph Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. Equipment Studded Leather Armor 4 Javelins Spear Adventurers Pack Primal Symbol Healer's Toolkit Total Funds - 45 gp 40 sp Reaching the frontline, Annah spots two... woven like creatures. Clearly imitating frogs, but to the druid the difference is extra obvious and stark. These are not living beings so fear or trying to soothe them seems pointless. Working quickly and decisively as she can only when in danger, the girl approaches a bit closer to get a good angle before she beseeches the powers of air, weaving static to shoot an arc of lightning at both enemies. OOC: First Action: Stride one square diagonally down and right, then one down and three left for better positioning. Then she'll cast Electric Arc aiming at both enemies, dealing 2d4 damage on a basic reflex save. Edited April 13 by daltar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc 4 2d4 3,1 Link to comment Share on other sites More sharing options...
farothel Posted April 13 Clone Share Posted April 13 Olis Saren Elf (Tiefling), Field medic, Champion of Sarenrae (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 17/17 | AC: 18 (20 shield) | Speed: 30' | 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. | DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. | Lang: Common (Mwangi), Taldane; elven| Perception (T): +4 ▪ Init: +4 | Fort (E): +6 | Ref (T): +4| Will (E): +6 | | SkillsTrained: Arcana (+3); Athletics (+7); Diplomacy (+4); Intimidation (+4); Lore/Warfare (+4); Medicine (+4); Religion (+4); Untrained: Acrobatics (+1); Crafting (+1); Deception (+1); Nature (+1); Occultism (+1); Performance (+1); Society (+1); Survival (+1); Stealth (+1); Thievery (+1) | AttributesSTR +4 DEX +1 CON +1 INT +1 WIS +1 CHA +1 | AttacksUnarmed: Unarmed +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse;non-lethal Melee: Longsword +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d8+4 S • Versatile P Dagger +7/+3/-2 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 S • Versatile P; Agile; Finesse; Thrown 10ft Ranged: Sling +4/-1/-6 • Trained +3 • Dex +1 • Item 0 • Damage 1d6+4 B • Propulsive | Reactionsshield block Glimpse of Redemption | Divine DC (ATK): 14 (+4) | SpellsDetect Magic (innate) Lay on Hands (Focus) Weapon Surge (Focus) |Hero Pts: 1 | Focus Pool: 1/1 Seeing some of the group into combat with some things she wasn't sure what they were, she rushed towards them, cursing the big rooms and the long corridors. OOC ACTIONS action 1: move towards combat action 2: move towards combat action 3: move towards combat total move: 90ft Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted April 14 Author Clone Share Posted April 14 (edited) Chapter 1: Kindled Magic Magaambya Battered by magical force the strange woven creatures look like pieces of cloth thrown into the air and struck by invisible balls. It is almost like a child's game with laundry. Then they are both shocked and burned, leaving a smell not unlike smell of freshly pressed linen, though left pressed too long until they burn,. Marica's shovel batters one into the ground but it still moves. Olis is here, almost. Kraawkaw is surprised when the lizard folded spell skein leaps from the ground slashing him with a tail folded to a sharp edge and drawing a line of blood across his neck. Marica, despite a strike that leaves the cloth looking torn is struck a strong blow from the frog shaped creature. There will be a bruise there in the morning. It suddenly dawns on Marica what these things are, spell skeins. They sometimes occur where magic leaks into the world around it, infusing the world with a little power, bringing objects to a semblance of life. In this case ordinary cloth is animated with some sort of life. The shape they take grants them different abilities but each form has two abilities that she has heard of. They can refold themselves into different forms and, purely as a defence mechanism, they can collapse into cloth, become inert and indistinguishable from any other kind of laundry. OOC Scene Notes There is a map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Olis - 24 Anna - 23 Kraawkaw - 20 Marica - 18 Odd laundry - 7 MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS Annah Caeliria Olis Kraawkaw 12 damage from spell skein Marica 7 damage: 2 damage from spell skein, 5 damage from spell skein ENEMY STATUS Spell skein 1 Spell Skein 2 9/15 damage: 5 from magic missile, 4 from electric arc Strike: Crit, 12 damage Strike: Miss Strike: Miss 12/15 damage: 4 from magic missile, 4 from shovel, 4 from electric arc Strike: Miss Strike: Hit, 5 damage Strike: Miss Show Active Map Edited April 14 by hoverfrog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strikes vs Kraawkaw 25; 6; 6; 5; 14; 6 1d20+7;1d6+1;1d20+3;1d6+1;1d20-1;1d6+1 [18]; [18,5]; [18,5,3]; [18,5,3,4]; [18,5,3,4,15]; [18,5,3,4,15,5] Strikes vs Marica 14; 7; 17; 5; 15; 6 1d20+7;1d6+1;1d20+3;1d6+1;1d20-1;1d6+1 [7]; [7,6]; [7,6,14]; [7,6,14,4]; [7,6,14,4,16]; [7,6,14,4,16,5] Link to comment Share on other sites More sharing options...
saithor Posted April 14 Clone Share Posted April 14 (edited) Marica Elf (Duskwalker)• Undertaker • Investigator (Alchemical Investigator) 1 Medium • Lawful Good • Humanoid AC: 17 | HP 9/15 | Fort +4 Ref +8 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 Marica yelps again as the laundry frog rams her leg. "Be careful, these things can look dead but still be alive!" she yelled before trying to bash it with her shovel again. She then reaches for her bag, mixing together a quick host of minor alchemical supplies and drinking the result. Actions: OOC Action 1: Attack with my shovel Action 2: Use Quick Tincture to make a Minor Elixir of Life. I am down to 3/4 Versatile Vials Action 3: Drink the Elixir of Life Edited April 14 by saithor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack with Shovel 12 1d20+6 6 Damage 6 1d6 6 HP regained from Elixir of Life 1 1d6 1 Link to comment Share on other sites More sharing options...
Vedast Posted April 14 Clone Share Posted April 14 (edited) 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 Nethys (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) Edited April 14 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Heal 9 1d8+8 1 Link to comment Share on other sites More sharing options...
farothel Posted April 14 Clone Share Posted April 14 (edited) Olis Saren Elf (Tiefling), Field medic, Champion of Sarenrae (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 17/17 | AC: 18 (20 shield) | Speed: 30' | 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. | DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. | Lang: Common (Mwangi), Taldane; elven| Perception (T): +4 ▪ Init: +4 | Fort (E): +6 | Ref (T): +4| Will (E): +6 | | SkillsTrained: Arcana (+3); Athletics (+7); Diplomacy (+4); Intimidation (+4); Lore/Warfare (+4); Medicine (+4); Religion (+4); Untrained: Acrobatics (+1); Crafting (+1); Deception (+1); Nature (+1); Occultism (+1); Performance (+1); Society (+1); Survival (+1); Stealth (+1); Thievery (+1) | AttributesSTR +4 DEX +1 CON +1 INT +1 WIS +1 CHA +1 | AttacksUnarmed: Unarmed +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse;non-lethal Melee: Longsword +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d8+4 S • Versatile P Dagger +7/+3/-2 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 S • Versatile P; Agile; Finesse; Thrown 10ft Ranged: Sling +4/-1/-6 • Trained +3 • Dex +1 • Item 0 • Damage 1d6+4 B • Propulsive | Reactionsshield block Glimpse of Redemption | Divine DC (ATK): 14 (+4) | SpellsDetect Magic (innate) Lay on Hands (Focus) Weapon Surge (Focus) |Hero Pts: 1 | Focus Pool: 1/1 She saw that Kraawkaw was hit quite hard, but when she came closer she also noticed he called upon his powers to heal himself, but she still decided to try and take out that critter first and then concentrate everyone on the other one. Raising shield and sword she moved in and with a quick sweep she managed to take it out. OOC If I see things correctly, my attack kills Skein 1 (it might even be a crit) ACTIONS action 1: move to Skein 1, other side of Kraawkaw so we have a flanking situation action 2: shield up (AC 20) action 3: attack (enemy has -2 for being flat-footed). reaction: Glimpse of Redemption reaction if Skein 2 attacks Marica Edited April 14 by farothel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls attack, damage 26; 6 1d20+7;1d8+4 [19]; [19,2] Link to comment Share on other sites More sharing options...
Recommended Posts