Jump to content

Chapter 1: Orientation


hoverfrog

Recommended Posts

[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
HJyVTwq.jpg
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 evaluates the situation again, with the clarity of mind that comes from being fully stepped into the moment. Her fellow students were hurt... and yet, they were no panicky fledglings... they showed such courage and cold heads to despite being hurt focus on healing up their wounds and shoring up their defenses. Fortunately they outnumbered the monsters... at least for now. The ragged monsters were looking a lot worse and seeing the armored lady rush forward to finish one helped Annah decided on what to do next. She thought about healing them herself, however, they seemed to have picked themselves up. She thought about half shifting to take the frontline, but the shift would take precious time.

 

With a single opponent left, she decides to weave her magic in a new manner, calling onto the chill winter and coldest mountaintops, of icy springs. Weaving her incantation, she swings her wand at the remaining construct, instantly sapping away all warmth from it and the air around it, conjuring frost on it.

 

Actions: 2 actions to cast Frostbite on Frog, who should take damage on a Fortitude save. Then stride my full movement closer.

Edited by daltar (see edit history)
Name
Frostbite
7
2d4 4,3
Fort save
12
1d20+9 3
Link to comment
Share on other sites


Pathfinder Strength of Thousands Adventure Path | Paizo

Chapter 1: Kindled Magic

Magaambya

image.png.f5924b8f69c220a6f58b48bbc1a2374f.pngA spattering of healing closes those wounds you've received and eases the pain of bruises.

Olis, rushing past the spell skein, slicing her longsword across the cloth, parting it neatly. The two parts flutter to the ground, formless cloth now.

The remaining animated cloth finally seems to realise the danger and seems about to leap away. Before it can move, frost covers it, sticking to the ground and turning the soft material solid. Annah rushes forward to try to finish the creature off but it leaps, shattering the folded legs. It lands with a thump and then a tinkle as bits of frozen material break apart and spread across the tiles.

Combat over.

pic6826693.webp.026f9ecb02f3fe3b363be7ca9d7c59c1.webpThe noise of combat has alerted the other sleeping students who now emerge one by one to see what the noise was. Noxolo is first to ask what is going on. A curious beast emerges from her room behind her, furry and oddly reptilian it rushes to the torn cloth and gives it a sniff. "Snabble, leave it."

"What happened here? Is everyone alright?"

Other faces emerge from their doors, looking along the wide corridors with curious faces. Most see that there's no danger and return to their rooms soo after but a few linger.


 

OOC Scene Notes

There is no 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

 

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Annah Caeliria

 

 

Olis Kraawkaw
 

3 damage: 12 damage from spell skein, 9 healing

Shield

Marica  

6 damage: 2 damage from spell skein, 5 damage from spell skein, 1 healing

 

ENEMY STATUS

Spell skein 1 Spell Skein 2

Dead

Dead

 

   

 

 

   

 

 

Show Active Map

 

Link to comment
Share on other sites

 

image.png.3f252e39801503d7f69609617a19bb9a.pngKraawkaw

Skyborn Tengu; Scholar (Arcana); Cloistered Cleric of Nethys (1)

Magaambya Branch: TBD (Primary) TBD (Secondary)


 

HP: 11/14 AC: 15 (16): Explorer's Clothing (shield spell) | Speed: 25' | Low-Light Vision

| Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects |

 

Perception (T): +6  Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 |

| Skills | Attributes | Attacks | Divine DC (ATK): 16 (+6) | Focus Points 1/1|

 


 

Kraawkaw takes a moment to realize that the (immediate) combat is over. Whilst certainly startled, his emotions are primary of exasperation and chagrin. Later, he might have time to experience a post-action frisson of fear as he reflects on just how close he came to ending his career at the Magaambya before he had quite begun it.

Noticing that both he and Annah seem somewhat battered, he said to the unusually heterochromatic humanI'd assume that we don't really know about "Changeling" heritages IC ... or do we?:

If you wish, I can attempt another healing, an effect that would encompass both of us?

=======

Will cast a 3A Heal (emanation form for 1d8 healing) contingently. If Annah prefers to heal herself or to have a mundane Treat Wounds, we can go that route and Kraawkaw will not cast.

=======

Once the priest's attention can be spared to the aftermath, he is somewhat nonplussed by the general reaction of the other occupants of the Dormitory. Were such events common here? he wondered incredulously.

In particular, Kraawkaw looked for Chirize (see OOC) whom the tengu had noticed lounging about in the common room just prior to his seeking the baths.

Realizing, of course, that he would have to ... try to ... explain to his peers he began:

I was just about to enter the baths when two pieces of what I took to be garments amidst of pile of long-forgotten laundry suddenly animated into the forms you saw. Initially, I thought this was some gag or joke to be played on one of the "newbies," or perhaps just another student's magical practice that had gotten out-of-hand so to say: I first determined simply to withdraw in hopes that the effect would dissipate after a short time.

As you saw, however, the constructs were in deadly earnest ... and were significantly ... er ... robust. I had expected magical 'darts' to deal with them. That was a grave underestimation.

He points to the nearly too-deep slice through his downy neck feathers.

Looking at Noxolo (not sure whether we know her name IC as yet?) he asks:

Should we notify an instructor?

He wasn't certain as to the protocols here, but, certainly, at his seminary a magical happening such as this would have been investigated.

Once things calm down a bit, he'll make a Recall Knowledge (Arcana) Check to search his memory for any lore related to this sort of thing.

 

OOC

"Chirize is slumped in the common room, feet up and a jar of rumtopf on the floor next to him."

K. has assurance in Arcana, so, I think, that would only be a 10+1+2 (1st level; trained) = 13 but he has a +5 bonus. I think I'll roll since I doubt a 13 result would gain much. (sheesh ... Dice Roller hate continues).

 

ACTIONS

Cast a 3A Heal if needed. 1d8 healing in 30' radius.

Recall Knowledge (Arcana) Check when convenient.

 


 

 

Edited by Vedast (see edit history)
Name
3A Heal (contingent casting)
3
1d8 3
Recall Knowledge (Arcana)
8
1d20+5 3
Link to comment
Share on other sites

image.jpeg.eae06d0ad6a715deb0d7a4c603797777.jpeg

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 Vision | Darkvision

| Lang: Common (Mwangi), Taldane; elven|

Perception (T): +4  Init: +4 | Fort (E): +6 | Ref (T): +4| Will (E): +6 |

| Skills | Attributes | Attacks | Reactions
| Divine DC (ATK):
14 (+4) | Spells

|Hero Pts: 1 | Focus Pool: 1/1


 

"Sorry about the noise," Olis said as she put her sword away, "but it's difficult to run silently in chainmail. Actually the fullplate should be better that way. And I don't know what these things are, but is it normal to have animated laundry in this school?"

 

OOC

 

 

ACTIONS

 

Link to comment
Share on other sites

[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
HJyVTwq.jpg
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

 

"I'm not hurt" says the red haired druid as she continues to seem tense even after the last of the apparent enemies broke away in frost. She hears Kraawkaw's explanation of what happened with half of her mind while she intoned quietly to herself... drawing upon the secret knowledge of her order... and with her wand tucked under one arm she tenses up both hands... as they suddenly grow a bit darker in coloration, stronger... and her nails lengthen, the keratin solidifying into sharp claws. With that done, she grabs her wand once again in her non dominant hand and moves carefully towards the bath... chanting softly another spell to open her senses to the feeling and scent of magic...

 

OOC: Annah will use her Focus Point to get claws as per untamed form and since she's in full business mode, she'll sweep the bathroom and elsewhere casting detect magic as her cantrip to make sure no other threat of this kind remains.

Link to comment
Share on other sites

 

image.png.3f252e39801503d7f69609617a19bb9a.pngKraawkaw

Skyborn Tengu; Scholar (Arcana); Cloistered Cleric of Nethys (1)

Magaambya Branch: TBD (Primary) TBD (Secondary)


 

HP: 11/14 AC: 15 (16): Explorer's Clothing (shield spell) | Speed: 25' | Low-Light Vision

| Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects |

 

Perception (T): +6  Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 |

| Skills | Attributes | Attacks | Divine DC (ATK): 16 (+6) | Focus Points 1/1|

 


 

"I'm not hurt"

Kraawkaw blinked. With some chagrin, he realized that he'd spoken to Annah when it was Marica who'd taken hurt from the spellskeins.

I beg your pardon, he said to the Duskwalker elf. I intended the offer of healing to you.

 

 

OOC

Inadvertently, I flipped character identity in the previous post and as Daltar/Annah replied, I'll just go with it In Character.

 

ACTIONS

 

 


 

 

Edited by Vedast (see edit history)
Link to comment
Share on other sites


Pathfinder Strength of Thousands Adventure Path | Paizo

Chapter 1: Kindled Magic

Magaambya

pic6826693.webp.026f9ecb02f3fe3b363be7ca9d7c59c1.webp"Didn't that happen once before?" Noxolo asks to the general crowd but nobody answers

"Well, magic school, magic hazards I guess and no more harm done than a few torn shirts."

She seems ready to go to bed again but Esi asks lots of questions, spending as long as you'll allow her to ask about the specific magical auras, the way the material was folded, even as to the expression on the origami faces.

There are no further dangers that you can detect and no more magical auras.

As for Chirize, he just fell asleep after drinking too much. If you don't wake him, another of his classmates will, and he heads off to bed with a grin.


 

OOC Scene Notes

There is no 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

 

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Annah Caeliria

 

 

Olis Kraawkaw
 

3 damage: 12 damage from spell skein, 9 healing

Shield

Marica  

6 damage: 2 damage from spell skein, 5 damage from spell skein, 1 healing

 

ENEMY STATUS

Spell skein 1 Spell Skein 2

Dead

Dead

 

   

 

 

   

 

 

Show Active Map

 

Link to comment
Share on other sites

Marica
spacer.png


Elf (Duskwalker)• Undertaker • Investigator (Alchemical Investigator) 1
Medium • Lawful Good • Humanoid

AC: 17 | HP 12/15 | Fort +4 Ref +8 Will +5 | Resistance: None | Speed 25 feet | Class DC 17

 

Marica smiles "Thank you for the offer. I'll gladly take any you have to offer." The wave of healing magic from before had already worked wonders. She idled around the collapsed piles of torn laundry, looking through the remnants for anything that might stand out about them.

 

 


Actions:

OOC

Choosing to Pursue a Lead in regards to the animated laundry, and then make a perception check to investigate them

 

Name
Perception
25
1d20+6 19
Link to comment
Share on other sites

 

image.png.3f252e39801503d7f69609617a19bb9a.pngKraawkaw

Skyborn Tengu; Scholar (Arcana); Cloistered Cleric of Nethys (1)

Magaambya Branch: TBD (Primary) TBD (Secondary)


 

HP: 14/14 AC: 15 (16): Explorer's Clothing (shield spell) | Speed: 25' | Low-Light Vision

| Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects |

 

Perception (T): +6  Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 |

| Skills | Attributes | Attacks | Divine DC (ATK): 16 (+6) | Focus Points 1/1|

 


 

I'll gladly take any (healing) you have to offer.

Kraawkaw chants a praise to Nethys and casts the spell: 3 hps of healing - well, to anyone within 30' really who might otherwise not be at full hp.

With a certain determination, the tengu heads back to the baths to perform his delayed ablutions. He felt a frisson of post-wounding stress release coming on and he was anxious to be out of sight or, at least, in a cool bath as he recovered. Though fully healed now, that slash from the spellskein had nearly done for him.

Every so often, he would cast Detect Magic himself as the waters cleansed and calmed his body. And he kept the small pouch with his metal components near to hand as well.

What have I gotten myself involved with here, he mused?

 

OOC

 

 

ACTIONS

3A heal as per post above. 3hp.

 


 

 

Link to comment
Share on other sites

[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
HJyVTwq.jpg
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

 

 

After a little while, Annah comes back from checking the hallways and public areas and finally, the bathroom... her hands then turn back to normal as she declares "Safe, there's nothing else magical hiding in there" she declares dead seriously... before her hands turn back to normal, she lets out a little sigh of relief...

 

And then blinks a little, her posture shifting back as she looks at Kraawkaw and Marica, the ones who were actually wounded in the fight "A-Are you two ok? I-I saw t-that you h-healed your wounds, I'm n-not saying y-you can't take c-care of yourselves b-but that was so scary a-and it looked like it hurt a-and... a-are you ok? I-I'm not being a bother, right? I'm sorry..."

Link to comment
Share on other sites

image.jpeg.eae06d0ad6a715deb0d7a4c603797777.jpeg

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 Vision | Darkvision

| Lang: Common (Mwangi), Taldane; elven|

Perception (T): +4  Init: +4 | Fort (E): +6 | Ref (T): +4| Will (E): +6 |

| Skills | Attributes | Attacks | Reactions
| Divine DC (ATK):
14 (+4) | Spells

|Hero Pts: 1 | Focus Pool: 1/1


 

Olis can't answer a lot of the questions, as she only saw the critters and not the magic needed to create them (and she also didn't know how to do it).

"Does this happen often," she has a question of her own.

 

When that's answered, she will go back to her room, get rid of her armour and then also head to the baths. Armour was very good, but if you ran in it and fought in it, it often started to smell. In the field that was less an issue, but here she wanted to stay a bit clean. After that she would continue cleaning her 'new' armour, but also make sure she headed to bed in time.

OOC

 

 

ACTIONS

 

Link to comment
Share on other sites


Pathfinder Strength of Thousands Adventure Path | Paizo

Chapter 1: Kindled Magic

Magaambya

image.png.d6aa9bb294a3d1a38045f5ee8d904f8e.pngEsi stays to answer questions, "Often? Oh no, the campus is very safe. Sometimes there are accidents, of course, magical leaks even, but nothing we can't handle. Nothing you can't handle, anyway."

Marica spends more time examining the remains of the spell skeins. Despite the damage she can find many intricate folds in the material but it seems completely inert now, the magical animating force having been broken with the destruction of their bodies.

"Well, it is getting late. You have your perquisite in the morning and I need my sleep. If there's nothing else, I'll see you in the morning."


OOC Scene Notes

There is no 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

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Annah Caeliria

 

 

Olis Kraawkaw
 

 

Marica  

3 damage: 2 damage from spell skein, 5 damage from spell skein, 1 healing, 3 healing

 

ENEMY STATUS

. .

Dead

Dead

 

   

 

 

   

 

 

Show Active Map

 

Link to comment
Share on other sites

As the group starts to break up, Kraawkaw notices that Marica appears to remain slightly injured.

Let me get my medicine kit, he says and, having done so:

Uses Medicine to Treat Wounds (+6 skill bonus).

This may or may not help, he observes.

=========

OOC: 16 should just beat the usual DC of 15.

 

Edited by Vedast (see edit history)
Name
Treat Wounds (Medicine)
16
1d20+6 10
Treat Wounds healing (2d8)
11
2d8 7,4
Link to comment
Share on other sites

Marica
spacer.png


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

 

With no clues from the skeins and nothing else to do, Marica returns to her room and tries to get some sleep for tomorrow's classes.

 

 


Actions:

OOC

 

 

Link to comment
Share on other sites


Pathfinder Strength of Thousands Adventure Path | Paizo

Chapter 1: Kindled Magic

Magaambya

image.png.d6aa9bb294a3d1a38045f5ee8d904f8e.pngHB8TiuY.png.00256a5edfbff3aa7121fb7f9c45f0e5.pngThe next morning arrives with a sudden, loud downpour. As is Annah's habit she is out hunting when she it arrives, drenching her completely. Mercifully the rain stops after only a few minutes. She has just enough time to change before meeting Esi and Haibram for the Perquisite.

Haibram is a stern looking Mbe’ke dwarf who slams a fist into his open palm the moment the last of you arrive, "Ah, the green shoots blossom in the rain," he is well muscled and clean shaven this morning, "It was meant to be me and Root meeting you, but I guess not?"

"I swapped with Anchor Root,” Esi replies, brushing the point aside before addressing the new students. "Over the next five days, you’ll be helping with each of the school’s five branches. Haibram and Anchor Root seek to join the Rain-Scribes. It’s the branch that explores the world and helps other travellers make their way through uncertain territories. That means Rain-Scribes have to work well with both nature and people."

Haibram continues, "We can really use your help. The Kafesi Market won’t deal with anyone they know is part of the Magaambya. Since you’re new, you should be able to get in without a problem. You’ll be looking for, er, chickens."

"Did you know there’s such a thing as endangered chickens? Of course, any chicken that comes too close to me is endangered," Haibram grins. "A farmer outside of Nantambu, Bisola, said her family used to keep Ojofiri chickens. Said they could hatch anything, even a dragon egg! I don’t know about that, but she wants to raise Ojofiris again, so we’re going to get her some. Ojofiri eggs aren’t very hardy and the birds aren’t good layers, so they mostly got put in soup and now there’s hardly any left. Well, we caught wind that someone at Kafesi has a few chicks. Go and bring some back."

The pair describes Ojofiri chickens as small fowl with white faces, dark blue feathers, and lavender combs; chicks should have dark blue feathers with a white underbelly. They ask the heroes to bring back at least four chicks, which hopefully will ensure there’s at least one male and one female chicken, but the more the better.

"The Kafesi Market is a wandering bazaar so you'll need to track it down to wherever it is today. There was a but of a clash with the Magaambya in the past. Some of the merchants were a bit too unscrupulous and there were words exchanged. Possibly blows. You're not known to them so should slip right through. Hide your initiate beads," Esi gives the heroes a pouch with 20 gp and encourages you to hurry, "The Ojofiri chicks might sell out."

Suggested skill checks

Searching for the Kafesi Market: DC 19 Diplomacy check to Gather Information (DC 15 if the heroes hide their initiate beads since people are reluctant to direct Magaambyans to the market) or a DC 19 Perception check to simply look around. If the heroes want to Aid one another on this check, the DC to Aid is 15. Finding the market takes 2 hours, or 1 hour on a critical success. A critical failure means you have to start again.

You may act as a group or head off in smaller groups or alone, the choice is yours. Be aware that you will either need to arrange a rendezvous in advance or have some method of communicating over a distance.

You may have other ideas, so don't feel limited to this suggestion.


OOC Scene Notes

There is no 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

 

MECHANICS DESCRIPTIONS

Not in Use!!

 

Default Marching Order

 

CHARACTER STATUS

Annah Caeliria

 

 

Olis Kraawkaw
 

 

Marica  

 

 

ENEMY STATUS

. .

 

 

 

   

 

 

   

 

 

Show Active Map

 

Link to comment
Share on other sites

×
×
  • Create New...