farothel Posted April 24 Clone Share Posted April 24 Olis Saren Elf (Tiefling), Field medic, Champion of Sarenrae (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 17/17 | AC: 18 (20 shield) | Speed: 30' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. | Lang: Common (Mwangi), Taldane; elven| Perception (T): +4 ▪ Init: +4 | Fort (E): +6 | Ref (T): +4| Will (E): +6 | | SkillsTrained: Arcana (+3); Athletics (+7); Diplomacy (+4); Intimidation (+4); Lore/Warfare (+4); Medicine (+4); Religion (+4); Untrained: Acrobatics (+1); Crafting (+1); Deception (+1); Nature (+1); Occultism (+1); Performance (+1); Society (+1); Survival (+1); Stealth (+1); Thievery (+1) | AttributesSTR +4 DEX +1 CON +1 INT +1 WIS +1 CHA +1 | AttacksUnarmed: Unarmed +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse;non-lethal Melee: Longsword +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d8+4 S • Versatile P Dagger +7/+3/-2 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 S • Versatile P; Agile; Finesse; Thrown 10ft Ranged: Sling +4/-1/-6 • Trained +3 • Dex +1 • Item 0 • Damage 1d6+4 B • Propulsive | Reactionsshield block Glimpse of Redemption | Divine DC (ATK): 14 (+4) | SpellsDetect Magic (innate) Lay on Hands (Focus) Weapon Surge (Focus) |Hero Pts: 1 | Focus Pool: 1/1 After her morning prayers, Olis had put on her fullplate armour that morning, just to get used to the weight as quickly as possible. When the two students started to explain, at first she's optimistic. Exploring seemed to her something interesting to do. Then came the second part of the explanation and she didn't even try to hide the dissapointment. "Chickens, are you for real," she asked, "This is not some sort of prank on the newbies, like sending them out for some elbow grease or something similar." She has been send on strange errands for the church before and she's been drilled to obey commands, but this has to be at the top of strange things. So she just double checks. OOC ACTIONS Name xDiceName xDiceResult xDiceString xDiceRolls aid another diplomacy DC15 18 1d20+4 14 Link to comment Share on other sites More sharing options...
Vedast Posted April 24 Clone Share Posted April 24 (edited) KraawkawKraawkaw Cloistered Cleric of Nethys 1 LN Medium Tengu Skyborn Tengu Humanoid Perception +6; Low-Light Vision Languages Draconic, Sylvan Skills Acrobatics +2, Arcana +5, Athletics +0, Diplomacy +5, Intimidation +5, Lore: Academia +5, Lore: Lore (Magaambya) +5, Medicine +6, Religion +6, Stealth +5 Str +0, Dex +2, Con +0, Int +2, Wis +3, Cha +2 Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Antidote (Lesser), Antiplague (Lesser), Healer's Tools, Writing Set, Religious Symbol (Ceramic) AC 15; Fort +3, Ref +5, Will +8 HP 14 Squawk! Trigger You critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait. You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. Speed 25 feet Antidote (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Antiplague (Lesser) (Alchemical, Consumable, Elixir, Healing) Activate Interact Divine Prepared Spells DC 16, attack +6; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 16, attack +6; 1st Magic Missile, Fear; Cantrips Detect Magic, Guidance, Light, Needle Darts, Shield Focus Spells (1 points) Scholarly Recollection Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. Additional Feats Assurance, Domain Initiate, Skyborn Tengu Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Knowledge), Sharp Beak Skyborn TenguYour bones may be especially light, you may be a rare tengu with wings, or your connection to the spirits of wind and sky might be stronger than most, slowing your descent through the air. You take no damage from falling, regardless of the distance you fall.; Scholar (Arcana)You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer. Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and the Academia Lore skill. You gain the Assurance skill feat in your chosen skill.; Cloistered Cleric of Nethys (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 14/14 | AC: 15 (16): Explorer's ClothingEssentially Kraawkaw's habit as a Priest of Nethys White (really flax) tunic Leather cincture Black mantle Holy Symbol: a ceramic mosaic of the Face of Nethys. It is held by a chain, secured to the cincture. (shield spell) | Speed: 25' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | Lang: Mwangi (Common); Tengu; Draconic; Sylvan | Hero Pts: 1 | Special Effects+1 Status bonus vs spells | Perception (T): +6 ▪ Init: +6 | Fort (T): +3 | Ref (T): +5| Will (E): +8 | | SkillsTrained: Arcana (+5); Diplomacy (+5); Intimidation (+5); Lore/Academia (+5); Lore/Magaambya (+5); Medicine (+5); Religion (+6); Stealth (+5); Untrained: Acrobatics (+2); Athletics (+0); Crafting (+0); Deception (+2); Nature (+3); Occultism (+2); Performance (+2); Society (+2); Survival (+3); Thievery (+2) | AttributesSTR +0 DEX +2 CON +0 INT +2 WIS +3 CHA +2 | AttacksUnarmed: Sharp Beak +5/+0/-5 • Trained +3 • Dex +2 • Item 0 • Damage 1d6 P • Finesse; Unarmed; Brawling Melee: Ranged: | Divine DC (ATK): 16 (+6) | Focus Points 1/1| "A farmer outside of Nantambu, Bisola, said her family used to keep Ojofiri chickens. Said they could hatch anything, even a dragon egg! I don’t know about that, but she wants to raise Ojofiris again, so we’re going to get her some. Ojofiri eggs aren’t very hardy and the birds aren’t good layers, so they mostly got put in soup and now there’s hardly any left. Well, we caught wind that someone at Kafesi has a few chicks. Go and bring some back." Perhaps we should collect some of Bisola's family, then, and bring them to the Market if relations between the Kafesi Market and the Magaambya are so bad. I mean, is the problem that Bisola's family have no one who can make the trip to and from their farm? asked the somewhat confused priest, who was wondering why any intervention from the Magaambya was needed in this situation. He understood 'doing a good dead,' but this task seemed potentially inflammatory. Kraawkaw searches his memory for any prior information regarding the relations between the Market and the Magaambya (Recall Knowledge: Magaambya). ====== Speaking a bit later to his companions: As we leave, I'd like to drop by the Powderpile to give Xhokan the bead I've prepared for him. And, he continued, I'd like to visit the Temple of Nethys -- I believe we were told that one exists in the town. Besides just being the right thing for me to do, he explained, perhaps establishing some relationships there might help with bridging the "Town and Gown" problem - since it seems to exist here, at least in regards to the Kafesi Marketplace. And, if some at the Market take me to be a member of the local temple, all to the good, he thought. OOC ACTIONS Morning devotions and Daily Spell Preparations. Recall Knowledge (Magaambya) => modified (not natural) 20 result. Edited April 24 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Recall Knowledge (Magaambya) 20 1d20+5 15 Link to comment Share on other sites More sharing options...
daltar Posted April 25 Clone Share Posted April 25 [fieldset=Annah Kamau][table=2,1] [r=1,1][img2=150]https://i.imgur.com/HJyVTwq.jpg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2853625][font=palatino linotype][size=4][color=DarkRed]Annah Kamau[/color][/size][/font][/url][/b] [I]Changeling Druid 1[/I] [b]HP:[/b] 17/17 [b]AC:[/b] 16 [b]Spell Slots:[/b] 2/2 L1 [b]Focus Points:[/b] 1/1 [b]Hero Points[/b] 1/1 [b]Spell Save DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Details][spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2853625"][size="4"][b]Annah Kamau[/b][/size][/URL] [r=2,1] [B]Female Changeling Druid 1[/B] [r=3,1] [B]Neutral Student[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 12/+1 [B]DEX:[/B] 12/+1 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 18/+4 [B]CHA:[/B] 10/+0 [B]Saves:[/B] FOR +4 REF +4 WIL +9 [r=2,1][B]Speed:[/B] 25 [B]AC:[/B] 16 [B]Perception:[/B] 7 [B]Languages:[/B] Common (Mwangi), Draconic, Sylvan, Xanmba, Wildsong (Druidic) [/table][/spoiler] [spoiler=Abilities and Features][OOC=Animal Empathy]Feat Source Class Feat Level 1 You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.[/OOC] [OOC=Untamed Form]Feat Source Awarded Feat Level 1 Prerequisites untamed order You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats.[/OOC] [OOC=Shield Block]Feat Source Awarded Feat Level 1 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.[/OOC] [OOC=Charming Liar]Feat Source Awarded Feat Level 1 Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.[/OOC] [OOC=Quick Identification]Feat Source Awarded Feat Level 1 Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action.[/OOC] [OOC=Callow May]Feat Source Ancestry Feat Level 1 You are among the most common of changelings - those born to sweet hags - and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are off-guard against you.[/OOC] [OOC=Druid Anathema]Special Feature Level 1 As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order’s entry[/OOC] [OOC=Druidic Order - Untamed Order]Special Feature Level 1 Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. Untamed Order The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature. Order Skill: Intimidation Druid Feat: Untamed Form Order Spell: Untamed shift Anathema: Become fully domesticated by the temptations of civilization. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.[/OOC] [OOC=Heritage - Changeling]Heritage Special Feature Level 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. Changeling Uncommon Changeling Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.[/OOC] [OOC=Low Light Vision]Special Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.[/OOC] [OOC=Voice of Nature]Special Feature Level 1 You gain your choice of the Animal Empathy or Plant Empathy druid feat.[/OOC] [OOC=Wildsong]Special Feature Level 1 You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell’s chambers, a snowflake’s crystals, or a fern’s fronds. Teaching the Wildsong to non-druids is anathema.[/OOC][/spoiler] [spoiler=Combat] [noparse] Perception:1d20+7 Electric Arc:2d4 Frostbite:2d4 [/noparse] [/spoiler] [spoiler=Saves] [noparse] Fortitude Save:1d20+4 Reflex Save:1d20+4 Will Save:1d20+9 Perception:1d20+7 [/noparse] [/spoiler] [spoiler=Skills] [noparse] Acrobatics (U - Dex):1d20+3 Arcana (U - Int):1d20+2 Athletics (U - Str):1d20+1 Crafting (T - Int):1d20+5 Deception (T - Cha):1d20+3 Diplomacy (U - Cha):1d20 Intimidation (T - Cha):1d20+3 Lore:Insect (T - Int):1d20+5 Medicine (T - Wis):1d20+7 Nature (T - Wis):1d20+7 Occultism (T - Int):1d20+5 Performance (U - Cha):1d20 Religion (U - Wis):1d20+4 Society (U - Int):1d20+2 Stealth (U - Dex):1d20+1 Survival (T - Wis):1d20+7 Thievery (U - Dex):1d20+1[/noparse] [/spoiler] [spoiler="Magic"][B]Spell Save DC: [/B] 17 [B]Spell Attack Modifier: [/B] +7 Druid Cantrips Prepared: 5 Druid Spells Prepared: 2 L1 [fieldset=Cantrips][OOC=Electric Arc (>>)]Cantrip Concentrate Electricity Manipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4.[/OOC] [OOC=Guidance (>)]CantripConcentrate Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.[/OOC] [OOC=Detect Magic (>>)]Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).[/OOC] [OOC=Prestidigitation (>>)]Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.[/OOC] [OOC=Frostbite (>>)]Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.[/OOC] [/fieldset] [fieldset=Spells][OOC=Heal (> - >>>)]Healing Manipulate Vitality Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.[/OOC] [OOC=Fear (>>)]Concentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures.[/OOC] [b]Focus Spells[/b] [OOC=Untamed Form (>>)]Uncommon Concentrate Druid Focus Manipulate Polymorph Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form.[/OOC] [OOC=Untamed Shift (> - >>)]Uncommon Concentrate Druid Focus Manipulate Morph Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it. • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.[/OOC] [OOC=Pest Form (>>)]Concentrate Manipulate Polymorph Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.[/OOC] [/fieldset][/spoiler] [SPOILER=Equipment]Studded Leather Armor 4 Javelins Spear Adventurers Pack Primal Symbol Healer's Toolkit Total Funds - 45 gp 40 sp[/SPOILER][/spoiler][/fieldset] Annah Kamau Annah Kamau Changeling Druid 1 HP: 17/17 AC: 16 Spell Slots: 2/2 L1 Focus Points: 1/1 Hero Points 1/1 Spell Save DC: 17 Status: Normal and Healthy Details Statblock Annah Kamau Female Changeling Druid 1 Neutral Student STR: 12/+1 DEX: 12/+1 CON: 12/+1 INT: 14/+2 WIS: 18/+4 CHA: 10/+0 Saves: FOR +4 REF +4 WIL +9 Speed: 25 AC: 16 Perception: 7 Languages: Common (Mwangi), Draconic, Sylvan, Xanmba, Wildsong (Druidic) Abilities and Features Animal EmpathyFeat Source Class Feat Level 1 You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case. Untamed FormFeat Source Awarded Feat Level 1 Prerequisites untamed order You are one with the wild, always changing and adapting to meet any challenge. You gain the untamed form order spell, which lets you transform into a variety of shapes that you can expand with druid feats. Shield BlockFeat Source Awarded Feat Level 1 Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Charming LiarFeat Source Awarded Feat Level 1 Prerequisites trained in Deception Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve. Quick IdentificationFeat Source Awarded Feat Level 1 Prerequisites trained in Arcana, Nature, Occultism or Religion You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action. Callow MayFeat Source Ancestry Feat Level 1 You are among the most common of changelings - those born to sweet hags - and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are off-guard against you. Druid AnathemaSpecial Feature Level 1 As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order’s entry Druidic Order - Untamed OrderSpecial Feature Level 1 Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you’ll always be a member of your initial order, it’s not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. Untamed Order The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature. Order Skill: Intimidation Druid Feat: Untamed Form Order Spell: Untamed shift Anathema: Become fully domesticated by the temptations of civilization. (This doesn’t prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home. Heritage - ChangelingHeritage Special Feature Level 1 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. Changeling Uncommon Changeling Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat. Low Light VisionSpecial Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Voice of NatureSpecial Feature Level 1 You gain your choice of the Animal Empathy or Plant Empathy druid feat. WildsongSpecial Feature Level 1 You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell’s chambers, a snowflake’s crystals, or a fern’s fronds. Teaching the Wildsong to non-druids is anathema. Combat Perception:1d20+7 Electric Arc:2d4 Frostbite:2d4 Saves Fortitude Save:1d20+4 Reflex Save:1d20+4 Will Save:1d20+9 Perception:1d20+7 Skills Acrobatics (U - Dex):1d20+3 Arcana (U - Int):1d20+2 Athletics (U - Str):1d20+1 Crafting (T - Int):1d20+5 Deception (T - Cha):1d20+3 Diplomacy (U - Cha):1d20 Intimidation (T - Cha):1d20+3 Lore:Insect (T - Int):1d20+5 Medicine (T - Wis):1d20+7 Nature (T - Wis):1d20+7 Occultism (T - Int):1d20+5 Performance (U - Cha):1d20 Religion (U - Wis):1d20+4 Society (U - Int):1d20+2 Stealth (U - Dex):1d20+1 Survival (T - Wis):1d20+7 Thievery (U - Dex):1d20+1 "Magic" Spell Save DC: 17 Spell Attack Modifier: +7 Druid Cantrips Prepared: 5 Druid Spells Prepared: 2 L1 Cantrips Electric Arc (>>)Cantrip Concentrate Electricity Manipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4. Guidance (>)CantripConcentrate Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. Detect Magic (>>)Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). Prestidigitation (>>)Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell. Frostbite (>>)Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1. Spells Heal (> - >>>)Healing Manipulate Vitality Range varies; Targets 1 willing living creature or 1 undead creature You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. The spell has a range of touch. (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst. Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8. Fear (>>)Concentrate Emotion Fear Manipulate Mental Range 30 feet; Targets 1 creature Defense Will; Duration varies You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Heightened (3rd) You can target up to five creatures. Focus Spells Untamed Form (>>)Uncommon Concentrate Druid Focus Manipulate Polymorph Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can transform into shapes listed in animal form. Untamed Shift (> - >>)Uncommon Concentrate Druid Focus Manipulate Morph Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have. • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it. • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage. • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon). • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit. Pest Form (>>)Concentrate Manipulate Polymorph Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. Equipment Studded Leather Armor 4 Javelins Spear Adventurers Pack Primal Symbol Healer's Toolkit Total Funds - 45 gp 40 sp "U-Uh... w-we were given a task a-and they said t-time is very important... I think we should g-go as soon as possible... an species may be l-lost to the area... as people make the last chickens soup!" says the druid girl with great worry and certainly a desire to take on the task as well as possible. She puts away her beads "W-We c-can explore a-and give o-our beads t-to the storekeeper w-when we come back" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted April 25 Clone Share Posted April 25 Marica Elf (Duskwalker)• Undertaker • Investigator (Alchemical Investigator) 1 Medium • Lawful Good • Humanoid AC: 17 | HP 15/15 | Fort +4 Ref +8 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 Marica nods "It's probably for the better to look around and find out where the market is now. If it is a prank, best to get it out of the way quickly and free up the rest of the day." Marica would ask around, questioning people as politely as she could about the location of this market. Actions: OOC Name xDiceName xDiceResult xDiceString xDiceRolls Diplomacy Aid Another Check 5 1d20+4 1 Link to comment Share on other sites More sharing options...
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