artsmythe Posted December 27, 2023 Clone Share Posted December 27, 2023 N'dembe Odwalu - Scholar Human Wizard Character Sheet AC: 16/16 | HP: 15/15 | Fortitude: +4 | Reflex: +6 | Will: +6 | Perception: +6 "Yes, your point of view, exactly," Teacher Ot beams, "This test is not about what you do so much about how you perceive the magical and mundane together. You reached for a magical solution automatically, but you could have made a fire by rubbing sticks together or finding flame in a fellow student's room. Do you see?" The eager pupil considers the professor's wise words carefully. Maybe magic is not always the best solution to a problem? Is that even possible? But what if I depleted my store of spells, thinks N’dembe, or didn't have the right spell to fix the situation? What then? Well, I guess I would have to improvise, wouldn't I? Is this a paradigm-shift, perhaps? The boy is thoughtful but tries to stay open-minded. He ponders the others' suggestions without prejudice -- scaring the poor, blue-feathered quail; shaking an unconscious bird; making drawings of feathers; a Polymorph spell…. N'dembe tries a different tack and reviews his current understanding of the animal world. Peering out into the rain drenched courtyard, he says, "Perhaps the welkin-colored avian might have a nearby domicile? Perchance, if we can determine its location, we might find some loose pinions in or around its vicinity?" He looks to the others expectantly, waiting for their reactions to his suggestion. Mechanics Main Hand: n/a Off Hand: n/a Action 1: N'dembe tries to RECALL KNOWLEDGE regarding the blue-feathered quail. Action 2: Your action goes here. Action 3: Your action goes here. Name xDiceName xDiceResult xDiceString xDiceRolls RECALL KNOWLEDGE (Nature) 13 1d20+4 9 Link to comment Share on other sites More sharing options...
allefgib Posted December 30, 2023 Clone Share Posted December 30, 2023 Caeliria - Witch 1 Perception +4; Low-Light Vision Languages Common (Mwangi), Taldane, Draconic, Elven, Xanmba, Garundi Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 AC 15; Fort +3, Ref +5, Will +6 HP 14/14 Speed 25 feet Stat Block Caeliria - Witch 1 CN, Medium, Human, Half-Elf, Humanoid Perception +4; Low-Light Vision Languages Common, Draconic, Elven, Mwangi, Garundi, Sylvan Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Material Component Pouch, Healing Potion (Minor) (2) AC 15; Fort +3, Ref +5, Will +6 HP 14 Speed 25 feet Melee Sickle +5 (Agile, Finesse, Trip), Damage 1d4 S Melee Staff +3 (Two-Hand d8), Damage 1d4 B Ranged Sling +5 (Propulsive), Damage 1d6 B Occult Prepared Spells DC 17, attack +7; 1st Command, Magic Missile; Cantrips GuidanceCantrip, Divination Cast verbal Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for divine guidance, 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. CRB , Needle DartsAttack, Cantrip, Concentrate, Manipulate, Metal Range 60 feet; Targets 1 creature Defense AC You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. RoE , Shield, Prestidigitation, Warp Step Focus Spells (1 points) Evil EyeRange 30 feet; Targets 1 creature Saving Throw Will; Duration sustained up to 1 minute Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. Success The target is unaffected. Failure The target is frightened 1. Critical Failure The target is frightened 2. , Phase FamiliarRange 60 feet; Targets your familiar You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2. Additional Feats Cauldron, Half-Elf, Skill Training Additional Specials Familiar, Hexes, Patron (Curse), Skill Training (Intimidation), Witch Spellcasting Accar - Familar 1 N, Tiny, Minion, Familiar Perception +5; Darkvision Languages None selected Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 Items Unarmored AC 15; Fort +3, Ref +5, Will +6 HP 5/5 Speed 25 feet Familiar Abilities: Threat DisplayYour familiar helps you convey wordless threats through body language. Whenever you attempt an Intimidation check to Demoralize a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don’t take the normal -4 penalty on the Intimidation check if your target doesn’t understand the language you’re speaking. , Independent In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn’t work with valet or similar abilities that require a command, if you’re capable of riding your familiar, or similar situations. , FlierIt gains a fly Speed of 25 feet., The Familiar of Ongoing MiseryYour familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means.DarkvisionIt gains darkvision. Caeliria nodded at the suggestion that frightening the bird might shake a feather loose. "Fear it is." Caeliria motioned to Accar who then swooped at the bird as Caeliria herself stamped her foot at the bird. Actions / OOC Intimidation to scare the bird to shake a feather loose. Action 1: Action 2: Action 3: Reaction: Exploration Mode: Investigation Name xDiceName xDiceResult xDiceString xDiceRolls intimidation to shake a feather loose 6 1d20+5 1 Link to comment Share on other sites More sharing options...
hoverfrog Posted January 3 Author Clone Share Posted January 3 Chapter 1: Kindled Magic Magaambya The bird doesn't take a lot of frightening and launches itself into the air at the first sudden movement made. It flies outside into the rain, twisting back in the air to find a hiding place that is relatively dry. Unfortunately it was not startled enough to lose feathers in its escape. "Intriguing answers. I like the idea of drawing a feather. It is the first time I have heard a solution like that." Teacher Ot commiserates, "Unfortunately your solution did not work. That's alright though. It is through failure that we learn the most valuable lessons." "Moving on. Can you get a secret from this snake?" Takulu presents a small, harmless Garundi shovel‑snout snake with distinctive scale patterns. It slithers from his sleeve and into his hand, tasting the air before curling around his fingers. OOC Yes, you do indeed have keys to your rooms. OOC Scene Notes There is a map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS N’dembe Caeliria Olis Kraawkaw Marica Show Active Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted January 3 Clone Share Posted January 3 Kraawkaw Kraawkaw 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 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| " Can you get a secret from this snake?" We just did: it was hiding up your sleeve. Admittedly, the tengu's attention was still on the aphorism written near the drawing of Nethys. Was it just some off-hand remark by a student trying to be clever, or was there some deeper meaning? the priest pondered. OOC ACTIONS Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
farothel Posted January 4 Clone Share Posted January 4 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 And another weird test. Olis wasn't sure what the meaning of the tests was, but she was determined to at least have something constructive to add this time. First she cast detect magic to see if the snake had a magical aura of some sort. Then she had a closer look at the scale patterns in case there was a message hidden in there somewhere. OOC ACTIONS detect magic on the snake, then perception to find a hidden meaning in the scale pattern Name xDiceName xDiceResult xDiceString xDiceRolls perception 19 1d20+4 15 Link to comment Share on other sites More sharing options...
artsmythe Posted January 7 Clone Share Posted January 7 (edited) N'dembe Odwalu - Scholar Human Wizard Character Sheet AC: 16/16 | HP: 15/15 | Fortitude: +4 | Reflex: +6 | Will: +6 | Perception: +6 Disappointed at his lack of success with the last test (as well as the lack of enthusiasm from the others at his suggestion), N'dembe notices Olis casting a spell. Hmm, probably a Detect Magic spell, I suspect. Deciding that he must start learning to think outside of the narrow confines of his old mindset, he turns to his instructor and holds out his hands. "Teacher Ot? With your permission, sir, I would like to inspect the toxin-free little reptile more closely. May I?" Gently handling the small serpent so that the others could still look at it, he tries to use what little he knows of herpetology (as well as magic) to discern its secrets. N'dembe's familiar squawks softly on the boy's shoulder as it, too, tries to unravel the mystery. Mechanics Main Hand: n/a Off Hand: n/a Action 1: N'dembe tries to RECALL KNOWLEDGE (Nature) regarding the Garundi shovel‑snout snake. Action 2: N'dembe tries to RECALL KNOWLEDGE (Arcana) regarding the Garundi shovel‑snout snake. Action 3: N'dembe examines snake. Edited January 7 by artsmythe (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls NATURE (Recall Knowledge) 14 1d20+4 10 ARCANA (Recall Knowledge) 16 1d20+7 9 PERCEPTION (Examine snake) 19 1d20+6 13 Link to comment Share on other sites More sharing options...
saithor Posted January 7 Clone Share Posted January 7 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 peers at the snake in N'dembe's hands, musing to herself out loud. "Since I don't know if any of us can speak to animals through magic, the secret may be of the snake's nature, or maybe the secret is simply how a snake got onto university grounds? That it is our teachers pet perhaps?" Actions: Name xDiceName xDiceResult xDiceString xDiceRolls Nature Recall Knowledge 18 1d20+3 15 Perception 16 1d20+5 11 Link to comment Share on other sites More sharing options...
Vedast Posted January 8 Clone Share Posted January 8 (edited) Kraawkaw Kraawkaw 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 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| Gently handling the small serpent so that the others could still look at it ... Kraawkaw's attention was diverted from his contemplation of the words associated with Nethys. He tilted his head in a bird-like fashion to examine the small snake in N'dembe's hand (Sense Motive: Perception -- more after whether the snake's behavior seems "normal" or more like a familiar or 'awakened' animal, say). He doubted he had quite the same level of acumen in knowledge of arcane topics as some of the others, but he had been taught what his teaching masters in the Church of Nethys had been willing to share about the Magaambya and some of its faculty. He searched his memory (Lore (Magaambya); +5) for any similar 'testing' involving snakes or background on Teacher Ot in particular. OOC ACTIONS Recall Knowledge: Lore (Magaambya) +5 Sense Motive (Perception) +6 Edited January 8 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Recall Knowledge (Magaambya) +5 17 1d20+5 12 Sense Motive (Perception) 9 1d20+6 3 Link to comment Share on other sites More sharing options...
hoverfrog Posted January 9 Author Clone Share Posted January 9 Chapter 1: Kindled Magic Magaambya Teacher Ot hands the snake over to Olis where it circles her arm. Its dry scales scrape her spin but the rasping ends in a thorn. There is a small, spike on the tip of the snake's tail. The smiling teacher takes the serpent back and passes it to N'dembe. The lad doesn't notice the tail spike but does read something into the snake's patterned scales. They are unusual and he believes he can see that it shared an egg with a shadow twin that still lurks in the shadow world, watching over his brother. Marica notes the tail spike too as it pauses in its movement and shakes its tail. Although Kraawkaw doesn't recall anything about snakes he does remember a warning that the teachers here are prone to esoteric and unusual tests designed to force students to think outside the box. Simple tools and even the use of magic are never quite enough to satisfy the faculty but imagination and deeper understanding are rewarded. The cantrip does show magic in the area but it is likely that this is from your teacher rather than from the snake. Teacher Ot hold his hand out for the snake to return, "Have you discovered a secret?" OOC Scene Notes There is a map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS N’dembe Caeliria Olis Kraawkaw Marica Show Active Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted January 9 Clone Share Posted January 9 Kraawkaw Kraawkaw 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 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| "Have you discovered a secret?" I have discovered that Initiate N'dembe apparently is not afraid of snakes. Though, perhaps, an encounter with a mamba in the wild might be a different matter? The tengu's tone conveyed that this was merely an observation of the controlled circumstances, not intended to be a dig at his fellow initiate. OOC ACTIONS Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted January 9 Clone Share Posted January 9 (edited) N'dembe Odwalu - Scholar Human Wizard Character Sheet AC: 16/16 | HP: 15/15 | Fortitude: +4 | Reflex: +6 | Will: +6 | Perception: +6 N'dembe happily returns the small snake to his teacher, then abruptly laughs at Kraakaw's wry observation. "No, no. You are quite accurate in your pithy assessment of my herpetological limitations, friend Tengu. A Garundi shovel‑snout is a gentle and innocuous creature; a Black Mamba is quite another matter, I can assure you. Take that with a grain of salt from a neophyte zoologist such as myself. Perhaps I should expand my understanding of the world if I were to further my studies in the natural world and not just matters arcane." Wrinkling his smooth brow in deep thought, the apprentice wizard addresses his mentor. "Speaking of matters arcane, Teacher Ot, when I inspected the serpent's lamellated patterns, I managed to discern that the ophidian seems to have an astral sibling who watches over its brethren from the shadow dimension. I do not know if this bears any relevance to your current query. However, I felt that I would be derelict in my duty as your student to not report my observations, whether they be accurate or otherwise." Innocently he adds, "Perhaps the others can provide you with the correct answer to your riddle, master." Mechanics Main Hand: n/a Off Hand: n/a Action 1: n/a Action 2: n/a Action 3: n/a Edited January 9 by artsmythe (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted January 10 Clone Share Posted January 10 Caeliria - Witch 1 Perception +4; Low-Light Vision Languages Common (Mwangi), Taldane, Draconic, Elven, Xanmba, Garundi Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 AC 15; Fort +3, Ref +5, Will +6 HP 14/14 Speed 25 feet Stat Block Caeliria - Witch 1 CN, Medium, Human, Half-Elf, Humanoid Perception +4; Low-Light Vision Languages Common, Draconic, Elven, Mwangi, Garundi, Sylvan Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Material Component Pouch, Healing Potion (Minor) (2) AC 15; Fort +3, Ref +5, Will +6 HP 14 Speed 25 feet Melee Sickle +5 (Agile, Finesse, Trip), Damage 1d4 S Melee Staff +3 (Two-Hand d8), Damage 1d4 B Ranged Sling +5 (Propulsive), Damage 1d6 B Occult Prepared Spells DC 17, attack +7; 1st Command, Magic Missile; Cantrips GuidanceCantrip, Divination Cast verbal Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for divine guidance, 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. CRB , Needle DartsAttack, Cantrip, Concentrate, Manipulate, Metal Range 60 feet; Targets 1 creature Defense AC You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. RoE , Shield, Prestidigitation, Warp Step Focus Spells (1 points) Evil EyeRange 30 feet; Targets 1 creature Saving Throw Will; Duration sustained up to 1 minute Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. Success The target is unaffected. Failure The target is frightened 1. Critical Failure The target is frightened 2. , Phase FamiliarRange 60 feet; Targets your familiar You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2. Additional Feats Cauldron, Half-Elf, Skill Training Additional Specials Familiar, Hexes, Patron (Curse), Skill Training (Intimidation), Witch Spellcasting Accar - Familar 1 N, Tiny, Minion, Familiar Perception +5; Darkvision Languages None selected Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 Items Unarmored AC 15; Fort +3, Ref +5, Will +6 HP 5/5 Speed 25 feet Familiar Abilities: Threat DisplayYour familiar helps you convey wordless threats through body language. Whenever you attempt an Intimidation check to Demoralize a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don’t take the normal -4 penalty on the Intimidation check if your target doesn’t understand the language you’re speaking. , Independent In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn’t work with valet or similar abilities that require a command, if you’re capable of riding your familiar, or similar situations. , FlierIt gains a fly Speed of 25 feet., The Familiar of Ongoing MiseryYour familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means.DarkvisionIt gains darkvision. Caeliria sniffed. "I'm quite sure there are no correct answers. These questions are intended to test our creativity and insights. Not our correctness." Caeliria's tone indicated she was less the impressed with the whole process. As she continued though her tone changed and became more passionate, urgent even. "And rightly so. Focussing on being correct is often a way for some to exclude the input of those whose voices they wish to silence or ignore." Actions / OOC Action 1: Action 2: Action 3: Reaction: Exploration Mode: Investigation Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted January 10 Clone Share Posted January 10 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 added "It does have a spike on it's tail, although I don't think something like that would count as a secret. A secret to it's enemies in the natural world maybe?" Actions: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
farothel Posted January 11 Clone Share Posted January 11 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 "I noticed that too," Olis said to Marica and the teacher, "I thought there was a hidden message in the scale pattern but either there isn't or I just don't see it. Well, we're here to learn, so maybe next time. OOC ACTIONS Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted January 16 Author Clone Share Posted January 16 Chapter 1: Kindled Magic Magaambya "Any of these would count as a secret, I feel." Teacher Ot enthuses, "You are very observant students, well done." He draws out a bone from one of his many pockets and holds it up, "Can you soothe the soul in this bone?" OOC Scene Notes There is a map in the spoiler below Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS N’dembe Caeliria Olis Kraawkaw Marica Show Active Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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