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Chapter 3: What Lies Beneath


Eagleheart

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spacer.pngYou hear a scream as the frog-man is badly burned by Arionne's fire. He closes in to retaliate, but the snow slows him down enough to keep him at arm's length. The bird keeps pecking at Calmont, but the little man easily dodges its attacks.

All the while, more footsteps approach... more enemy reinforcements. Hopefully this is the last of them.

Round 2 cont'd.

Bird
:OneAction:Fly
:TwoActions:Beak Strike x2 vs Calmont

Frog Man
:ThreeActions: Stride x3

Round 3

@crazncanuck and @Bearlord are up.
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Reflex saves vs Flying Flame
14; 15; 7
1d20+8;1d20+8;1d20+5 [6]; [6,7]; [6,7,2]
Reflex saves vs Winter's Clutch
11; 14
1d20+8;1d20+5 [3]; [3,9]
Beak Strike 1
15; 5
1d20+11;1d10+2 [4]; [4,3]
Beak Strike 2
17; 4
1d20+6;1d10+2 [11]; [11,2]
Initiative (Perception) for more mandrill men
23
1d20+6 17
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Rogue1a.jpeg.4698554afb6f993aefb0b1f5fe017d0b.jpegSyhlas Yaeder (Character sheet) Chaotic Good Human Rogue 2
HP: 27/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft.
Active Conditions: Dazzled (3 rds)

Even after he kills the bird Syhlas eyes and mind are affected by the dazzling feather display. He is trying to adjust when the strange apemen and then a frogman pour out of one of the corridors.

"What is this! Some kind of menagerie? And what's that language?" He shouts out to no one in particular as he focuses on the mandrill-creature that attacked Arionne.

"Hey furball! Watch this!" Obviously, Syhlas has no clue if the opponents understand Common but he just wants to attract their attention so he can make his moves. He feints a low slash with his off-hand shortsword but then tries to exploit a gap in his opponent's defense with his rapier. It doesn't seem to work but the thrust with the rapier opens up an even wider gap for Syhlas' off-hand side. He slashes his sword with force into the mandrill's chest.

OOC

Action 1: Feint Mandrill 2 (If that's a Critical Success he is flat-footed to everyone of us until the end of next turn. He also has -2 to Perception and Reflex saves)

Action 2: Strike with rapier vs. Mandrill 2

Action 3: Strike with shortsword vs. Mandrill 2 (That's a Critical Success!)

Reaction: Nimble Dodge; first attack aimed at Syhlas and he can see the attacker. +2 to AC.

 

Edited by Bearlord (see edit history)
Name
Feint vs. Mandrill 2
29
1d20+10 19
Rapier strike vs. Mandrill 2 (flat-footed)
11; 9
1d20+8; 2d6+2 [3]; [3,1,6]
Shortsword strike vs. Mandrill 2 (flat-footed)
24; 11
1d20+4; 2d6+2 [20]; [20,5,4]
Concealed Rapier strike (Dazzled)
12
1d20 12
Concealed Shortsword strike (Dazzled)
6
1d20 6
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image.jpeg.1bf506b13d468944173e567920351b56.jpegMatilde Canossa (Sheet) Human Cleric 2
HP: 28/28 | AC: 19 | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft.
Active Conditions: Dazzled (3)

Matilde is still blinking furiosly, trying to clear her sight, as the foe immediately before her felled, and deciding not to break her position in the formation, proceeds to fling more conjured blades at the frog being that had entered the fray. Unfortunately, this time, she is unable to find her target.


>Raise Shield
>>Needle Darts

Edited by crazncanuck (see edit history)
Name
Dazzled
1
1d20 1
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spacer.png"I think this bird just wants to get out of here," notes Calmont. He moves aside to let it leave, then takes a wayward shot as more mandrill-men arrive. "What are these guys, anyway? I've never seen anything like 'em before."

One of the mandrill-men throws a big rock that slams right into Corwyn's head, hurting him badly. Another slashes at Arionne, but his weapon is deflected by her earthen armor.

Round 3 cont'd.

Mandrill 3
:TwoActions:Stride x2
:OneAction:Throw Debris vs Corwyn

Mandrill 4
:FreeAction:Shrieking Frenzy
:ThreeActions: Stride x3
:OneAction:Sickle Strike vs Arionne

Mandrill 5
:ThreeActions: Stride x3

Calmont
:OneAction:Step
:OneAction:Recall Knowledge
:OneAction:Hand Crossbow Strike vs Mandrill 5

@foltor is up.
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Throw Debris; bludgeoning damage
28; 8
1d20+8;1d6+3 [20]; [20,5]
Deadly d6
6
6
Sickle Strike; slashing damage
13; 5
1d20+8;1d4+3 [5]; [5,2]
Recall Knowledge
13
1d20+5 8
Hand Crossbow Strike; piercing damage
10; 2
1d20+8;1d6 [2]; [2,2]
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Ketu the Ghost

spacer.pngGhost refocuses his attention on the bird threatening Calmont. Why is it so interested in him?

He digs deep into his reserve of will and focuses his mental strength, finding the largest loose rock he can handle and launching it at the bird as hard as possible, trying to drive it away if he can't kill it.

Mechanics

Actions

1, 2 amped telekinetic projectile

telekinetic projectile

On a hit, it will push the bird 5 ft. northeast, 10ft. on a crit.

If I miss, my 3rd action will be a Stride to the square north of the bird to flank it with Calmont.

If I hit it but don't kill it, I'll Step northeast to put myself between the bird and Calmont.

If I kill it, I'll Stride to behind Mathilde.

Conditions

none

Quick Stats

Ketu the Ghost, Psychic 2 | Investigator Archetype

Perception +4, low-light vision

Defense

Fortitude +5, Reflex +7, Will +6

AC 17 (unarmored, trained, +3 Dex)

hp 22/22

Offense

class DC 18

  • dagger +7, 1d4+1p (agile, finesse, thrown, versatile S)
  • crossbow +7 1d8p (20 bolts)
  • spell attacks +8

Ancestry

Traits: Catfolk, Humanoid

Senses: Low-Light Vision

Land on Your Feet: half damage from falls and don't land prone

Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane.

Ancestry Feats

1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat

Skills and General Feats

Languages:

  • Amurrun (Catfolk)
  • Common (Taldan)
  • Draconic
  • Elven
  • Halfling
  • Sylvan

Trained, Expert, Master

  • Acrobatics +7 Trained
  • Arcana +8 Trained
  • Athletics +1
  • Crafting +4
  • Deception +5 Trained
  • Diplomacy +5 Trained
    • Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour)
  • Intimidation +5 Trained
  • Medicine +4 Trained
  • Nature +4 Trained
  • Occultism +8 Trained
    • Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane.
    • Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object
  • Performance +1
  • Religion +4 Trained
  • Society +8 Trained
  • Stealth +7 Trained
  • Survival +4 Trained
    • Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure.
  • Thievery +3

Class and Archetype

Subconscious Mind: Precise Discipline

Conscious Mind: Distant Grasp

Class Actions:

  • Unleash Psyche  
  • Calculate Threats  
  • Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate)
  • Clue In (share Pursue a Lead bonus with others)

Psychic Class Feats:

Investigator Archetype:

  • 2 Investigator Dedication

Spells

Focus: 0/2

Cantrips

* = psychic amp effects, Warp Space amp option

1st Rank Slots: 2/2

Equipment

Cash: 9gp, 10sp

Adventurer's pack

Explorer's clothing

Dagger

Crossbow, 20 bolts

OOC

n/a

 

Edited by foltor (see edit history)
Name
telekinetic projectile
22; 8
1d20+8;1d6+4 [14]; [14,4]
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spacer.pngThe bird squawks indignantly at Ketu as the projectile hits it and pushes it away. Meanwhile, seeing a wounded foe, an also wounded mandrill-man moves to Arionne and strikes her with his sickle.

Round 3 cont'd.

Mandrill 1
:OneAction:Stride
:TwoActions:Sickle Strike x2 vs Arionne

@TheRaconteur and @BobtheWizard are up.
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Strike 1; slashing damage
13; 5
1d20+8;1d4+3 [5]; [5,2]
Strike 2; slashing damage
21; 5
1d20+4;1d4+3 [17]; [17,2]
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Corwyn - Elf Sylph Kineticist 2 Application Sheetspacer.png


AC: 18 | HP: 11/30 | Fortitude: +10 | Reflex: +8 | Will: +6Perception: +4 | R1 Cold | Conditions:


Corwyn is rethinking his choice to become an adventurer after the large rock smacks him in the head. Maybe he should have stayed home and lived a boring life. But he's not about to give up. Breachill needs us to figure this out.

The mist around Corwyn soothes some of his wounds, keeping him alert after the boulder to the head. He then summons another downfall of snow on top of the four easternmost attackers.


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Oceans Balm on Self

Action 2-3: Winters Clutch to catch all four of the eastern enemy.

ACTIONS
IMPULSES - DC18, +8
  • Channel Elements spacer.png raise aura, can combine with 1 action stance or 1 action elemental blast
  • Base Kinesis spacer.png 30' light bulk, generate, move or suppress
  • Elemental Blasts spacer.png Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage
  • Winter's Clutch spacer.png 60' 10' burst 2d4 cold and DT until fire damage
  • Four Winds spacer.png 4 creatures can stride or fly 1/2 speed
  • Oceans Balm spacer.png touch heal 1d8 HP, 10 minute immunity
  • Tidal Hands spacer.png OVERFLOW 1d8 bludgeoning 30' cone or 2 15' cones. Basic Reflex, push 5' on crit.

Notes

Voz and Calmont - bookstore
Tarinlara - mom
Bumblebrashers - goblins at Citadel Altaerein, led by Helba
Warbal - goblin in Breachill
Leeko - goblin in bugbear room
     
Edited by BobtheWizard (see edit history)
Name
Oceans Balm on self
3
1d8 3
Winters Sleet, Cold, DC18 Basic Reflex:
6
2d4 4,2
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Arionne Amata - Itinerant Scholarimage.png.6158122ad895e3badf8c1e1661802be9.png

checked-shield.svg AC: 19 health-normal.svg HP: 14/32 |halloween_outline-23-512.png Fortitude: +10 | sprint.svg Reflex: +7 | calm, peace, yoga, serene, serenity, mind, meditate, meditation, peaceful Will: +5 | awareness.svg Perception: +4 |


Arionne was hard pressed, hemmed in by the foul creatures on more sides than she could count. Their sickles flashed down, and it was all she could do to fend them off. The sleeves of her robes were drawn back, the ruddy scales flashing in the searing columns of flame she summoned from nothing. Yet so too was she cut in a half a dozen places, blood streaming down her wrists and arms where a blocked sickle had found flesh and not dragon scale.

She tried to clear space for her companions to move up, bringing a barbed chain in a whirling dance down upon the skull of the Mandrill-creature tried to move to flank her. As the conjured weapon struck it ignited, stone becoming super heated from the inside, twirling columns of fire and molten rock whipping down the hallway to capture all four of the Mandril-men. Blinded as she was by the dazzling display, she couldn't see the Frog, and so it alone escaped her fiery wrath.

Mechanics

Main Hand: Empty
Off Hand: Empty
Conditions: Channel ElementsAura Kineticist Primal

Requirements Your kinetic gate isn't active.

You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
, Armor in EarthEarth Impulse Kineticist Primal

Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends.

Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait.
, and Dazzled for 1 more round


Action 1: Slashing Elemental Blast on Mandril-Man #1

Action 2-3: Flying Flame on all in the hall except the frog thing

ACTIONS
IMPULSES - DC18, +8
  • Channel ElementsAura Kineticist Primal

    Requirements Your kinetic gate isn't active.

    You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
    spacer.png raise aura, can combine with 1 action stance or 1 action elemental blast
  • Base KinesisImpulse Kineticist Primal

    It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.

    • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
    • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
    • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.

    Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
    spacer.png 30' light bulk, generate, move or suppress
  • Elemental BlastsHit: +8

    Attack Impulse Kineticist Primal

    With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.

    • Fire 1d6, 60 feet
    • Earth 1d8 bludgeoning or piercing, 30 feet

    Critical Success The target takes double damage.
    Success The target takes full damage.

    Level (+4) The damage increases by one die.
    spacer.png or spacer.png 30' bludgeoning or piercing d8, 60' fire d6
  • Flying FlameFire Impulse Kineticist Primal

    A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times.

    Level (+2) The damage increases by 1d6.
    spacer.png 30' line of 1d6 fire damage. Basic Reflex
  • Weapon InfusionInfusion Kineticist

    With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast.

    Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep.
    Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.
    image.png.4807a787a4171fe706d255ca10a57a7f.png shape blasts into a weapon, add a trait
  • Armor in EarthEarth Impulse Kineticist Primal

    Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends.

    Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait.
    spacer.png raise AC to 19

 

Edited by TheRaconteur (see edit history)
Name
Can I see #1?
8
1d20 8
Can I see the frog?
3
1d20 3
Can I see #4?
11
1d20 11
Can I see #5?
19
1d20 19
Can I see #3?
7
1d20 7
Slashing Impulse on #1
18; 6
1d20+8;1d8+3 [10]; [10,3]
Flying Flame
5
1d6 5
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spacer.pngThe wounded mandrill-man is killed by Arionne's combined attacks.

The bird flies away, whacking Ketu with its tail as it goes, while the frog-man recognizes Corwyn as a threat and tries to take him down. He almost succeeds, but not quite.

Round 3 cont'd.

Bird
:OneAction:Tail strike vs Ketu
:TwoActions:Fly x2 (leaves the encounter)

Frog-man
:OneAction:Stride
:TwoActions:Club Strike x2 vs Corwyn

Round 4

@crazncanuck and @Bearlord are up.
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Reflex saves
27,20,22,10
repeat(1d20+8,4) 19,12,14,2
Tail strike; slashing damage
22; 9
1d20+11;1d8+3 [11]; [11,6]
Club strike; bludgeoning damage
27; 7
1d20+10;1d6+6 [17]; [17,1]
Club strike 2
13; 11
1d20+5;1d6+6 [8]; [8,5]
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Rogue1a.jpeg.4698554afb6f993aefb0b1f5fe017d0b.jpegSyhlas Yaeder (Character sheet) Chaotic Good Human Rogue 2
HP: 27/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft.
Active Conditions: Dazzled (2 rds)

Syhlas kills the first mandrill-man and wants to move further in to try to surround their swarming opponents. However, he is still affected by the colorful feathers and hesitates for a few moments. Then another strange creature appears next to him, Corwyn and Arionne. Some kind of frog-creature walking on two legs and wielding a club.

"Hey Green One! I'm here!" he tries to get the newcomer's attention waving his rapier in the air in front of the frogman, followed by some sweeping feint moves before the real attacks are delivered.

OOC

Action 1: Feint Frogman (If that's a Critical Success he is flat-footed to everyone of us until the end of next turn. He also has -2 to Perception and Reflex saves)

Action 2: Strike with rapier vs. Frogman

Action 3: Strike with shortsword vs. Frogman

Reaction: Nimble Dodge; first attack aimed at Syhlas and he can see the attacker. +2 to AC.

 

Name
Feint
27
1d20+10 17
Dazzled Strike 1
10
1d20 10
Dazzled Strike 2
7
1d20 7
Rapier Strike vs. flat-footed
10; 11
1d20+8; 2d6+2 [2]; [2,5,4]
Shortsword Strike vs. flat-footed
8; 11
1d20+4; 2d6+2 [4]; [4,5,4]
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image.jpeg.1bf506b13d468944173e567920351b56.jpegMatilde Canossa (Sheet) Human Cleric 2
HP: 28/28 | AC: 21* | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft.
Active Conditions: Dazzled (2)

Matilde's eyesight is starting to get better, and she decides to shift her position along the front to try and better hem in the froglike assailant away from his monkeylike allies. Once there, she quickly jabs her blade at the surrounded enemy, before putting her shield up once more to defend herself.


>Stride 1 S, 1 SE to Flank Frog
>Strike
>Raise Shield

Edited by crazncanuck (see edit history)
Name
Dazzled
15
1d20 15
Strike
21
1d20+8 13
Slashing
5
1d8+4 1
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spacer.pngTwo of the remaining mandrill-men take flanking positions to attack Syhlas and Arionne, while the third falls back and throws rocks at Matilde. Calmont also throws rocks in an attempt to distract the mandrill-men, but it's to no avail. He sighs and tries to shoot one of them anyway - but that meets with no success, either.

Round 4 cont'd.

Mandrill 3
:OneAction:Stride
:TwoActions:Sickle Strike x2 vs Arionne

Mandrill 4
:OneAction:Stride
:TwoActions:Sickle Strike x2 vs Syhlas

Mandrill 5
:OneAction:Stride
:TwoActions:Throw Debris x2 vs Matilde

Calmont
:OneAction:Create a Diversion
:OneAction:Try again
:OneAction:Hand Crossbow Strike vs Mandrill 5

@foltor @TheRaconteur and @BobtheWizard are up.
 

Map

spacer.png

 

Edited by Eagleheart (see edit history)
Name
Strike vs Arionne; slashing damage
14; 5
1d20+8;1d4+3 [6]; [6,2]
Strike 2 vs Arionne
11; 4
1d20+4;1d4+3 [7]; [7,1]
Strike 1 vs Syhlas; slashing damage
25; 6
1d20+8;1d4+3 [17]; [17,3]
Strike 2 vs Syhlas
17; 7
1d20+4;1d4+3 [13]; [13,4]
Strike 1 vs Matilde; bludgeoning damage
22; 5
1d20+8;1d6+3 [14]; [14,2]
Strike 2 vs Matilde
7; 4
1d20+3;1d6+3 [4]; [4,1]
Create a Diversion
13
1d20+9 4
Try again
18
1d20+9 9
Hand Crossbow Strike; piercing damage
9; 4
1d20+8;1d6 [1]; [1,4]
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Arionne Amata - Itinerant Scholarimage.png.6158122ad895e3badf8c1e1661802be9.png

checked-shield.svg AC: 19 health-normal.svg HP: 14/32 |halloween_outline-23-512.png Fortitude: +10 | sprint.svg Reflex: +7 | calm, peace, yoga, serene, serenity, mind, meditate, meditation, peaceful Will: +5 | awareness.svg Perception: +4 |


The Mandril-Man launched towards her with its blades, and she wrapped her chain around its sickle, blocking the blow tying up its weapon long enough for her to get around it. She cut at its guts with the back end of the weapon as she tore it free, glaring at the Mandril that threatened Sylas with a silent glare that implied it was next.

Mechanics

Main Hand: Empty
Off Hand: Empty
Conditions: Channel Elements, Armor in Earth, and Dazzled for 1 more round


Action 1: Agile, Slashing, Elemental Blast on Toad-Man

Action 2: Agile, Slashing, Elemental Blast on Toad-Man

Action 3: Demoralize on Mandril-Man 4

ACTIONS
IMPULSES - DC18, +8
  • Channel Elements spacer.png raise aura, can combine with 1 action stance or 1 action elemental blast
  • Base Kinesis spacer.png 30' light bulk, generate, move or suppress
  • Elemental Blasts spacer.png or spacer.png 30' bludgeoning or piercing d8, 60' fire d6
  • Flying Flame spacer.png 30' line of 1d6 fire damage. Basic Reflex
  • Weapon Infusion image.png.4807a787a4171fe706d255ca10a57a7f.png shape blasts into a weapon, add a trait
  • Armor in Earth spacer.png raise AC to 19

 

Edited by TheRaconteur (see edit history)
Name
Agile Slashing 1
18; 8
1d20+8;1d8+3 [10]; [10,5]
Agile Slashing 2
7; 4
1d20+4;1d8+3 [3]; [3,1]
Demoralize
24
1d20+5 19
Dazzled
13
1d20 13
Dazzled
5
1d20 5
Dazzled on 4
5
1d20 5
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Ketu the Ghost

spacer.pngGhost growls in pain as the bird slashes him and escapes. It's a bad cut, but not life-threatening.

He takes a moment to survey the chaotic melee in the corridor. We need to finish this quickly and regroup.

Ghost trains his mind on the situation, calculating the forces, angles, and distances in play. His vertical pupils narrow almost to nothing. Through the force of his concentration, space itself becomes visible in an aura around him, with faint blue-white lines and mathematical symbols marking the vectors of dust particles, air currents, and gravitational fields.

His hands vibrating, he makes a gesture, and the space around two of the enemies writhes and tears, tearing the monsters' bodies from the inside out.

He steps slowly, coldly forward into the fray, the strange aura following with him.

Mechanics

Actions

Free: Unleash Psyche (2 rounds)

1, 2, Telekinetic rend targeting the frogman adjacent to Corwyn and Mandrill 3

Slashing damage, basic Fort save

3 Stride to Mandrill 4, northwest of Syhlas

Conditions

none

Quick Stats

Character Sheet

Perception +4, low-light vision

Defense

Fortitude +5, Reflex +7, Will +6

AC 17 (unarmored, trained, +3 Dex)

hp 13/22

Offense

class DC 18

  • dagger +7, 1d4p (agile, finesse, thrown, versatile S)
  • crossbow +7 1d8p (20 bolts)
  • spell attacks +8

Ancestry

Traits: Catfolk, Humanoid

Senses: Low-Light Vision

Land on Your Feet: half damage from falls and don't land prone

Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane.

Ancestry Feats

1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat

Skills and General Feats

Trained, Expert, Master

  • Acrobatics +7 Trained
  • Arcana +8 Trained
  • Athletics +0
  • Crafting +4
  • Deception +5 Trained
  • Diplomacy +5 Trained
    • Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour)
  • Intimidation +5 Trained
  • Medicine +4 Trained
  • Nature +4 Trained
  • Occultism +8 Trained
    • Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane.
    • Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object
  • Performance +1
  • Religion +4 Trained
  • Society +8 Trained
  • Stealth +7 Trained
  • Survival +4 Trained
    • Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure.
  • Thievery +3

Class and Archetype

Subconscious Mind: Precise Discipline

Conscious Mind: Distant Grasp

Class Actions:

  • Unleash Psyche :FreeAction: 
  • Calculate Threats :OneAction: 
  • Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate)
  • Clue In :Reaction:(share Pursue a Lead bonus with others)

Psychic Class Feats:

Investigator Archetype:

  • 2 Investigator Dedication

Spells

Focus: 0/2

Cantrips

* = psychic amp effects, Warp Space amp option

1st Rank Slots: 2/2

Equipment

Cash: 9gp, 10sp

Adventurer's pack

Explorer's clothing

Dagger

Crossbow, 20 bolts

OOC

n/a

 

Name
Slashing damage, basic Fort save
4
1d6+1 3
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