Eagleheart Posted January 15 Author Clone Share Posted January 15 (edited) You 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 Fly Beak Strike x2 vs Calmont Frog Man Stride x3 Round 3 @crazncanuck and @Bearlord are up. Map Edited January 25 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Bearlord Posted January 16 Clone Share Posted January 16 (edited) Syhlas 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 January 16 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 16 Author Clone Share Posted January 16 Syhlas misses with his rapier but catches the mandrill-man off guard with his shortsword, handily killing it. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted January 19 Clone Share Posted January 19 (edited) Matilde 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 January 19 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dazzled 1 1d20 1 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 19 Author Clone Share Posted January 19 (edited) "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 Stride x2 Throw Debris vs Corwyn Mandrill 4 Shrieking Frenzy Stride x3 Sickle Strike vs Arionne Mandrill 5 Stride x3 Calmont Step Recall Knowledge Hand Crossbow Strike vs Mandrill 5 @foltor is up. Map Edited January 19 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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] Link to comment Share on other sites More sharing options...
foltor Posted January 19 Clone Share Posted January 19 (edited) Ketu the Ghost Ghost 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: 2 Warp Space (new amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 0/2 Cantrips * = psychic amp effects, Warp Space amp option daze detect magic (heritage) mage hand* (amp to shove) read aura shield telekinetic projectile* (amp to push) telekinetic rend* (amp for more damage) 1st Rank Slots: 2/2 gravitational pull to kinetic ram to object reading Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts OOC n/a Edited January 20 by foltor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls telekinetic projectile 22; 8 1d20+8;1d6+4 [14]; [14,4] Link to comment Share on other sites More sharing options...
Eagleheart Posted January 20 Author Clone Share Posted January 20 (edited) The 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 Stride Sickle Strike x2 vs Arionne @TheRaconteur and @BobtheWizard are up. Map Edited January 20 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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] Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 20 Clone Share Posted January 20 (edited) Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 11/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +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 raise aura, can combine with 1 action stance or 1 action elemental blast Base Kinesis 30' light bulk, generate, move or suppress Elemental Blasts Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage Winter's Clutch 60' 10' burst 2d4 cold and DT until fire damage Four Winds 4 creatures can stride or fly 1/2 speed Oceans Balm touch heal 1d8 HP, 10 minute immunity Tidal Hands 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 January 20 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Oceans Balm on self 3 1d8 3 Winters Sleet, Cold, DC18 Basic Reflex: 6 2d4 4,2 Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 20 Clone Share Posted January 20 (edited) Arionne Amata - Itinerant Scholar AC: 19 | HP: 14/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | 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. 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). 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. or 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. 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. 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. raise AC to 19 Edited January 20 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 20 Author Clone Share Posted January 20 (edited) The 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 Tail strike vs Ketu Fly x2 (leaves the encounter) Frog-man Stride Club Strike x2 vs Corwyn Round 4 @crazncanuck and @Bearlord are up. Map Edited January 20 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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] Link to comment Share on other sites More sharing options...
Bearlord Posted January 20 Clone Share Posted January 20 Syhlas 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 xDiceName xDiceResult xDiceString xDiceRolls 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] Link to comment Share on other sites More sharing options...
crazncanuck Posted January 20 Clone Share Posted January 20 (edited) Matilde 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 January 20 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dazzled 15 1d20 15 Strike 21 1d20+8 13 Slashing 5 1d8+4 1 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 20 Author Clone Share Posted January 20 (edited) Two 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 Stride Sickle Strike x2 vs Arionne Mandrill 4 Stride Sickle Strike x2 vs Syhlas Mandrill 5 Stride Throw Debris x2 vs Matilde Calmont Create a Diversion Try again Hand Crossbow Strike vs Mandrill 5 @foltor @TheRaconteur and @BobtheWizard are up. Map Edited January 21 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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] Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 21 Clone Share Posted January 21 (edited) Arionne Amata - Itinerant Scholar AC: 19 | HP: 14/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | 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 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: 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 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. 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). 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. or 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. 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. 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. raise AC to 19 Edited January 21 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
foltor Posted January 23 Clone Share Posted January 23 Ketu the Ghost Ghost 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 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: 2 Warp Space (new amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 0/2 Cantrips * = psychic amp effects, Warp Space amp option daze detect magic (heritage) mage hand* (amp to shove) read aura shield telekinetic projectile* (amp to push) telekinetic rend* (amp for more damage) 1st Rank Slots: 2/2 gravitational pull to kinetic ram to object reading Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts OOC n/a Name xDiceName xDiceResult xDiceString xDiceRolls Slashing damage, basic Fort save 4 1d6+1 3 Link to comment Share on other sites More sharing options...
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