BobtheWizard Posted January 23 Clone Share Posted January 23 Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 11/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: Corwyn watches the beasts emerge from the snow he piled in the hallway. With one of them in his face, he thrusts a burst of water at the creature. Mechanics Main Hand: Empty Off Hand: Empty Action 1-2: 2 action water elemental blast at frog in front of him (bludgeoning) Action 3: 1 action blast, agile 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 Name xDiceName xDiceResult xDiceString xDiceRolls Water blast, bludgeoning 26; 11 1d20+8;1d8+4 [18]; [18,7] Water blast, bludgeoning 10; 3 1d20+3;1d8 [7]; [7,3] Link to comment Share on other sites More sharing options...
Eagleheart Posted January 23 Author Clone Share Posted January 23 (edited) The frog-man croaks menacingly and lifts his club, but Ketu and Corwyn drop him before he can complete his attack. Round 5 @crazncanuck and @Bearlord are up. Map Edited January 23 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Frog-man Fort save 14 1d20+10 4 Mandrill-man Fort save 12 1d20+7 5 Link to comment Share on other sites More sharing options...
Bearlord Posted January 24 Clone Share Posted January 24 Syhlas Yaeder (Character sheet) Chaotic Good Human Rogue 2 HP: 14/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Dazzled (1 rd) Syhlas is too distracted from the bird's feather flashes earlier, the bursts of snow in the hall and the frog-creature so he is surprised when one of the sickle-swinging monkey-creatures appears behind him and hits him twice in the back. He is relieved to see the frog-man go down by Ketu and Corwyn's joint attacks. Then he can turn and focus on the threat at his back. He moves into the snowy area to get himself in an advantageous position before thrusting his rapier at the opponent followed up by a slash with his sword. OOC Action 1: Stride 5 ft north-east (to flank mandril-man 4) Action 2: Strike with rapier vs. Mandril 4 Action 3: Strike with shortsword vs. Mandril 4 Reaction: Nimble Dodge; first attack aimed at Syhlas and he can see the attacker. +2 to AC. Name xDiceName xDiceResult xDiceString xDiceRolls Dazzled Strike 1 10 1d20 10 Dazzled Strike 2 12 1d20 12 Rapier Strike (flanking) 13; 7 1d20+8;2d6+2 [5]; [5,3,2] Shortsword Strike (flanking) 12; 7 1d20+4;2d6+2 [8]; [8,2,3] Link to comment Share on other sites More sharing options...
crazncanuck Posted January 25 Clone Share Posted January 25 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 (1), Shield 11/12 Matilde takes the debris hurled her way mostly on her shield, barely flinching at the impact. She then tries to thrust her blade at the creature that had come up in front of her, before finally snapping her shield back up. <Reaction - Shield Block, Hardness 4, Matilde and Shield take 1 damage >Strike >Strike >Raise Shield Name xDiceName xDiceResult xDiceString xDiceRolls Dazzled 10 1d20 10 Strike 26; 6 1d20+8;1d8+4 [18]; [18,2] Dazzled 3 1d20 3 Link to comment Share on other sites More sharing options...
Eagleheart Posted January 25 Author Clone Share Posted January 25 (edited) The mandrill-men attack Syhlas and Matilde with what seems to be the last of their strength. When they see that their attacks were completely ineffectual, they briefly glance at one another; then, one grunts in Draconic <I surrender.> The other two voice their surrender as well, though one feels obliged to add <Not that it matters. Dahak will still destroy you all!> (Combat is over) Round 5 cont'd. Mandrill 4 (frightened 2) Prepare to Aid Aid Mandrill 3 Mandrill 3 Stride Strike x2 vs Syhlas Mandrill 5 Throw Debris vs Matilde Stride Sickle Strike vs Matilde Edited January 25 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Aid 11 1d20+7 4 Strike 1 vs Syhlas; slashing damage 10; 4 1d20+8;1d4+3 [2]; [2,1] Strike 2 vs Syhlas; slashing damage 10; 6 1d20+4;1d4+3 [6]; [6,3] Strike 1 vs Matilde; bludgeoning damage 18; 7 1d20+8;1d6+3 [10]; [10,4] Strike 2 vs Matilde; slashing damage 5; 7 1d20+4;1d4+3 [1]; [1,4] Link to comment Share on other sites More sharing options...
foltor Posted January 26 Clone Share Posted January 26 Ketu the Ghost The spooky aura fades from around Ghost and he seems drained and confused for several moments. "We won?" he asks in dazed disbelief. "What do we do now?" Mechanics Actions n/a Conditions Stupefied 1 Investigations 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 Link to comment Share on other sites More sharing options...
Bearlord Posted January 26 Clone Share Posted January 26 Syhlas Yaeder (Character sheet) Chaotic Good Human Rogue 2 HP: 14/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Syhlas is about to launch another series of attacks against the opponents when they suddenly drop their weapons and say something that is incomprehensible to the Kintargan. However, it's obvious from their body language that they give up and don't want to fight anymore so Syhlas backs off. He is in pain from the wounds he took and lets the others deal with the strange creatures in case someone understands what they say. "Let's rest for a short while before continuing." OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 27 Clone Share Posted January 27 (edited) Arionne Amata - Itinerant Scholar AC: 19 | HP: 14/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | Arionne was cut deeply on her hands and wrists, as she had sought to block the Mandril-Man's sickles with only the ridged line of ruddy scales that traveled up her knuckles and forearms. Blood pooled there, dripping to the ground as she held the combat stance. Her eyes took in the surrendering creatures with suspicion, the strange chain she wielded twisting like a living thing between her fingers. <I've never read the Pyre of Dahak, though I would wish to. Does your God not teach that there is strength in civility?> She answered back, her blood still burning. It was the closest she'd ever come to being rude that any of them had heard. In many ways, her own schooling had been similar to the teaching the Cultists of Dahek might have received. Civility and politeness were weapons, as surely as the blades of stone and fire which she conjured, and she employed them well. Unless she remembered her history lessons wrong, in which case she might as well have been babbling in Necril at the things. 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. Action 1: Action 2: Action 3: 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 27 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted January 27 Author Clone Share Posted January 27 <Civility!?> The mandrill-men laugh. <Dahak is the Great Destroyer! He cares not for civility!> <Nor does he tolerate failure,> says another. <We are as good as dead. But there are many more of us! Many, many more! They will come through the glorious portal and lay waste to your lands!> Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 27 Clone Share Posted January 27 (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 disarms and ties the hands of the new prisoners. While he does, he decides to engage in pleasant conversation with them. They might have information that we could use, and he is genuinely curious. He asks a lot of questions, but gives them time to answer between each one. He also answers any questions they have, and allows the conversation to go in other directions before directing it back with another question. "I do not know Dahak. Why do you choose to follow him? Tell us more about him." "How many of you are here already?" "And where is this portal? Maybe we could use it to travel there and help Dahak." After the prisoners are bound, he starts healing everyone, friends and enemies both. Mechanics Main Hand: Empty Off Hand: Empty Action 1: none Action 2: none Action 3: none 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 Dahak - god of destruction Edited January 27 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted January 28 Author Clone Share Posted January 28 (edited) The mandrill-men hand over their weapons, but they refuse to be tied up. "No touch!" one manages to rasp in Common. Arionne translates for Corwyn, and the mandrill-men laugh. One says something in yet another language - one none of you understand - and they laugh even more. <Dahak is a mighty god of destruction!> they say in Draconic. <He does not need 'help'. He is the greatest of all dragons, gaining power from his rage and greed. We seek to become one with him!> (Arionne and Matilde would know that Dahak is not necessarily 'the greatest of all dragons' - his father, Apsu the Waybringer, keeps him in check.) <There are not many of us on this level,> they admit. <We got separated from the others when the stairway collapsed. We tried to dig a tunnel, but we did not succeed. But soon our allies will come, yes, very soon.> You can tell they really aren't very certain of that, even though they are putting on a good show of it. Edited January 28 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 30 Clone Share Posted January 30 Arionne Amata - Itinerant Scholar AC: 19 | HP: 14/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | She was pretty sure that the texts and tomes she had read on the subject matter had insisted that Dahak encouraged civility in his disciples, at least until it was time for blood. It was a trait that she appreciated, considering it had been drilled into her during her own adolescence. <"Dahak commanded you to wage war on the Goblins then, or are you here for some other purpose?"> She asked, but she doubted they would answer. "If they are so sure that they are just the vanguard, then we can't leave them free at our back. Do any have the healer's skill?" She raised her scaled wrists, showing the long cuts that still bled. "I will need to attend to these before we move on." 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. Action 1: Action 2: Action 3: 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted January 30 Clone Share Posted January 30 Matilde Canossa (Sheet) Human Cleric 2 HP: 28/28 | AC: 19 | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft. Active Conditions: Shield (11/12) Matilde finally regains her sight properly, and she nods as the others suggest taking the time to rest, slinging her slightly damage shield onto her back and putting away her sword. Practiced as she was in the field of tending combat injuries, she decides to quickly put those skills to work. "Fret not, I've seen far worse before. Just try to...not aggravate the injuries you have until I get to them." She tries to put the interrogation ongoing out of her mind, even as she knew certain bits of information were quite inaccurate. "I would take their words with much...suspicion. Faith in Dahak tends to lead to a rather twisted view of the world." Treating Wounds Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted January 30 Clone Share Posted January 30 Syhlas Yaeder (Character sheet) Human Rogue 2 HP: 27/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Syhlas doesn't give much attention to the conversation with the mandrill-men at first as he doesn't understand what they are saying. Mathilde and Arionne translates some of it though but it still seems very strange to him. "Ask them where they are coming from? Did they say a portal? You mentioned portals Calmont so could it be that Voz is working with these guys?" He is thankful for Corwyn's and Mathilde's healing and stretches his limbs when he feels okay again. He has sheathed his shortsword but keeps the rapier in his right hand as he prepares to move on. "What do we do with them? We can't leave them here." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted January 30 Author Clone Share Posted January 30 Calmont shrugs. "Yeah, I guess Voz might be working with these guys. I dunno." <We must control the portals,> the mandrill-men say. <Control the citadel, control the portals. Also grab goods, take slaves. That is what Boss Malarunk ordered.> When asked where they are from, they answer <The Great Mwangi Jungle.> The Mwangi Expanse (as humans call it) is over a thousand miles away, on another continent. They definitely came through a portal, then. <We leave now, yes? You are too 'principled' to kill us.> They snicker. They're definitely mocking you and trying to take advantage of your morality. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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