BobtheWizard Posted January 30 Clone Share Posted January 30 Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: Corwyn heals all of us. Before he tries again to bind their hands, he asks them another few questions, having Arionne interpret for him. "Where do we find this Malarunk? If you are from Mwangi, where is the portal that you came through when you got here?" After they have answered those questions, and despite their protests, Corwyn again tries to tie the prisoners' hands, forcibly if needed. If they resist, he suggests that we should kill them, speaking in common. "We need to kill them. We cannot take them with us, and cannot leave them here." 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 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: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | So the stories of the portal's were true, and these creatures were building a network of them. Arionne was enthralled, her mind filled with visions of what she might accomplish with such a network to support her. Visions of her passing with ease between the great libraries of the world filled her mind. It wasn't just myth, the network wasn't just stories, it was in use! Which of course left the issue of the portal's previous users. They would need to be dealt with. "Agreed." She was many things, but she had been born under the harsh rule of the Cult of Asmodeus. Her own feelings on the matter were complicated at the best of times, but here it wasn't even an afterthought. If the creatures resisted Corwyn's bindings a second time, she summoned stone and flame and struck them down. 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...
Eagleheart Posted January 31 Author Clone Share Posted January 31 <The portals are down below, and Boss Malarunk is guarding them,> they growl. They do resist, and Arionne does strike them down. You warned them and gave them a choice, and they chose poorly. With their last breath they rasp, <We will be avenged...> and then it becomes almost eerily quiet. There's little left to do here but to decide your next move. There are three passages to the north, three to the south, and three doors to the east. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 31 Clone Share Posted January 31 Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: Corwyn helps Arionne finish off the prisoners when they resist. He feels a little bad about killing creatures that had surrendered, but he knows they would have been trouble if we had kept them alive. Once that unpleasant work is finished, he suggests we explore. "Let's first check out the tunnels where they came out." He moves towards the middle tunnel to the north, but waits for the others in case they have different ideas. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted January 31 Clone Share Posted January 31 Arionne Amata - Itinerant Scholar AC: 19 | HP: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | She felt no remorse as razor thin shards of obsidian tore through the Mandril-Men, cutting them to bloody ribbons, no twinge of guilt. In truth, the Sister's would have been furious that she'd allowed them to surrender in the first place. They had needed information though, and Arionne had not been sure the others would have tolerated her killing them after they'd surrendered. Compromises. She didn't take any pleasure from the act, she wasn't blood thirsty, but her response to the traumas of her life had been to adopt an extremely practical outlook on violence and death. Corwyn had been the first to suggest it, and so she hadn't hesitated in even an instant. She took a moment to wipe the splatter of blood clear from her face, and then turned to take point in the tunnel the Elf had suggested. 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...
Bearlord Posted January 31 Clone Share Posted January 31 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 hesitates when Arionne and Corwyn start killing the mandril-men as he doesn't know what else they could have done. "That's the best we could think of?" He says with a slight edge. "We need to discuss this at some point. Are we not better than that? Killing people who have surrendered and given up their weapons." "But I don't know what else we could have done. Leaving them here or taking them with us were no good options either." He just felt bad about the whole situation. This was different from the fighting he had done back in Cheliax and Kintargo. Killing oppressors was easier to justify. "Let's move on." He moves after Corwyn towards the middle northern tunnel. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted January 31 Author Clone Share Posted January 31 Calmont frowns thoughtfully. "What were they tryin' to accomplish here?" Once someone fills him in, he says "They wanted to take people as slaves? Eh, I think killin' em was the right call." You enter a room with what was once fine seating made from mahogany and velvet, now broken to pieces and used to fashion crude shelters. There are doors to the west, east, and north. The door to the north is barricaded. DON'T OPEN - BEAR INSIDE is written in Common on the barricade. If you listen through it, you can hear heavy footsteps pacing around and an occasional restless growl. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foltor Posted February 1 Clone Share Posted February 1 Ketu the Ghost Ghost recovers from his stupor and kneels inspects the bodies after he pieces together what happened. I need to be more cautious unleashing my subconscious, he thinks to himself. Or build up my endurance. "Generally, surrender confers and obligation on both sides. When they resisted being bound, they effectively 'un-surrendered' and reinitiated battle. Killing them, even unarmed, was 'fair', though there were no ideal solutions to that situation. Then again, they may have had a different concept of surrender." Ghost combs the bodies of the goons for clues that might tell him something about this Boss Malarunk. Mechanics Actions Pursue a Lead Quote You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. By examining Malarunk's followers, I want to designate him as the subject of my first investigation. Maybe I can start to get a sense of who he is and what he's like by how loyal, healthy, and well-equipped his followers are. Conditions n/a Investigations 1. Boss Malarunk 2. 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 February 1 Clone Share Posted February 1 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 moves to the door with a warning and listens through the door. "Let's not go in there unless someone knows how to tame bears." "We'd better start with one of the other doors, shall we?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted February 1 Clone Share Posted February 1 Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: Corwyn hears the pacing and is in no mood to fight a bear, so he agrees with Syhlas. "I agree. Let's check out the eastern door first. It might lead to where the other group came from." He moves towards the door but waits for Arionne to open it. The clod air swirls around him as he prepares for whatever is behind the door. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted February 2 Clone Share Posted February 2 Arionne Amata - Itinerant Scholar AC: 19 | HP: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | Arionne expected the crude writing to be some sort of deception, an assumption that lasted only as long as it took for her to hear the sound of whatever it was within growling. Sometimes a sign warning of bears was just that, it seemed. She quickly backed away, and listened to the others as they engaged in a debate on the morals and ethics of killing the Madril-men. She'd been worried that they'd all have taken more offense, but the fact that Corwyn and Ketu both understood the practicality of what they had done soothed her nerves. She agreed with the Cat-folk's summation, though her views were perhaps even more utilitarian than that. "Speaking of practicality." She said at last. "Who wishes to take point in our explorations? My heritage affords me significant protections." Indeed, she'd sustained multiple blows from the now dead Mandrils with only a few shallow slashes to her hands and wrists. A dangerous game, considering how easy it would have been to one of the hooked blades to catch a vein, but one she'd navigated well. "But it makes me heavy footed, and unlikely to sneak up on any foe we find." 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 February 4 Clone Share Posted February 4 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 gives a brief start as her distraction with applying more and more bandages and ointments to her companions who needed it was interrupted by the very familiar sounds of death. She looks grim, as she realizes what had happened, and yet cannot find herself willing to refute the logic. She decides to just briefly bemused herself with the fact that this was one of the few decisions her ever goodly goddess was actually more vacillating upon than the remorseless war god. "I suppose what's done is done. Yes, we should discuss this all next time...there is a chance I may need to answer to my lady for the deeds my companions take, after all. But I would not fret about further stealth. I expect everyone in these chambers heard our previous battle, so we might as well just be prepared for more." Raising up her shield and holding her sword at ready, she now seemed ready to go, having packed her medical kit away. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted February 5 Clone Share Posted February 5 Arionne Amata - Itinerant Scholar AC: 19 | HP: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | Standing shoulder to shoulder with Matilde, Arionne went East. Her scales flexed and rippled along her body as she renewed the working which had summoned them, protecting herself from what was to come. 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...
Bearlord Posted February 5 Clone Share Posted February 5 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 moves after Arionne and Mathilde. He holds the rapier in his right hand and keeps his eyes and ears on high alert for any threats. He looks behind to see if everyone is ok and joins them. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foltor Posted February 6 Clone Share Posted February 6 Ketu the Ghost "I might no be the best to take the lead, but east sounds as good as any." He reaches out with his senses sniffing for magical signatures. He approaches behind Matilde. "I've been meaning to ask you: How exactly does it...work, having a specific relationship with just one of the gods?" Mechanics Actions Exploration: Detect magic Reactions Clue in - if anyone makes a Perception check related to Boss Malaruk, I can point something out to give them a +1 Conditions n/a Investigations 1. Boss Malarunk 2. 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...
Recommended Posts