Eagleheart Posted February 6 Author Clone Share Posted February 6 (edited) Now that he has had some time to think, Ketu recalls that the mandrill-men are called charau-ka, and they are indeed from the Mwangi Expanse. They served the Gorilla King until his recent demise, and are now on the hunt for new causes to support. Mostly evil ones. He also recalls hearing an old story about how Dahak wreaked destruction on the Mwangi during the Age of Darkness, when the world was still reeling from Earthfall. He was eventually stopped, but at great cost. As he searches the bodies, he finds that each wears an insignia of a smoking dragon's claw - a symbol of Dahak. Pieces of furniture are still intact in this next room but, hanging from the rafters in the center of the room, there is a strange structure made from ripped and knotted curtains. From here, there are doors to the east and north. (and south, which leads back to the main hall) Mentions @TheRaconteur @BobtheWizard @crazncanuck @Bearlord @foltor Edited February 7 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ketu Society 15 1d20+8 7 Ketu Religion 18 1d20+4 14 Link to comment Share on other sites More sharing options...
Bearlord Posted February 7 Clone Share Posted February 7 (edited) 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 walks to the center of the room and looks up at the strange structure hanging from the rafters. "What do you think this has been used for?" He looks at it from different angles and then he moves to the northern part of the room listening through the two doors to see if he can hear anything through them. OOC Adding a Perception roll just in case. Edited February 7 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 15 1d20+6 9 Link to comment Share on other sites More sharing options...
TheRaconteur Posted February 7 Clone Share Posted February 7 (edited) Arionne Amata - Itinerant Scholar AC: 19 | HP: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | When she hadn't been drilling in the convent yard, she'd been in her Order's library, filling her mind with whatever scraps and tidbits of knowledge and lore she could. She'd been single minded in her pursuits, but in the process she'd picked up a lot of esoteric knowledge. She peered at the hanging object, trying to figure out what it was. 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 February 7 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Loremaster Lore 20 1d20+5 15 Link to comment Share on other sites More sharing options...
BobtheWizard Posted February 8 Clone Share Posted February 8 Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: Corwyn keeps to the edge of the room, watching the strange elevated furniture to make sure nothing is hiding there. He follows after Syhlas he listens to the doors, but keeps his focus on the things above us, unsure what they could be used for way up there. "Does anyone know what those are?" He keeps the cool mists swirling around himself. 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...
Eagleheart Posted February 8 Author Clone Share Posted February 8 (edited) As they study the strange arrangement of curtains and look at it from different angles, Syhlas and Arionne realize that it looks like the canopy of a jungle. It seems the charau-ka were just trying to make this place feel like home. Edited February 8 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Calmont Perception 11 1d20+7 4 Link to comment Share on other sites More sharing options...
TheRaconteur Posted February 8 Clone Share Posted February 8 (edited) Arionne Amata - Itinerant Scholar AC: 19 | HP: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | Arionne explained what she was seeing with clinical detachment, clearly comfortable playing the part of scholar. "We should proceed North." She added, following her own advice and moving towards the door. 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 February 8 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted February 8 Author Clone Share Posted February 8 (edited) You proceed to the north, where a steady dripping from the stone ceiling has created a deep, bog-like puddle in the middle of the broken floor. Ringing around the puddle are splintered pieces of wood stuck into the flagstones' rubble, rising up like bizarre foliage. You also see two dead frog-men being feasted on by a giant mosquito. She seems too content with her current meal to notice you. Edited February 9 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted February 9 Clone Share Posted February 9 (edited) Arionne Amata - Itinerant Scholar AC: 19 | HP: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | Arionne was a practical sort, not prone to contrivances like chivalry when it came to fighting. Though she'd not had cause to kill many before today, neither was today the first time she'd taken a life. Things had never gone that far within the Convent, but she'd already killed a Goblin before she'd been scooped up by the Sisters, and a pair of bandits after she'd fled. Seeing the enormous insect devouring not just the blood but the flesh of two of the Frog-men, she didn't hesitate, instantly calling up her power and hurling it at the thing. A pair of obsidian spiked chains formed about her, called from nothing but her will and the power of her blood, streaking forward to pierce its flesh. 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 1-2: 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. 30' piercing d8, Action 3: 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. 30' piercing d8 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 February 9 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2 action impulse - piercing 17; 9 1d20+8;1d8+4 [9]; [9,5] 1 action 21; 2 1d20+3;1d8+1 [18]; [18,1] Perception 19 1d20+4 15 Link to comment Share on other sites More sharing options...
Eagleheart Posted February 9 Author Clone Share Posted February 9 (edited) Arionne's first attack is deflected by the mosquito's tough carapace, but the second finds purchase. The mosquito is slow to react and still off-guard, giving all of you the opportunity to strike... except Ketu, who is once again distracted by something shiny - which turns out to be a potion bottle, discarded but still full. Round 1 Calmont delays his turn. @crazncanuck @BobtheWizard and @Bearlord are up. Map Edited February 9 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Advantage roll for Arionne 1 1d20 1 Initiative (Stealth +1 with advantage) for Corwyn 23 keep(2d20,highest)+7 16,4 Initiative (Stealth +1 with advantage) for Syhlas 27 keep(2d20,highest)+9 18,6 Initiative (Perception +1 with advantage) for Ketu 10 keep(2d20,highest)+5 5,4 Initiative (Perception +1 with advantage) for Matilde 29 keep(2d20,highest)+9 20,10 Initiative (Perception) for Giant Mosquito 18 1d20+15 3 Initiative (Stealth +1 with advantage) for Calmont 28 keep(2d20,highest)+9 19,8 Link to comment Share on other sites More sharing options...
Bearlord Posted February 10 Clone Share Posted February 10 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: "What in Cayden's name is that? How did it grow that big?" Syhlas looks at the giant mosquito with a horrified face as they enter the room. Arionne is quickest to decide whether they should attack or leave the monstrous thing and this time Syhlas has nothing to argue against her. Killing mosquitos has never been a moral issue for the Kintargan and in this case, size doesn't matter. He draws his shortsword and swiftly attacks the giant insect with both his weapons. OOC Action 1: Draw Shortsword Action 2: Attack with Rapier Action 3: Attack with Shortsword Name xDiceName xDiceResult xDiceString xDiceRolls Rapier attack (flat-footed) 11; 10 1d20+8; 2d6+2 [3]; [3,3,5] Shortsword attack (flat-footed) 18; 11 1d20+8; 2d6+2 [10]; [10,5,4] Link to comment Share on other sites More sharing options...
BobtheWizard Posted February 10 Clone Share Posted February 10 Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: Corwyn stays where he is, happy to let the others be in front against the disgusting giant mosquito. "We should try to poke holes in it." He throws two ice darts at the abomination. Mechanics Main Hand: Empty Off Hand: Empty Action 1-2: 2 action weapon infused blast, piercing Action 3: 1 action weapon infused blast, piercing 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 2 action thrown piercing 22; 11 1d20+8;1d8+6 [14]; [14,5] 1 action thrown piercing 9; 9 1d20+3;1d8+2 [6]; [6,7] Link to comment Share on other sites More sharing options...
crazncanuck Posted February 12 Clone Share Posted February 12 Matilde Canossa (Sheet) Human Cleric 2 HP: 28/28 | AC: 21* | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft. Active Conditions: Shield 11/12 "Work? Ah, I've never particularly thought about the how. I just try to act like how I feel she would want me to act when faced with a situation...and, perhaps I'm just predisposed to do that already, since most of the time, I have not had an issue acting in such a way." Matilde awkwardly tries to explain her rather active form of faith to Ketu as he made his inquiry. It didn't feel like a particularly convincing explanation, especially as she seemed to not be particularly intent on facing the process herself at that moment. --- Their walking into the disgusting bug later on was thus a welcome variance on her discomfort, as it allowed her to think of other matters than her tarnished faith. Sword already at the ready, she proceeded to start hacking at the creature before putting her shield up once more. >Strike >Strike >Raise Shield Name xDiceName xDiceResult xDiceString xDiceRolls Strike - Slashing 17; 6 1d20+8;1d8+4 [9]; [9,2] Strike 2 - Slashing 22; 7 1d20+3;1d8+4 [19]; [19,3] Link to comment Share on other sites More sharing options...
Eagleheart Posted February 12 Author Clone Share Posted February 12 (edited) Corwyn and Matilde manage to hit the giant bug while Syhlas misses. Calmont fires off two shots that both make their mark, but the mosquito remains alive, and it stabs Arionne with its long needle-like mouthpart to suck blood from her. Round 1 cont'd. Calmont Hand Crossbow Strike Reload Strike again Giant Mosquito Strike vs Arionne - if hit, Arionne must roll a Fortitude save Latch On - Arionne is now grabbed Drain Blood - Arionne takes 3d6 damage and the mosquito gains temp HP. Arionne is drained 1 until she receives healing (of any kind or amount) @foltor is up. The map is unchanged. Edited February 19 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Calmont Strike 1; piercing damage 27; 5 1d20+8;2d6 [19]; [19,4,1] Calmont Strike 2 21; 10 1d20+3;2d6 [18]; [18,5,5] Strike vs Arionne; piercing damage 27; 11 1d20+15;2d10+5 [12]; [12,4,2] Drain Blood 10 3d6 4,2,4 Link to comment Share on other sites More sharing options...
foltor Posted February 13 Clone Share Posted February 13 Ketu the Ghost "You had to provoke it, didn't you?" he chides Arionne as the scene descends into chaos. Still somewhat drained from his earlier outburst of energyout of focus points , Ghost steps to the side of Syhlas, raises his arm, and closes his eyes, summoning a loose stone from the floor to fly toward the monster bug. Mechanics Actions 1 Step northeast to Syhlas's side (unless that's a wall) 2, 3 telekinetic projectile Spell attack, Bludgeoning damage 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 Why do my initiative rolls always suck? Name xDiceName xDiceResult xDiceString xDiceRolls Spell attack, Bludgeoning damage 21; 5 1d20+8;1d6+4 [13]; [13,1] Link to comment Share on other sites More sharing options...
Eagleheart Posted February 13 Author Clone Share Posted February 13 Now that the mosquito is a bit more alert, it manages to avoid Ketu's attack. Round 2 @BobtheWizard @TheRaconteur @crazncanuck and @Bearlord are up. Map (there's no room beside Syhlas, so I put Ketu beside Arionne instead) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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