BobtheWizard Posted February 27 Clone Share Posted February 27 (edited) Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 18 | HP: 30/30 | Fortitude: +10 | Reflex: +8 | Will: +6 | Perception: +4 | R1 Cold | Conditions: The light breeze swirling around Corwyn picks up speed, debris and mist rushing through the air. It lifts and moves Corwyn around the skeleton Hellknight as he feels himself picked up off the ground for a brief moment. Corwyn tries to distract the Hellknight with the hurricane. As the wind picks up, a large block of ice smashes into the Hellknight next to him. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Move 2N 3E Action 2: One action blast, bludgeoning Action 3: One action blast, bludgeoning 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 February 27 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 1 action weapon infused blast, bludgeon 30; 6 1d20+10;1d8+2 [20]; [20,4] 1 action weapon infused blast, bludgeon 19; 7 1d20+5;1d8+2 [14]; [14,5] Link to comment Share on other sites More sharing options...
Bearlord Posted February 27 Clone Share Posted February 27 (edited) Syhlas Yaeder (Character sheet) Human Rogue 2 HP: 0/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Dying 2 As they move on and enter the next room things happen fast and Syhlas is slow to react. Two armored skeleton warriors surround him and attack him fiercely. He tries to dodge the powerful halberd swing from one of the undead opponents but it still hits him hard in the head and he goes down. Lying still on the ground. OOC Reaction: Nimble Dodge Action 1: Stride 2E Action 2: Attack SK2 with rapier Action 3: Attack SK2 with shortsword Edited February 27 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rapier attack vs. SK2 (flanking) 15; 8 1d20+8;2d6+2 [7]; [7,3,3] Shortsword attack vs. SK2 (flanking) 9; 9 1d20+4;2d6+2 [5]; [5,4,3] Link to comment Share on other sites More sharing options...
Eagleheart Posted February 27 Author Clone Share Posted February 27 (edited) The already-damaged skeleton is destroyed by Corwyn's attacks. Round 1 cont'd. @crazncanuck's turn. Map Edited February 27 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted February 28 Clone Share Posted February 28 (edited) Matilde Canossa (Sheet) Human Cleric 2 HP: 22/28 | AC: 19 | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft. Active Conditions: Shield 11/12 Matilde winces as she cannot get her shield up in time to help absorb some of the nails flung her way, and she tries to ignore the pain they cause after having burrowed into her armour. She starts to advance, but then see Syhlas on the ground, and at that, the redhead stills her desire to respond with her blade. Gritting her teeth, she channels Iomedae's might instead. They were fighting beings that certainly looked unliving to her...unliving and likely unholy. "Stand and fight on, everyone!" She intones, though the motion is really more by rote than any desire to be some form of leader, so perhaps the effort isn't as inspiring as she'd hoped. >>> Heal, 1 Positive in 30 Foot Emanation, and DC 18 Fort save for all Undead in 30 feet. Edited February 28 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort Save 15 1d20+10 5 Fort Save 2 20 1d20+10 10 Heal (3 Action) - DC 18 1 1d8 1 Link to comment Share on other sites More sharing options...
Eagleheart Posted February 28 Author Clone Share Posted February 28 (edited) As Matilde sends out a surge of healing energy, your attackers visibly flinch. Round 2 @crazncanuck A nail burrows into you. Until you Interact to remove it, you are enfeebled 1 and you take 1 persistent bleed damage. @Bearlord You're back up and your initiative moved to the top of the round, so it's your turn. Be cautious though, as the skeleton can use reactive strike (AKA attack of opportunity). Map is unchanged. Edited February 28 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Skellknight fort saves 12,20 repeat(1d20+9,2) 3,11 Hellcrown fort saves 14,19 repeat(1d20+4,2) 10,15 Link to comment Share on other sites More sharing options...
Bearlord Posted February 28 Clone Share Posted February 28 Syhlas Yaeder (Character sheet) Human Rogue 2 HP: 1/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Wounded 1 All goes black for a few moments but then he hears Mathilde's voice in the distance coming closer and a warmth spreading throughout his body. Syhlas opens his eyes and finds himself lying on the floor where he just stood. One of the skeleton warriors lies next to him but the other is still wielding his deadly weapons. He is still feeling groggy and unstable, and if he's hit again he would probably pass out for a longer time. Still he wants to help his friends. "Hey skellie! Down here! I'm not dead yet! Like you are..." Then he feints a hit to the skeleton's knee caps but redirects it at the groin instead. "Hit it high!" he shouts to his friends. OOC Action 1: Feint Action 2: Strike while prone (-2) Action 3: Prepare to Aid Reaction: Aid next attack on SK1 Name xDiceName xDiceResult xDiceString xDiceRolls Feint 28 1d20+10 18 Strike with rapier (hopefully flat-footed) 17 1d20+6 11 Aid 9 1d20+6 3 Link to comment Share on other sites More sharing options...
Eagleheart Posted February 28 Author Clone Share Posted February 28 (edited) Syhlas misses the Hellknight, but it's a very near thing, and the skeleton looks unsteady as it backs away. "Die, heretics!" it yells in a gravelly voice as it takes a swing at Corwyn. Ketu breathes a bit heavily as he casts another space-warping spell, damaging the Hellknight and one of the strange spectres. Calmont tries to follow up, but his weapon is deflected by the skeleton's armor. One Hellcrown flies over Matilde's head as it and its counterpart fling more nails, hitting Corwyn and Ketu. A split second later, Corwyn and Matilde feel the nails that struck them stirring, seemingly trying to dig themselves deeper. Round 2 cont'd. into Round 3 Skeletal Hellknight Stride Demoralize vs Corwyn Halberd Strike vs Corwyn Ketu Shield Amp Telekinetic Rend vs all enemies Calmont Stride to Skellknight - triggers Reactive Strike Club Strike x2 vs Skellknight Hellcrown 1 Ranged Strike x2 vs Corwyn - DC 16 Fortitude save each time you are hit Terrifying Stare - Matilde must make a DC 16 Will save or be frightened 1. If Corwyn fails his fort save, he must also roll this save. Hellcrown 2 Fly x2 Ranged Strike vs Ketu - Ketu uses Shield Block, but still takes 1 damage Party turn. @BobtheWizard @Bearlord @crazncanuck @TheRaconteur Map Edited February 29 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Demoralize vs Corwyn 25 1d20+7 18 Halberd Strike; slashing damage 18; 8 1d20+11;1d10+4 [7]; [7,4] Telekinetic Rend damage 9 2d6 4,5 Skellknight fort save 15 1d20+9 6 Hellcrown fort saves 24,10 repeat(1d20+4,2) 20,6 Reactive Strike vs Calmont 19; 5 1d20+11;1d10+4 [8]; [8,1] Club Strike vs Skellknight (-1 from Aid crit fail) 11; 6 1d20+7;2d6 [4]; [4,1,5] Club Strike 2 10; 6 1d20+3;2d6 [7]; [7,1,5] Ranged 1 vs Corwyn; piercing damage 22; 4 1d20+9;1d4+2 [13]; [13,2] Ranged 2 vs Corwyn 6; 6 1d20+4;1d4+2 [2]; [2,4] Ranged Strike vs Ketu; piercing damage 24; 6 1d20+9;1d4+2 [15]; [15,4] Ketu fort save 25 1d20+5 20 Link to comment Share on other sites More sharing options...
TheRaconteur Posted February 29 Clone Share Posted February 29 (edited) Arionne Amata - Itinerant Scholar AC: (19) | HP: 25/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | Arionne spun about to face the foe behind her, wrapping obsidian chains about herself as she did in a tight binding. The shards of stone that made the blades of the chains flowed like water, rippling and shifting under her manipulation until they formed jagged barbs. With an explosion of momentum she launched into the fifth form of Hamatula, barreling forward to drive the spikes low and into the Skeletal Knight's stomach. The first blow glanced off the thing's Hellplate, but the second shattered bone. 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. Agile slashing 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. Agile slashing d8 ACTIONS IMPULSES - DC 18, +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 29 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2-Action Blast - Piercing - Agile 15; 8 1d20+8;1d8+7 [7]; [7,1] 1-Action Blast - Piercing - Agile 23; 9 1d20+4;1d8+3 [19]; [19,6] Link to comment Share on other sites More sharing options...
Eagleheart Posted February 29 Author Clone Share Posted February 29 Arionne flings a smoldering spike at the skeletal Hellknight, destroying it. (I'll just say she used a Thrown elemental blast, that way she still gets her str bonus) Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted February 29 Clone Share Posted February 29 (edited) Corwyn - Elf Sylph Kineticist 2 Application Sheet AC: 20 | HP: 26/30 | Fortitude: +10 | Reflex: +7 | Will: +6 | Perception: +4 | R1 Cold | Conditions: One of the nails gets through Corwyn's armor, digging into his shoulder. The blocks of ice that just hit the Skellknight continue to swirl through the air. Corwyn waves his hands and the chunks of ice fly at the Hellcrown standing by itself. Mechanics Main Hand: Empty Off Hand: Empty Action 1-2: Two action blast, bludgeoning, thrown Action 3: One action blast, bludgeoning, thrown 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 March 7 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2 action weapon infused blast, bludgeon 21; 9 1d20+8;1d8+6 [13]; [13,3] 1 action weapon infused blast, bludgeon 19; 6 1d20+3;1d8+2 [16]; [16,4] Fortitude 15 1d20+10 5 Will 25 1d20+6 19 Link to comment Share on other sites More sharing options...
Bearlord Posted March 3 Clone Share Posted March 3 Syhlas Yaeder (Character sheet) Human Rogue 2 HP: 1/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Wounded 1 As the skeleton moves away from Syhlas and moments later is destroyed by Arionne the rogue stands up with a painful growl and looks around the room to see what foes remain. He locates the two Hellknight helmets with a shadowy form dangling underneath it. He is in no good condition to move into melee with them, but he can't let his friends down so he takes a step closer to the Hellcrown in the nearest corner and strikes it with his rapier. OOC Action 1: Stand up Action 2: Step 5 feet SW. Action 3: Strike with rapier Name xDiceName xDiceResult xDiceString xDiceRolls Strike with rapier 15; 6 1d20+8;1d6+2 [7]; [7,4] Link to comment Share on other sites More sharing options...
crazncanuck Posted March 6 Clone Share Posted March 6 (edited) Matilde Canossa (Sheet) Human Cleric 2 HP: 21/28 | AC: 19 | Perception: +8 | Fort: +10 | Ref: +8 | Will: +6 | Speed: 25 ft. Active Conditions: Shield 11/12 Matilde grits out her teeth, as the healing barely salves the lingering injury she had suffered in the earlier attacks, so she now deigns to pause and pull out the shrapnel that had lodged in her armour. She looks back up from the effort just in time to find herself distracted by the gaze of the nearest undead… "No…stop messing with my head!” She snarls, as she refocuses on the rest of the field of combat. Focusing on the still badly injured Syhlas, she decides to forego concern about her exposed position to provide more directed healing towards him. > Interact to Pull Nail. >> 2Action Heal on Syhlas Edited March 6 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Will Save 17 1d20+6 11 Heal 16 1d8+8 8 Link to comment Share on other sites More sharing options...
Eagleheart Posted March 7 Author Clone Share Posted March 7 (edited) Syhlas misses, but he creates an opening for Ketu, who destroys the animated armor by flinging a rock at it. Calmont moves and swings his club at the other one, destroying it as well. (Combat is over) Round 3 cont'd. Ketu Telekinetic Projectile vs Hellcrown 2 Shield Calmont Stride Club Strike x2 vs Hellcrown 1 Edited March 7 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Telekinetic Projectile; bludgeoning damage 22; 12 1d20+8;2d6 [14]; [14,6,6] Club Strike 1 9; 6 1d20+8;1d6 [1]; [1,6] Club Strike 2 17; 4 1d20+3;1d6 [14]; [14,4] Link to comment Share on other sites More sharing options...
TheRaconteur Posted March 7 Clone Share Posted March 7 (edited) Arionne Amata - Itinerant Scholar AC: (19) | HP: 32/32 | Fortitude: +10 | Reflex: +7 | Will: +5 | Perception: +4 | "Are you alright, Matilde?" Arionne asked, breathing heavily in the sudden silence that rang out once the fight was ended. After they'd taken a moment to tend to their injuries, she stalked over and picked up one of the helms. "Well, now we have a guess as to what happened to the garrison." Something had animated these undead constructs, but she was no closer to guessing what. Worse, she had no idea who had killed the Hellknights either. She looked at their mail, trying to find some sigil or emblem that would inform her of the Order that they'd served. 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. Agile slashing 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. Agile slashing d8 ACTIONS IMPULSES - DC 18, +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 March 7 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Loremaster 9 1d20+5 4 Link to comment Share on other sites More sharing options...
Bearlord Posted March 7 Clone Share Posted March 7 Syhlas Yaeder (Character sheet) Human Rogue 2 HP: 17/27 | AC: 19 | Perc +6 | Fort +8 | Ref +10 | Will +10 | Speed: 25 ft. Active Conditions: Wounded 1 When the opponents are defeated Syhlas moves to the nearest wall, leans his back against it, and slumps to the floor. He takes a few moments catching his breath and then looks up at Mathilde. "Thank you! That was close." He is silent as he looks around the room at the remains of the undead. "Not even after death those Hellknights can rest properly! Always a stick up their arse!" He shouts out letting out some frustration and anger, some of it because of his own inability to be of any help. After resting he stands up and moves closer to Arionne as she studies one of the helms. "What do you mean? They didn't do this to themselves?" Syhlas didn't have much knowledge at all about undead and necromancy. He thought it could be something Hellknights and followers of Asmodeus did as part of their usual evil doings. OOC Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts