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Keante

Keante

Lira Esmeranda - Half-Elf Thaumaturge 1 applicationPathbuilder sheetspacer.png


AC: 17 | HP: 17/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions:


As the others speak of their plans, Lira nods along, as they all sounded reasonable enough.

"I'm going to remain here for a while longer," she says. "The mystical energies that were gathered here to allow my mother to communicate with us in the way she did are worth lingering in some more. It may be that the echoes of Lamm's crime against my family could lead me somewhere, if I can just listen properly."

 

 

 


OOC

I'm using option #3: Intuition. See my Esoteric Lore roll attached to the post.

EDIT: Spending Hero Point to change the check from a failure to a success.

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement


Action 1: Your action goes here.

Action 2: Your action goes here.

Action 3: Your action goes here.

ACTIONS
Strike (Starknife) action_single_black.png?v=dm-1 +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die)
Exploit Vulnerability action_single_black.png?v=dm-1 Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it.

Lantern Initiate Benefit

While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).

The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.

     

 

 

Keante

Keante

Lira Esmeranda - Half-Elf Thaumaturge 1 applicationPathbuilder sheetspacer.png


AC: 17 | HP: 17/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions:


As the others speak of their plans, Lira nods along, as they all sounded reasonable enough.

"I'm going to remain here for a while longer," she says. "The mystical energies that were gathered here to allow my mother to communicate with us in the way she did are worth lingering in some more. It may be that the echoes of Lamm's crime against my family could lead me somewhere, if I can just listen properly."

 

 

 


OOC

I'm using option #3: Intuition. See my Esoteric Lore roll attached to the post.

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement


Action 1: Your action goes here.

Action 2: Your action goes here.

Action 3: Your action goes here.

ACTIONS
Strike (Starknife) action_single_black.png?v=dm-1 +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die)
Exploit Vulnerability action_single_black.png?v=dm-1 Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it.

Lantern Initiate Benefit

While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).

The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.

     

 

 

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