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Keante

Keante


inspire courage adds +1 to attack/damage

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


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


As Carthen gets the fight started, Lira takes an inquisitive look at Lamm's halfling underling, sizing him up before moving in closer to strike at him with her starknife.

 

 

 

 


OOC

EDIT: I forgot about Inspire Courage, so the attack and damage rolls from my Strike should each get an additional +1.

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement (not lit at this time)


Action 1: Exploit Vulnerability against Hookshanks the halfling. See roll attached to post, it is against a standard DC for Hookshanks' level. Because of the Diverse Lore feat: "when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check."

Action 2: Stride to move 10ft to be adjacent to Hookshanks.

Action 3: Strike, with Implement's Empowerment granting 2 additional damage per weapon damage die. See roll attached to post.

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) (the +2 damage is from Implement's Empowerment)
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 Carthen gets the fight started, Lira takes an inquisitive look at Lamm's halfling underling, sizing him up before moving in closer to strike at him with her starknife.

 

 

 

 


OOC

...

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement (not lit at this time)


Action 1: Exploit Vulnerability against Hookshanks the halfling. See roll attached to post, it is against a standard DC for Hookshanks' level. Because of the Diverse Lore feat: "when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check."

Action 2: Stride to move 10ft to be adjacent to Hookshanks.

Action 3: Strike, with Implement's Empowerment granting 2 additional damage per weapon damage die. See roll attached to post.

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) (the +2 damage is from Implement's Empowerment)
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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