Keante Posted April 2 Clone Share Posted April 2 (edited) Lira Esmeranda - Half-Elf Thaumaturge 1 • application • Pathbuilder sheet AC: 17 | HP: 17/17 | Fortitude: +6 | Reflex: +6 | Will: +6 | Perception: +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) +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 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. Edited April 2 by Keante inspire courage adds +1 to attack/damage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Exploit Vulnerability (Esoteric Lore) vs Hookshanks 24 1d20+7 17 Strike vs Hookshanks 21; 4 1d20+6;1d4+2 [15]; [15,2] Link to comment Share on other sites More sharing options...
Thramzorean Posted April 2 Clone Share Posted April 2 Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet From Ionacu there was a strong empathic message to Bran, one they had practiced before, and there was a distinct and loud, "Get him, go! go!" and a pointing finger at the enemy in the doorway as much for the watchers on the roofs as much as anything else to indicate the attack was underway. In response the raven dived down from the roof top to appear suddenly squawking and screeching above the half-orc Hookshanks, the black raven in the minds eye now appearing twice it's normal size, all claws and flapping wings. "Be... cRRaaWWW... AFRAID!!!" Bran screeched. OOC Actions: Bran to move to the square above the half-orc spun out the door by Carthen and use the Intimidate skill to demoralise. Name xDiceName xDiceResult xDiceString xDiceRolls Bran Intimidate 11 1d20+5 6 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 2 Clone Share Posted April 2 (edited) Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 1/3 | Kinetic Gate: Closed | Conditions: None | Effects: N/A As the action springs forth from their attempt at deception, Aquila wastes no time moving into her proper place. She steps back from the halfling scoundrel - his very presence is repulsive enough even if he weren't a potential threat. As she steps, Aquila concentrates on the inherited elemental powers she possesses, channeling pure elemental energy. Winds whip around her, fat droplets of water spray, and electricity crackles through her body. With some breathing room now between her and Hookshanks, Aquila first hurls a chunk of hail hurtling toward the halfling, followed by a surge of electricity. OOC & Actions Action 1: Step 5-ft away from the door (5-ft. to the left, away from Hookshanks) Action 2: Channel Elements - Kinetic Gate is open, and I get a 1 action elemental blast - Cold (1d8) Ranged attack Action 3: Elemental Blast - Electricity (1d6), -5 MAP -edit- Forgot Inspire Courage. Add +1 to attack and damage (so, 8 cold damage) Edited April 2 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Elemental blast (cold) Attack 23 1d20+7 16 Cold Blast 7 1d8 7 Elemental blast (Electricity) 12 1d20+2 10 Link to comment Share on other sites More sharing options...
Vedast Posted April 2 Clone Share Posted April 2 (edited) Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 15/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery Round 2: "Get him, go! go!" Caltrix drops/shoves the anchor and then attempts to regain the Hidden condition. OOC Action #3: Hide (Stealth). Result is the Stealth Check sans any modifiers for applicable Cover. ACTIONS 1. Interact to grab the anchor. 2. Whatever Action fits dropping/heaving the anchor (Release? Shove?). 3. Hide (Stealth). Edited April 2 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hide (Stealth) no modifiers 26 1d20+7 19 Link to comment Share on other sites More sharing options...
Gnaws Posted April 4 Clone Share Posted April 4 Valerica Radache Human • Precision Ranger 1 • 'The Owl' Pathbuilder Sheet HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 2 And just like that, things were in motion. As the halfling next to her moved to drop the anchor, Valerica remained focused on the woman prowling the docks below, gauging her reaction. If her next movements proved to be hostile, Valerica would keep her pinned down. OOC Basically, my intent here is to study the female prowling the docks. When Caltrix releases the anchor, if I have reason to believe that the female is hostile, I'd like to attack. Otherwise Valerica will try to remain quiet and get across the rope between our rooftop and the main warehouse rooftop. ACTIONS Free Action: Delay Action (to see woman on docks' reaction to anchor falling) Action 1: Society check (on woman on docks) to determine who she is as she comes more into view after anchor falls If woman appears hostile: Action 2: Hunt Prey (target: woman on docks) Action 3: Hunted Shot (target: woman on docks) 2 attacks: first that hits gains additional 1d8 precision damage If woman doesn't appear hostile/Valerica can't tell: Action 2: Stride (to rope) Action 3: Balance (to get across rope) Name xDiceName xDiceResult xDiceString xDiceRolls Society 16 1d20+3 13 Hunted Shot (1st attack) 8 1d20+7 1 Damage (1st attack) 3 1d6 3 Hunted Shot (2nd attack) 9 1d20+2 7 Damage (2nd attack) 4 1d6 4 Precision damage (first attack that hits) 2 1d8 2 Balance (acrobatics) 25 1d20+7 18 Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 6 Author Clone Share Posted April 6 (edited) In the thick of a rapidly escalating brawl within the fishery's damp walls, chaos reigns supreme. Carthen, with agile grace, barrels into Hookshank, aiming to turn the halfling's momentum against him by pushing him toward the awaiting hands of his allies at the door. The air crackles with tension as Ihrin, rallying her companions with a rousing battle anthem, brandishes her rapier in a deft display of defiance. Her shield intercepts a vicious swipe from Hookshank's dagger just in time. Lira, her lantern casting erratic shadows in the dim room, blinds Hookshank with a sudden flare of light. She seizes the moment to drive her starknife deep into his side. Bran, Ionacu’s familiar, adds to the cacophony with caws that, while failing to demoralize Hookshank, momentarily draw his ire. Amidst the storm's fury outside, Aquila channels the tempest's wrath into a concentrated assault. A formidable ice shard slams into Hookshank, staggering him just as he reels from Lira’s unexpected strike. A sizzling bolt of electricity narrowly misses him, fizzling out in the charged atmosphere. Hookshank retaliates with cunning, slipping past Lira to trip her, sending her crashing to the ground. He lunges with his dagger in a frenzied thrust, but the quick-thinking thaumaturge narrowly evades the attack, rolling aside in the nick of time. On the fray's periphery, Grakk makes a bold attempt to throw Carthen into a trough of fish waste. Thwarted, he resorts to his hatchet, leaving a stinging cut on Carthen’s arm. A retaliatory punch from Carthen sends Grakk reeling, marking the brawl's escalation. Tarth, with his imposing presence, enters the fray purposefully. His massive arms ensnare Ihrin in a bear hug, his intent clear: to immobilize and overpower, adding a dire new threat to the already chaotic encounter. The orphans, seizing the tumult as their chance to escape, transform the battleground. Their desperate calls and frantic dashes through the main room make the floor—a slick canvas of fish offal and detritus—even more treacherous. Amidst this, a menacing voice from the fishery's depths attempts to cow the fleeing children, but it's just another thread in the fray's cacophonous tapestry. Outside, Caltrix and Valerica, alerted by the battle's din, witness the chaos unfold below. Caltrix's strategic use of a rusted anchor against the skiff draws Sienna Voss’s attention. The fire-haired enforcer, known for her merciless skill, opts for caution after narrowly escaping Valerica's arrows, retreating into the dock's shadowy underbelly and hinting at a tactical regrouping rather than outright surrender. Fishery, Rnd 3 Carthen Moves & Shoves Hookshank (Success) Ihrin Casts Lingering Performance (Inspire Courage), Draws Rapier & Casts Shield Lira Exploits (Success; No Weakness; Personal Anithesis 3), Attack Success (4 dmg, 3 Weakness, +1 Inspire Courage) Ionacu (Bran) Moves; Demoralizes (Failure; Hookshank immune) Aquila (Activates Gate; Free Action Blast (Success; 8 Cold); Elemental Blast (Miss) Caltrix (Drops Anchor (19 used for Athletics Check, Original edited Stealth check used to Hide) Valerica (Society Check (Success; Hunt Prey; Hunted Prey (Miss; Miss)) Hookshank [Reaction, Attack of Opportunity vs Ihrin (Interact to Draw Rapier); Miss (due to Shield Bonus)] Hookshank: Demoralize (Lira; Fail), Trip (Lira; Critical Success), Strike (Lira; -5 MAP; Fail) Grakk (Shove Carthen (Fail); Interact to Draw Hatchet (Draws AoO; Success, 4 Non-lethal); Throw Hatchet (-5 MAP; Success, 8 damage)) Tarth (Stand, Stride, Grab (Ihrin; Critical Success)) Sienna (Balance, Balance, Interact) Summary: Ihrin: Restrained Lira: Prone Sienna: Last seen bow of derelict trawler (Hidden, not Undetected) Inside: All squares are considered Difficult Terrain due to movements of orphans fleeing captivity. Players are up. Edited April 6 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hookshank (AoO vs Ihrin (Interact Trigger)) 16 1d20+7 9 Hookshank (Demoralize vs Lira's Will DC (+1 re: Inspire Courage) 8 1d20+6 2 Hookshank (Athletics (Trip) vs Lira Ref DC) 26 1d20+7 19 Trip (Critical Success; Blunt damage) 6 1d6 6 Hookshank (Strike vs Lira's AC (Prone; Flatfooted); -5 MAP) 14 1d20+2 12 Grakk (Athletics (Shove) vs Carthen Fort DC) 16 1d20+6 10 Carthen (AoO vs Grak AC; Unarmed) 23 1d20+8 15 Carthen (Unarmed Strike; Blunt; Non Lethal) 4 1d4+3 1 Grak (Hatchet Stike vs Carthen AC (-4 MAP)) 20 1d20+2 18 Grakk (Hatchet Strike; Slashing dmg) 8 1d6+3 5 Tarth (Grapple vs Ihrin Fort DC) 26 1d20+7 19 Link to comment Share on other sites More sharing options...
Whitehart09 Posted April 7 Clone Share Posted April 7 (edited) Carthen Things crank up a notch within the room. What started out a fairly standard space has quickly dissolved into cramped, embattled quarters. The axe bites into Carthen's arm and he yells in pain even as he feels the other half-orc brush in behind him to assault Ihrin. Knowing that his short timed comrade has put their lives in his hands he attempts to shoulder check Tarth away. He follows along and pushes out with both hands at Tarth, removing them from Ihrin, giving them some breathing room. He takes a moment to draw out his light hammer, the handle resting easy in his hand from all the times of breaking kneecaps. OOC and Actions Carthen Brisbane------------------------- HP: 12 (20 base) AC: 17 ===== Reactions ===== ===== Actions ===== Shove Strike -4 Strike -8 Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Edited April 7 by Whitehart09 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shove (Athletics) 17 1d20+6 11 Unarmed Strike Grakk 21 1d20+5 16 Unarmed Damage 5 1d4+3 2 Unarmed Strike Grakk 6 1d20+1 5 Unarmed Damage 7 1d4+3 4 Link to comment Share on other sites More sharing options...
saithor Posted April 7 Clone Share Posted April 7 Ihrin Human• Entertainer • Maestro Bard 1 Medium • Chaotic Good • Humanoid AC: 16 | HP 18/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 | Focus Point: 0/1 Ihrin barely has a chance to realize she'd been grabbed before Carthen had slammed Tarth away. Nodding her thanks, she sang as she stabbed with her rapier towards Hookshanks. "Three on one you loathsome beast, for the rats you'll make a fine feast." Actions: OOC Action 1: Use Demoralize on Hookshank Action 2: Attack Hookshank with Rapier Action 3: Cast Shield Name xDiceName xDiceResult xDiceString xDiceRolls Demoralize attempt 14 1d20+7 7 Attack with the Rapier 7 1d20+5 2 Damage 4 1d6 4 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 8 Clone Share Posted April 8 Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 1/3 | Kinetic Gate: Open| Conditions: None | Effects: Inspire Courage With her ice blast hitting its mark, Aquila decides it's best not to mess with fate. Clearly the halfling and chunks of ice get along splendidly, so she introduces him to some more. Ice coalesces above her open hand, which she then sends hurtling toward the halfling ruffian. She then reaches behind her back, grabbing her shield so that it's ready to raise if things get hairy. With everything falling into chaos, it helps Aquila to focus on what she can control: the elements of air and water, as well as her own safety and well-being. That said, should anyone need emergency rescue, she's ready to charge in and lend a healing hand. OOC & Actions Action 1 & 2: Ranged Elemental Blast vs. Hookshanks (1d8+5 cold damage on hit) Action 3: Interact to retrieve stowed shield. Name xDiceName xDiceResult xDiceString xDiceRolls Impulse Attack vs. Hookshanks 27 1d20+8 19 Cold blast damage 8 1d8+5 3 Link to comment Share on other sites More sharing options...
Gnaws Posted April 9 Clone Share Posted April 9 (edited) Valerica Radache Human • Precision Ranger 1 • 'The Owl' Pathbuilder Sheet HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 2 While her arrows hadn't hit their mark, they had succeeded in chasing the woman below back underneath the docks. Valerica considers dropping from the rooftop to chase her quarry, but the sounds of escalating battle from inside the fishery press more heavily on her. "Let's leave her for now," she tells Caltrix, before moving towards the rope they had tied off. Hopefully she can find a perch on the fishery rooftop where she provide some support for those fighting within. OOC Not much I can do here since the tightrope breaks up my movement, but I'll look at getting into an advantageous position for next round. ACTIONS Action 1: Stride (to rope) Action 2: Balance (to get across rope) - will use hero point if it is the difference between failure and success Action 3: Stride (to find a window or vantage point looking down into the fishery) Edited April 9 by Gnaws (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Balance (acrobatics) 10 1d20+7 3 Link to comment Share on other sites More sharing options...
Vedast Posted April 9 Clone Share Posted April 9 (edited) Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 15/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery Round 3: "Let's leave her for now," Though a quick glance revealed that the plunging anchor had likely wrecked the small skiff, the rest of the little thief's hopes for an ambush had come to naught. Caltrix was a bit concerned at not dealing with Daggergirl, but she told herself: Don't leave my wingman. OOC I'm not sure how to narrate her crossing the rope: she could "climb" using Athletics at +2 or "balance" using Acrobatics at +7 (and the Steady Balance feat). So for Action #2, I'll have her simply "cross via the rope" and ask GM to apply whichever the Character would judge to be her better chance, since in this case, the character would know more than the Player. So just a bare d20 result will be rolled. ACTIONS 1. Stride 10' west to the rope. 2. Cross via the rope (see OOC). Bare d20 roll as noted above. 3. Stride to follow Valerica. Edited April 9 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Crossing via the rope (bare D20 as above) 14 1d20 14 Link to comment Share on other sites More sharing options...
Keante Posted April 13 Clone Share Posted April 13 Lira Esmeranda - Half-Elf Thaumaturge 1 • application • Pathbuilder sheet AC: 17 | HP: 11/17 | Fortitude: +6 | Reflex: +6 | Will: +6 | Perception: +6 | Conditions: Her shoulder smarts from the hard fall after Hookshanks tripped her, but Lira gets back up quickly and makes two more attempts to stab him with her starknife. OOC ... Mechanics Main Hand: Starknife Off Hand: Lantern Implement Action 1: Stand to end Prone's -2 to attack rolls as well as the accompanying Off-Guard's -2 AC. Action 2: Strike Hookshanks. Attack: +6 usual +1 inspire courage; Damage: +2 implement's empowerment +1 inspire courage +3 personal antithesis Action 3: Strike Hookshanks. Attack: +6 usual +1 inspire courage -4 MAP; Damage: +2 implement's empowerment +1 inspire courage +3 personal antithesis ACTIONS Strike (Starknife) +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 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. Name xDiceName xDiceResult xDiceString xDiceRolls first attack 19; 7 1d20+6+1;1d4+2+1+3 [12]; [12,1] second attack 14; 7 1d20+6+1-4;1d4+2+1+3 [11]; [11,1] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 14 Author Clone Share Posted April 14 (edited) In the midst of the chaotic brawl, Carthen successfully breaks free from Tarth's grasp, shoving the enraged enforcer away from Ihrin. However, as he maneuvers through the crowd of scrambling urchins, he feels the sharp sting of Hookshank's knife slipping between his ribs, causing a sharp intake of breath and a surge of pain. Tarth, now free to act, flies into a frenzy, spittle flying from his roars as he draws a heavy iron morning star. But Carthen, undeterred by his injuries, swiftly retaliates with his light hammer, smashing Tarth's shoulder to gravel. Despite the pain, Tarth presses on, delivering a brutal blow with the morning star to Carthen's abdomen. Meanwhile, Ihrin's attack on Hookshank pierces him with a shard of ice, causing him to collapse instantly. With her immediate threat neutralized, Lira regains her footing and focuses her attention on the orc enforcer across the room. As Bran lands on her shoulder, the starknife begins to hum with arcane power, and she looses it towards Grakk, striking him deeply before Bran deftly grabs the weapon in its hooked talons. In response, Grakk roars ferociously at Lira, stunning her momentarily before rushing forward and slamming his hatchet into her thigh. As the far door opens to reveal a cluttered office stacked with books, a man dressed in a faded noble's robe enters, his hand slipping beneath his robe to retrieve a glass vial swirling with noxious fumes. He hurls it towards the gathered combatants, but Ihrin's arcane ward protects her, causing the vial to shatter harmlessly. However, the lingering fears and doubts from the noxious fumes leave a haunting sensation in the minds of those present. Meanwhile, on the rooftop above, Valerica and Caltrix deftly navigate across the swaying rope, their movements guided by determination and focus. As they reach the skylight, they peer through the grimy glass and observe a scar-faced overseer with a whip in hand, moving towards the source of the commotion at the front of the fishery. Directly below the skylight, a large vat containing a slurry of offal, rotting fish, and river water simmers ominously, fueled by the furnace beneath. Fishery, Rnd 4 Carthen Shove Tarth (Success; Stride 5' W), Shove Tarth (Success; Stride 5' NW) Ihrin Demoralize Hookshank (Fail), Attack Hookshank (Miss), Cast Shield Aquila Impulse vs Hookshank (Crit; 16 damage, Hook shank down), Retrieve Shield Valerica (Balance) (Fail; Success), Stride x2 to Skylight Caltrix Stride, Balance (Crit Success), Stride Lira Stand Up (Actions re-ordered, Analyze Weakness (Grakk; Success) then apply 1st attack), Analyze Weakness (+7), Attack (Thrown) Grak (Success, additional +d4 re: Magic Weapon; 2 addt'l, total 9 damage Grakk) Ionacu Cast Magic Weapon, Command Bran to retrieve Lira's Star Bran Strides; Interact to Retrieve Starknife Hookshank AoO vs Carthen's 2nd follow up Stride (Hit; Carthen takes 5 Dmg) Tarth: Rage; Draws Morning Star (Incurs AoO from Carthen; Critical Hit, Tarth takes 18 damage); Attacks Carthen (Hit; Carthen takes 9 damage) Grakk: Demoralizes Lira (Critical Success; Lire Frightened 2, Strides, Strike w/Hatchet (Success; Lira takes 9 damage) Bookkeeper Balko Strides to Office door; Interacts; Quickbomber (Dread Ampule); Miss (Carthen, Ihrin, Lira & Grokk take 1 Mental Splash damage) Overseer Ruffio: Strides x3 to finish movement at bottom of stairs Voss: Stride x 3 up through boat onto exterior walkway Rooftop team, it's an interact to open the skylight & jump 10 feet down, however, you can jump into the slurry and take no damage. However, would need to then climb (Athletics DC 12) out of the vat. You can try to land on the edge of the vat (without catfall, you would take five damage, and then (assuming a successful DC 20 Acro check), drop to the floor. A fail will result in a fall into the Slurry. Additionally, Lira, we will assume Bran drops the Starknife in your square next turn, so just an interact to pick up. Edited April 14 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Lira [Magic Weapon addt'l Wpn die] 2 1d4 2 Hookshank (AoO vs Carthen [trigger Shove followup]) 19 1d20+7 12 Hookshank Damage [Piercing] 5 1d4+4 1 Lira [Analyze Weakness vs Grokk; +7] 20 1d20+7 13 Carthen AoO vs Tarth [Trigger, Interact (Draw Weapon) 25 1d20+8 17 Light Hammer vs Tarth [Blunt] 9 1d6+3 6 Tarth Morning Star Strike vs Carthen 19 1d20+7 12 Morning Star [Piercing] 8 1d6+6 2 Grakk Demoralize vs Lira Will DC (+1 re: Inspire Courage) 25 1d20+5 20 Hatchet Strike vs Lira (Frightened 2) 16 1d20+6 10 Hatchet [Slashing] 9 1d6+3 6 Bookkeeper Balko [Dread Ampule vs Ihren] 11 1d20+5 6 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 14 Clone Share Posted April 14 Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 1/3 | Kinetic Gate: Open| Conditions: None | Effects: Inspire Courage Aquila smirks as Hookshanks gets knocked out from her elemental shard of ice, blissfully ignorant that the man lays dead by her head and not simply knocked out cold. The tumult is too frantic for her to fully notice, evidenced by the extreme violence perpetrated upon her allies. The sylph woman sees Lira take massive hits and her protective instincts kick in. She steps up behind the harrowed girl and lays a hand on her, channeling the waters of the living, elemental sea to soothe her wounds. She thinks for a moment to pull her shield close to avoid attacks, but drawing attention is exactly what she needs to do. "You know, there are better ways to get a lady's attention than showering her with your foul spittle and burying an axe in her leg. Have you tried fresh flowers? No? Shocking!" Channeling the storms roiling just beyond her kinetic gate, she draws up a hand, collecting a swirling orb of electricity, then looses the energy toward Grakk. OOC & Actions Action 1: Step 5' down (adj. to Lira) Action 2: Ocean's Balmon Lira - Heal 1d8 hp and she gains Resist 2 to fire for 1 minute. Action 3: Elemental Blast vs. Grakk - 1d6 electricity damage on hit. Name xDiceName xDiceResult xDiceString xDiceRolls Ocean's Balm: Heal Lira 8 1d8 8 Elemental Blast: Attack Grakk 28 1d20+8 20 Electric Damage (pre-crit) 4 1d6+1 3 Link to comment Share on other sites More sharing options...
Vedast Posted April 15 Clone Share Posted April 15 (edited) Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 15/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery Round 4: "Let's get in this fight," said Caltrix with some asperity - all self-directed - annoyed with herself for having thought that these thugs would run rather than face a determined foe directly. Her plans to cut off that retreat had come to naught. I'll drop down first, Valerica. You can follow or fire at "Fabio" there as you see fit. ============ SPLASH -- just narrowly avoiding hitting her head on the edge of the vat: halflings have all the luck. ============ After quickly pulling herself out of the vat into which she fell and dropping down (see below), she draws her rapier. Looking and feeling much like a bedraggled and quite angry cat, both in pathetic appearance and foul temper, the drenched halfling calls out to the figure (Rufio?) at the foot of the stairs. Hey there! Fabio! Perhaps the distraction might provide a bit of 'cover' to allow Valerica a chance to Act as she chose? she thought. OOC Based on Discord discussion with GM, Caltrix can Interact to open the skylight and drop in the same Action. DC = 20 Acrobatics Check to land on the vat edge. DC = 12 Athletics Check to climb out of the vat if that fails. ACTIONS 1. Interact to open skylight and drop down. => failed. Used Halfling Luck feat to obviate the critical failure. 2. Athletics Check to climb out => success. (Per GM clarification, she drops to the floor using Cat Fall feat to mitigate damage as part of the 'climb out' Action. 3. Interact to draw rapier at the foot of the vat probably in the same square as her icon is currently, only the level down. Edited April 15 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DC = 20 Acrobatics Check to land on vat rim 8 1d20+7 1 Reroll using Halfling Luck 17 1d20+7 10 DC = 12 Athletics Check to climb out 15 1d20+2 13 Link to comment Share on other sites More sharing options...
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