TheRaconteur Posted March 21 Clone Share Posted March 21 Sorena Ortho - Traitor to Cheliax AC: 19 | HP: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +8 | Perception: +6 Conditions: Sorena was also hiding a part of herself, but she didn't have a choice in the matter. Her half-mask was seared onto her face, and there was not even her ferromancy was enough to remove it. She gave a cracked toothed smile at Mac's compliment, her fear of the Teacher still present but abated now that her guess had been accepted. "We should go talk to them." Her smile died, she wasn't good at talking to normal people, let alone Spider-people. "I think... I think it will be easier to figure out why the Griffons came if we know why the Anadi were drawn here. To do that, we need to e-earn their trust too." She rasped, hoping she'd earned her companion's, but worried there was still much to prove. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 20, +10 attack 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' slashing 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 2d6 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 Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. raise AC to 19 Thermal NimbusFire Impulse Kineticist Primal Stance You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. stance to deal 2 fire to all within 10', allies gain fire resistance 2 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted March 21 Clone Share Posted March 21 (edited) Sweeth Tooth - Catfolk Thaumaturge 4 HP: 44/44 | AC: 19 | Speed: 25ft | Hero: 2/3 | Spell Slots: 1/1 Perception: +8 Low Light Vision | Fort: +9 | Ref: +10 | Will: +9 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC19 Damage: 2d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +9/+5/+1 Damage: 2d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +9/+5/+1 Damage: 2d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Prepared Cantrips: Gouging Claw, Shield Innate Cantrips: Detect Magic Prepared Spells: Magic Missile | Equipment Consumables: -Jade Cat -Owlbear Claw Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 27gp 16sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Diverse Lore -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance -Assurance (Esoteric Lore) Other: -Wizard Dedication -Basic Wizard Spellcasting -Attack Potency +1 -Skill Potency (Esoteric Lore) -Devastating Attacks (2 dice) School: -Incredible Initiative -Additional Lore (History) -Additional Lore (Library) | SkillsAcrobatics: +8 (T) Arcana: +9 (T) Athletics: +6 (T) Crafting: +3 Deception: +9 (T) Diplomacy: +9 (T) Lore (Academia): +9 (T) Lore (Esoteric): +12 (E) Lore (History): +9 (T) Lore (Library): +9 (T) Intimidate: +11 (E) Medicine: +0 Nature: +6 (T) Occultism: +9* (T) Performance: +3 Religion: +6 (T) Society: +9 (T) Stealth: +8 (T) Survival: +0 Thievery: +8 (T) Conditions : Sweet Tooth scratched her ear absently and she sits up straight once the crown is shown. She investigates it with her eyes, interest sparkling in the golden globes and her teeth showing as she half smiles, half mutters to herself. When Mac suggests Banana should hold onto the crown, Sweet Tooth nods. As much as she thought herself a queen, she had no need of the crown. "Banana can protect and use the crown. It makes sense to me. As for your pelt, if you never wear it in the heat, how will you get used to it? I have plenty of hair to cover me, and I fair just fine! Cats enjoy the sun on their backs!" She stood and said "The anadis await! Sorena is correct, we will learn more from having them close than by guessing at things. Let us go find our new roommates, hmm?" Edited March 22 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lex Samreeth Posted March 21 Clone Share Posted March 21 Banana looks reluctant to pick up the crown. After all, it was the women who were in charge in most kholo tribes, not the men. "Yeah, and I've got fur, too. But our coats are meant for hot lands. Mac comes from the north, where it's only this warm for a month or two. He's been telling me that they actually have four seasons there! Isn't that crazy? I have trouble imagining anything aside from rainy and dry seasons." Hesitantly, he places the carved wooden crown on his head. "I'm supposing it might be a good idea to talk to the anadi. I might be an arcane caster, but I've got a nose for the occult tradition, too. Maybe we can pick up on whatever is calling them here. And just because a summon was intended one way, doesn't mean it has to turn out that way. After all, I wouldn't have met Trouble if everything went perfectly to plan." Trouble looks up from sneaking a cucumber into his rags, eyeing up Sweet Tooth with a smirk. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lycar Posted March 21 Clone Share Posted March 21 %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D48%2F48%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D21%0A%5Bb%5DConditions%3A%5B%2Fb%5D%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Timber%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP:48/48 - AC: 21 Conditions: Hero Points: 3 Spells prepared: Timber, Stabilise Nodding at Banana's words, Mac peers at Sweet Tooth and adds "What Banana said. Sweet Tooth, do you know what snow and ice are? If not, if it gets cold enough, water becomes hard. And when it rains, the rain does not fall as little drops, but rather as... uh, snow. How to explain. Uhm... like... the drops become... fluffy? Big and white. And then they blanket the whole landscape in white. And the water doesn't flow off that way, it... uh... stacks? And yeah, in bad winters, you can have places covered in frozen water up to a person's height. Can you imagine how thick my fur needs to get for me to not freeze to death in such cold? People wear clothes... or more like, people can make clothes. Animals have to make do with their own fur. Or else..." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted March 22 Clone Share Posted March 22 Sweeth Tooth - Catfolk Thaumaturge 4 HP: 44/44 | AC: 19 | Speed: 25ft | Hero: 2/3 | Spell Slots: 1/1 Perception: +8 Low Light Vision | Fort: +9 | Ref: +10 | Will: +9 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC19 Damage: 2d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +9/+5/+1 Damage: 2d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +9/+5/+1 Damage: 2d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Prepared Cantrips: Gouging Claw, Shield Innate Cantrips: Detect Magic Prepared Spells: Magic Missile | Equipment Consumables: -Jade Cat -Owlbear Claw Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 27gp 16sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Diverse Lore -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance -Assurance (Esoteric Lore) Other: -Wizard Dedication -Basic Wizard Spellcasting -Attack Potency +1 -Skill Potency (Esoteric Lore) -Devastating Attacks (2 dice) School: -Incredible Initiative -Additional Lore (History) -Additional Lore (Library) | SkillsAcrobatics: +8 (T) Arcana: +9 (T) Athletics: +6 (T) Crafting: +3 Deception: +9 (T) Diplomacy: +9 (T) Lore (Academia): +9 (T) Lore (Esoteric): +12 (E) Lore (History): +9 (T) Lore (Library): +9 (T) Intimidate: +11 (E) Medicine: +0 Nature: +6 (T) Occultism: +9* (T) Performance: +3 Religion: +6 (T) Society: +9 (T) Stealth: +8 (T) Survival: +0 Thievery: +8 (T) Conditions : Sweet Tooth hisses slightly at Mac. "Of course I know of Ice and Snow! Why the richest would import icebergs from the southern Antrakos Ocean. Those would allow them to have ice all around. I have heard of snow, but never seen it. Four seasons is common to the North, though I have not been that far in my own travels. I have read about it plenty." She patted her own chest and said "Yes, Mac, people wear clothes! Aren't you a clever boy! Come along! I am only teasing you Mac! Come on and let us meet our new friends, I will buy you some lunch." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ulysses Dare Posted March 24 Clone Share Posted March 24 Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Rank: Attendant | Primary branch: Rain-Scribe (lvl 4) | Secondary branch: Uzunjati (lvl 1) HP: 56/56 | Hero Points: 2 | Application | Character sheet Cantrips (2): root reading, stabilize | Spells (1): weaken earth Focus Points: 2/2 | Focus Spells: animal feature, gravity weapon Condition(s): Omalara had seen snow on mountain peaks but she found the idea of it falling from the sky strange. Fascinating as the idea was, however, her cohort was veering away from important matters. "Where are the anadi now? And, if we're going to invite them to stay, do we have enough open dorm rooms for each of them?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted March 24 Clone Share Posted March 24 Sorena Ortho - Traitor to Cheliax AC: 19 | HP: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +8 | Perception: +6 Conditions: It was rare that Sorena got the right answers in lectures and classes, so she soaked it in now. She beamed hearing Sweet Tooth say that she was correct, though beneath her pair of masks they couldn't see her smile. She didn't have to wear both all the time, but the one she couldn't remove was her own private shame, and so she was happy to always wear the one she loved over it. The beautiful Emperor Bird's wing was resplendent, each alloy capturing a different hue, a wonder of her own skill and knowledge with metals. She'd been teaching others how to make the metallic feathers, and if the rumors were true had been making some good coin selling them on the side. "Let's find them and ask." She added, rising from her seat and looking to see if she'd ruined it by speaking. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 20, +10 attack 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' slashing 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 2d6 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 Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. raise AC to 19 Thermal NimbusFire Impulse Kineticist Primal Stance You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. stance to deal 2 fire to all within 10', allies gain fire resistance 2 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lycar Posted March 25 Clone Share Posted March 25 %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D48%2F48%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D21%0A%5Bb%5DConditions%3A%5B%2Fb%5D%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Timber%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP:48/48 - AC: 21 Conditions: Hero Points: 3 Spells prepared: Timber, Stabilise At first, Mac frowns at Sweet Tooth's reply, no need to be rude about it. But he is somewhat mollified by her offer to buy lunch it seems. "Yeah, let's go find the Anadi guys and talk to them. If anything, we can find spare rooms or maybe some people can shack up or something. I don't mind sharing my room." Of course, Mac might still decide to be really hungry today, now that Sweet Tooth is buying. You know, to tease her right back. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted March 27 Author Clone Share Posted March 27 Map OOC finding the anadis For the heroes to locate the anadi students, they should either ask their fellow student (and likely friend) Strands-of-Glowing-Dawn Tzeniwe or succeed at a DC 17 Diplomacy check to Gather Information about them. In either case, the heroes learn that the anadi students haven’t made many friends, as they tend to unsettle other classmates with their preference for their natural humanoid spider forms. The heroes’ anadi classmates often spend evenings in front of the Hababe Building (map included), a little-used structure that contains storerooms, lecture halls, and spare offices. There, the students discuss arcane theories well past dark. Rainbows-Reflected-Upon-Gossamer-Strands, who is called Goss. Droplets-Hanging-Gently Savanakin. Barest-Threads-Billowing Maztachia. The lecture hall is dark for the evening, but the front steps are illuminated by a lantern on a log between several soft clumps of brush. The stairs up to the lecture hall are flanked by two clay statues of stout masked figures holding swords. Although the lecture hall entrance atop the stairs is a grand double door, it’s not the building’s only visible entrance: a smaller door behind the stairs is just illuminated by the lantern’s light. The anadis are currently deeply involved in an esoteric debate about the intricate webs of fate and causality. OOC anadi debate A hero can interrupt the anadi students to question them with a successful DC 19 Diplomacy or Intimidation check, or can join the debate and steer it to a conclusion with a successful DC 15 check using Arcana, Society, or another skill that seems appropriate. Waiting them out is a test of patience, as the anadi students can debate with one another for hours. After the first successful check to interrupt or end the debate, anyone can ask any questions of the anadi. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted March 27 Clone Share Posted March 27 (edited) Sorena Ortho - Traitor to Cheliax AC: 19 | HP: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +8 | Perception: +6 Conditions: Sorena could not believe her luck! She had not intended to speak with the Anadi, leaving such work to others with cleverer tongues. Yet as she drew near, her eyes locked onto the small piece of Cold Iron they were passing back and forth between them as they chittered to one another in their own language. Wisps of magic passed back and forth between then, as they each tried to execute the practical magic that they were theorizing on. She didn't need to speak their language, didn't even need to recognize the spell they were attempting to work. They were trying ferromancy! She could speak the magic that they were attempting! "You have to account for the impurities in the metal." She interrupted their discussion, hoping they at least spoke Mwangi. She reached out with her own gauntleted hand, touching it and beginning to shape and mold it with her magic. "You almost never get a pure alloy, unless it's conjured. Even for something like Cold Iron there are going to by flecks of other metal, stones, sand, grit. Usually too small to see. But you can feel it, and it interrupts the magic. Look." With practiced efficiency, she slowly drew out a pinch of debris from the chuck of Cold Iron, the metal obeying her will. "I'm... I'm Sorena, by the way. I... we... we wanted to learn from you, learn from each other I mean. Magic." As if she had to say it. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 20, +10 attack 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' slashing 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 2d6 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 Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. raise AC to 19 Thermal NimbusFire Impulse Kineticist Primal Stance You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. Choose cold or fire. You and allies in your kinetic aura gain resistance equal to your level to damage of that type. Any creature that starts its turn in your kinetic aura or moves into your aura during its turn takes damage equal to half your level of the chosen type. Elemental resistance from a gate junction is cumulative with resistance from Thermal Nimbus. stance to deal 2 fire to all within 10', allies gain fire resistance 2 Edited March 27 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Arcana 27 1d20+7 20 Link to comment Share on other sites More sharing options...
Lycar Posted March 28 Clone Share Posted March 28 (edited) %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D48%2F48%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D21%0A%5Bb%5DConditions%3A%5B%2Fb%5D%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Timber%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D%0A Mac Tíre Mac Tíre HP:48/48 - AC: 21 Conditions: Hero Points: 3 Spells prepared: Timber, Stabilise Finding the Anadi students was a matter of asking about their whereabouts, which Mac managed in his usual silver-tongued way "Hey, so, like, you know how our new Anadi students hang around? We kinda like to talk to them and stuff..." Fortunately, Tzeniwe had a pretty good idea where her fellow Anadi are 'hanging around' right now, even if she gave Mac an odd look when sending the cohort to the lecture hall. Once there, Mac finds the three students engrossed in a conversation that, frankly put, goes over his head. Fate, webs, causality... his own Druid mentor and adoptive father being a Dwarf, Jorgid always had a pretty firm opinion on fate: Make your own. Also, maybe the three spider-kin are taking the web analogy a tad far there? Fortunately, Sorena finds something to add to the conversation. Being a natural at metal-magic, she can show the trio a neat insight into metal-magic. Huh. Wondering if he could use that advice for wood magic too? Naa... that won't work, wood is all about growth and change and metal... is not... Eventually Sorena finishes her little lecture, but now she seems to run out of steam a bit. Oh well... "So yeah, what Sorena said. Also, still trying to figure out why you guys felt like being compelled to come here, and why those gryphons tried to eat you. 'Cause it's not like gryphons to come to cities or villages, so we figure, they were, like magically compelled or something. And we, uh, figure something like that might have attracted you too. So... did you, like, wonder about that yourself maybe? And got any ideas we could pick up on?" "Oh and, if you don't mind, I'm kinda curious what your human guises look like. You know, what with me being a shape-shifter myself and stuff... Er, you do remember us from the whole gryphon-thing, yes?" Edited April 11 by Lycar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Diplomacy (DC 17) 8 1d20+6 2 Link to comment Share on other sites More sharing options...
omegoku Posted March 28 Clone Share Posted March 28 Sweeth Tooth - Catfolk Thaumaturge 4 HP: 44/44 | AC: 19 | Speed: 25ft | Hero: 2/3 | Spell Slots: 1/1 Perception: +8 Low Light Vision | Fort: +9 | Ref: +10 | Will: +9 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC19 Damage: 2d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +9/+5/+1 Damage: 2d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +9/+5/+1 Damage: 2d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Prepared Cantrips: Gouging Claw, Shield Innate Cantrips: Detect Magic Prepared Spells: Magic Missile | Equipment Consumables: -Jade Cat -Owlbear Claw Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 27gp 16sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Diverse Lore -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance -Assurance (Esoteric Lore) Other: -Wizard Dedication -Basic Wizard Spellcasting -Attack Potency +1 -Skill Potency (Esoteric Lore) -Devastating Attacks (2 dice) School: -Incredible Initiative -Additional Lore (History) -Additional Lore (Library) | SkillsAcrobatics: +8 (T) Arcana: +9 (T) Athletics: +6 (T) Crafting: +3 Deception: +9 (T) Diplomacy: +9 (T) Lore (Academia): +9 (T) Lore (Esoteric): +12 (E) Lore (History): +9 (T) Lore (Library): +9 (T) Intimidate: +11 (E) Medicine: +0 Nature: +6 (T) Occultism: +9* (T) Performance: +3 Religion: +6 (T) Society: +9 (T) Stealth: +8 (T) Survival: +0 Thievery: +8 (T) Conditions : Sweet Tooth followed the others until they finally found the trio, when Sorena showed them her metal bending skills, Sweet Tooth was impressed. She had been trying to master a spell to use metal in an offensive ranged attack. The idea of firing flecks of silver at a werewolf, or cold iron at some fey seemed very useful. And she liked to have options. Last time she has tried it, she had failed. Perhaps due to the imperfections that Sorena spoke of. "Listen to my friend here. She knows her stuff, especially when it comes to all things metal. I would love to hear more of your knowledge of the web of fate, but that can wait a while. I have an idea! Why don't you all move into our dorm for a few weeks? In that time, we can be comfortable as we discuss it, and other things, like Griffon attacks!" Name xDiceName xDiceResult xDiceString xDiceRolls Society 27 1d20+9 18 Link to comment Share on other sites More sharing options...
Ulysses Dare Posted March 31 Clone Share Posted March 31 Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Rank: Attendant | Primary branch: Rain-Scribe (lvl 4) | Secondary branch: Uzunjati (lvl 1) HP: 56/56 | Hero Points: 2 | Application | Character sheet Cantrips (2): root reading, stabilize | Spells (1): weaken earth Focus Points: 2/2 | Focus Spells: animal feature, gravity weapon Condition(s): Omalara was more comfortable working with wood than metal and the Anadi's spirited discussion quickly left her head spinning. Fortunately the cohort's newest member seemed up to the challenge. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted April 4 Author Clone Share Posted April 4 The three anadi exclaim excitedly as Sorena begins to mold and shape the piece of metal. "Ah yes! We will be very happy to learn your expertise! I am Rainbows-Reflected-Upon-Gossamer-Strands, who is called Goss. This is Droplets-Hanging-Gently Savanakin, and over there is Barest-Threads-Billowing Maztachia." To Mac, Savanakin replies "Why we came to the Magaambya... we... are not sure. We felt the call of magic, and knew this was the place that had the most to teach us about it. As for the griffons, we also couldn’t say. It was the most terrifying moment of our lives, and we are extremely grateful you were there! We owe you a great debt, it is unlikely that we would have survived without you! We have seen griffons before, but not those griffons—they are very distinctive in their look, so perhaps it’s not difficult to find out where they came from. How could we forget our saviors? Surely we can show you our human appearances." With a look of concentration, all begin transforming themselves, their body hairs and fangs shrinking back into their bodies, skin becoming smoother, eyes becoming smaller and more human looking. Goss blinks, as if unaccustomed to this form. Savanakin looks around uncomfortably, and Maztachia shifts from foot to foot. As Sweet Tooth makes the offer, all three gasp in surprise. Maztachia is the first to respond. "Assuredly we will accept your offer! How welcoming all of you are, we are bestowed with the greatest of fortunes!" They chitter excitedly among themselves for a moment, before continuing the conversation. Omolara observes the conversation. "We live deep in the jungle. We wanted to see more of the world, and so came to Nantambu. We had only just arrived, and only just learned of the Magaambya, when we felt the call pulling us here. We hadn’t seen more than a handful of other humanoids until we came, and here there are so, so many! This storeroom calls to us at times. We spend a lot of time discussing what might be there, but we haven’t gone in. We sometimes hear noises inside, and that gives us caution." Goss gestures at the door nearby. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lycar Posted April 4 Clone Share Posted April 4 (edited) %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fmwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com%2Fmonthly_2024_04%2FMac150x200.jpg.8b36cd34c9fca13afee5af6770b20d63.jpg%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D%2048%2F48%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D21%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20%0A%5Bb%5DHero%20Points%3A%5B%2Fb%5D%203%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Timber%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP: 48/48 - AC: 21 Conditions: Hero Points: 3 Spells prepared: Timber, Stabilise Mac watches with great interest as the Anadi students show off their human forms. Sensing their discomfort, he himself wills his body to assume his hybrid form. %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fmwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com%2Fmonthly_2024_04%2FMacHybrid200x150.jpg.92ba6dd73c73494c32a2e261dc048e11.jpg%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D%2048%2F48%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D21%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20%0A%5Bb%5DHero%20Points%3A%5B%2Fb%5D%203%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Timber%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP: 48/48 - AC: 21 Conditions: Hero Points: 3 Spells prepared: Timber, Stabilise "Thanks for showing us. Looking good! And here's my, uh... 'hybrid form'. I usually prefer to stay in human dis-guise, my pelt is too thick for the weather around here. Usually I just shift back at night, when it's colder. Of course, some people complain about my room being full of dog hair. It's totally not! Its wolf hair", Mac clarifies, nodding sagely. It's important to be precise about these things. Magic can go pretty awry when you don't get things right. When the Anadi mention the storeroom calling out to them, Mac tilts his head and peers at his cohort members. "Err... we should check that out maybe? But then we better prepare ourselves, just in case it is full of bugs. Again..." Edited April 11 by Lycar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts