LDDragon Posted April 18 Author Clone Share Posted April 18 (edited) Sorena held her ground at the front of the group, conjured metal summoned to protect her. Mac made a quick detour to put on his armour, pick up his nunchucks and fetch a wooden shield from the practice ground before re-joining his cohort. "Okay, I am ready. Let's do this", he announces and readies himself for more bugs to confront. Instead, a statue suddenly comes alive... or at least animate. "Ooookay, that is new..." "Why do so many things in this school try to kill us? And it's a statue, too...which means my favorite cantrip isn't going to do much, probably. Tsaa." Banana glances over at Mac and the others, gripping his staff one-handed. "Standard hunt-tactics, yes? Disarm it, get it on the ground." Sweet Tooth tended to carry most of her gear no matter where she went, and she was always picking up more trinkets and items whenever she went exploring. Still she agreed that it was best that everyone was ready and armed if they were going exploring. When the statue came to life she was shocked. "What a dangerous home we all have!" This was a new world to Sorena, despite the months that she'd now been a student. There was so much she didn't know, so much she barely understood. She constantly felt like she had to work harder than the other students, for it always felt to her that they grasped the intricate concepts of magic with less effort than it took her. This though? Putting her Forgeiron encased body between herself and any threat that might emerge to challenge her peers? That she understood. With a bellow of challenge she rushed the thing, the three shards of burning forge iron raised defensively before her. The heat that radiated out from them was tremendous, enough to sear any who drew close to her. Yet she'd learned these last few months how to channel that heat, how to shape it as she shaped fire or metal, protecting any who drew close from also being burned. The statue though? It would feel the full force of the heat which she conjured. "Yes, and our weapons aren't going to fair much better," Omolara replied to Banana's observation. She studied their new foe for a moment. Pottery was an opponent she'd never considered. Still she'd recently mastered a magic that might work here. "I'm going to try a spell!" With that she suddenly dashes forward to lay a hand on the walking statue. Thura had heard there was trouble, so she came running. Her tail lashes with agitation as she steps forward and calls down a divine blessing. The statue raises its shield, and swings its longsword first at Sorena, then at Omolara. Combat Initiatives. Everyone may act. Mac and Banana won initiative but did not act in first round, so may also take an extra 3 actions this time. Might need them... It has shield raised so is at ac 26 It resisted the weaken earth spell, so nothing happened. I moved the Sorena token to the statue, as the post said strides to in front of statue. Sorena takes 17 slashing, as usual, double damage if it crit. Omolara takes 14 slashing, or as usual, double damage if it crit. 29 Thura. acted. stride cast bless 27 Omolara. acted. stride, weaken earth. 21 Sorena. acted. thermal nimbus, stride, shield. 19 Mac 18 Banana 18 Statue 9 Sweet Tooth Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Level-Based DCs Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities Map Edited April 18 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls fort save vs Omolara weaken earth 30 1d20+17 13 statue longsword vs Sorena 34 1d20+17 17 Damage, double this if crit 17 2d8+8 1,8 statue longsword vs Omolara 29 1d20+12 17 Damage 14 2d8+8 4,2 Link to comment Share on other sites More sharing options...
Lycar Posted April 18 Clone Share Posted April 18 (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%5D48%2F48%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D21%20%2B2%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 +2 Conditions: Hero Points: 3 Spells prepared: Timber, Stabilise Seeing his cohort being beset by the animated statue, Mac rushes forward with a snarl and slams into it with his shield before drawing back and swinging his weapon. Then, whether driven by instinct or remembering the tactics training with Esi, he circles around the statue to get opposite of Sorena and flank it, then quickly strikes with his weapon and raises his shield to bring it to bear. Actions rounds 1 & 2 1st round: Move north of statue, strike with shield bash, strike with nunchucks. 2nd round: Move opposite of Sorena, strike with nunchucks, raise shield. Edited April 18 by Lycar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shield slam 28; 9 1d20+11;2d4+2 [17]; [17,3,4] Nunchucks 20; 11 1d20+8;2d6+2 [12]; [12,6,3] Nunchucks #2 14; 11 1d20+12;2d6+2 [2]; [2,3,6] Link to comment Share on other sites More sharing options...
omegoku Posted April 18 Clone Share Posted April 18 (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 had been a little slow to react, but now her mind tried to find this creatures weakness and how best to exploit it! "How long has this statue stood here? The thing is terracotta so smash it with bludgeoning weapons!" She drew her weapon and moved closer. She tried how best to make her usual weapon effective against this thing. She scanned the creature for any hairline cracks or chips she could exploit. Action 1 : Exploit Weakness - Success - Learns weakness to bludgeoning 10, and Sweet Tooth unarmed and weapon Strikes activate the highest weakness they discovered Action 2 : Draw Starknife Action 3 : Move towards statue. OOC - ignore second roll, duplication error. Edited April 18 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Exploit Weakness (Esoteric) 27 1d20+12 15 Exploit Weakness (Esoteric) 15 1d20+12 3 Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 18 Clone Share Posted April 18 (edited) Sorena Ortho - Traitor to Cheliax AC: (22) | HP: 28/56 | Fortitude: +12 | Reflex: +9 | Will: +8 | Perception: +6 Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., 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., 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., shield raised Sorena brought up her conjured shield, but it might as well have been made of tissue paper for all the good it did her. The Terracotta statue smashed through her defenses with its blade, hammering her into the earth and cutting deep into her shoulder. She roared in pain, fire streaming out from her body even as the ruined armor fell to the ground at her feet. She struggled for a moment, caught within the dented and crippled Hellplate, and then seized the metal with her power. With its own scream, new plates of searing hot steel enveloped her hulking form, new shields forming from the wasted metal laying about her. She seized these with her will, forcing them into the form of a battering club, and smacked at the statue with whatever force she could muster. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., 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., 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., shield raised. Reaction: Shield BlockContent... to prevent 6 Free: 2 Fire Damage from 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. Action 1: Activate 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 6; HP (BT) 24 (12) 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. Action 2: Strike with Bludgeoning 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. Action 3: Raise shield 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 6; HP (BT) 24 (12) 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 20 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 4 Shield BlockContent... Edited April 18 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Elemental Blast 27; 4 1d20+10;1d8+3 [17]; [17,1] Link to comment Share on other sites More sharing options...
Eagleheart Posted April 18 Clone Share Posted April 18 (edited) Thura - fatigued HP: 44/44 AC: 19Shield raised Perception +9 Fort +7 Ref +7 Will +11 Seeing Sorena badly hurt, Thura quickly calls down positive energy to heal her, then lifts her shield to defend herself. Actions cast Heal on Sorena Raise Shield Edited April 18 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2-action Heal 26 2d10+16 3,7 Link to comment Share on other sites More sharing options...
Ulysses Dare Posted April 18 Clone Share Posted April 18 (edited) 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: 42/56 | 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 grunts as the unyielding stone blade slams into her ribs sending her stumbling backwards. Frustrated by her spells failure, she continues the motion falling back to a vantage point that lets her cover the spider-folk. Taking a moment to asses her foe, she lets fly with a pair of arrows. Tabletop Omolara Action 1: Stride 15 feet Action 2: Hunt prey on Terracotta statue Action 3: Hunted Shot at Terracotta statue Action 1: Stride 15 feet Action 2: Hunt prey on Terracotta statue Action 3: Hunted Shot at Terracotta statue Edited April 18 by Ulysses Dare (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hunted shot 1 30 1d20+11 19 Damage 1 + Precision 7 1d8+1d6 3,4 Hunted shot 2 26 1d20+11 15 Damage 2 5 1d6 5 Link to comment Share on other sites More sharing options...
Lex Samreeth Posted April 20 Clone Share Posted April 20 Banana charges forward. "Don't think I even need magic for this!" He begins to simply wail on the terracotta statue with his staff, smacking it over and over again like crazy Name xDiceName xDiceResult xDiceString xDiceRolls Turn 1 Attack 1 11 1d20+10 1 Turn 1 Attack 2 13 1d20+6 7 Turn 2 Attack 1 15 1d20+10 5 Turn 2 Attack 2 10 1d20+6 4 Turn 2 Attack 3 21 1d20+2 19 Blunt Damage from Turn 2 Attack 1 9 2d6+3 3,3 Blunt Damage from Turn 2 Attack 3 12 2d6+3 3,6 Link to comment Share on other sites More sharing options...
LDDragon Posted April 24 Author Clone Share Posted April 24 (edited) Seeing his cohort being beset by the animated statue, Mac rushes forward with a snarl and slams into it with his shield before drawing back and swinging his weapon. Then, whether driven by instinct or remembering the tactics training with Esi, he circles around the statue to get opposite of Sorena and flank it, then quickly strikes with his weapon and raises his shield to bring it to bear. Parts of the soldier appear to chip off as Mac slams into it with force, his shield seeming to be particularly effective against this opponent. He swings his nunchucks but the statue moves out of the way. As he goes to circle around it, the statue suddenly lashes out with its sword, attempting to hit Mac, but fumbles the attack. Getting into a flanking position, Mac swings again, but is blocked by its shield. Sweet Tooth had been a little slow to react, but now her mind tried to find this creatures weakness and how best to exploit it! "How long has this statue stood here? The thing is terracotta so smash it with bludgeoning weapons!" She drew her weapon and moved closer. She tried how best to make her usual weapon effective against this thing. She scanned the creature for any hairline cracks or chips she could exploit. Sweet Tooth calls out advice to the rest of the group. The anadi exchange glances, pondering if they would be at all useful in this fight. Sorena brought up her conjured shield, but it might as well have been made of tissue paper for all the good it did her. The Terracotta statue smashed through her defenses with its blade, hammering her into the earth and cutting deep into her shoulder. She roared in pain, fire streaming out from her body even as the ruined armor fell to the ground at her feet. She struggled for a moment, caught within the dented and crippled Hellplate, and then seized the metal with her power. With its own scream, new plates of searing hot steel enveloped her hulking form, new shields forming from the wasted metal laying about her. She seized these with her will, forcing them into the form of a battering club, and smacked at the statue with whatever force she could muster. The battering club strikes into the terra cotta statue, smashing away part of its form. The head of the statue turns to look at Sorena. Seeing Sorena badly hurt, Thura quickly calls down positive energy to heal her, then lifts her shield to defend herself. Healing magic streams towards Sorena, closing her wounds and leaving her feeling healthier than before. Omalara grunts as the unyielding stone blade slams into her ribs sending her stumbling backwards. Frustrated by her spells failure, she continues the motion falling back to a vantage point that lets her cover the spider-folk. Taking a moment to asses her foe, she lets fly with a pair of arrows. Both arrows hit, chipping off more of the statue, as it is a fraction of a second too slow to react with the shield. Banana charges forward. "Don't think I even need magic for this!" He begins to simply wail on the terracotta statue with his staff, smacking it over and over again like crazy. Banana wields his staff with speed and fury, but unfortunately it proves an elusive foe, managing to evade all the attacks. The statue hits Sorena in the neck with its longsword, then spins around and attacks Mac, but misses. It raises its shield again, ready to defend against further attacks. Combat Initiatives. Everyone may act, in any order. It roll a nat 1 on the attack of opportunity on Mac. Then a nat 20 to hit Sorena, so would deal 18 x 2 so 36 damage total from the critical. Good thing Thura healed her. Then missed with a 16 to hit Mac. Raising shield again, so is at AC 26 Bless is active, remember to include the bonus. 29 Thura. 27 Omolara. 21 Sorena. 19 Mac 18 Banana 18 Statue 9 Sweet Tooth Terra cotta soldier. Total damage 47. From Mac shield bash 9 + weakness to bludgeoning 10. 2 fire from Sorena thermal nimbus. 4 Sorena bludgeoning elemental blast + weakness to bludgeoning 10. 7 and 5 from Omolara arrows. Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Level-Based DCs Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities Map Edited April 25 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword vs Mac, Attack of opportunity by statue 18 1d20+17 1 1st attack on Sorena 37 1d20+17 20 Damage 18 2d8+8 7,3 2nd attack on Mac 16 1d20+12 4 Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 25 Clone Share Posted April 25 (edited) Sorena Ortho - Traitor to Cheliax AC: (22) | HP: 24/56 | Fortitude: +12 | Reflex: +9 | Will: +8 | Perception: +6 Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., 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., 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., shield raised Sorena desperately tried to reform her defenses, feeling the lifeblood drain out of her even as she encased herself in forge iron. She did not know what was happening when the pulse of divine magic struck her, she'd rarely tasted such magics before. Yet she could feel the vigor and vitality restored to her limbs at its touch. She brought up her floating shield, only to have her summoned iron smashed to rusty shards by the massive sword. She staggered, her life flashing before her eyes, but Thura's magic had kept her alive. Blinking dully through the pain and the blood in her eyes, she did the whole thing again, reforming the shattered metal and wrapping herself in it. She wavered, but she did not fall, instead focusing her intent into another blunt strike of ferromancy. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., 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., 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., shield raised. Reaction: Shield BlockContent... to prevent 6 Free: 2 Fire Damage from 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. Action 1: Reactivate 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 6; HP (BT) 24 (12) 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. Action 2: Strike with Bludgeoning 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. Action 3: Raise shield 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 6; HP (BT) 24 (12) 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 20 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 4 Shield BlockContent... Edited April 25 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dying 2 1d20 2 Not dying, attacking with bludgeoning 23; 6 1d20+10;1d8+3 [13]; [13,3] Link to comment Share on other sites More sharing options...
Lycar Posted April 25 Clone Share Posted April 25 %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%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 Mac watches in alarm as the clay guardian lays into Sorena, dealing her a heavy blow and fully expecting her to fall. But she stands tall regardless and retaliates instead! Spurred on by her success, Mac himself bashes at the statue. Then he pauses just for a moment and, instead of swinging again, intones the incantation that the glade's Leshys taught him "Baum. Fällt!" Immediately a small tree appears next to the statue, and with a series of ominous creaks, falls over on it. Name xDiceName xDiceResult xDiceString xDiceRolls Strike with nunchucks 31; 5 1d20+12;2d6+2 [19]; [19,1,2] Bludgeoning damage, Reflex DC 18 3 2d4 1,2 Link to comment Share on other sites More sharing options...
omegoku Posted April 25 Clone Share Posted April 25 (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 : Exploit Weakness statue Sweet Tooth saw the stress lines appear as her allies struck the statue. She aimed her knife towards them, hoping the statue would not turn its weapons on her! Hitting the weak spots proved difficult, and the thing avoided her strikes! Action 1 : Step Action 2 : Attack with Starknife (will activate statues weakness 10 to bludgeoning) Action 3 : Attack with Starknife (will activate statues weakness 10 to bludgeoning) Edited April 25 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 1 20 1d20+9 11 Attack 2 23 1d20+5 18 Link to comment Share on other sites More sharing options...
Lex Samreeth Posted April 25 Clone Share Posted April 25 Banana growls in frustration as his blows fail to make any notable impact on the statue. "This is growing frustrating..." His eyes rove over the construct, and he starts recalling the wisdom of the elder hunters. Simply overwhelming some of their prey was not an option. "If swarming and overwhelming does not work, we must dismantle it. Tear away its tools. And I know of one way to make that easier." Banana aims his next strike low, going for the legs. "Come on, everybody, let's do this for the anadi! For the Magaambaya!" His last exclamation is laced with just a hint of arcane magic, giving everyone a tiny little boost. OOC Action 1: Attempting to Trip the Terracotta statue Actions 2 and 3: Casting Infectious Enthusiasm. +1 to Attack, Will, or Cha-based checks for 1 turn Name xDiceName xDiceResult xDiceString xDiceRolls Athletics 13 1d20+11 2 Link to comment Share on other sites More sharing options...
Ulysses Dare Posted April 26 Clone Share Posted April 26 (edited) 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: 42/56 | Hero Points: 2 | Application | Character sheet Cantrips (2): root reading, stabilize | Spells (1): weaken earth Focus Points: 1/2 | Focus Spells: animal feature, gravity weapon Condition(s): An awkward flex of her hand sent a wave of force surging into Omalara's bow. She gave a sharp whistle and pointed to the statue. "Amosgarn, iritpeck!" The statue was bloodless, of course, but it still had eyes. Perhaps dislodging dust would have the same effect. Two more arrows followed her companion into the fray. Tabletop Omolara Action 1: Stride 15 feet Action 2: Hunt prey on Terracotta statue Action 3: Hunted Shot at Terracotta statue Omalara Action 1: Cast gravity weapon Action 2: Command an animal Action 3: Hunted Shot at Terracotta statue Amosgarn Action 1: Fly 30 feet Action 2: SupportThe bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. on Terracotta statue [dazzled until bleed damage is healed.] Edit: I forgot to add the damage from gravity weapon to my damage roll. It should be 11, not 9. Edited April 26 by Ulysses Dare (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hunted shot 1 29 1d20+11 18 Damage 1 + Precision 9 1d8+1d6 3,6 Bleed damage from support 1 1d4 1 Hunted shot 2 12 1d20+11 1 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 27 Clone Share Posted April 27 (edited) Thura - fatigued HP: 44/44 AC: 17 Perception +9 Fort +7 Ref +7 Will +11 Thura casts another healing spell on Sorena. This one is a bit weaker, but she uses the 'momentum' of this spell to cast an offensive one against the enemy. Actions Heal on Sorena Electric Arc on the baddie - basic Reflex, DC 20 Edited April 27 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Heal 11 2d10 6,5 Electric Arc 9 3d4 1,4,4 Link to comment Share on other sites More sharing options...
LDDragon Posted yesterday at 01:44 AM Author Clone Share Posted yesterday at 01:44 AM (edited) Sorena desperately tried to reform her defenses, feeling the lifeblood drain out of her even as she encased herself in forge iron. She did not know what was happening when the pulse of divine magic struck her, she'd rarely tasted such magics before. Yet she could feel the vigor and vitality restored to her limbs at its touch. She brought up her floating shield, only to have her summoned iron smashed to rusty shards by the massive sword. She staggered, her life flashing before her eyes, but Thura's magic had kept her alive. Blinking dully through the pain and the blood in her eyes, she did the whole thing again, reforming the shattered metal and wrapping herself in it. She wavered, but she did not fall, instead focusing her intent into another blunt strike of ferromancy. Part of the statue chips off as Sorena, inspired by the blessing by Thura and flanking with Mac, strikes into the animated creature. Mac watches in alarm as the clay guardian lays into Sorena, dealing her a heavy blow and fully expecting her to fall. But she stands tall regardless and retaliates instead! Spurred on by her success, Mac himself bashes at the statue. Then he pauses just for a moment and, instead of swinging again, intones the incantation that the glade's Leshys taught him "Baum. Fällt!" Immediately a small tree appears next to the statue, and with a series of ominous creaks, falls over on it. Mac hits the statue with his nunchucks, then summons a tree. The tree falls, and the statue does its best to dodge out of the way, but it still lands on the foot of the construct, breaking off a small part of it. Sweet Tooth saw the stress lines appear as her allies struck the statue. She aimed her knife towards them, hoping the statue would not turn its weapons on her! Hitting the weak spots proved difficult, and the thing avoided her strikes! Rather evasive and hard to hit, the statue evades attempts to hit it. Banana growls in frustration as his blows fail to make any notable impact on the statue. "This is growing frustrating..." His eyes rove over the construct, and he starts recalling the wisdom of the elder hunters. Simply overwhelming some of their prey was not an option. "If swarming and overwhelming does not work, we must dismantle it. Tear away its tools. And I know of one way to make that easier." Banana aims his next strike low, going for the legs. "Come on, everybody, let's do this for the anadi! For the Magaambaya!" His last exclamation is laced with just a hint of arcane magic, giving everyone a tiny little boost. The statue catches his staff, and uses it to unbalance Banana, causing him to fall prone. However, his words rally everyone, including the anadi, who finally realize that they have something they can do. All three of them chant and make a flinging motion at the statue. Nine darts of force fly out and strike the creature. An awkward flex of her hand sent a wave of force surging into Omalara's bow. She gave a sharp whistle and pointed to the statue. "Amosgarn, irit!" The statue was bloodless, of course, but it still had eyes. Perhaps dislodging dust would have the same effect. Two more arrows followed her companion into the fray. The first arrow strikes it in the head, toppling the statue. Thura casts another healing spell on Sorena. This one is a bit weaker, but she uses the 'momentum' of this spell to cast an offensive one against the enemy. It falls, body crackling with energy from Thuras lightning arc, shattering into pieces as it hits the ground. Combat COMBAT WON! OUT OF INITIATIVE! Sorena 23 + 1 bless with Mac flanking on the other side hits its flatfooted AC. Banana crit failed the trip attempt, thus loses balance and falls prone. All three anadi use a three action magic missile at the statue. Everyone may act, in any order. Raising shield again, so is at AC 26 Bless is active, remember to include the bonus. 29 Thura. 27 Omolara. 21 Sorena. 19 Mac 18 Banana 18 Statue 9 Sweet Tooth Terra cotta soldier. Total damage 126. From Mac shield bash 9 + weakness to bludgeoning 10. 2 fire from Sorena thermal nimbus. 4 Sorena bludgeoning elemental blast + weakness to bludgeoning 10. 7 and 5 from Omolara arrows. 6 bludgeoning from Sorena + weakness to bludgeoning 10. 5 Mac nunchucks + weakness to bludgeoning 10. 1 Mac tree + weakness to bludgeoning 10. 28 from anadi magic missiles 9 from Omolara and 1 bleed. Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Level-Based DCs Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities Map Edited yesterday at 02:14 AM by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex vs Mac tree 20 1d20+14 6 Magic missile 28 9d4+9 1,3,1,1,2,2,2,4,3 Link to comment Share on other sites More sharing options...
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