TheRaconteur Posted May 2 Clone Share Posted May 2 Sorena Ortho - Traitor to Cheliax AC: (22) | HP: 35/56 | 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. Her life had flashed before her eyes yet again, and with it her death. How many times was she to be spared? She who had abandoned everything that she was supposed to stand for? Death had come for her a second time, but the healing magic of her companions had saved her. She turned to Thura, she was pretty sure it was Thura who had worked the healing magic, and bowed her head. "You saved me." She said bluntly, and then awkwardly left the words hanging. 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., 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 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... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted May 2 Clone Share Posted May 2 Thura - fatigued HP: 44/44 AC: 17 Perception +9 Fort +7 Ref +7 Will +11 Thura just shrugs at Sorena and says "You have been helpful to us, so I shall be helpful to you." "...now, why was that statue attacking us..." she frowns. Was that one of the Magaambya's defenses run amok, or something else? But, with no answer for that, she turns her attention to aiding any others who are wounded. Name xDiceName xDiceResult xDiceString xDiceRolls Treat Wounds; healing 18; 11 1d20+11;2d8 [7]; [7,8,3] Link to comment Share on other sites More sharing options...
omegoku Posted May 2 Clone Share Posted May 2 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 put her blade away and approached the fallen statue. She looks over her shoulder at the spider trio. "Well done friends, those magic missiles turned the tide!" Then she stooped down over the broken remains of the statue and tried to see if there was any clues as to why it might have attacked. Name xDiceName xDiceResult xDiceString xDiceRolls Arcana 27 1d20+9 18 Link to comment Share on other sites More sharing options...
Lex Samreeth Posted May 2 Clone Share Posted May 2 Banana gets up from where the statue knocked him to the ground, shaking out his mane. "I suppose I should learn a few spells that don't require aiming. That statue was exceptionally stubborn. And I agree. Why would a statue on Magaambaya grounds be hostile towards its students? It doesn't make sense." He goes over to take a closer look at the statue. His expertise is wood, but he might be able to glean something from what he can see and sense as to the nature of this rogue construct. Name xDiceName xDiceResult xDiceString xDiceRolls Crafting 23 1d20+10 13 Link to comment Share on other sites More sharing options...
Ulysses Dare Posted May 2 Clone Share Posted May 2 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): "Even for a school of magic, a golem seems wasted guarding a mere storeroom." Omalara remarked."Yet, since it ignored the anadi, that is clearly what it was doing. It doesn't take a sage to reason there's a connection with whatever is calling them." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted May 2 Clone Share Posted May 2 Sorena Ortho - Traitor to Cheliax AC: (22) | HP: 46/56 | 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. Sorena's armor fell to pieces about her as Thura drew close, allowing the Iruxi to tend to her wounds. Unlike the slagged Signifer helm, the rest of her mail was not melted into her flesh. She was a large woman, dressed in a threadbare arming jacket, which now had two large tears around her collarbone where the statue's sword had cut deep into the muscles in her pecks and shoulder. It had cut deep into bone as well, but her magic had mended that. It hadn't mended the jacket, and she'd need to have that seen too. "Lets see what it was guarding." She said once Thura was done, her armor reforging itself instantly with a searing scream. 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., 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 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... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted May 9 Author Clone Share Posted May 9 (edited) Her life had flashed before her eyes yet again, and with it her death. How many times was she to be spared? She who had abandoned everything that she was supposed to stand for? Death had come for her a second time, but the healing magic of her companions had saved her. Sorena turned to Thura, she was pretty sure it was Thura who had worked the healing magic, and bowed her head. "You saved me." She said bluntly, and then awkwardly left the words hanging. Thura just shrugs at Sorena and says "You have been helpful to us, so I shall be helpful to you." "...now, why was that statue attacking us..." she frowns. Was that one of the Magaambya's defenses run amok, or something else? But, with no answer for that, she turns her attention to aiding any others who are wounded. Sweet Tooth put her blade away and approached the fallen statue. She looks over her shoulder at the spider trio. "Well done friends, those magic missiles turned the tide!" Then she stooped down over the broken remains of the statue and tried to see if there was any clues as to why it might have attacked. Banana gets up from where the statue knocked him to the ground, shaking out his mane. "I suppose I should learn a few spells that don't require aiming. That statue was exceptionally stubborn. And I agree. Why would a statue on Magaambaya grounds be hostile towards its students? It doesn't make sense." He goes over to take a closer look at the statue. His expertise is wood, but he might be able to glean something from what he can see and sense as to the nature of this rogue construct. Both Sweet Tooth and Banana sees and scent lingering traces of a magic dissipating... it seems that the statue was imbued with arcane energy within the past day. Sweet Tooth vaguely has the notion that guardian may have been animated long ago, and the recent burst of energy merely reactivated it. Banana notes that Terra-cotta warriors typically guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features. At its creation, a terra-cotta warrior can be engraved with runes, applying these runes to the weapons it wields. Such runes can’t be removed and engraved on items. The soldier here has only a +1 weapon potency rune and a striking rune, but more powerful versions with more powerful potency and property runes have been known to exist. A single terra-cotta warrior stands 6 feet tall. "Even for a school of magic, a golem seems wasted guarding a mere storeroom." Omalara remarked."Yet, since it ignored the anadi, that is clearly what it was doing. It doesn't take a sage to reason there's a connection with whatever is calling them." The anadi nod. "Once more, you have around to help. We very much appreciate that you were nearby to save us. Trouble seems to be following us... first the griffons, and now the statue!" Goss looks troubled, but gestures expansively, then bows slightly in gratitude. Sorena's armor fell to pieces about her as Thura drew close, allowing the Iruxi to tend to her wounds. Unlike the slagged Signifer helm, the rest of her mail was not melted into her flesh. She was a large woman, dressed in a threadbare arming jacket, which now had two large tears around her collarbone where the statue's sword had cut deep into the muscles in her pecks and shoulder. It had cut deep into bone as well, but her magic had mended that. It hadn't mended the jacket, and she'd need to have that seen too. "Lets see what it was guarding." She said once Thura was done, her armor reforging itself instantly with a searing scream. OOC Door is boarded closed from the inside. The door requires a successful DC 17 Athletics check to Force Open, or the heroes can pry open the wood piece by piece given about an hour of work. Once opened A2 Dust and cobwebs coat empty shelves and cabinets. The hard dirt floor is stained with paint and the powder of long-inert reagents. Map Edited May 9 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted May 9 Clone Share Posted May 9 (edited) Sorena Ortho - Traitor to Cheliax AC: (22) | HP: 46/56 | 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. Sorena attempted to rip the door off of its hinges, but despite her hulking size lacked the strength to do so. She looked to Mac and shrugged helplessly, stepping back. 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., 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 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 May 9 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Athletics 15 1d20+9 6 Link to comment Share on other sites More sharing options...
omegoku Posted May 9 Clone Share Posted May 9 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 left it to the more rugged of the group to deal with the door. She took the time instead to stretch out in the sun for a short time and left out a yawn as she watched the heavy lifting. When the doorway was cleared, she stepped inside and looked around. "Someones old lab perhaps? I doubt there is anything to see here, we must delve deeper!" She moved to the doorway and listened, then pushed the door open quietly. It didn't look like anyone had used this room in a long time, but it pays to be cautious. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 15 1d20+8 7 Stealth 18 1d20+8 10 Link to comment Share on other sites More sharing options...
Lycar Posted May 9 Clone Share Posted May 9 (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%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 With the clay golem defeated, Mac's impulse is to help Sorena, but Thura is already on it, and the Iruxi woman is as well trained in first aid as himself. So he just nods at the Anadi in gratitute for their help again and helps with the investigation. Considering what both Sweet Tooth and Banana figure out about the golem, Mac wonders "Yeah okay, but what is a statue like this doing here? I mean, this is a library, not a tomb. Unless...", his thoughts conclude, eyeing the door warily. With Sorena's injuries patched up at least a bit, the big woman volunteers to try and force the barred door open. But despite her bulk and best effort, the door won't budge. She seems to be despondent about her failure, but Mac won't have none of that. "Dude, don't give up like that, I'm pretty sure I heard some wood cracking there. But okay, you are still injured, rest now and I'll give it a try myself, okay?" Feeling a bit more comfortable in his, well, true form, Mac lets his features flow into his lupine hybrid shape (also to give the Anadi a bit of a show, being shape-shifters themselves, they seemed to like watching his own transformation, so why not give them the pleasure). %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 Considering what little he has learned about wood and magic, Mac tries to determine where the weak points of the door might be, especially since Sorena certainly must have some success at weakening the frame. If only her brush with death did not disheart her so... "Yeah, I think, like so...", he mutters as he tries to get a grip on how to open the damn door. At first, Mac is somewhat confused about what he finds and can not make head or tail of it. Unwilling to let the cohort be defeated by a dead door of all thigs, Mac rallies his determination and keeps trying to find a weak spot. Until he realises... "Man, now I get it, that door must have been barred from the inside. No wonder just trying to force the latch won't work. But I think... I mean, apart from the whole 'tomb' thing... I think if I slam the thing...", Mac mutters aloud, more to himself then his cohort members. Then, taking a few steps back, Mac charges the door, his furry frame propelled by his comparatively stronger leg muscles and slams his shoulder into the centre of the door, and with a resounding *crack*, something on the other side of the door breaks, and with a bit more prying, he can finally oush it open. "See Sorena? You did weaken those boards. You just gave up too quickly. Just have a bit more faith into your own abilities, see?", he tells her with a smile and a wagging tail. But even as he is reassuring Sorena, Sweet Tooth pushes past him and into the room. Ah yes, a cat's curiosity. Oh well, let her have this, as long as the cohort succeeds, it matters not who does what so much. Still, he follows the catfolk girl closely and starts sniffing around. Both figuratively and literally. This room had been barred from the inside, so unless someone teleported out of it after the fact (a decent possibility given their location), there must be another exit. No visible door, maybe a hidden one? Edited May 9 by Lycar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Athletics to force the door 11 1d20+10 1 Hero point, because seriously... 24 1d20+10 14 Perception to seek hidden doors 14 1d20+10 4 Link to comment Share on other sites More sharing options...
Lex Samreeth Posted May 9 Clone Share Posted May 9 (edited) Trouble dashes in, eager to find new and exciting ways of annoying people. Maybe drawing a dick on a wall that hasn't seen light for decades! Banana, on the other hand, quickly spits out a spell, illuminating the tip of his staff as he makes his way in. "Strange. Terracotta isn't exactly a common practice in Mwangi, and those statues normally stay dormant unless their tomb is broken into - not when somebody passes by outside. As for why it didn't attack the anadi...maybe it didn't recognize them in their true form. It probably registered them as unusually large spiders and ignored them, but the moment we folks came in, walking on two legs and having arms, it flipped the little magical switch inside him that said 'kill them all'. Probably won't be able to find out, now that the thing's destroyed, but that's my best guess." Edited May 9 by Lex Samreeth (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ulysses Dare Posted May 9 Clone Share Posted May 9 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): Recalling Amosgarn with a trill, Omalara nocked a new arrow and advanced warily into the room. Where there's one magical guardian there could easily be two, she reflected as she surveyed the dusty storage area. When Sweet Tooth moved to other door and began to jiggle the latch, she drew her bowstring back fully and sighted on the doorway. "Don't be in such a rush!" she chided the catfolk. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted Thursday at 01:46 AM Author Clone Share Posted Thursday at 01:46 AM (edited) Sorena attempted to rip the door off of its hinges, but despite her hulking size lacked the strength to do so. She looked to Mac and shrugged helplessly, stepping back. With the clay golem defeated, Mac's impulse is to help Sorena, but Thura is already on it, and the Iruxi woman is as well trained in first aid as himself. So he just nods at the Anadi in gratitute for their help again and helps with the investigation. Considering what both Sweet Tooth and Banana figure out about the golem, Mac wonders "Yeah okay, but what is a statue like this doing here? I mean, this is a library, not a tomb. Unless...", his thoughts conclude, eyeing the door warily. With Sorena's injuries patched up at least a bit, the big woman volunteers to try and force the barred door open. But despite her bulk and best effort, the door won't budge. She seems to be despondent about her failure, but Mac won't have none of that. "Dude, don't give up like that, I'm pretty sure I heard some wood cracking there. But okay, you are still injured, rest now and I'll give it a try myself, okay?" Feeling a bit more comfortable in his, well, true form, Mac lets his features flow into his lupine hybrid shape (also to give the Anadi a bit of a show, being shape-shifters themselves, they seemed to like watching his own transformation, so why not give them the pleasure). Considering what little he has learned about wood and magic, Mac tries to determine where the weak points of the door might be, especially since Sorena certainly must have some success at weakening the frame. If only her brush with death did not disheart her so... "Yeah, I think, like so...", he mutters as he tries to get a grip on how to open the damn door. At first, Mac is somewhat confused about what he finds and can not make head or tail of it. Unwilling to let the cohort be defeated by a dead door of all thigs, Mac rallies his determination and keeps trying to find a weak spot. Until he realises... "Man, now I get it, that door must have been barred from the inside. No wonder just trying to force the latch won't work. But I think... I mean, apart from the whole 'tomb' thing... I think if I slam the thing...", Mac mutters aloud, more to himself then his cohort members. Then, taking a few steps back, Mac charges the door, his furry frame propelled by his comparatively stronger leg muscles and slams his shoulder into the centre of the door, and with a resounding *crack*, something on the other side of the door breaks, and with a bit more prying, he can finally oush it open. "See Sorena? You did weaken those boards. You just gave up too quickly. Just have a bit more faith into your own abilities, see?", he tells her with a smile and a wagging tail. But even as he is reassuring Sorena, Sweet Tooth pushes past him and into the room. Ah yes, a cat's curiosity. Oh well, let her have this, as long as the cohort succeeds, it matters not who does what so much. Still, he follows the catfolk girl closely and starts sniffing around. Both figuratively and literally. This room had been barred from the inside, so unless someone teleported out of it after the fact (a decent possibility given their location), there must be another exit. No visible door, maybe a hidden one? Sweet Tooth left it to the more rugged of the group to deal with the door. She took the time instead to stretch out in the sun for a short time and left out a yawn as she watched the heavy lifting. When the doorway was cleared, she stepped inside and looked around. "Someones old lab perhaps? I doubt there is anything to see here, we must delve deeper!" She moved to the doorway and listened, then pushed the door open quietly. It didn't look like anyone had used this room in a long time, but it pays to be cautious. Dust and cobwebs coat empty shelves and cabinets. The hard dirt floor is stained with paint and the powder of long-inert reagents. There is a door to the left. Both Sweet Tooth and Mac, while suspicious, do not find anything of particular note. Whether such things are well hidden or simply not there is another matter. Trouble dashes in, eager to find new and exciting ways of annoying people. Maybe drawing a dick on a wall that hasn't seen light for decades! Banana, on the other hand, quickly spits out a spell, illuminating the tip of his staff as he makes his way in. "Strange. Terracotta isn't exactly a common practice in Mwangi, and those statues normally stay dormant unless their tomb is broken into - not when somebody passes by outside. As for why it didn't attack the anadi...maybe it didn't recognize them in their true form. It probably registered them as unusually large spiders and ignored them, but the moment we folks came in, walking on two legs and having arms, it flipped the little magical switch inside him that said 'kill them all'. Probably won't be able to find out, now that the thing's destroyed, but that's my best guess." Recalling Amosgarn with a trill, Omalara nocked a new arrow and advanced warily into the room. Where there's one magical guardian there could easily be two, she reflected as she surveyed the dusty storage area. When Sweet Tooth moved to other door and began to jiggle the latch, she drew her bowstring back fully and sighted on the doorway. "Don't be in such a rush!" she chided the catfolk. OOC Door is boarded closed from the inside. The door requires a successful DC 17 Athletics check to Force Open, or the heroes can pry open the wood piece by piece given about an hour of work. Has been opened by Mac. Once opened A2 Dust and cobwebs coat empty shelves and cabinets. The hard dirt floor is stained with paint and the powder of long-inert reagents. There is a door to the west. Map Edited Thursday at 01:46 AM by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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