Kistler Posted March 27 Clone Share Posted March 27 (edited) Armenga Olulo - Thaumaturge 4 HP: 48/48 | AC: 21 | Speed: 30ft | Hero: 1/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree (2d4+4, DC20 Reflex) 1-Draw Ire (120', DC20 Will, 1 minute) 1d10 Mental + -1 status penalty to attacks against anyone else Crit Success: Nothing happens Success: Half damage, penalty until the end of their next turn Failure: Full damage and penalty Crit Failure: Double damage and -2 penalty Heightened +1: +1d10 damage Perception: +8 | Fort: +9 | Ref: +9 | Will: +8 ConsumablesTalismans: -1x Effervescent Ampoule -1x Snapleaf (Affixed) Potions: -1x Antidote -2x Minor Healing Potion -1x Lesser Healing Potion Scrolls: -2x Bless -1x Jump -1x Heal Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree (DC20 Ref) Level 1: - Draw Ire (DC20 Will) | Skills*Academic Lore: +6 Acrobatics: +1 **Arcana: +8 *Athletics: +9 *Crafting: +6 *Deception: +10 *Diplomacy: +10 **Esoteric Lore: +13 **Intimidation: +12 Medicine: +0 *Nature: +6 *Occultism: +6 Performance: +4 *Religion: +6 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +8 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 4* Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Terrifying ResistanceGain +1 Circumstance bonus to saves against spells and effects for 24 hours if you succeed on intimidating someone. -Scroll ThaumaturgyYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Breached DefensesLearn enemy resistance when you Ecploit, can choose to ignore resistance instead of triggering weakness. -Esoteric Warden Gain +1 Status bonus to AC and saves against the next Attack or Spell/Ability from the target of your Exploit if your Exploit was a success. Gain +2 if your Exploit was a critical success. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) "It is good to meet you, Wugo. We have learned much in our time at the Magammbya, beyond stabbing and fire-lighting. I hope you do as well." Armenga thinks on her own knowledge of griffons, their roosting habits, diet, family size, and things of that nature. "Do any of you have an idea how to fight in the air, if we have to fight griffons again? I think perhaps it may be wise to wear a snapleaf. No?" Mechanics/Actions Other: Sell: Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +10 | 2d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +8 | 2d4+5P | Agile | Thrown 20' -Whip: +10 | 2d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +10 | 2d6+5B/S | Fatal D10 -War Razor: +10 | 2d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -2x Empty Vials -2x Scrolls (Bless) -1x Scroll Jump, Heal -17gp, 9sp, 1cp Dormitory -Bedroll -Crafter's BookFormulae: -All common 0-level items -Scroll -Wand -Goz Mask -Masquerade Scarf -2x Rations (1w) -3x Sacks -3x Torches Edited March 28 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Esoteric lore on griffons 33 1d20+13 20 Link to comment Share on other sites More sharing options...
Kyper007 Posted March 27 Clone Share Posted March 27 (edited) Firea - Kitsune Summoner lvl 3 AC: 16 | HP: 52/52 | PER: +9 | FORT: +9 REF: +7 WILL: +9 | SPELLS/DAY: CAN: Unl 1ST: 2/2 2ND: 2/2 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 Firea looked towards Armenga, then to the others. "Neither of us know how to fly much less fight in the air." Firea said as she considered the question a moment. "My suggestion is that we all get a ranged weapon of some sort so that we're not at as much of a disadvantage as we were last time." "My Firebolt would work for that, as long as they are not further than 180 feet away. That far out though it is a bit harder to hit mind you..." Auriflamma chimes in. "I have my Foxfire which has a range similar to Auriflamma's fire bolt, and my Crossbow." Firea said, then she shrugged. "I also have my spells." Spells Innate: Daze*, (Forbidding Ward), (Ghost Sound) NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat. Focus: Boost Eidolon, Evolution Surge Cantrips: Detect Magic, Eat Fire, Electric Arc, Frostbite, Ignition, Read Aura First: Breath Fire, Summon Animal, Summon Fey Second: Blazing Bolt, Summon Elemental OOC/Actions Other: Free: Action 1: Action 2: Action 3: Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower. Exploration Activity (Firea): Detect Magic Exploration Activity (Auriflamma): Scout Edited March 27 by Kyper007 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted March 27 Author Clone Share Posted March 27 (edited) Map Teacher Janatimo nods to Armenga. "Perhaps asking around Nantambu will prove give some information. It is odd for griffons to approach areas with a lot of people unless they have been acclimatized to them. If they have had some form of training to get them used to people, then those around the city may have some clues." Advice on tracking griffons Heroes looking into the origins of the griffons that attacked the anadi students have to investigate Nantambu to acquire the necessary clues. Any hero who’s trained in Nature knows that griffons don’t approach urban areas unless they’ve been acclimated to humanoids. Heroes trained in Society know that many people in Nantambu capture and domesticate animals for use as guards, mounts, or pets. Griffons are exceedingly difficult to capture and harder to domesticate. This difficulty, combined with the distinct appearance of the griffons that attacked the anadis, means finding the right place is simply a matter of narrowing down the options. A successful DC 19 Diplomacy check to Gather Information DC 15 Diplomacy, Nature, or Society checks can aid the main Diplomacy check to gather information. Finding the anadis For the heroes to locate the anadi students, they should either ask their fellow student (and likely friend) Strands-of-Glowing-Dawn Tzeniwe or succeed at a DC 17 Diplomacy check to Gather Information about them. In either case, the heroes learn that the anadi students haven’t made many friends, as they tend to unsettle other classmates with their preference for their natural humanoid spider forms. The heroes’ anadi classmates often spend evenings in front of the Hababe Building (map included), a little-used structure that contains storerooms, lecture halls, and spare offices. There, the students discuss arcane theories well past dark. Rainbows-Reflected-Upon-Gossamer-Strands, who is called Goss. Droplets-Hanging-Gently Savanakin. Barest-Threads-Billowing Maztachia died from the griffon attack. The search for the anadi students will eventually lead the group to the lecture hall. The lecture hall is dark for the evening, but the front steps are illuminated by a lantern on a log between several soft clumps of brush. The stairs up to the lecture hall are flanked by two clay statues of stout masked figures holding swords. Although the lecture hall entrance atop the stairs is a grand double door, it’s not the building’s only visible entrance: a smaller door behind the stairs is just illuminated by the lantern’s light. The anadis are currently deeply involved in an esoteric debate about the intricate webs of fate and causality. Anadi debate A hero can interrupt the anadi students to question them with a successful DC 19 Diplomacy or Intimidation check, or can join the debate and steer it to a conclusion with a successful DC 15 check using Arcana, Society, or another skill that seems appropriate. Waiting them out is a test of patience, as the anadi students can debate with one another for hours. After the first successful check to interrupt or end the debate, anyone can ask any questions of the anadi. Edited March 27 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted March 28 Clone Share Posted March 28 (edited) Armenga Olulo - Thaumaturge 4 HP: 48/48 | AC: 21 | Speed: 30ft | Hero: 1/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree (2d4+4, DC20 Reflex) 1-Draw Ire (120', DC20 Will, 1 minute) 1d10 Mental + -1 status penalty to attacks against anyone else Crit Success: Nothing happens Success: Half damage, penalty until the end of their next turn Failure: Full damage and penalty Crit Failure: Double damage and -2 penalty Heightened +1: +1d10 damage Perception: +8 | Fort: +9 | Ref: +9 | Will: +8 ConsumablesTalismans: -1x Effervescent Ampoule -1x Snapleaf (Affixed) Potions: -1x Antidote -2x Minor Healing Potion -1x Lesser Healing Potion Scrolls: -2x Bless -1x Jump -1x Heal Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree (DC20 Ref) Level 1: - Draw Ire (DC20 Will) | Skills*Academic Lore: +6 Acrobatics: +1 **Arcana: +8 *Athletics: +9 *Crafting: +6 *Deception: +10 *Diplomacy: +10 **Esoteric Lore: +13 **Intimidation: +12 Medicine: +0 *Nature: +6 *Occultism: +6 Performance: +4 *Religion: +6 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +8 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 4* Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Terrifying ResistanceGain +1 Circumstance bonus to saves against spells and effects for 24 hours if you succeed on intimidating someone. -Scroll ThaumaturgyYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Breached DefensesLearn enemy resistance when you Ecploit, can choose to ignore resistance instead of triggering weakness. -Esoteric Warden Gain +1 Status bonus to AC and saves against the next Attack or Spell/Ability from the target of your Exploit if your Exploit was a success. Gain +2 if your Exploit was a critical success. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) Armenga thanks Teacher Janatimo, trying to show respect and deference to the learned man. Once they leave she says the the others, "This school is certainly more dangerous than I expected. I think I need to stop at the Powder Pile. Though, I wish we had a bit more coin." That bearskin rug in the dorm wasn't exactly stylish... she wondered how much it might fetch. Plus there were one or two other things they'd found. But for now she had one thing on her mind; the feel of the griffon's claws about her midsection still haunting her. That thought of being carried off, high in the air, and then falling, falling, falling... Well there was one simple thing to allay that fear, though it did eat into her budget for more significant purchases. Snapleaf were not cheap, costing more than two months stipend. That, plus a spell or two to help her friends, and her purse grew light once more. That evening Armenga arrives at the lecture hall with the others, though she lingers a moment, looking up at the large statues flanking the entrance. She doesn't recall seeing décor like that elsewhere at the school. Inside she stay back a bit from the Anandi. They've always made her skin crawl, just a little. Maybe it's the guilt at the number of spiders she's smashed/stomped/flattened, but the feel of those little legs on her skin... walking through one of their webs... or a spider in her hair? She shudders. "You go ahead and interrupt, I'll hang back and just listen for now." She says to the rest of the coterie. She stays behind a bit, looking in her hand mirror just to make sure that tickle on her face is only a strand of hair. Mechanics/Actions Other: purchased Snapleaf for 9gp Sell: Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +10 | 2d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +8 | 2d4+5P | Agile | Thrown 20' -Whip: +10 | 2d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +10 | 2d6+5B/S | Fatal D10 -War Razor: +10 | 2d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -2x Empty Vials -2x Scrolls (Bless) -1x Scroll Jump, Heal -17gp, 9sp, 1cp Dormitory -Bedroll -Crafter's BookFormulae: -All common 0-level items -Scroll -Wand -Goz Mask -Masquerade Scarf -2x Rations (1w) -3x Sacks -3x Torches Edited March 29 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cleric8092 Posted March 29 Clone Share Posted March 29 (edited) %5Bfloatleft%5D%5Bimg2%3D200%5D%20%20%20%20https%3A%2F%2Fi.pinimg.com%2F1200x%2Ff0%2F8c%2Fa8%2Ff08ca8016f82825131420453ccdc1fb2.jpg%20%20%5B%2Fimg2%5D%20%20%20%0A%5B%2Ffloatleft%5D%20%20%20%20%20%5BFONT%3D%22BookAntiqua%22%5D%5BSIZE%3D%225%22%5D%5Bb%5D%5BCOLOR%3D%22Brown%22%5D%20%22Wugo%20GrowlSnuffer%22%20%5B%2FCOLOR%5D%5B%2Fb%5D%5B%2FSIZE%5D%5B%2FFONT%5D%5BFONT%3D%22Arial%20Narrow%22%5D%20Warrior%20Warpriest%20of%20Zarongel%20(4)%20%20%5Bi%5D%20Neutral%5B%2Fi%5D%5B%2FFONT%5D%20%7C%20%5Burl%3D%22%20https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2888517%20%20%20%22%5DSheet%5B%2Furl%5D%5Bhr%5D%5B%2Fhr%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fchecked-shield.svg%5B%2FIMG2%5D%5BB%5D%5BCOLOR%3D%22Black%22%5DAC%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BB%5D%2021%20%5B%2FB%5D%20%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fhealth-normal.svg%5B%2FIMG2%5D%5BCOLOR%3D%22black%22%5DHP%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BCOLOR%3D%22Firebrick%22%5D%2050%20%5B%2FCOLOR%5D%2F%5BCOLOR%3D%22black%22%5D%2050%20%20%5B%2FCOLOR%5D%7C%20%5BB%5D%0A%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fsprint.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DPerception%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B9%20%7C%20%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fawareness.svg%5B%2FIMG2%5D%20%5BB%5D%5BCOLOR%3D%22black%22%5DFort%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DRef%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DWill%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B11%20%20%5Bb%5D%5BCOLOR%3D%22black%22%5DHero%20Points%3A%20%200.%20%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%20%7C%20%5BB%5DMovement%3A%2025'%20%20-%20%20Conditions%20-%20%20%5B%2FB%5D%20%20%5Bhr%5D%5B%2Fhr%5D%20%20%20%20%20Wugo%20eagerly%20approaches.%20%20Somewhat%20surprisingly%20he%20joins%20in%20the%20conversation%20not%20inappropriately.%20%20Perhaps%20being%20able%20to%20talk%20to%20fellow%20outsiders%20compared%20to%20the%20more%20typical%20students%20helps%20his%20manners.%0A%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%22Wugo%20is%20introducing%20himself%20to%20you%20nows.%20%20Happy%20to%20see%20yous%20here.%20Like%20yous%2C%20Wugo%20here%20is%20not%20a%20humanses.%20%20Them%20not%20been%20too%20bad%20to%20Wugo%2C%20though%20them%20food%20is%20mostly%20too%20fancy.%20And%20even%20though%20it%20be%20deads%20already%20them%20wants%20Wugo%20stabs%20it%20again.%20%0A%0A%20%20Also%20Wugo%20hears%20you%20speaks%20of%20fate%20webs%20and%20casualties.%20%20Wugo%20is%20saying%20that%20when%20a%20spider%20puts%20out%20its%20web.%20%20It's%20not%20a%20spooky%20secret%20why%20what's%20dinner%20insect%20flies%20in.%20%20It's%20not%20magiks%20or%20hard%20maths.%20%20It's%20mostly%20a%20bee%20used%20to%20fly%20there%20for%20flowers.%20%20Life%20happens.%20Death%20happens.%20Mostly%20as%20it%2C%20naturally%2C%20would.%20%20So%2C%20it%20fun%20to%20talk%20of%20and%20guesses%20of.%20But%20mostly%20happens%20the%20way%20it%20mostly%20happens.%20Likes%20with%20aminals.%0A%0A%20%20But%20these%20folks%20here%20do%20loves%20to%20talks%20about%20it.%20They%20will%20be%20liking%20you.%20Just%20No%20Burning%20Books.%20%20Wells%2C%20for%20Wugo%2C%20no%20*more*%20burning%20books.%20%20Wugo%20is%20well%20met%20of%20you%20and%20listen%20now.%20And%20him%20show%20to%20you%20him%20new%20humanses%20friends%20who%20can%20talk%20fancy.%22%20%5B%2FB%5D%5B%2FCOLOR%5D%0AThus%20does%20Wugo%20introduce%20himself%2C%20pontificate%20practically%2C%20and%20point%20out%20his%20pals.%20%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0AIntroduce%20Wugo%20by%20way%20of%20Wugo%0AJoin%20in%20the%20speculation.%20%0A%20Add%20his%20thoughts%20as%20seen%20in%20the%20webs%20of%20Nature.%20%0AIntroduce%20allies%0A%0AMelee%20Attacks%20at%20%2B10%0ASpell%20Attacks%20at%20%2B9%0ASpell%20DCs%20at%2019.%0A%0A%5BB%5DGear%5B%2FB%5D%3A%20%0A%2B1%20Striking%20Dogslicers%20x2%0ALight%20Mace%20x2%2C%20Dogslicers%20x2%0AHealers%20Toolkit%2C%20Thievers%20Tools%2C%20Wooden%20Religious%20symbol%2C%20crowbar%0A%0A%5BB%5DBackpack%2C%5B%2FB%5D%20%0ABedroll%2C%20Chalk%2C%20Flint%20and%20Steel%2C%20Rope%2C%20Soap%2C%20Torch%2C%20Rations%20(2%20weeks)%2C%20Waterskin%2C%20Climbing%20Kit%0A%0A%0A%5B%2FSPOILER%5D%0A%0A "Wugo GrowlSnuffer" Warrior Warpriest of Zarongel (4) Neutral | Sheet AC: 21 | HP: 50 / 50 | Perception: +9 | Fort: +10 | Ref: +10 | Will: +11 Hero Points: 0. : | Movement: 25' - Conditions - Wugo eagerly approaches. Somewhat surprisingly he joins in the conversation not inappropriately. Perhaps being able to talk to fellow outsiders compared to the more typical students helps his manners. "Wugo is introducing himself to you nows. Happy to see yous here. Like yous, Wugo here is not a humanses. Them not been too bad to Wugo, though them food is mostly too fancy. And even though it be deads already them wants Wugo stabs it again. Also Wugo hears you speaks of fate webs and casualties. Wugo is saying that when a spider puts out its web. It's not a spooky secret why what's dinner insect flies in. It's not magiks or hard maths. It's mostly a bee used to fly there for flowers. Life happens. Death happens. Mostly as it, naturally, would. So, it fun to talk of and guesses of. But mostly happens the way it mostly happens. Likes with aminals. But these folks here do loves to talks about it. They will be liking you. Just No Burning Books. Wells, for Wugo, no *more* burning books. Wugo is well met of you and listen now. And him show to you him new humanses friends who can talk fancy." Thus does Wugo introduce himself, pontificate practically, and point out his pals. "Actions and Out of Character" Introduce Wugo by way of Wugo Join in the speculation. Add his thoughts as seen in the webs of Nature. Introduce allies Melee Attacks at +10 Spell Attacks at +9 Spell DCs at 19. Gear: +1 Striking Dogslicers x2 Light Mace x2, Dogslicers x2 Healers Toolkit, Thievers Tools, Wooden Religious symbol, crowbar Backpack, Bedroll, Chalk, Flint and Steel, Rope, Soap, Torch, Rations (2 weeks), Waterskin, Climbing Kit Edited March 29 by Cleric8092 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DC 15 Nature 14 1d20+11 3 Hero point re roll 19 1d20+11 8 Link to comment Share on other sites More sharing options...
Kyper007 Posted April 2 Clone Share Posted April 2 Firea - Kitsune Summoner lvl 4 AC: 17 | HP: 52/52 | PER: +9 | FORT: +9 REF: +7 WILL: +9 | SPELLS/DAY: CAN: Unl 1ST: 2/2 2ND: 2/2 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 Firea looked towards Wugo as he started to go towards the Anandi. "Wugo Wai-..." He was already off. "Perhaps we should go join the conversation to help the little guy?" Auriflamma mused. "Yeah, lets go." Firea said with a sigh as she walked up next to Wugo. "Please forgive my friend here, we just happened to overhear your discussion and wished to take part. I hope you do not mind. I am Firea, and my other companion here is Auriflamma." She said with a gentle bow after introducing herself and Auriflamma. "Fate, if you believe in it a force of nature and magic rolled into a single thing. One could say that it, along with nature and magic is a living thing that binds all living thing's together. Others though feel it is just a way for those without structure in their lives to claim some form of outside force is controlling their lives. Myself, as a follower of Daikitsu, feel that fate is what the gods use to guide us to the purpose they envision for us." Spells Innate: Daze*, (Forbidding Ward), (Ghost Sound) NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat. Focus: Boost Eidolon, Evolution Surge Cantrips: Detect Magic, Eat Fire, Electric Arc, Frostbite, Ignition, Read Aura First: Breath Fire, Summon Animal, Summon Fey Second: Blazing Bolt, Summon Elemental OOC/Actions Other: Free: Action 1: Action 2: Action 3: Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower. Exploration Activity (Firea): Detect Magic Exploration Activity (Auriflamma): Scout Name xDiceName xDiceResult xDiceString xDiceRolls Arcana 9 1d20+8 1 Nature (Reroll do to Reaction do to Kreighton's Cognitive Crossover feat) 26 1d20+10 16 Link to comment Share on other sites More sharing options...
LDDragon Posted April 4 Author Clone Share Posted April 4 Armenga stops at the Powderpile, selling the bearskin rug and buying some supplies that may prove useful in the future. The two anadi look curious and somewhat eager as Wugo and Firea enter the conversation. "Greetings Wugo, Firea and Auriflamma! I am Rainbows-Reflected-Upon-Gossamer-Strands, who is called Goss, and this is Droplets-Hanging-Gently Savanakin. Ah Wugo, you put forth a very practical viewpoint! Naturalistic way of seeing life, how appropriate for our studies here! And Firea, fate as nature and magic in one, yes, that does seem to be a very apt way of phrasing things! We live deep in the jungle. We wanted to see more of the world, and so came to Nantambu. We had only just arrived, and only just learned of the Magaambya, when we felt the call pulling us here. We hadn’t seen more than a handful of other humanoids until we came, and here there are so, so many! This storeroom calls to us at times. We spend a lot of time discussing what might be there, but we haven’t gone in. We sometimes hear noises inside, and that gives us caution." Goss gestures at the door nearby. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cleric8092 Posted April 4 Clone Share Posted April 4 %5Bfloatleft%5D%5Bimg2%3D200%5D%20%20%20%20https%3A%2F%2Fi.pinimg.com%2F1200x%2Ff0%2F8c%2Fa8%2Ff08ca8016f82825131420453ccdc1fb2.jpg%20%20%5B%2Fimg2%5D%20%20%20%0A%5B%2Ffloatleft%5D%20%20%20%20%20%5BFONT%3D%22BookAntiqua%22%5D%5BSIZE%3D%225%22%5D%5Bb%5D%5BCOLOR%3D%22Brown%22%5D%20%22Wugo%20GrowlSnuffer%22%20%5B%2FCOLOR%5D%5B%2Fb%5D%5B%2FSIZE%5D%5B%2FFONT%5D%5BFONT%3D%22Arial%20Narrow%22%5D%20Warrior%20Warpriest%20of%20Zarongel%20(4)%20%20%5Bi%5D%20Neutral%5B%2Fi%5D%5B%2FFONT%5D%20%7C%20%5Burl%3D%22%20https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2888517%20%20%20%22%5DSheet%5B%2Furl%5D%5Bhr%5D%5B%2Fhr%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fchecked-shield.svg%5B%2FIMG2%5D%5BB%5D%5BCOLOR%3D%22Black%22%5DAC%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BB%5D%2021%20%5B%2FB%5D%20%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fhealth-normal.svg%5B%2FIMG2%5D%5BCOLOR%3D%22black%22%5DHP%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BCOLOR%3D%22Firebrick%22%5D%2050%20%5B%2FCOLOR%5D%2F%5BCOLOR%3D%22black%22%5D%2050%20%20%5B%2FCOLOR%5D%7C%20%5BB%5D%0A%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fsprint.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DPerception%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B9%20%7C%20%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fawareness.svg%5B%2FIMG2%5D%20%5BB%5D%5BCOLOR%3D%22black%22%5DFort%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DRef%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DWill%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B11%20%20%5Bb%5D%5BCOLOR%3D%22black%22%5DHero%20Points%3A%20%200.%20%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%20%7C%20%5BB%5DMovement%3A%2025'%20%20-%20%20Conditions%20-%20%20%5B%2FB%5D%20%20%5Bhr%5D%5B%2Fhr%5D%20%20%20%20%20Wugo%20smiles%20widely%20during%20the%20response.%20%20Nodding%20rapidly%20and%20eagerly%20at%20the%20introductions%2C%20his%20eyes%20going%20wide%20at%20such%20wonderful%20names.%20%20At%20the%20very%20end%20though%20he%20looks%20incredibly%20worried%20and%20quick%20raises%20his%20hands%20in%20a%20clear%20Its%20Not%20Me%20gesture.%0A%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20Wugo%20is%20NOT%20in%20there%20burning%20books%20and%20is%20NOT%20making%20stinky%20noises!%20%22%20%20%20%5B%2FB%5D%5B%2FCOLOR%5D%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0A1%2C2%2C3...%20Not%20It!!!%0A%0AMelee%20Attacks%20at%20%2B10%0ASpell%20Attacks%20at%20%2B9%0ASpell%20DCs%20at%2019.%0A%0A%5BB%5DGear%5B%2FB%5D%3A%20%0A%2B1%20Striking%20Dogslicers%20x2%0ALight%20Mace%20x2%2C%20Dogslicers%20x2%0AHealers%20Toolkit%2C%20Thievers%20Tools%2C%20Wooden%20Religious%20symbol%2C%20crowbar%0A%0A%5BB%5DBackpack%2C%5B%2FB%5D%20%0ABedroll%2C%20Chalk%2C%20Flint%20and%20Steel%2C%20Rope%2C%20Soap%2C%20Torch%2C%20Rations%20(2%20weeks)%2C%20Waterskin%2C%20Climbing%20Kit%0A%0A%0A%5B%2FSPOILER%5D%0A%0A "Wugo GrowlSnuffer" Warrior Warpriest of Zarongel (4) Neutral | Sheet AC: 21 | HP: 50 / 50 | Perception: +9 | Fort: +10 | Ref: +10 | Will: +11 Hero Points: 0. : | Movement: 25' - Conditions - Wugo smiles widely during the response. Nodding rapidly and eagerly at the introductions, his eyes going wide at such wonderful names. At the very end though he looks incredibly worried and quick raises his hands in a clear Its Not Me gesture. " Wugo is NOT in there burning books and is NOT making stinky noises! " "Actions and Out of Character" 1,2,3... Not It!!! Melee Attacks at +10 Spell Attacks at +9 Spell DCs at 19. Gear: +1 Striking Dogslicers x2 Light Mace x2, Dogslicers x2 Healers Toolkit, Thievers Tools, Wooden Religious symbol, crowbar Backpack, Bedroll, Chalk, Flint and Steel, Rope, Soap, Torch, Rations (2 weeks), Waterskin, Climbing Kit Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 4 Clone Share Posted April 4 (edited) Armenga Olulo - Thaumaturge 4 HP: 48/48 | AC: 21 | Speed: 30ft | Hero: 1/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree (2d4+4, DC20 Reflex) 1-Draw Ire (120', DC20 Will, 1 minute) 1d10 Mental + -1 status penalty to attacks against anyone else Crit Success: Nothing happens Success: Half damage, penalty until the end of their next turn Failure: Full damage and penalty Crit Failure: Double damage and -2 penalty Heightened +1: +1d10 damage Perception: +8 | Fort: +9 | Ref: +9 | Will: +8 ConsumablesTalismans: -1x Effervescent Ampoule -1x Snapleaf (Affixed) Potions: -1x Antidote -2x Minor Healing Potion -1x Lesser Healing Potion Scrolls: -2x Bless -1x Jump -1x Heal Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree (DC20 Ref) Level 1: - Draw Ire (DC20 Will) | Skills*Academic Lore: +6 Acrobatics: +1 **Arcana: +8 *Athletics: +9 *Crafting: +6 *Deception: +10 *Diplomacy: +10 **Esoteric Lore: +13 **Intimidation: +12 Medicine: +0 *Nature: +6 *Occultism: +6 Performance: +4 *Religion: +6 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +8 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 4* Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Terrifying ResistanceGain +1 Circumstance bonus to saves against spells and effects for 24 hours if you succeed on intimidating someone. -Scroll ThaumaturgyYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Breached DefensesLearn enemy resistance when you Ecploit, can choose to ignore resistance instead of triggering weakness. -Esoteric Warden Gain +1 Status bonus to AC and saves against the next Attack or Spell/Ability from the target of your Exploit if your Exploit was a success. Gain +2 if your Exploit was a critical success. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) Armenga looks over at the innocuous door. That thing, the one that's calling spiders and 'murderbugs' from all over the Mwangi is in there? "That was easier than I thought. Should we get a teacher?" She says softly to Zyrel and Joseph. She walks over to take a closer look at this door that holds the answers. Plus it gives her something to do that doesn't involve looking at the spider people. Mechanics/Actions Other: roll Perception Sell: Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +10 | 2d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +8 | 2d4+5P | Agile | Thrown 20' -Whip: +10 | 2d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +10 | 2d6+5B/S | Fatal D10 -War Razor: +10 | 2d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -2x Empty Vials -2x Scrolls (Bless) -1x Scroll Jump, Heal -17gp, 9sp, 1cp Dormitory -Bedroll -Crafter's BookFormulae: -All common 0-level items -Scroll -Wand -Goz Mask -Masquerade Scarf -2x Rations (1w) -3x Sacks -3x Torches Edited April 4 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Preception 26 1d20+8 18 Link to comment Share on other sites More sharing options...
leons1701 Posted April 4 Clone Share Posted April 4 Zyrel (Ekujae Rogue) AC: 21 | HP: 34/34 | Perception: +10 (Initiative +2) | F: 5 R: 12 W: 10 | Conditions: none| Class DC: 20| Spell DC: 19 | Sheet "It does seem almost too convenient, doesn't it." Zyrel studies the door from a safe distance. "You say it calls you 'sometimes'. Is it calling you now?" While waiting for the answer, Zyrel looks for any sign of magic on the door itself. Mechanics Main Hand: Bow Off Hand: Empty Casting Detect Magic Spells Magus Cantrips: 4 Spell Slots: None Wizard Cantrips: 2 Spell Slots: 1st: 1 Readied Cantrips: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw, Prestidigitation, Ray of Frost Readied Spells: Briny Bolt Magus Spells: Cantrips: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Ray of Frost Wizard Spells: Cantrips: Daze, Gouging Claw, Mage Hand, Ghost Sounds Level 1: Briny Bolt, Shocking Grasp Otherworldly Magic: Cantrip: Shield Feat Cantrips: Detect Magic Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
r0llcage Posted April 4 Clone Share Posted April 4 Joseph Curwen Human Arcanist 3 | Neutral | Application | Sheet AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 2/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | Level 1 Spells:Grease (Ref DC 19) Magic Weapon 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Mischief hops over to the anadi, wings spread. "I find the best treatment for curiosity is exploration!" The large, black raven croaks encouragingly. Mischief is as intelligent as any person, though he prefers to pretend to be a simple bird, since people often spill juicy secrets in the presence of animals. Perhaps he was a cat in a former life, as he is an endlessly curious and nosey being. Joseph inclines his head in agreement. The pair were never ones to ask permission, a trait doubtlessly inherited from Joseph's parents. "Why not open the door and find out what lies beyond?" Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1: Action 2: Action 3: OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted April 6 Clone Share Posted April 6 Armenga Olulo - Thaumaturge 4 HP: 48/48 | AC: 21 | Speed: 30ft | Hero: 1/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree (2d4+4, DC20 Reflex) 1-Draw Ire (120', DC20 Will, 1 minute) 1d10 Mental + -1 status penalty to attacks against anyone else Crit Success: Nothing happens Success: Half damage, penalty until the end of their next turn Failure: Full damage and penalty Crit Failure: Double damage and -2 penalty Heightened +1: +1d10 damage Perception: +8 | Fort: +9 | Ref: +9 | Will: +8 ConsumablesTalismans: -1x Effervescent Ampoule -1x Snapleaf (Affixed) Potions: -1x Antidote -2x Minor Healing Potion -1x Lesser Healing Potion Scrolls: -2x Bless -1x Jump -1x Heal Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree (DC20 Ref) Level 1: - Draw Ire (DC20 Will) | Skills*Academic Lore: +6 Acrobatics: +1 **Arcana: +8 *Athletics: +9 *Crafting: +6 *Deception: +10 *Diplomacy: +10 **Esoteric Lore: +13 **Intimidation: +12 Medicine: +0 *Nature: +6 *Occultism: +6 Performance: +4 *Religion: +6 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +8 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 4* Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Terrifying ResistanceGain +1 Circumstance bonus to saves against spells and effects for 24 hours if you succeed on intimidating someone. -Scroll ThaumaturgyYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Breached DefensesLearn enemy resistance when you Ecploit, can choose to ignore resistance instead of triggering weakness. -Esoteric Warden Gain +1 Status bonus to AC and saves against the next Attack or Spell/Ability from the target of your Exploit if your Exploit was a success. Gain +2 if your Exploit was a critical success. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) "An empiricist after my own heart." Armenga says to Joseph, "but maybe we can look and listen for just a moment first?" If she doesn't detect anything, she does as Joseph says and opens the door. Mechanics/Actions Other: Sell: Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +10 | 2d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +8 | 2d4+5P | Agile | Thrown 20' -Whip: +10 | 2d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +10 | 2d6+5B/S | Fatal D10 -War Razor: +10 | 2d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -2x Empty Vials -2x Scrolls (Bless) -1x Scroll Jump, Heal -17gp, 9sp, 1cp Dormitory -Bedroll -Crafter's BookFormulae: -All common 0-level items -Scroll -Wand -Goz Mask -Masquerade Scarf -2x Rations (1w) -3x Sacks -3x Torches Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted April 11 Author Clone Share Posted April 11 (edited) Wugo smiles widely during the response. Nodding rapidly and eagerly at the introductions, his eyes going wide at such wonderful names. At the very end though he looks incredibly worried and quick raises his hands in a clear Its Not Me gesture. " Wugo is NOT in there burning books and is NOT making stinky noises! " "It is a cause of concern, surely." Goss nods in agreement with Wugo. Armenga looks over at the innocuous door. That thing, the one that's calling spiders and 'murderbugs' from all over the Mwangi is in there? "That was easier than I thought. Should we get a teacher?" She says softly to Zyrel and Joseph. She walks over to take a closer look at this door that holds the answers. Plus it gives her something to do that doesn't involve looking at the spider people. "Careful, we do not know what is in there." Savanakin says in a slightly worried tone. "It does seem almost too convenient, doesn't it." Zyrel studies the door from a safe distance. "You say it calls you 'sometimes'. Is it calling you now?" While waiting for the answer, Zyrel looks for any sign of magic on the door itself. Goss nods. "It feels like a psychic pull, almost." Mischief hops over to the anadi, wings spread. "I find the best treatment for curiosity is exploration!" The large, black raven croaks encouragingly. Mischief is as intelligent as any person, though he prefers to pretend to be a simple bird, since people often spill juicy secrets in the presence of animals. Perhaps he was a cat in a former life, as he is an endlessly curious and nosey being. Joseph inclines his head in agreement. The pair were never ones to ask permission, a trait doubtlessly inherited from Joseph's parents. "Why not open the door and find out what lies beyond?" "We hear noises from inside, sometimes. Perhaps there is something in there." Savanakin comments. "An empiricist after my own heart." Armenga says to Joseph, "but maybe we can look and listen for just a moment first?" If she doesn't detect anything, she does as Joseph says and opens the door. No noises in the immediate vicinity. However, as she opens the door, the statue nearby grinds to life, shaking off years of dust and raising its sword and shield. The two anadi, Goss and Savanakin, look alarmed, and turn as if they would like to flee. Combat Everyone roll initiative 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 12 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cleric8092 Posted April 11 Clone Share Posted April 11 %5Bfloatleft%5D%5Bimg2%3D200%5D%20%20%20%20https%3A%2F%2Fi.pinimg.com%2F1200x%2Ff0%2F8c%2Fa8%2Ff08ca8016f82825131420453ccdc1fb2.jpg%20%20%5B%2Fimg2%5D%20%20%20%0A%5B%2Ffloatleft%5D%20%20%20%20%20%5BFONT%3D%22BookAntiqua%22%5D%5BSIZE%3D%225%22%5D%5Bb%5D%5BCOLOR%3D%22Brown%22%5D%20%22Wugo%20GrowlSnuffer%22%20%5B%2FCOLOR%5D%5B%2Fb%5D%5B%2FSIZE%5D%5B%2FFONT%5D%5BFONT%3D%22Arial%20Narrow%22%5D%20Warrior%20Warpriest%20of%20Zarongel%20(4)%20%20%5Bi%5D%20Neutral%5B%2Fi%5D%5B%2FFONT%5D%20%7C%20%5Burl%3D%22%20https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2888517%20%20%20%22%5DSheet%5B%2Furl%5D%5Bhr%5D%5B%2Fhr%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fchecked-shield.svg%5B%2FIMG2%5D%5BB%5D%5BCOLOR%3D%22Black%22%5DAC%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BB%5D%2021%20%5B%2FB%5D%20%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fhealth-normal.svg%5B%2FIMG2%5D%5BCOLOR%3D%22black%22%5DHP%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BCOLOR%3D%22Firebrick%22%5D%2050%20%5B%2FCOLOR%5D%2F%5BCOLOR%3D%22black%22%5D%2050%20%20%5B%2FCOLOR%5D%7C%20%5BB%5D%0A%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fsprint.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DPerception%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B9%20%7C%20%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fawareness.svg%5B%2FIMG2%5D%20%5BB%5D%5BCOLOR%3D%22black%22%5DFort%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DRef%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DWill%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B11%20%20%5Bb%5D%5BCOLOR%3D%22black%22%5DHero%20Points%3A%20%200.%20%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%20%7C%20%5BB%5DMovement%3A%2025'%20%20-%20%20Conditions%20-%20%20%5B%2FB%5D%20%20%5Bhr%5D%5B%2Fhr%5D%20%20%20%20%20Wugo%20is%20licking%20his%20lips%20with%20curiosity.%20%20Then%20turns%20at%20the%20sound%20then%20sight%20of%20the%20statue%0A%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20Wugo%20think%20statue-mans%20wanting%20to%20know%20what%20inside%20also.%20%22%20%20%20%5B%2FB%5D%5B%2FCOLOR%5D%0AHe%20shrewdly%20deduces.%20%20Which%20actually%20does%20not%20having%20anything%20to%20with%20toilet%20cleaning%2C%20despite%20what%20keen%20logic%20would%20tell%20you.%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0APerception%20for%20Initiative%20%0A%0AMelee%20Attacks%20at%20%2B10%0ASpell%20Attacks%20at%20%2B9%0ASpell%20DCs%20at%2019.%0A%0A%5BB%5DGear%5B%2FB%5D%3A%20%0A%2B1%20Striking%20Dogslicers%20x2%0ALight%20Mace%20x2%2C%20Dogslicers%20x2%0AHealers%20Toolkit%2C%20Thievers%20Tools%2C%20Wooden%20Religious%20symbol%2C%20crowbar%0A%0A%5BB%5DBackpack%2C%5B%2FB%5D%20%0ABedroll%2C%20Chalk%2C%20Flint%20and%20Steel%2C%20Rope%2C%20Soap%2C%20Torch%2C%20Rations%20(2%20weeks)%2C%20Waterskin%2C%20Climbing%20Kit%0A%0A%0A%5B%2FSPOILER%5D%0A%0A "Wugo GrowlSnuffer" Warrior Warpriest of Zarongel (4) Neutral | Sheet AC: 21 | HP: 50 / 50 | Perception: +9 | Fort: +10 | Ref: +10 | Will: +11 Hero Points: 0. : | Movement: 25' - Conditions - Wugo is licking his lips with curiosity. Then turns at the sound then sight of the statue " Wugo think statue-mans wanting to know what inside also. " He shrewdly deduces. Which actually does not having anything to with toilet cleaning, despite what keen logic would tell you. "Actions and Out of Character" Perception for Initiative Melee Attacks at +10 Spell Attacks at +9 Spell DCs at 19. Gear: +1 Striking Dogslicers x2 Light Mace x2, Dogslicers x2 Healers Toolkit, Thievers Tools, Wooden Religious symbol, crowbar Backpack, Bedroll, Chalk, Flint and Steel, Rope, Soap, Torch, Rations (2 weeks), Waterskin, Climbing Kit Name xDiceName xDiceResult xDiceString xDiceRolls Perception for Initiative 17 1d20+9 8 Link to comment Share on other sites More sharing options...
Kistler Posted April 12 Clone Share Posted April 12 (edited) Armenga Olulo - Thaumaturge 4 HP: 48/48 | AC: 21 | Speed: 30ft | Hero: 1/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree (2d4+4, DC20 Reflex) 1-Draw Ire (120', DC20 Will, 1 minute) 1d10 Mental + -1 status penalty to attacks against anyone else Crit Success: Nothing happens Success: Half damage, penalty until the end of their next turn Failure: Full damage and penalty Crit Failure: Double damage and -2 penalty Heightened +1: +1d10 damage Perception: +8 | Fort: +9 | Ref: +9 | Will: +8 ConsumablesTalismans: -1x Effervescent Ampoule -1x Snapleaf (Affixed) Potions: -1x Antidote -2x Minor Healing Potion -1x Lesser Healing Potion Scrolls: -1x Bless -1x Jump -1x Heal Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree (DC20 Ref) Level 1: - Draw Ire (DC20 Will) | Skills*Academic Lore: +6 Acrobatics: +1 **Arcana: +8 *Athletics: +9 *Crafting: +6 *Deception: +10 *Diplomacy: +10 **Esoteric Lore: +13 **Intimidation: +12 Medicine: +0 *Nature: +6 *Occultism: +6 Performance: +4 *Religion: +6 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +8 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 4* Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Terrifying ResistanceGain +1 Circumstance bonus to saves against spells and effects for 24 hours if you succeed on intimidating someone. -Scroll ThaumaturgyYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Breached DefensesLearn enemy resistance when you Ecploit, can choose to ignore resistance instead of triggering weakness. -Esoteric Warden Gain +1 Status bonus to AC and saves against the next Attack or Spell/Ability from the target of your Exploit if your Exploit was a success. Gain +2 if your Exploit was a critical success. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) As the stature grinds to life, Armenga groans. "I didn't see that one coming..." Despite that, she's still preternaturally quick on the draw. She looks at the thing closely, trying to tell what type of enemy it is, looking for any weakness. Knowing she's too far to do any good right off, she instead uses one of the scrolls she just purchased, hoping it helps everyone else. Mechanics/Actions Other: Roll initiative Sell: Free: Action 1: Exploit Vulnerability -> Probable Success? Learn Highest Weakness, Activate Personal Antithesis. Action 2: Cast Bless Action 3: Cast Bless Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement/Esoterica Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +10 | 2d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +8 | 2d4+5P | Agile | Thrown 20' -Whip: +10 | 2d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +10 | 2d6+5B/S | Fatal D10 -War Razor: +10 | 2d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -2x Empty Vials -1x Scrolls (Bless) -1x Scroll Jump, Heal -17gp, 9sp, 1cp Dormitory -Bedroll -Crafter's BookFormulae: -All common 0-level items -Scroll -Wand -Goz Mask -Masquerade Scarf -2x Rations (1w) -3x Sacks -3x Torches Edited April 12 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 27 1d20+8 19 Esoteric Lore on the statue 23 1d20+13 10 Link to comment Share on other sites More sharing options...
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