Kyper007 Posted April 12 Clone Share Posted April 12 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. "Well, somehow I do not think that that is the greeting party." "I am sure it wishes to greet us, just not in the manner we want." Auriflamma chimes in. Firea nodded in agreeance to Auriflamma. "I agree." 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 PER for INIT 18 1d20+9 9 Link to comment Share on other sites More sharing options...
LDDragon Posted April 12 Author Clone Share Posted April 12 Enemy initiative Name xDiceName xDiceResult xDiceString xDiceRolls Terracotta Statue initiative 19 1d20+14 5 Link to comment Share on other sites More sharing options...
leons1701 Posted April 12 Clone Share Posted April 12 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 Zyrel was focused on the door, but the surge of magic as the statue animated was enough to warn him and his lightning quick reactions did the rest. He sends a pair of arrows streaking towards the statue. Mechanics Main Hand: Bow Off Hand: Empty Action 1: Recall Knowledge: Arcana, what the usual weaknesses of such animations (presumably this failed) Action 2: Strike (Bow) Action 3: Strike (Bow) 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 Initiative 21 1d20+12 9 RK: Arcana 18 1d20+11 7 Strike 1 14 1d20+11 3 damage 1 7 2d6 4,3 Strike 2 19 1d20+6 13 damage 2 6 2d6 3,3 Link to comment Share on other sites More sharing options...
LDDragon Posted April 18 Author Clone Share Posted April 18 (edited) 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. 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. Armenga recalls that the terra cotta warrior is overall rather tough and hard to hit, but significantly weak to bludgeoning damage. With the scroll usage, everyone nearby feels slightly more accurate as the blessing takes effect. Firea looked towards Armenga, then to the others. "Well, somehow I do not think that that is the greeting party." "I am sure it wishes to greet us, just not in the manner we want." Auriflamma chimes in. Firea nodded in agreeance to Auriflamma. "I agree." Zyrel was focused on the door, but the surge of magic as the statue animated was enough to warn him and his lightning quick reactions did the rest. He sends a pair of arrows streaking towards the statue. Both the arrows miss, as the statue avoids them. It strides forward to Zyrel, raising its shield and swinging at him with its longsword. Combat Everyone may now act! Armenga blesses the group! Statue has shield raised so AC 26 currently. It can make attacks of opportunity. BlessSpell 1 Aura Concentrate Manipulate Mental Source Player Core pg. 318 Traditions divine, occult Cast [two-actions] Area 15-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract bane. 27 Armenga. Importantly, Armenga recalls that this terra cotta warrior quite tough, strong in defense, but importantly, is significantly weak to bludgeoning damage. ie weakness ten bludgeoning. 21 Zyrel shoots at the enemy. 19 Statue 18 Joseph assumed initiative. 18 Firea 17 Wugo Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Level-Based DCs Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities Map Edited April 18 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Statue longsword vs Zyrel 22 1d20+17 5 Slashing damage if hits 16 2d8+8 3,5 Link to comment Share on other sites More sharing options...
leons1701 Posted April 18 Clone Share Posted April 18 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 Zyrel fires futilely, then dives forwards as the statue takes a mighty swing that would have left him badly wounded, if it connected. Fortunately, he dives under the savage strike and continues, rolling to his feet and darting towards the nearby brush. He eyes the statue, noting it's excellent armor and ready shield, he decides it might be rather hard to hit and instead calls down a rain of magical stone. "Lets see how well you dodge." Mechanics Main Hand: Bow Off Hand: Empty Reaction: Nimble Dodge +2 AC (whew) Action 1: Stride: Half speed or less, denies Attack of Opportunity Action 2 & 3: Scatter Scree. DC 19 Basic Reflex 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 Bludgeoning damage (Scatter Scree) 6 3d4 4,1,1 Link to comment Share on other sites More sharing options...
Kistler Posted April 18 Clone Share Posted April 18 (edited) Armenga Olulo - Thaumaturge 4 HP: 48/48 | AC: 21 | Speed: 30ft | Hero: 0/3 | 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: Bless, Personal Antithesis, Esoteric Warden +1 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 Exploit, 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 watches the power of its swing with wide eyes as the statue just barely misses Zyrel. "Don't try to stab it, you have to smash it!" She yells out. She draws her leiomano and steps forward swinging, hoping someone can get behind it. Mechanics/Actions Other: Sell: Free: Action 1: Draw Leiomano Action 2: Step Action 3: Strike (personal antithesis included, bludgeoning weakness not included) 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 + Leiomano 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 18 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike, Damage (B) 12; 18 1d20+11;2d6+9 [1]; [1,6,3] Hero Point on the attack 16 1d20+11 5 Link to comment Share on other sites More sharing options...
r0llcage Posted April 18 Clone Share Posted April 18 (edited) 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) Joseph hasn't the slightest clue if any of this spells, intended to debilitate their foes to make them less dangerous and easier to take out, with have any effect on the construct at all. "It will be a learning experience either way!" He casts a simple spell to improve his accuracy, siphoning some of the residual magic into his cane to strengthen it, then sends his cane flying at the statue. It hits, but isn't terrible effective. It is only a cane, after all. He watches to see if the additional magic damage from the attack, designed to attack a creatures mind, has any effect. 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: Cast Sure StrikeCONCENTRATE FORTUNE Traditions arcane, occult Duration until the end of your turn A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. . Activate Bespell WeaponWIZARD Frequency once per turn Requirements Your most recent action was to cast a non‑cantrip spell. You siphon spell energy into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. Abjuration force damage Conjuration or Transmutation same type as the weapon Divination, Enchantment, or Illusion mental damage Evocation a type the spell dealt, or force damage if the spell didn’t deal damage Necromancy negative damage Action 2: Cast Hand of the ApprenticeRange 500 feet; Targets 1 creature Defense AC You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon’s damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon’s critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.. HotA HOTA Sure Strike Reroll B Damage PLUS Mental Damage 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 Edited April 18 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls HotA 26 1d20+11 15 HOTA Sure Strike Reroll 18 1d20+11 7 B Damage 8 2d6+4 2,2 Mental Damage 2 1d6 2 Link to comment Share on other sites More sharing options...
Cleric8092 Posted April 18 Clone Share Posted April 18 %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%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20Wet%20Matches!!%0AWugo%20think%20statue-mans%20wanting%20door%20Closed!%20%22%20%20%20%5B%2FB%5D%5B%2FCOLOR%5D%0AWugo%20curses%20vehemently.%20%20Turns%20and%20closes%20the%20door%20as%20completely%20as%20he%20can%20quickly%20manage.%20%20Hustles%20away%20from%20reach%20of%20that%20giant%20sword.%20%20And%20draws%20his%20light%20maces%20-%20thankful%20for%20the%20warning%20to%20smash%20rather%20than%20slash%20this%20big%20statue-mans.%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0A1.%20Close%20Door%0A2.%20Stride%20straight%20left%20on%20Map.%20%20%0AFull%20move%20if%20can%0A3.%20draw%20weapons%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 - " Wet Matches!! Wugo think statue-mans wanting door Closed! " Wugo curses vehemently. Turns and closes the door as completely as he can quickly manage. Hustles away from reach of that giant sword. And draws his light maces - thankful for the warning to smash rather than slash this big statue-mans. "Actions and Out of Character" 1. Close Door 2. Stride straight left on Map. Full move if can 3. draw weapons 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...
Kyper007 Posted April 23 Clone Share Posted April 23 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. "Smash it you say? That I can do." Firea commented as a tendril made of some form of fiery substance lowered from her hand. "Firea are you sure about this." Auriflamma chimes in. Firea nodded to Auriflamma. "Yes. Today you are the range, I am the melee. Use your fire bolt on him." Auriflamma simply nods, firing a firebolt at the Terracotta while Firea rushes forward and begins to smash it with the tendril! A stark difference from how the pair normally fight. 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: Shared Action (1 Action): . Firea: Move to Terracotta . Auriflamma: Firebolt Terracotta Action 2: Firea Entities Strike on Terracotta Action 3: Firea Entities Strike on Terracorra 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 Auriflamma Firebolt To Hit 24 1d20+9 15 Auriflamma Fire Damage (Damage is Magic and Fire) 12 2d4+5 3,4 Firea Entity Strike 19 1d20+8 11 Firea Entity Strike 23 1d20+4 19 Damage Entity Strike SyntaxError: Unexpected token nan 2d6nan damage (screwed up syntax) 10 2d6 5,5 Link to comment Share on other sites More sharing options...
LDDragon Posted April 25 Author Clone Share Posted April 25 (edited) Zyrel fires futilely, then dives forwards as the statue takes a mighty swing that would have left him badly wounded, if it connected. Fortunately, he dives under the savage strike and continues, rolling to his feet and darting towards the nearby brush. He eyes the statue, noting it's excellent armor and ready shield, he decides it might be rather hard to hit and instead calls down a rain of magical stone. "Lets see how well you dodge." The statue manages to avoid the full brunt of the attack, but the stones still seem to particularly effective, breaking off small pieces of the statue. Armenga watches the power of its swing with wide eyes as the statue just barely misses Zyrel. "Don't try to stab it, you have to smash it!" She yells out. She draws her leiomano and steps forward swinging, hoping someone can get behind it. The statue manages to maneuver its shield to block the attack from Armenga. Joseph hasn't the slightest clue if any of this spells, intended to debilitate their foes to make them less dangerous and easier to take out, with have any effect on the construct at all. "It will be a learning experience either way!" He casts a simple spell to improve his accuracy, siphoning some of the residual magic into his cane to strengthen it, then sends his cane flying at the statue. It hits, but isn't terrible effective. It is only a cane, after all. He watches to see if the additional magic damage from the attack, designed to attack a creatures mind, has any effect. The cane goes flying to the statue, and smashes off a small chunk of its shoulder, and curiously it flinches back. It appears that the mental damage did take effect. It turns to look at Joseph. " Wet Matches!! Wugo think statue-mans wanting door Closed! " Wugo curses vehemently. Turns and closes the door as completely as he can quickly manage. Hustles away from reach of that giant sword. And draws his light maces - thankful for the warning to smash rather than slash this big statue-mans. Wugo closes the door, the statue still appears to be moving. Wugo draws his light maces. Firea looked towards Armenga. "Smash it you say? That I can do." Firea commented as a tendril made of some form of fiery substance lowered from her hand. "Firea are you sure about this." Auriflamma chimes in. Firea nodded to Auriflamma. "Yes. Today you are the range, I am the melee. Use your fire bolt on him." Auriflamma simply nods, firing a firebolt at the Terracotta while Firea rushes forward and begins to smash it with the tendril! A stark difference from how the pair normally fight. While accurate in ranged strike, the terracotta statue is prepared, having raised its shield, and manages to deflect the firebolt away from it. It looks as if it is about to dodge the tendril from Firea, but a split second of inspiration from the bless Armenga had used earlier allows her to navigate into a weak point. It attacks Firea, hitting her in the neck then swinging at Armenga, but missing, then raises its shield once more. Combat Everyone may now act! Slight bit of confusion, the red x statue is where is statue originally was and no longer is. A different token, red background, has a beard, is the statue current location. I moved Armenga and Firea ino flanking on it as I believe that was their intention, let me know if otherwise. Critical hit on Firea I believe, if Firea AC is 16 and it got 28 on the attack. So 20 x 2 = 40 damage on Firea. Armenga has blessed the group! Statue has shield raised so AC 26 currently. It can make attacks of opportunity. BlessSpell 1 Aura Concentrate Manipulate Mental Source Player Core pg. 318 Traditions divine, occult Cast [two-actions] Area 15-foot emanation Duration 1 minute Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract bane. 27 Armenga. Importantly, Armenga recalls that this terra cotta warrior quite tough, strong in defense, but importantly, is significantly weak to bludgeoning damage. ie weakness ten bludgeoning. 21 Zyrel 19 Statue 18 Joseph 18 Firea 17 Wugo Statue Total damage 53. 3 from Zyrel scatter scree + weak to bludgeoning 10. 8 bludgeoning cane from Joseph + weak to bludgeoning 10 + 2 mental damage. 10 from Firea + weak to bludgeoning 10. 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 May 2 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Statue reflex vs Zyrel scatter scree 23 1d20+14 9 1st longsword Attack on Firea 28 1d20+17 11 Damage 20 2d8+8 6,6 2nd longsword attack on Armenga 17 1d20+12 5 Link to comment Share on other sites More sharing options...
Kistler Posted April 25 Clone Share Posted April 25 (edited) Armenga Olulo - Thaumaturge 4 HP: 48/48 | AC: 21 | Speed: 30ft | Hero: 0/3 | 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: Bless, Personal Antithesis, Terrifying Resistance 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 Exploit, 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 yells at the animated statue, "We'll crush you, turn you into gravel! Come on and take it!" Trying to turn it from Firea. She swings at it twice with her weapon, but can't hit anything. Mechanics/Actions Other: Sell: Free: Action 1: Demoralize Action 2: Strike (B damage for weakness added) Action 3: Strike (B damage for weakness added) 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 + Leiomano 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 -23gp, 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 29 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Demoralize 23 1d20+12 11 Strike 1, Strike 2 13; 19 1d20+11;1d20+6 [2]; [2,13] Link to comment Share on other sites More sharing options...
leons1701 Posted April 25 Clone Share Posted April 25 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 Zyrel is moderately annoyed to see the statue does indeed dodge fairly well, but also pleased that the few stones that connect seem to have a surprisingly substantial effect. While it is possible the foe might evade the rain of stone entirely, it is far more likely to defend against a direct attack and said direct attack couldn't attack the creature's weakness as his spell can. Still, every bit helps and Zyrel not only repeats his spell but also fires a futile arrow at the creature. Mechanics Main Hand: Bow Off Hand: Empty Action 1&2: Scatter Scree, Basic Reflex DC 19 Action 2: Strike (Bow) Action 3: Strike (Bow) 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 Scatter scree damage 9 3d4 3,2,4 Strike 19 1d20+11 8 bow damage 11 2d6 6,5 Link to comment Share on other sites More sharing options...
r0llcage Posted April 25 Clone Share Posted April 25 (edited) 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) Since the statue, for whatever reason, does seem vulnerable to mental attacks, Joseph attempts to cripple it with a magical assault. He points at the terracotta soldier. "From the silly to the absurd, let your laughter be heard, giggle and roar as if tickled by a bird!" Mischief takes flight, swooping down over the construct, breaking away at the last second. Many feathers split away from his feathery body and continue on towards the soldier. With a technicolor flash, the feathers take on rainbow hues and life of their own, whirling around the construct and attempting to tickle it. "Blech." Joseph grunts in disgust. "I hate spells with... silly words." Mischief takes a detour to alight on Armenga's shoulder. He plucks one of his flight feathers and deftly places it behind her ear, then continues his flight back to Joseph. Armenga feels a small, cool thrum of power from the feather, her sword arm steadying ever so slightly. 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 + 2: Hideous Laughter (Will DC 20)somatic, verbal Range 30 feet Targets 1 living creature Duration sustained Defense DC 20 Will Critical Success The target is unaffected. Success The target is plagued with uncontrollable laugher. It can’t use reactions. Failure The target is slowed 1 and can’t use reactions. Critical Failure The target falls prone and can’t use actions or reactions for 1 round. It then suffers the failure effects. on the pot. Action 3: Cast GuidanceCantrip Concentrate Source Player Core pg. 334 Traditions divine, occult, primal Cast [one-action] Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. on Armie. 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 Edited April 25 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Cleric8092 Posted April 25 Clone Share Posted April 25 %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%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20More%20Wet%20Matches!!%0AHim%20still%20mad%2C%20him%20seem%20Hangry!%0ATake...%20this!%20%22%20%20%20%5B%2FB%5D%5B%2FCOLOR%5D%0AWugo%20curses%20that%20closing%20the%20door%20is%20apparently%20not%20enough%20for%20this%20big%20ol'%20grouchy%20statue%20mans.%20%20He%20hustles%20back%20to%20where%20he%20had%20been.%20%20Intones%20and%20then%20one%20of%20his%20maces%20glows%20bright%20red%2Forange%20and%20zips%20from%20his%20hand%20at%20the%20foe%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0A1.%20Stride%20straight%20right%20on%20Map%20back%20to%20where%20was%0A2.%20and%203.%20%20%20Cast%3A%20Rank%202%20Spell%20Spiritual%20Armament%20%0A(See%20Spoiler%20at%20bottom)%0A%0Amagic%20bludgeon%20or%20spirit%20dmg%20-%20whichever%20is%20more%20detrimental%20to%20target%20per%20description%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%20%20%20%20%20%20%20%5BSPOILER%3D%22Spiritual%20Armament%22%5D%20%0A%0ASpiritual%20Armament%20%5Btwo-actions%5D%20(Spell%202)%0AConcentrate%2C%20Manipulate%2C%20Sanctified%2C%20Spirit%0A%0ATraditions%20divine%2C%20occult%0ARange%20120%20feet%3B%20Target%201%20creature%0ADefense%20AC%3B%20Duration%20sustained%20up%20to%201%20minute%0A%0AYou%20create%20a%20ghostly%2C%20magical%20echo%20of%20one%20weapon%20you%E2%80%99re%20wielding%20or%20wearing%20and%20fling%20it.%20Attempt%20a%20spell%20attack%20roll%20against%20the%20target%E2%80%99s%20AC%2C%20dealing%202d8%20damage%20on%20a%20hit%20(or%20double%20damage%20on%20a%20critical%20hit).%20The%20damage%20type%20is%20the%20same%20as%20the%20chosen%20weapon%20(or%20any%20of%20its%20types%20for%20a%20versatile%20weapon).%20The%20attack%20deals%20spirit%20damage%20instead%20if%20that%20would%20be%20more%20detrimental%20to%20the%20creature%20(as%20determined%20by%20the%20GM).%20This%20attack%20uses%20and%20contributes%20to%20your%20multiple%20attack%20penalty.%20After%20the%20attack%2C%20the%20weapon%20returns%20to%20your%20side.%20If%20you%20sanctify%20the%20spell%2C%20the%20attacks%20are%20sanctified%20as%20well.%0A%0AEach%20time%20you%20Sustain%20the%20spell%2C%20you%20can%20repeat%20the%20attack%20against%20any%20creature%20within%20120%20feet.%0A%0A%5B%2FSPOILER%5D "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 - " More Wet Matches!! Him still mad, him seem Hangry! Take... this! " Wugo curses that closing the door is apparently not enough for this big ol' grouchy statue mans. He hustles back to where he had been. Intones and then one of his maces glows bright red/orange and zips from his hand at the foe "Actions and Out of Character" 1. Stride straight right on Map back to where was 2. and 3. Cast: Rank 2 Spell Spiritual Armament (See Spoiler at bottom) magic bludgeon or spirit dmg - whichever is more detrimental to target per description 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 "Spiritual Armament" Spiritual Armament [two-actions] (Spell 2) Concentrate, Manipulate, Sanctified, Spirit Traditions divine, occult Range 120 feet; Target 1 creature Defense AC; Duration sustained up to 1 minute You create a ghostly, magical echo of one weapon you’re wielding or wearing and fling it. Attempt a spell attack roll against the target’s AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well. Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet. Name xDiceName xDiceResult xDiceString xDiceRolls Spell Attack 14 1d20+9 5 magic dmg (B or Spirit) 8 2d8 7,1 Link to comment Share on other sites More sharing options...
Kyper007 Posted April 30 Clone Share Posted April 30 (edited) Firea - Kitsune Summoner lvl 3 AC: 17 | HP: 12/52 | 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 coughed up a bit of blood...okay so it was a considerable amount of blood considering the large gash along her neck now. "...okay, maybe not." The words came out a bit pained. "Firea! You should retreat." Auriflamma sounds a bit alarmed at first, then his turn goes a bit more conciliatory. Firea nodded to Auriflamma. "Yeah. Just, keep firebolting him." Auriflamma simply nods, firing a firebolt at the Terracotta while Firea tactically retreats and then fires off her own Blazing Bolt. [OOC Note: I forgot the Bless again, so Auriflamma actually rolled a 21 and Firea a 24.] 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 Summoner Cantrips: Detect Magic, Eat Fire, Electric Arc, Frostbite, Ignition, Read Aura Summoner First: Breath Fire, Summon Animal, Summon Fey Summoner Second: Blazing Bolt, Summon Elemental Magaambyan Attendant Cantrips: Phase Bolt OOC/Actions Other: Free: Action 1: Shared Action (1 Action): . Firea: Step Action to avoid Terracotta's AoO. Moving to square to the lower right. https://2e.aonprd.com/Actions.aspx?ID=2304 . Auriflamma: Firebolt Terracotta Action 2: Stride to Zyrel. Action 3: Firea Cast Single Action Blazing Bolt at Terracotta. Reaction (Firea only): 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 April 30 by Kyper007 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Auriflamma Firebolt 20 1d20+9 11 Firea Blazing Bolt 23 1d20+10 13 Firea Blazing Bolt Damage 6 2d6 1,5 Link to comment Share on other sites More sharing options...
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