LDDragon Posted May 2 Author Clone Share Posted May 2 (edited) 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. The statue falters just the barest hint of hesitantcy at Armengas words, even as it evades her attacks. 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. With surprising speed the creature dodges all of the stones from the scatter scree, and also the arrow fired. 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. The statue begins laughing, and is slow to react to people around it. " 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 The mace misses at the statue bats it aside. 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. The statue evades both bolts, dodging one and deflecting the other with its shield. The creature rapidly strikes out at Armenga with its longsword, then raises its shield once more. There are the sound of footsteps from somewhere around the corner, as a red haired gnome with green eyes comes into view. Combat Everyone may now act! Ryfte can feel free to join, if you want to. Token should be in middle or lower left corner of map. Forgot the frightened debuff, should be 27 to hit on 1st attack, not 28. Armenga 12 damage. If that does not drop her, then will attack again, which results in a crit, would be 12 damage but doubled to 24 due to crit. If the initial bit drops Armenga, it will instead move closer to other people. Statue has shield raised so AC 26 currently. Statue frightened 1. Statue no reactions due to hideous laughter. Armenga affected by Guidance from Joseph and Mischief. Armenga has blessed the group! 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 Reflex vs Zyrel scatter scree 33 1d20+14 19 Will save vs Joseph hideous laughter 22 1d20+10 12 Longsword vs Armenga, 1st attack 28 1d20+17 11 Damage 12 2d8+8 3,1 Longsword Armenga 2nd attack, if she is not down from the first attack. Else move. 31 1d20+11 20 Damage 12 2d8+8 1,3 Link to comment Share on other sites More sharing options...
Kistler Posted May 2 Clone Share Posted May 2 (edited) Armenga Olulo - Thaumaturge 4 HP: 12/48 | 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) If it didn't hurt so much, Armenga would roll her eyes at getting eviscerated by yet another monster. This was becoming a habit, and certainly not one good for her health. She takes another swing, but against can't connect, then casts one of her few spells to pound the statue with rocks. Mechanics/Actions Other: Sell: Free: Action 1: Step Action 2: Scatter Scree DC20 Action 3: Scatter Scree on soldier and square to its east 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 May 2 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls B DAMAGE 11 3d4 3,4,4 Retconned strike, if allowed 23 1d20+11 12 Link to comment Share on other sites More sharing options...
leons1701 Posted May 2 Clone Share Posted May 2 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 "Nice spell, even with the silly words. Now while it's distracted, pour it on, hit and run." The best way to take advantage of a slowed foe? Make it keep coming to you. Zyrel repeats his spell again, his rain of rocks joining Armenga's as he fires yet another arrow. Mechanics Main Hand: Bow Off Hand: Empty Action 1&2: Scatter Scree, Basic Reflex DC 19 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 Strike (Bow) 24 1d20+11 13 Damage 10 2d6 5,5 Scatter Scree damage 10 3d4 3,3,4 Link to comment Share on other sites More sharing options...
Cleric8092 Posted May 2 Clone Share Posted May 2 (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%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20Take%20this%20again!%0A%20And%20this%20for%20you%20ouchies.%22%20%20%20%5B%2FB%5D%5B%2FCOLOR%5D%0AWugo%20narrows%20his%20eyes%20in%20concentration%20to%20maintain%20his%20spell.%20%20Then%20magically%20sends%20a%20mace%20again%20at%20the%20foe.%20%20%20Quickly%20following%20with%20a%20wash%20of%20healing%20energy%20for%20his%20ally%20(Armenga)%20next%20to%20him.%20%20He%20would%20very%20much%20like%20to%20Hit%20and%20Run.%20But%20would%20feel%20shame%20shame%20to%20leave%20a%20wounded%20friend%20alone%20against%20this%20giant%20sword%20swinging%20giant%20construct%20%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0A1.%20Maintain%20%20Rank%202%20Spell%20Spiritual%20Armament%20%0A(See%20Spoiler%20at%20bottom)%0ANow%20Blessed%0A%0A2%20and%203.%20%202%20action%20cast%20Heal%20on%20Armenga%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 - " Take this again! And this for you ouchies." Wugo narrows his eyes in concentration to maintain his spell. Then magically sends a mace again at the foe. Quickly following with a wash of healing energy for his ally (Armenga) next to him. He would very much like to Hit and Run. But would feel shame shame to leave a wounded friend alone against this giant sword swinging giant construct "Actions and Out of Character" 1. Maintain Rank 2 Spell Spiritual Armament (See Spoiler at bottom) Now Blessed 2 and 3. 2 action cast Heal on Armenga 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. Edited May 2 by Cleric8092 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Blessed ranged spell atk 22 1d20+10 12 Magic, bludgeon dmg 14 2d8+1 6,7 Heal on Armenga 25 2d8+16 4,5 Link to comment Share on other sites More sharing options...
Ryfte Posted May 2 Clone Share Posted May 2 (edited) DESCRIPTION Geda is an overly slender gnome with spindly, spider-like, long fingers and toes and a narrow face with oversized, large, eyes. Her skin is dark, an olive-brown made even darker from years spent in the desert but with blue mottled spots and patches here and there. Golden eyes, almost metallic in hue, and much too large proportionally for her face, seem slightly off as does her too-wide grin. Her hair is black with natural blue and violet patches and streaks in it. Her clothing is typically earth toned, browns and tans with paler shades as well. Favoring clothing with folds and pockets, that is slightly loose, she dresses simply. Her decorative pieces tend to be wood and shell, at the most polished and oiled.| APPLICATION | SHEETKiki Gallant Female, Neutral Good, Gnome (Wellspring), Bard 4 AC: 20 HP: 44/44 S/D/C/I/W/C: -1/+3/+1/+1/+1/+4 F/R/W: +7/+11/+9 | Move: 25' | Senses: Low-Light Vision(x4), Perception +9 Expert: Arcana +9, Lore: Warfare +9, Perform +13 Trained: Acrobatics +8, Deception +10, Intimidate +10, Lore: Theatre +7 Nantambu +7, Medicine +7, Occultism +7, Stealth +8, Thievery +8 Untrained: Athletics -2, Crafting +1, Religion +1, Society +1, Survival +1 Turning the corner it was clear that she'd stepped into a conflict that needed resolving and she spoke to all of them immediately. "Well met to you all and let my words aid your efforts..." and broke into a chanting, upbeat cadence, her clear voice filling the air, echoing around them all. She grinned as she took in the situation before her, life was always interesting. Kiki didn't know any of the group well but had seen a few of them around a number of times and at least one or two of them at some of her performances of course. * Nothing like getting to jump right in... * Her bow was gripped firmly in her left hand and with her right she began to form symbols in the air, small traces of energy that hummed along with her voice. Within a few moments a small flying fey appeared in the air above the statue, quite out of reach but close by. "Shoot the statue!" She called out, her brief supporting chant having been completed. OoC Summary: Lingering Composition (free), Courageous Anthem (1 action, +1 status bonus to Attach Rolls, Damage Rolls, and Fear Saves.), Summon Fey (2 actions) Edit: Transpose her actions... that way the fey should also gain the bonus to attack and damage. ;) Reaction: ?? Action 1: Lingering Composition + Courageous Anthem: Courageous will last another 3 rounds without needing to be reupped. ;) Action 2: Summon a Draxie Action 3: Summon a Draxie Draxie Action 1: Euphoric Spark (attack) +7/2d4+3 mental; Hit AC 22; 10 damage (mental) Action 2: Euphoric Spark (attack) +2/2d4+3 mental; Hit AC 22; Critical; 18 damage (mental) Offenses (Attack +6): Corset Knife (+10; 2d4-1; Agile, Concealable, Finesse, Thrown 10') Shortbow (+10; 2d6-1) Spells (Attack +10, DC 20) Per Day 1st/2nd Bard: 3/3, 3/3; Sorc 1st/2nd: 1/1 0/0 Focus Cantrips Courageous Anthem (--; --; 60' emanation; 1 round; +1 status bonus to attack rolls, damage rolls, and fear saves for self and allies) [Bard Composition] Focus Spells Counter Performance (--; --; 30' emanation; --; Registers magic in the area) Lingering Composition (--; --; 30' emanation; --; Registers magic in the area) Cantrips Bullhorn (--; --; 30' emanation; --; Registers magic in the area) Courageous Anthem (--; --; 30' emanation; --; Registers magic in the area) [Bard Composition, focus] Detect Magic (--; --; 30' emanation; --; Registers magic in the area) Electric Arc (--; 2d4+4 electricity; 30'; Ref DC 17; One or two targets) Guidance (--; --; 30' emanation; --; Registers magic in the area) Musical Accompaniment (--; --; 30'; --; Targets 1 unattended object of light Bulk or less) Needle Darts (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round) Prestidigitation (--; --; 30' emanation; --; Registers magic in the area) Shield (--; --; --; --; Grants a shield of magical force until the start of your next turn that grants a +1 circumstance bonus to your AC and has Hardness 5) Telekinetic Projectile (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round) Level 1 Fear (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Grease (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Magic Missile (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Mystic Armor (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.) Soothe (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Level 2 Dispel Magic (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Illusory Creature (--; --; --; --; --) Loose Time's Arrow (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Edited May 2 by Ryfte (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Performance Check: Lingering Composition 21 1d20+13 8 Draxie Attack 1 22; 9 1d20+7;2d4+3 [15]; [15,4,2] Draxie Attack 2 22; 8 1d20+2;2d4+3 [20]; [20,1,4] Link to comment Share on other sites More sharing options...
r0llcage Posted May 3 Clone Share Posted May 3 (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 0/2 | Level 2 Spells:Dispel Magic Flaming Sphere 1/2 | 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) Vulnerable to mind-effecting spells for some reason. If I disarm it, is it intelligent enough to pick its weapons back up? Joseph inscribes magical runes into the air. A large phantom raven appears, hovering before the arcanist. With a final gesture, he thrusts his hand towards the construct and shouts "DISARM!" The magical raven image animates and swoops down on the pottery, but passes harmlessly through it... "Well, that didn't work... Eh? And who are you?" Mischief wings over to the newcomer, gravely worried that she might erroneously think that the dumb fey that just appeared are prettier than he is. 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: Command (Drop its' weapon and shield) (Will DC 20)Traditions arcane, divine, occult Patron Theme faith's flamekeeper Cast [two-actions] Range 30 feet; Targets 1 creature Defense Will; Duration until the end of the target's next turn You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save. Success The creature is unaffected. Failure The creature must spend the first action on its next turn to obey your command. Critical Failure The target must use all its actions on its next turn to obey your command. on the pot. Pot Will Save 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 Edited May 3 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Pot Will Save 24 1d20+10 14 Link to comment Share on other sites More sharing options...
Kyper007 Posted May 8 Clone Share Posted May 8 (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 didn't look in the best of shape but she continued to lay on the magic. "...lets see how you like this." One of Firea's tails whips about and snaps out towards the Terracotta sending an arc of blue fire from her tail towards it. Then promptly uses more of her innate magic by throwing Daze at the Terracotta, the move making all her tails shimmer. "Ooo...I like it when you do that!" Auriflamma sounds happy to see Firea using her innate abilities. Firea rolled her eyes at Auriflamma. "Just, keep firebolting him." (NOTE: That's to Arm's player I noticed Auriflamma's damage is off. He only has a +4 to damage not a +5 (for now. lol). That said Auriflamma only did 9 fire damage to the Terracotta, not 10) 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: Firea uses Foxfire on Terracotta. . Auriflamma: Firebolt Terracotta Action 2: Use Innate Daze ability on Terracotta. Action 3: Part of Action 2. 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 May 9 by Kyper007 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firea Foxfire @ Terracotta 20 1d20+8 12 Foxfire Damage 2 2d4 1,1 Auriflamma Firebolt @ Terracotta 29 1d20+10 19 Auriflamma Firebolt Damage (All damage is fire) 10 2d4+5 4,1 Firea Daze Damage (Mental Damage, DC 20 basic Will. If Crit Fail gains Stunned 1) 3 1d6 3 Link to comment Share on other sites More sharing options...
LDDragon Posted May 9 Author Clone Share Posted May 9 (edited) If it didn't hurt so much, Armenga would roll her eyes at getting eviscerated by yet another monster. This was becoming a habit, and certainly not one good for her health. She takes another swing, but against can't connect, then casts one of her few spells to pound the statue with rocks. Although it does no take the full brunt of the spell, managing to dodge some of the rocks, though that do hit make a definite impact, with tiny parts of its shoulder crumbling off. "Nice spell, even with the silly words. Now while it's distracted, pour it on, hit and run." The best way to take advantage of a slowed foe? Make it keep coming to you. Zyrel repeats his spell again, his rain of rocks joining Armenga's as he fires yet another arrow. Having had some practice, the statue moves impossibly fast, dodging out of the way of the falling rocks Zyrel calls down. It bats the arrow away with its shield. " Take this again! And this for you ouchies." Wugo narrows his eyes in concentration to maintain his spell. Then magically sends a mace again at the foe. Quickly following with a wash of healing energy for his ally (Armenga) next to him. He would very much like to Hit and Run. But would feel shame shame to leave a wounded friend alone against this giant sword swinging giant construct The statue dodges the mace. Armenga feels her wounds close up and immediately feels better as Wugo sends healing energy her way. Turning the corner it was clear that she'd stepped into a conflict that needed resolving and she spoke to all of them immediately. "Well met to you all and let my words aid your efforts..." and broke into a chanting, upbeat cadence, her clear voice filling the air, echoing around them all. She grinned as she took in the situation before her, life was always interesting. Kiki didn't know any of the group well but had seen a few of them around a number of times and at least one or two of them at some of her performances of course. * Nothing like getting to jump right in... * Her bow was gripped firmly in her left hand and with her right she began to form symbols in the air, small traces of energy that hummed along with her voice. Within a few moments a small flying fey appeared in the air above the statue, quite out of reach but close by. "Shoot the statue!" She called out, her brief supporting chant having been completed. The flying fey shows up and shoots fairly well, but the statue is incredibly defensively, managing to block and evade the first attack. However, the flying fey shoots it in the neck with the second shot. Vulnerable to mind-effecting spells for some reason. If I disarm it, is it intelligent enough to pick its weapons back up? Joseph inscribes magical runes into the air. A large phantom raven appears, hovering before the arcanist. With a final gesture, he thrusts his hand towards the construct and shouts "DISARM!" The magical raven image animates and swoops down on the pottery, but passes harmlessly through it... "Well, that didn't work... Eh? And who are you?" Mischief wings over to the newcomer, gravely worried that she might erroneously think that the dumb fey that just appeared are prettier than he is. The statue appears to resist the command. Firea didn't look in the best of shape but she continued to lay on the magic. "...lets see how you like this." One of Firea's tails whips about and snaps out towards the Terracotta sending an arc of blue fire from her tail towards it. Then promptly uses more of her innate magic by throwing Daze at the Terracotta, the move making all her tails shimmer. "Ooo...I like it when you do that!" Auriflamma sounds happy to see Firea using her innate abilities. Firea rolled her eyes at Auriflamma. "Just, keep firebolting him." Firea does not manage to get through the defences, but Auriflamma firebolts the creature in the chest. Goss, the anadi further away from the statue, flings three bolts of force towards it, while the other anadi begins giving advice on weak points to focus on, to disrupt the energy of the statue. The statue focuses on Armenga, raising its shield and attacking her twice with its longsword. Heed Anadi advice Heroes my use the following action Heed Anadi Advice [one-action] Auditory, Concentrate, Linguistic You interpret the anadis’ suggestions on how to best assail the terra-cotta soldier’s animating magic. Attempt a DC 19 Arcana or Occultism check, or a DC 24 Perception check. Critical Success As success, but the status bonus is +2. Success You gain a +1 status bonus to your attack rolls against the terra-cotta soldier until the end of your turn. Critical Failure You can’t understand the students’ advice, and the attention you’re paying them causes you to become flat-footed until the start of your next turn. Combat Everyone may now act! Armenga healed 25 by Wugo, then hit for 21, then possibly crit, if attack of 31 crit for 15 damage, or double that if crit. I had previously missed that fact that the flying fey had rolled a nat twenty, thus critting on the second hit. I have amended my post to reflect this. Statue has shield raised so AC 26 currently. Statue frightened 1, decreased by 1 so zero, wears off. Statue no reactions due to hideous laughter. Armenga affected by Guidance from Joseph and Mischief. Armenga has blessed the group! 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, crumbly, the equivalent of bloodied. At half health or below. Very wounded now. Total damage 103. 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. 5 from Armenga scatter scree + weak to bludgeoning 10. 16 from critical hit by the flying fey, Draxie. Auriflamma 9 fire damage. 10 magic missiles from Goss. 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 9 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Statue reflex vs Armenga scatter scree 26 1d20+14 12 Statue reflex vs Zyrel scatter scree 33 1d20+14 19 Goss magic missile vs staue 10 3d4+3 2,3,2 Statue longsword vs Armenga 28 1d20+17 11 Damage 21 2d8+8 7,6 Statue 2nd attack vs Armenga 31 1d20+12 19 Damage 15 2d8+8 2,5 Missed the daze from Firea. Statue will save 30 1d20+10 20 Link to comment Share on other sites More sharing options...
Cleric8092 Posted May 9 Clone Share Posted May 9 %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%20Wugo%20flinches%20as%20his%20bold%20ally%20gets%20hacked%20down.%20%20He%20maintain%20his%20concentration%20to%20magically%20send%20his%20mace%20at%20the%20foe.%20Then%20pleads%20for%20healing%20for%20Armenga%20with%20a%20hasty%20prayer%20%0A%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20Meanie%2C%20catch%20this!%0AStay%20down%20and%20rest%2C%20Wugo%20helps%20you.%0ABig%20Z.%20It's%20Wugo%20again.%20Please%20to%20help%20her%20not%20be%20deads%20yet.%20A%20men.%20%20Whups%2C%20Wugo%20means%20A%20woahmens.%22%20%5B%2FB%5D%5B%2FCOLOR%5D%0A%20%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0A1.%20Maintain%20%20Rank%202%20Spell%20Spiritual%20Armament%20%0A(See%20Spoiler%20at%20bottom)%0ANow%20Blessed%0A%0A2%20and%203.%20%202%20action%20cast%20Heal%20on%20Armenga%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%0A%2B1%20Light%20Mace%20x2%2C%20%0ADogslicers%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 - Wugo flinches as his bold ally gets hacked down. He maintain his concentration to magically send his mace at the foe. Then pleads for healing for Armenga with a hasty prayer " Meanie, catch this! Stay down and rest, Wugo helps you. Big Z. It's Wugo again. Please to help her not be deads yet. A men. Whups, Wugo means A woahmens." "Actions and Out of Character" 1. Maintain Rank 2 Spell Spiritual Armament (See Spoiler at bottom) Now Blessed 2 and 3. 2 action cast Heal on Armenga 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 +1 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 Blessed Ranged spell attack 14 1d20+10 4 Blessed bludgeon dmg 8 2d8+1 2,5 2 action Heal Armenga 25 2d8+16 3,6 Link to comment Share on other sites More sharing options...
Kistler Posted May 9 Clone Share Posted May 9 (edited) Armenga Olulo - Thaumaturge 4 HP: 25/48 | 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, Dying 3 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 falls beneath the heavy blows of the stone sword. Then, filled with new energy, her hands tightens on her weapon and she pulls herself to her feet to strike at the clay soldier once more. It doesn't matter, she still can't hit it. Mechanics/Actions Other: Sell: Free: Action 1: Stand Action 2: Grab weapon Action 3: Strike 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 May 9 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike 21 1d20+11 10 Link to comment Share on other sites More sharing options...
r0llcage Posted May 9 Clone Share Posted May 9 (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 0/2 | Level 2 Spells:Dispel Magic Flaming Sphere 1/2 | 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) "Let's try this again... DISARM!" Joseph gathers some of the latent arcane energies that inevitably seep into his cane by sheer virtue of its proximity to the young man's spells and raps the foot of his cane sharply against the stone floor. His voice and the sound of the cane striking are amplified by the spell, the sound reverberating across the grounds. The construct, winding up for another strike against Armie, suddenly hesitates... The arcanist smirks, something telling him that this time, the spell would not be so easy to shake off. "Do try not to destroy it. I would rather like to study it." 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. Free Action: Drain Bonded Item (Level 1)You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements. Action 1 + 2: Command (Drop what it's carrying) (Will DC 20)Traditions arcane, divine, occult Patron Theme faith's flamekeeper Cast [two-actions] Range 30 feet; Targets 1 creature Defense Will; Duration until the end of the target's next turn You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save. Success The creature is unaffected. Failure The creature must spend the first action on its next turn to obey your command. Critical Failure The target must use all its actions on its next turn to obey your command. on the pot. Pot Will Save 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 Edited May 9 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Pot Will Save 11 1d20+10 1 Link to comment Share on other sites More sharing options...
Ryfte Posted May 9 Clone Share Posted May 9 (edited) DESCRIPTION Geda is an overly slender gnome with spindly, spider-like, long fingers and toes and a narrow face with oversized, large, eyes. Her skin is dark, an olive-brown made even darker from years spent in the desert but with blue mottled spots and patches here and there. Golden eyes, almost metallic in hue, and much too large proportionally for her face, seem slightly off as does her too-wide grin. Her hair is black with natural blue and violet patches and streaks in it. Her clothing is typically earth toned, browns and tans with paler shades as well. Favoring clothing with folds and pockets, that is slightly loose, she dresses simply. Her decorative pieces tend to be wood and shell, at the most polished and oiled.| APPLICATION | SHEETKiki Gallant Female, Neutral Good, Gnome (Wellspring), Bard 4 AC: 20 HP: 44/44 S/D/C/I/W/C: -1/+3/+1/+1/+1/+4 F/R/W: +7/+11/+9 | Move: 25' | Senses: Low-Light Vision(x4), Perception +9 Expert: Arcana +9, Lore: Warfare +9, Perform +13 Trained: Acrobatics +8, Deception +10, Intimidate +10, Lore: Theatre +7 Nantambu +7, Medicine +7, Occultism +7, Stealth +8, Thievery +8 Untrained: Athletics -2, Crafting +1, Religion +1, Society +1, Survival +1 "Statues aren't supposed to do this at all! Really, what gall this thing has!" The broad grin plastered across her face make it quite clear she was joking around. It was obvious that this thing was dangerous as swing after swing and attack after attack was unsuccessful. * Quite a difficult target here it seems. Still, guess I'll try my luck as well... * She called out to the fey once again, "Keep on it!" and then focused on her own actions, trying to join the others in taking down the creature before them. Once again she wove a spell as she pulled a small metal sphere from a pocket. As she finished the sphere streaked towards the statue unerringly and broke off a chunk of the statue before falling to the ground and rolling a bit. OoC Summary: Courageous Anthem (1 action, +1 status bonus to Attach Rolls, Damage Rolls, and Fear Saves.) 2 more rounds (free), Telekinetic Projectile (2 actions), Sustain / Command Summon (1 action) Reaction: ?? Action 1: Sustain / Command Fey Summon Action 2: Telekinetic Projectile (spell attack) +10/3d6 bludgeoning; Hit AC 29; 5 damage (bludgeoning) [cantrip] - HIT 15 damage counting its weakness Action 3: Telekinetic Projectile Draxie Action 1: Euphoric Spark (attack) +7/2d4+3 mental; Hit AC ??; ?? damage (mental) - MISS Action 2: Euphoric Spark (attack) +2/2d4+3 mental; Hit AC ??; ?? damage (mental) - MISS Offenses (Attack +6): Corset Knife (+10; 2d4-1; Agile, Concealable, Finesse, Thrown 10') Shortbow (+10; 2d6-1) Spells (Attack +10, DC 20) Per Day 1st/2nd Bard: 3/3, 3/3; Sorc 1st/2nd: 1/1 0/0 Focus Cantrips Courageous Anthem (--; --; 60' emanation; 1 round; +1 status bonus to attack rolls, damage rolls, and fear saves for self and allies) [Bard Composition] Focus Spells Counter Performance (--; --; 30' emanation; --; Registers magic in the area) Lingering Composition (--; --; 30' emanation; --; Registers magic in the area) Cantrips Bullhorn (--; --; 30' emanation; --; Registers magic in the area) Courageous Anthem (--; --; 30' emanation; --; Registers magic in the area) [Bard Composition, focus] Detect Magic (--; --; 30' emanation; --; Registers magic in the area) Electric Arc (--; 2d4+4 electricity; 30'; Ref DC 17; One or two targets) Guidance (--; --; 30' emanation; --; Registers magic in the area) Musical Accompaniment (--; --; 30'; --; Targets 1 unattended object of light Bulk or less) Needle Darts (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round) Prestidigitation (--; --; 30' emanation; --; Registers magic in the area) Shield (--; --; --; --; Grants a shield of magical force until the start of your next turn that grants a +1 circumstance bonus to your AC and has Hardness 5) Telekinetic Projectile (+10; 3d6 bludgeoning; 30'; --; Targets 1 creature, does double damage on a critical, deals bludgeoning, slashing, or piercing depending on object thrown.) Level 1 Fear (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Grease (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Magic Missile (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Mystic Armor (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.) Soothe (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Level 2 Dispel Magic (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Illusory Creature (--; --; --; --; --) Loose Time's Arrow (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) Edited May 9 by Ryfte (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Draxie Attack 1 9; 6 1d20+7;2d4+3 [2]; [2,1,2] Draxie Attack 2 6; 7 1d20+2;2d4+3 [4]; [4,1,3] Telekinetic Projectile 29; 5 1d20+10;3d6 [19]; [19,2,1,2] Link to comment Share on other sites More sharing options...
leons1701 Posted Tuesday at 12:34 PM Clone Share Posted Tuesday at 12:34 PM 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 "Which part of 'and run' are you unclear on?". Zyrel groans as Armenga goes down, gets up and keeps trying to go toe to toe with the clearly superior statue. Brave, yes. Necessary? Probably not. Silently, he admits the 'Hit' part isn't working all that well either, though the statue does appear to be battered nearly into submission. "Sorry Joseph, you're probably going to have to make do with studying pieces unless you start right now." Zyrel drops another rain of stones on the statue and fires his bow once more. He seems to have figured out the statue's defensive routine, the arrow strikes with deadly force. Mechanics Main Hand: Bow Off Hand: Empty Action 1&2: Scatter Scree, Basic Reflex DC 19 Action 3: Strike (Bow) Hey, a crit! 17 damage! 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 13 4d4 4,2,4,3 Bow Strike 31 1d20+11 20 Bow damage 5 2d6 2,3 deadly damage 7 1d10 7 Link to comment Share on other sites More sharing options...
LDDragon Posted Thursday at 01:21 AM Author Clone Share Posted Thursday at 01:21 AM (edited) POST IN PROGRESS Wugo flinches as his bold ally gets hacked down. He maintain his concentration to magically send his mace at the foe. Then pleads for healing for Armenga with a hasty prayer " Meanie, catch this! Stay down and rest, Wugo helps you. Big Z. It's Wugo again. Please to help her not be deads yet. A men. Whups, Wugo means A woahmens." The mace misses, but some of the wounds on Armenga heal up. Armenga falls beneath the heavy blows of the stone sword. Then, filled with new energy, her hands tightens on her weapon and she pulls herself to her feet to strike at the clay soldier once more. It doesn't matter, she still can't hit it. The statue, ever evasive, remains untouched. "Let's try this again... DISARM!" Joseph gathers some of the latent arcane energies that inevitably seep into his cane by sheer virtue of its proximity to the young man's spells and raps the foot of his cane sharply against the stone floor. His voice and the sound of the cane striking are amplified by the spell, the sound reverberating across the grounds. The construct, winding up for another strike against Armie, suddenly hesitates... The arcanist smirks, something telling him that this time, the spell would not be so easy to shake off. "Do try not to destroy it. I would rather like to study it.". Affected by the magic Joseph called forth, the statue gets ready to drop what it is holding. "Statues aren't supposed to do this at all! Really, what gall this thing has!" The broad grin plastered across her face make it quite clear she was joking around. It was obvious that this thing was dangerous as swing after swing and attack after attack was unsuccessful. * Quite a difficult target here it seems. Still, guess I'll try my luck as well... * She called out to the fey once again, "Keep on it!" and then focused on her own actions, trying to join the others in taking down the creature before them. Once again she wove a spell as she pulled a small metal sphere from a pocket. As she finished the sphere streaked towards the statue unerringly and broke off a chunk of the statue before falling to the ground and rolling a bit. A large crack appears in the statue. "Which part of 'and run' are you unclear on?". Zyrel groans as Armenga goes down, gets up and keeps trying to go toe to toe with the clearly superior statue. Brave, yes. Necessary? Probably not. Silently, he admits the 'Hit' part isn't working all that well either, though the statue does appear to be battered nearly into submission. "Sorry Joseph, you're probably going to have to make do with studying pieces unless you start right now." Zyrel drops another rain of stones on the statue and fires his bow once more. He seems to have figured out the statue's defensive routine, the arrow strikes with deadly force. The statue does its best to dodge the rain of stones, but cannot avoid all of them. A large chunk hits its right shoulder, at the same time, Zyrel lines up the perfect shot, shooting it through the head. It falls to the ground, cracking open and breaking into multiple fragments. Combat COMBAT WON. OUT OF INITIATIVE! Armenga healed 25 by Wugo. 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, crumbly, the equivalent of bloodied. At half health or below. Very wounded now. Total damage 151. DESTROYED. 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. 5 from Armenga scatter scree + weak to bludgeoning 10. 16 from critical hit by the flying fey, Draxie. Auriflamma 9 fire damage. 10 magic missiles from Goss. 5 from telekineitic projectile by Kiki, + weak to bludgeoning 10. 6 scatter scree from Zyrel + weak to bludgeoning 10. 17 Zyrel critical bow strike. 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 Thursday at 01:25 AM by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls reflex vs zyrel scatter scree 26 1d20+14 12 Link to comment Share on other sites More sharing options...
Cleric8092 Posted Thursday at 01:38 AM Clone Share Posted Thursday at 01:38 AM %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%20Wugo%20flinches%20much%20more%20so.%20%0A%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20WHAT%3F!%20%20We%20wons%3F!%0AWugo%20was%20NOT%20expectings%20THAT!.%22%20%5B%2FB%5D%5B%2FCOLOR%5D%0A%20He%20looks%20around%20and%20nods%20at%20his%20remarkable%20comrades.%20%20For%20non%20goblins.%20%20They%20werent%20half%20bad%20at%20giving%20ouchies.%0AHe%20then%20wiggles%20all%20over%20and%20does%20a%20victory%20dance%20%2F%20jig%20%2F%20scitter-bug%20that%20one%20cannot%20unsee%20once%20seen.%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0ACelebrate!!%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%0A%2B1%20Light%20Mace%20x2%2C%20%0ADogslicers%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 - Wugo flinches much more so. " WHAT?! We wons?! Wugo was NOT expectings THAT!." He looks around and nods at his remarkable comrades. For non goblins. They werent half bad at giving ouchies. He then wiggles all over and does a victory dance / jig / scitter-bug that one cannot unsee once seen. "Actions and Out of Character" Celebrate!! Melee Attacks at +10 Spell Attacks at +9 Spell DCs at 19. Gear: +1 Striking Dogslicers x2 +1 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 Link to comment Share on other sites More sharing options...
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