TheRaconteur Posted April 1 Clone Share Posted April 1 (edited) Arionne Amata - Itinerant Scholar AC: (21Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 Finding her platform suddenly bereft foes, Arionne stepped forward until she was at the Eastern edge. She'd thought they'd already driven off the leader, but as the Hobgoblin stepped out her gaze locked onto the bandit. That was who they needed to take down. With ruthless efficiency, she shaped a pair of obsidian spikes and hurled them into Dmiri's chest with a matching open palmed strike. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. Action 1: Stride to the Eastern edge of the platform Action 2: Strike the Hobgoblin with a piercing, thrown, 1-Action Elemental Blast Action 3: Strike the Hobgoblin with a piercing, thrown, 1-Action Elemental Blast ACTIONS IMPULSES - DC 18, +8 Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' bludgeoning or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 1d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Edited April 1 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Piercing, Thrown, 1-Action Blast 26; 5 1d20+8;1d8+3 [18]; [18,2] Piercing, Thrown, 1-Action Blast 7; 7 1d20+3;1d8+3 [4]; [4,4] Link to comment Share on other sites More sharing options...
crazncanuck Posted April 1 Clone Share Posted April 1 Matilde Canossa (Sheet) Human Cleric 3 HP: 41/41 | AC: 22* | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield 12/12 Matilde is encouraged to see the mercenary take to flight after that, and she then is further enthused to see an arrow clang off her should guard. Seeing the platform they had been assaulting was now more of a barrier than something to scale, she starts to move around it, looking to advance, though she quickly comes to a halt, raising her shield when she sees another mercenary with a bow. >>Stride x2 (1 N, 3 NE, then 2 NE, 2 E) >Raise Shield Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted April 1 Author Clone Share Posted April 1 (edited) Arionne is hit with an arrow as soon as she steps out of cover, while Alak drops down and uses his weapon to trip Dmiri. Round 2 cont'd. Merc 5 Readied shot vs Arionne Alak Stride Drop down Trip vs Dmiri Round 3 @Bearlord is up. Map Edited April 1 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Readied shot; piercing damage 27; 5 1d20+8;1d6 [19]; [19,5] Trip vs Dmiri 27 1d20+12 15 Link to comment Share on other sites More sharing options...
Bearlord Posted April 2 Clone Share Posted April 2 (edited) Syhlas Yaeder (Character sheet) Human Rogue 3 HP: 41/41 | AC: 20 | Perc +7 | Fort +9 | Ref +11 | Will +11 | Speed: 30 ft. | Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. Active Conditions: Panache Syhlas hears the voice of the woman from his hiding place and then the sound of a bowstring as she shoots an arrow at Mathilde. After Arionne and Alak make their attacks on the obvious leader of the mercenaries the Kintargan jumps out from his spot. He moves to the doorway and jumps over the prone hobgoblin. Finally, he lashes out with his rapier followed-up by an off-hand slash with the swordsword. OOC Action 1: Stride W, N, E, E with Tumble Through to the square behind Dmiri Action 2: Strike with rapier Action 3: Strike with shortsword Reaction: Nimble Dodge vs. the first attack I can see (+2 AC) Edited April 2 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Acrobatics (Tumble Through) 28 1d20+9 19 Rapier strike (vs. Off-Guard) 22; 9 1d20+10;3d6+2 [12]; [12,1,4,2] Shortsword strike (vs. Off-Guard) 7; 7 1d20+6;2d6+2 [1]; [1,1,4] Link to comment Share on other sites More sharing options...
Eagleheart Posted April 2 Author Clone Share Posted April 2 (edited) Inside the cabin Syhlas sees a pair of bound and gagged orcs. There is also a small shadowy creature that looks like a dragon, which is also tied up. Dmiri gets back up on her feet and drops her bow, drawing her melee weapons instead. "Gonna enjoy killing you," she growls as she attacks Syhlas with her rapier. Alak tries to retaliate - his attack misses, but he still distracts Dmiri enough to make her attack a bit less effective. Dmiri's men take shots at Matilde and Alak. None hit their mark, but the one attacking Matilde gives her an unsettling wicked grin. Round 3 cont'd. Dmiri Stand Drop bow Draw rapier and dagger Rapier Strike vs Syhlas Alak Retributive Strike - Syhlas takes 5 less damage Merc 4 Hunt Prey, Demoralize, Hunted Shot vs Matilde Merc 5 Hunt Prey vs Alak Hunted Shot vs Alak Hide @crazncanuck @TheRaconteur and @Zen Gypsy are up. Map Edited April 2 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike vs Syhlas 22; 9 1d20+13;2d6+3 [9]; [9,5,1] Demoralize vs Matilde 19 1d20+2 17 Strike vs Matilde 9; 1 1d20+8;1d6 [1]; [1,1] Strike 2 vs Matilde 8; 2 1d20+3;1d6 [5]; [5,2] Strike vs Alak 10; 5 1d20+8;1d6 [2]; [2,5] Strike 2 vs Alak 14; 5 1d20+3;1d6 [11]; [11,5] Merc 5 Stealth 19 1d20+6 13 Retributive Strike 13; 10 1d20+10;1d10+4 [3]; [3,6] Initiative (Perception) for Vharag 20 1d20+6 14 Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 2 Clone Share Posted April 2 (edited) Arionne Amata - Itinerant Scholar AC: (21Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 39/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 From where she stood on the platform, Arionne spun and wove the obsidian chains in a deadly dance about her. She hardly even felt the arrow that shot past her face, drawing a deep cut along her cheek that poured hot blood down her neck. Instead, she was intently focused on the Hobgoblin leader. Though there was fifteen feet between them, she didn’t care, twisting her arms in a beautiful twisting motion that the chain mirrored. Easily crossing the distance between the two platforms, she lashed out at Dmiri twice as she harried Syhlas. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. Action 1-2: Strike the Hobgoblin with a piercing, thrown, 2-Action Elemental Blast Action 3: Strike the Hobgoblin with a piercing, thrown, 1-Action Elemental Blast ACTIONS IMPULSES - DC 18, +8 Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' bludgeoning or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 1d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Edited April 2 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 18; 10 1d20+8;1d8+7 [10]; [10,3] 1-Action Inpulse 17; 9 1d20+3;1d8+3 [14]; [14,6] Link to comment Share on other sites More sharing options...
crazncanuck Posted April 2 Clone Share Posted April 2 (edited) Matilde Canossa (Sheet) Human Cleric 3 HP: 41/41 | AC: 22* | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield 12/12, Frightened 1 Matilde's intent to advance on the mercenary seemed to falter as she saw the archer giving her a rather uncomfortable leering smile. It was distracting enough that she barely even noticed that the creature had even attempted to shoot her, so wide were the arrows of the mark. So she decides not to try and force her way up the platform for now, and instead work to rejoin her companions, before clashing her bracers again to loose more crimson lightning, this time apparently able to direct it towards two enemies. >Stride (2 SE, 2 S) >> Electric Arc (vs Merc4 & Dmiri) Edited April 2 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc, DC 18 Basic Reflex 6 3d4 3,2,1 Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 2 Clone Share Posted April 2 (edited) Vharag Mor'Guldur, Arcane Shaman AC: 16 | HIT POINTS: 39 | CURRENT: 39 | HERO POINTS: 1 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 1 | SPELL SLOTS: 1st: 4/4 | 2nd: 3/3 ACTIVE EFFECTS: None. CONDITIONS: None. With the ropes now lying uselessly at his feet, Vharag Mor'Guldur rises, a menacing figure amidst the chaos. His deep hood casts his face in shadow, but the gleam in his maroon eyes is unmistakable—a fierce determination, a promise of retribution. He extends his scarred, twisted right hand toward Dmiri, who is locked in combat with Syhlas. The air between them crackles, the ambient temperature plummeting as Vharag calls forth the essence of the void's cold, an orb of frost forming in his palm. With a flick of his wrist, the orb hurtles towards Dmiri, enveloping her in a biting, frostbitten embrace. As the cold seizes her, Vharag's voice, rough and imbued with the weight of his trials, cuts through the din of battle, "Feel the chill of the void... it claims all, eventually." Out of Character Free Action: Reaction: Action 1: Escape (Athletics DC 20) Action 2 & 3: Cast a Spell [Frostbite; Rank 2] at Dmiri Edited April 2 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Escape (Athletics; DC 20) 20 1d20+7 13 Frostbite [3d4 Cold; Fort Save DC 19] 11 3d4 3,4,4 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 3 Author Clone Share Posted April 3 (edited) "Who's in there... a hostage? All the more reason to stop these ruffians," growls Alak. Dmiri looks shaken. She definitely wasn't expecting this kind of opposition. She's only slightly singed by Matilde's spell, but Vharag's is considerably more effective. She reels as Alak stabs her, then follows up by tripping her again. Round 3 cont'd. Alak Demoralize, Strike, Trip vs Dmiri Round 4 @Bearlord is up. Map Edited April 9 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex vs Matilde 25 1d20+12 13 Fort vs Vharag 16 1d20+10 6 Alak Demoralize 20 1d20+9 11 Alak Strike 22; 7 1d20+10;1d10+4 [12]; [12,3] Alak Trip 26 1d20+7 19 Merc 4 Reflex 24 1d20+9 15 Link to comment Share on other sites More sharing options...
Bearlord Posted April 3 Clone Share Posted April 3 (edited) Syhlas Yaeder (Character sheet) Human Rogue 3 HP: 37/41 | AC: 20 | Perc +7 | Fort +9 | Ref +11 | Will +11 | Speed: 30 ft. | Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. Active Conditions: Panache Syhlas gives the captive orcs a quick nod of acknowledgement when he enters the cabin. There is no time to free them now he thinks, but soon it becomes obvious that he doesn't need to worry about that as one of them breaks free on his own and casts some type of spell at the duelist hobgoblin. Syhlas tries to dodge Dmiri's attack but takes a hit in his upper left arm. Then she gets tripped by Alak. The Kintargan takes a posing stance with his two blades directed at the prone opponent. "You need to stay on your feet to be able to kill me, and I hate to say it but odds are against you. However, you wouldn't have the pleasure of killing me even in a fair fight." Fair fights don't exist anyway. In combat for your life you take the opportunities you get so Syhlas thrusts both his weapons at Dmiri in a twin attack before she could get back on her feet. He slices her twice and then puts the point of his rapier at her throat. "Give up! You are done!" OOC Action 1: Bon Mot vs Dmiri Action 2: Strike with rapier Action 3: Strike with shortsword Reaction: Nimble Dodge vs. the first attack I can see (+2 AC) Edited April 3 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Bon Mot (Diplomacy) 14 1d20+10 4 Rapier Strike (Off-Guard) 11; 19 1d20+10;3d6+2 [1]; [1,5,6,6] Shortsword Strike (Off-Guard) 23 1d20+6 17 Shortsword damage 10 2d6+2 2,6 Extra damage die Shortsword 3 1d6 3 Hero point Rapier strike 28 1d20+10 18 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 3 Author Clone Share Posted April 3 (edited) Syhlas badly wounds Dmiri but somehow manages to avoid finishing her off. She stares up at him, still prone and now pinned beneath the tip of his blade. "I ... fine. I surrender. What do you want?" The half-orc mercenaries aren't aware of what's happening in the cabin, so they keep fighting. They loose more arrows at Matilde and Alak; then they prepare to fire again if their target moves a muscle. Round 4 cont'd. Merc 4 Hunted Shot vs Matilde Ready an action Merc 5 Hunted Shot vs Alak Ready an action @crazncanuck @TheRaconteur and @Zen Gypsy are up. The map is unchanged. Edited April 3 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike 1 vs Matilde 15; 2 1d20+8;1d6 [7]; [7,2] Strike 2 vs Matilde 16; 5 1d20+3;1d6 [13]; [13,5] Strike 1 vs Alak 10; 6 1d20+8;1d6 [2]; [2,6] Strike 2 vs Alak 6; 2 1d20+3;1d6 [3]; [3,2] Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 3 Clone Share Posted April 3 (edited) Arionne Amata - Itinerant Scholar AC: (21Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 29/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 With the bandit leader downed, Arionne moved to politely inform the other two remaining bandits of the good news. At least, that was the idea. In her head, she leapt off of the platform, landed in a neat roll, took off running towards the Southern platform, and cut the bandit down with her spiked chain. In reality, she leapt off the platform, landed badly, twisted her ankle, and slammed into the dirt. Knocking the wind out of herself, she could do little for a moment but wheeze as she slowly dragged herself back onto her feet. Her only consolation was that when she flung a length of obsidian chain in his direction, she caught him. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. Action 1: Leap off the platform Action 2: Pick myself up Action 3: Strike the Hobgoblin with a piercing, 1-Action Elemental Blast ACTIONS IMPULSES - DC 18, +8 Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' bludgeoning or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 1d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Edited April 4 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Athletics 12 1d20+8 4 Hero Point 13 1d20+8 5 1-Action Piercing, propulsive 25; 8 1d20+8;1d8+1 [17]; [17,7] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 4 Clone Share Posted April 4 Vharag Mor'Guldur, Arcane Shaman AC: 16 | HIT POINTS: 39 | CURRENT: 39 | HERO POINTS: 1 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 1 | SPELL SLOTS: 1st: 4/4 | 2nd: 3/3 ACTIVE EFFECTS: None. CONDITIONS: None. Vharag, his imposing figure momentarily stilled as he unties the ropes binding the young orc, moves with a deliberate calmness that belies his recent captivity. The young orc looks up at Vharag, his eyes averted with shame and disgrace. "Stay close, Tarn," Vharag instructs with a stern kindness, his voice low but filled with a begrudging concern. Tarn nods vigorously, eager to prove himself, yet tempered now by pragmatism gleaned from this misadventure. Turning his attention away from Tarn, Vharag acknowledges Syhlas, the rogue who played a pivotal role in their unexpected rescue. "You have our thanks, the gratitude of the Shattered Skulls," he says, extending a nod of respect towards Syhlas, before looking back at Tarn and continuing, "or those of us who remain." As the words leave Vharag's mouth, a small, shadowy figure scrabbles up his robes with surprising agility. Verjigorm, his scaled body glistening with an iridescent sheen under the dim light, perches on Vharag’s shoulder. His thick, purple tongue flicks out menacingly, tasting the air around Dmiri with palpable disdain. The small, folded wings along Verjigorm’s back flutter slightly, as if he's prepared to leap into action at a moment's notice. With the immediate threat to his and Tarn's safety neutralized, Vharag's focus shifts to Dmiri, the hobgoblin whose ambitions had ensnared them all. Stepping forward, the weight of his gaze—and now Verjigorm's—fixed upon her, he addresses her with a command that brooks no argument. "Dmiri," he begins, his voice echoing with disdain, "call off your soldiers. The strangers have questions for you, and there's no need to sacrifice your men to save your own worthless hide." Out of Character Free Action: Reaction: Action 1: Interact to Release Tarn Action 2: Interact to Ready Staff Action 3: Stride to Dmiri Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted April 4 Clone Share Posted April 4 Matilde Canossa (Sheet) Human Cleric 3 HP: 41/41 | AC: 22* | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield 12/12, Having started to ease up after the fall of the bandit leader, Matilde tensed again when more arrows clanked off her armour. The redhead stomps over to the ladder going up, and demands, putting a hand on her hip. "Your leader is felled. Stop with the arrows, or I will get up there and hurl you off." >Stride (2 NE, 1 N) >Demoralize >Raise Shield Name xDiceName xDiceResult xDiceString xDiceRolls Demoralize 7 1d20+5 2 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 4 Author Clone Share Posted April 4 Dmiri slides her weapons over to Syhlas as she yells "Show's over, boys! Go home." Her voice is quite impressive, and the mercenaries stop fighting. "So. What do you want?" she says again, looking at Syhlas. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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