Zen Gypsy Posted April 8 Clone Share Posted April 8 (edited) Vharag Mor'Guldur, Arcane Shaman AC: 16 | HIT POINTS: 39 | CURRENT: 29 | HERO POINTS: 1 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 1 | SPELL SLOTS: 1st: 4/4 | 2nd: 2/3 ACTIVE EFFECTS: None. CONDITIONS: Deafened, Entangled (-10 ft penalty to Spd) The charau-ka’s assault, a cacophony of sound and fury, sought to disorient and ensnare, yet Vharag faced it with a resolve born of years of conflict and study. The sonic assault that left him momentarily deafened did little to dampen his spirit; if anything, it sharpened his focus, a testament to his resilience. As creeping vines sought to bind him, wrapping their tendrils with insidious intent, Vharag called upon his arcane knowledge. The spell he conjured, a testament to his power, was a dazzling display of flame that split into three arcs, each one a serpent of fire hungry for its target. That the flames failed to find their mark was not a reflection of his skill, but rather a testament to the unpredictable and chaotic nature of battle. The charau-ka's evasive maneuvers were erratic, born of a primal instinct rather than any tactical acumen. The aftermath of his spell, while not as he intended, served a strategic advantage; the arcs of flame illuminated the cavern, revealing the positions of their enemies with stark clarity. Out of Character Free Action: Reaction: Action 1, 2 & 3: Cast Blazing Bolt; Target Caster 1, Caster 2 & Charau-ka Whip Edited April 8 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fortitude Save (Noise Blast, DC 17; 10 Sonic dmg) 13 1d20+8 5 Reflex Save (Entangling Flora; DC 17) 14 1d20+6 8 Blazing Bolt #1 (CK Caster 1's AC) 16 1d20+10 6 Blazing Bolt #1 (CK Caster 1; Fire dmg) 14 4d6 1,3,4,6 Blazing Bolt #2 (CK Caster 2's AC) 18 1d20+10 8 Blazing Bolt #2 (CK Caster 2; Fire Dmg) 15 4d6 4,3,2,6 Blazing Bolt #3 (CK Whip's AC) 13 1d20+10 3 Blazing Bolt #3 (CK Whip; Fire Dmg) 10 4d6 1,4,2,3 Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 8 Clone Share Posted April 8 (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 Arionne was so used to the clang of steel on stone, the screams of the dying and the damned, that she hardly even noticed the explosion of sound. She flinched, absolutely, her will was not so resolute as that. Yet it was an instinctual move, rather than a practical one. Her eardrums did not suffer the assault, long used to such aural violence. Vines grasped at her feet, but they posed her no real threat, and thus she ignored them. Instead she focused only on her own body, adopting the stance that her proctors had drilled into her head with the rod and the whip. What would they think of her technique now, as she summoned the fire within her blood? They'd taught her to fight with fists, elbows, and knees, and of course with razors and the wickedly barbed chain. She'd been a poor student, but now that she'd come into her own power she employed her own version of her proctor's teachings with deadly brutality. Whipping about her from nothing, congealing at her will, the spiked chain of obsidian shards burst into flame. She twisted, spinning the weapon about her, and sent a blast of molten fire swinging down the hallway. It curved around the stacked boxes, searing through each of the strange Ape-men in turn. Triumphant in her power, she pulled the flaming barbs back towards herself and resumed her assault upon the nearest foe. 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: 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. on all of them Action 3: 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. missing 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 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait 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 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Edited April 8 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flying Flame 6 2d6 2,4 Elemental Blast - Slashing 13; 9 1d20+8;1d8+3 [5]; [5,6] Fortitude 31 1d20+11 20 Reflex 17 1d20+8 9 Link to comment Share on other sites More sharing options...
Bearlord Posted April 8 Clone Share Posted April 8 (edited) Syhlas Yaeder (Character sheet) Human Rogue 3 HP: 36/41 | 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: Syhlas moves in the middle of the group as they proceed through the narrow and damp cave tunnel. He is too focused on the tracks when they are suddenly attacked. The noise strikes him and stuns him for a short moment but when he looks up and sees what kind of creatures they are he recognizes them from the castle. "You again" he shouts out. He easily maneuvers out of the area with vines and jumps onto one of the crates against the opposite wall of the cave. From the higher ground, he feints an attack at one of the spellcasters and then follows up with the real lethal thrust of his rapier. OOC Action 1: Stride E, SE Action 2: Feint Acolyte 1 (-2 to Perception and Reflex saves until end of my next turn if success) Action 3: Strike Acolyte 1 with rapier Edited April 8 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fortitude save 17 1d20+9 8 Reflex save 23 1d20+11 12 Feint 22 1d20+11 11 Rapier strike 22; 12 1d20+10;3d6+2 [12]; [12,1,3,6] Link to comment Share on other sites More sharing options...
Eagleheart Posted April 9 Author Clone Share Posted April 9 (edited) The charau-ka quickly take cover, protecting themselves from Vharag's attacks and mitigating Arionne's. But Syhlas solidly hits one of the acolytes, who howls out with rage. Round 1 cont'd. @crazncanuck is up. Map Edited April 9 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex saves 19; 23; 25; 18 1d20+10;1d20+10;1d20+7;1d20+7 [9]; [9,13]; [9,13,18]; [9,13,18,11] Link to comment Share on other sites More sharing options...
crazncanuck Posted April 10 Clone Share Posted April 10 (edited) Matilde Canossa (Sheet) Human Cleric 3 HP: 28/41 | AC: 22* | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 10/12 Matilde was warily eyeing their new comrade. She supposed she ought to give them the benefit of the doubt for now, if Syhlas was speaking up for them, you never knew if this was some sort of scheme. Voz seemed like the crafty sort, and you never knew if this was some scheme to fend off justice for another day. She shares with them her name, and she supposed her Iomedaean tabard introduced much else about her beyond that, but she decided to leave further conversation until her own trust was earned. Thus were her thoughts somewhat distracted when she turned a corner, and magic started being flung her way, and while it was more bothersome than truly painful, she winces as she barely turns aside a hurled spear, and she only manages to side step one hatchet swing before a second one smashed into her cuirass. As she noticed summoned flora starting to try to pin her legs, she knew she had to get out of the unnatural greenery, and thus warily rushed behind her first assailant, before turning about to thrust her new and unaccustomedly keen blade at it, wondering briefly if she should have taken the time to practice with the new weapon. Realizing she'd put herself deeper amongst enemy ranks, she then turns about to present her shield as the first target. < Shield Block Spear (-4 Damage. Matilde and Shield both take 2) > Stride 1 NE, 1 SE, 1 S > Strike Enemy to NW (Attack Roll should be 26, ignore first damage roll, its got incorrect number) > Raise Shield Edited April 10 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort Save 19 1d20+11 8 Reflex Save 21 1d20+9 12 Strike, Slashing 25; 10 1d20+9;1d8+4 [16]; [16,6] Corrected Damage Roll - Piercing 10 2d6+4 3,3 Deadly d8 5 1d8 5 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 10 Author Clone Share Posted April 10 (edited) Matilde seriously wounds the warrior and he howls, voicing his rage and pain as he turns to retaliate. His sickle-wielding ally jumps into a flanking position and they attack together, but neither one can land a meaningful hit on the priestess. The acolytes hoot and bare their teeth at Syhlas and Matilde, psyching them out a bit before casting spells to weaken them. Round 1 cont'd. Charau-ka Shrieking Frenzy - quickened until end of turn Stride Sickle Strike x3 vs Matilde Round 2 Acolyte 1 Demoralize vs Syhlas Enfeeble vs Syhlas - Fort save, DC 17 Acolyte 2 Demoralize vs Matilde Enfeeble vs Matilde - Fort save, DC 17 Warrior Shrieking Frenzy 💥Hatchet Strike x4 vs Matilde Party turn. @crazncanuck @Bearlord @Zen Gypsy @TheRaconteur Map Edited April 10 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sickle Strike 1; slashing damage 12; 6 1d20+10;1d4+5 [2]; [2,1] Sickle Strike 2 14; 9 1d20+6;1d4+5 [8]; [8,4] Sickle Strike 3 16; 7 1d20+2;1d4+5 [14]; [14,2] Demoralize vs Syhlas 24 1d20+7 17 Demoralize vs Matilde 26 1d20+7 19 Hatchet Strike 1; slashing damage 17; 6 1d20+9;1d6+5 [8]; [8,1] Hatchet Strike 2 10; 11 1d20+5;1d6+5 [5]; [5,6] Hatchet Strike 3 6; 11 1d20+1;1d6+5 [5]; [5,6] Hatchet Strike 4 4; 11 1d20+1;1d6+5 [3]; [3,6] Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 10 Clone Share Posted April 10 (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 Adriana cried out in alarm when the two Ape-Men descended in a shrieking frenzy on Matilde, and watched with no small amount of impressed satisfaction as she expertly evade their weapons. She raised her hand high, spinning the obsidian chain about her rapidly and gaining the momentum needed to cast it out again, fire twisting and curving around her companions in order to catch as many of the creatures as she could. The chain lashed out, splitting into four different tendrils of flame, then reformed into obsidian shards to wrap around the nearest creature and cut him to bloody ribbons. 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: 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. on as many of them as I can Action 3: 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. missing 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 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait 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 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Edited April 10 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flying Flame 7 2d6 6,1 Elemental Blast - Slashing 23; 10 1d20+8;1d8+3 [15]; [15,7] Link to comment Share on other sites More sharing options...
Bearlord Posted April 10 Clone Share Posted April 10 (edited) Syhlas Yaeder (Character sheet) Human Rogue 3 HP: 36/41 | 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: Enfeebled 1, Frightened 1 Syhlas hesitates for a few moments even feeling a bit staggered when the ape-man shaman taunts him. That is his usual way of fighting but this time it back-fired on him. Then he felt heaviness descend upon him making him feel weaker. "What are you?! Let go of me!" He shouts out in anger and then strike twice with his weapons trying to exploit openings in his opponent's movements. Finally he takes a step to get closer to the other spellcaster and stand shoulder to shoulder with Mathilde to hinder the foes to get away from them. OOC Action 1: Strike with Rapier at Acolyte 1 (still Off-guard) Action 2: Strike with Shortsword at Acolyte 1 (Off-guard) Action 3: Step (S) Edited April 10 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fortitude save 17 1d20+9 8 Rapier strike (vs Off-guard) 24; 13 1d20+9;3d6+1 [15]; [15,5,4,3] Shortsword strike (vs Off-guard) 22; 12 1d20+5;3d6+1 [17]; [17,1,4,6] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 11 Clone Share Posted April 11 Vharag Mor'Guldur, Arcane Shaman AC: 16(18) | HIT POINTS: 39 | CURRENT: 29 | HERO POINTS: 1 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 1 | SPELL SLOTS: 1st: 4/4 | 2nd: 2/3 ACTIVE EFFECTS: None. CONDITIONS: Entangled (-10 ft penalty to Spd) As the battle raged on, Vharag's focus remained unwavering. With a deft motion, he raised his shield to ward off the incoming attacks, his stance firm and resolute. Channeling the arcane energies coursing through him, he slammed his staff onto the ground, unleashing a crackling arc of electricity that surged towards the charau-ka casters. The lightning crackled through the air, illuminating the cavern with its brilliant glow as it arced towards its targets, seeking to disrupt their spells and turn the tide of battle in his allies favor. Out of Character Free Action: Reaction: Shield Block if hit by a Physical attack Action 1: Raise Shield Action 2 & 3: Cast Electric Arc (Heightened 2); Target Caster 1 & Caster 2 Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc (H:2; Charau-ku Caster 1 & 2; Reflex DC 19) 5 3d4 2,2,1 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 11 Author Clone Share Posted April 11 (edited) Arionne finishes off the wounded warrior while Syhlas slays one of the acolytes. Vharag quickly redirects his spell, which catches the whip-wielder off guard. Round 2 cont'd. @crazncanuck is up. Map Edited April 11 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flying Flame saves 28; 12; 24 1d20+10;1d20+7;1d20+7 [18]; [18,5]; [18,5,17] Electric Arc saves 8; 23 1d20+7;1d20+7 [1]; [1,16] Link to comment Share on other sites More sharing options...
crazncanuck Posted April 11 Clone Share Posted April 11 (edited) Matilde Canossa (Sheet) Human Cleric 3 HP: 28/41 | AC: 20 | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 10/12, Enfeebled 1 The redhead frantically whirls about in a frantic dance of parrying and fencing, gasping for breath as she is assailed on both sides. She doesn't manage to block or dodge everything, but her armour does the rest, though she can still feel herself a little staggered by the initial hatchet blow. She doesn't quite notice the initial efforts of one of the spell workers to unnerve her, so busy was she, but then a spell washes over her again... She feels herself becoming a little sluggish. Even so, she couldn't let the flailing attacks continued upon her remain an answered. Spotting a chance, she stepped in and thrust the unfamiliar blade again, encouraged by the result of her first effort with the weapon. She feels the weariness on her limbs though, and the thrust proves lackluster. Flustered, she then draws back and clashes her bracers as she had learned to do prior, sending lightning instead to rattle the two foes still before her. >Strike >Electric Arc Both, DC 19 Basic Reflex Edited April 11 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort Save 24 1d20+11 13 Strike, Piercing 13; 14 1d20+9;2d6+3 [4]; [4,5,6] Electric Arc 7 3d4 2,4,1 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 11 Author Clone Share Posted April 11 (edited) This time Matilde's spell seems to stun and disorient the cultists. They try to keep fighting, but ultimately, the party is able to defeat them without suffering any lasting harm. Searching the camp site, you find a collection of drawings and notes about Alseta's Ring. Arionne, Matilde, and Syhlas recognize the handwriting as Voz Lirayne's. The drawings depict a variety of arcane symbols, as well as some religious ones - you can recognize the symbols of Desna and Calistria, among others - while the notes mention that there are 6 portals: Lotusgate, Jewelgate, Duskgate, Huntergate, Vengegate, and Dreamgate. Each one apparently needs a different 'key' to be opened, though Voz has been trying to find a way to circumvent this. Voz herself is nowhere to be seen, but you do find scuffed footprints and bloodstains - there was another fight here, not too long ago. It looks like Voz might have been captured by the cultists and taken deeper into the cave. Edited April 11 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted April 11 Clone Share Posted April 11 Syhlas Yaeder (Character sheet) Human Rogue 3 HP: 36/41 | 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: Syhlas searches the bodies of the defeated ape-men and the area that looks like it has been the scene of two fights in short time. "Looks like we may have to liberate Voz from these weird cultists before we can ask her about her business and crimes." He picks up a piece of cloth from the fallen bodies and wipes off his two blades while the others look over the documents. He looks over Arionne's shoulder to get a glance of some of the drawings though. "What are those religious symbols? I recognize that wasp symbol of Calistria, they used to have a secret cult in Kintargo." OOC Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 11 Clone Share Posted April 11 (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 With the last of the cultists defeated, Arionne barely waited for the flames to settle before digging into the discovered notes. At times, it seemed the only reason she'd joined the company at all was to gain access to more books, or else for the coin to buy them. "Calistra, goddess of lust yes.... vengeance might be more interesting to a Red Mantis." She muttered, distracted as always when she had something new to read. "Desna... her aspect of the goddess of travelers maybe? Elf gates surely." She looked then to the less obvious symbols, greedily writing them down, along with the names of the six portals. "These cultists must have a key, to have come through at all, let alone in such numbers." 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: 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. on as many of them as I can Action 3: 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. missing 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 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait 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 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Edited April 11 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Lore: Loremaster 18 1d20+6 12 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 11 Author Clone Share Posted April 11 Arionne is able to recognize the divine symbols as those of the elven pantheon: Desna, Calistria, Cernunnos, Ketephys, Yuelral... and Alseta, for whom the portal network is named. The arcane symbols are considerably more difficult to understand, but they seem to have something to do with teleportation magic. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts