Zen Gypsy Posted April 12 Clone Share Posted April 12 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: None. With the scene of their recent skirmish settling into a wary silence, Vharag's gaze moved from the recovering Matilde to the remnants of arcane tumult. The scattered notes and symbols scattered around the campsite drew his attention, resonating with his own deep-seated interests in the magical arts, particularly those involving the movement across great distances or planes. Picking up several sheets, he studied the arcane inscriptions closely. The runes were complex, indicative of sophisticated teleportation spells likely linked to the Alseta gates mentioned in the notes. His fingers traced the lines of energy described on the paper, his mind working furiously to decipher their function and potential. "Teleportation magic," Vharag muttered, mostly to himself but loud enough for the others to hear. "These symbols... they are part of an intricate network. Elf gates, aiudara —a network of portals, bound by gates and their respective keys. Cunning, indeed..." Turning to Arionne, who was absorbed in her own examination of the religious symbols and their implications, he added, "These gates—linked to the gods of the elven pantheon, it seems. Each key must resonate with a specific divine aspect or power. It’s an elegant safeguard, ensuring that only those well-versed in both the arcane and the divine can navigate the network." A thick, calloused finger traced the runes contained within the journal, "The combination of divine and arcane... it's a potent mix. If Voz was trying to bypass the need for keys, she was dabbling in something risky. Maybe too risky, considering her apparent abduction." Verjigorm, languidly stretching on the orc's broad shoulder, hopped to the cavern floor, circling the pool of drying blood. It's slender, purple tongue flicked out of it's toothy maw, lapping at the crimson pool. "Elf blood," it hissed, "tender meat." It's nose wrinkled, it sniffed dismissively at the air, "Ape-men, stink, more. Yes. More." It then paced around the orc's thick legs, before crawling back up to it's perch, it's forelegs folded under it's narrow jaw. Out of Character Free Action: Reaction: Action 1: Decipher Writing specifically relating to Teleportation, Elf Gates or Aiudara Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Decipher Writing (Arcane) 11 1d20+9 2 Link to comment Share on other sites More sharing options...
crazncanuck Posted April 12 Clone Share Posted April 12 (edited) Matilde Canossa (Sheet) Human Cleric 3 HP: 36/41 | AC: 20 | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 10/12 Matilde lays her sword down near by, as she lets the others explore the camp. She made to tend to the nasty chop she'd received in the fight. After all, they seemed to have found talk of elves and their gods. Not particularly a subject she was familiar with...or a language she could read. Still, the distraction of listening to the others share what they had found hopefully numbed the ache enough as she tried to strap on some bandages. Edited April 12 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Treat Wounds, Trained 21 1d20+11 10 Healing 8 2d8 1,7 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 12 Author Clone Share Posted April 12 (edited) Following the trail left by the struggle, you come into a sprawling cavern with viscous spiderwebs strewn all around. To the north, you see two giant spider-like creatures feeding upon... something, roughly the size and shape of a human. They don't seem to notice you. In the next room (to the east) Baldric is hiding with Renali, who suddenly becomes quite alert. "I hear people coming," she whispers. "It doesn't sound like those mercenaries, I don't think... but I can't be sure." Edited April 16 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 12 Clone Share Posted April 12 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: Raise Shield. CONDITIONS: None. Vharag swiftly raises his shield, positioning himself defensively as he takes in the scene before him. His keen intellect immediately kicks into action, prompting him to attempt to recall knowledge about the creatures and the grisly sight they are feasting upon. With a cautious yet determined approach, he seeks to glean any information that could aid their group in navigating this perilous situation. Out of Character Free Action: Reaction: Action 1: Raise Shield Action 2: Recall Knowledge; Trained in Arcana, Occult, Society (+9); Trained in Nature, Religion (+6) Action 3: Seek; specifically, what is it eating Name xDiceName xDiceResult xDiceString xDiceRolls Recall Knowledge (Modifiers listed above) 18 1d20 18 Seek (Perception) 12 1d20+6 6 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 12 Author Clone Share Posted April 12 (edited) Vharag can't tell what (or who) they are eating, but he recognizes the spider-like creatures as tixitogs - they are aberrations who often live among actual spiders. They are intelligent, but they are also ravenous predators... if you approach and disrupt their meal, it's quite likely that they would attack. Edited April 12 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted April 13 Clone Share Posted April 13 (edited) Baldric | HP 38/38 | AC 20 | Fort +7 | Ref +11 | Will +11 | Speed: 30 | Perception: +7 Hero Points: 1/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Spell Slots: 2/2 | Spell DC: 19 Conditions: N/A | Effects: N/A Baldric furrows his brow, his usual easy smile currently hidden under a veneer of solemnity. It had already been a dangerous couple of days, and the resident cultists had been none too welcoming. The one bright spot had been the timely offer of aid from Renali, who turned out to be more than she seems. "Best not to chance it. We should remain hidden and quiet until we can determine if these others with the mercs or against them. If they're victims of circumstance, however, courtesy dictates we abandon personal safety to mount a daring rescue." His grin threatens to reveal itself, but he holds firm. "Or, perhaps, it's just more mercenaries. We must wait and listen for more information." Baldric is urging stealth and pragmatism. If it sounds like someone is in trouble, then he's more likely to rush into danger. For now, maintaining a hidden position is the best strategy. Unsure if I ought to have a perception check rolled here, but I can always add one, or you can roll it if that's more appropriate. Edited April 18 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 13 Clone Share Posted April 13 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 listened to Vharag postulate, curious who this Orc was to be so learned on ancient Elven history. She didn't necessarily agree with everything he had theorized, but idea of it was fascinating, and that was before she saw the... what was it... a House Drake? She was enthralled, staring with rapt attention and barely hearing the rest of the words he said. "When we make camp tonight, I would ask you of your familiar there, if doing so would not give offense " She said, her eyes hungry as she stared at the creature. When she saw the three eyed arachnids, she summoned her power, ruddy scales rising upon her flesh as if they had always been there. She kept low, looking to not attract their attention, but knowing she had no talent for stealth. "If you need a distraction, I can certainly make an entrance." She whispered, looking to 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: Action 2: Action 3: 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted April 13 Clone Share Posted April 13 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: As soon as they see the two spider-like creatures feasting on something that looks like a human Syhlas prepares himself to attack them. He holds his two blades in each hand and gives his companions a quick look. He nods once at Arionne's suggestion before moving into the cavern as silently as possible trying to avoid touching the spider-web. OOC Action 1: Move stealthily to get in position to surprise attack one of the creatures. Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 13 1d20+11 2 Hero Point Stealth 13 1d20+11 2 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 13 Author Clone Share Posted April 13 (edited) The air is dusty. Syhlas coughs and stumbles, getting his foot caught in a tangle of webbing, and the tixitogs hiss and turn to attack. One immediately charges in and attacks Syhlas, while the other watches and waits. Round 1 Tix 1 Stride Jaws Strike vs Syhlas Leg Strike vs Syhlas @TheRaconteur is up. Map Edited April 13 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (Perception) for Tix 1 21 1d20+9 12 Initiative (Perception) for Tix 2 13 1d20+9 4 Initiative (Perception) for Arionne 15 1d20+5 10 Initiative (Perception) for Matilde 10 1d20+9 1 Initiative (Perception) for Vharag 9 1d20+6 3 Strike 1 vs Syhlas; piercing damage 11; 6 1d20+10;1d12+5 [1]; [1,1] Strike 2 vs Syhlas; bludgeoning damage 19; 6 1d20+6;1d10+5 [13]; [13,1] Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 13 Clone Share Posted April 13 (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's reaction was swift. She dashed forward, trying to smash through the webbing to flank the creature that had caught Syhlas. She lashed out with her own weapon, but her feet got caught as well, and her stance was broken. 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 Flank #1 with Syhlas Action 2-3: 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. at #1 with Slashing ACTIONS IMPULSES - DC 19, +9 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 13 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2 - Action - Flanking 2 + Elemental Blast 8 = 10 18; 15 1d20+10;1d8+7 [8]; [8,8] Hero Point 19; 9 1d20+10;1d8+7 [9]; [9,2] Link to comment Share on other sites More sharing options...
Eagleheart Posted April 13 Author Clone Share Posted April 13 (edited) Arionne expects her attack to miss, but momentum does its job and her chain strikes true. Seeing its partner buckle from the heavy blow, the other tixitog jumps in and attacks Arionne. Round 1 cont'd. Tix 2 Stride Strike x2 vs Arionne @crazncanuck @Zen Gypsy and @Bearlord are up. Map (heavily webbed squares are difficult terrain, but it's on me for not mentioning that) Edited April 13 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike 1 vs Arionne; piercing damage 17; 9 1d20+10;1d12+5 [7]; [7,4] Strike 2 vs Arionne; bludgeoning damage 16; 8 1d20+6;1d10+5 [10]; [10,3] Link to comment Share on other sites More sharing options...
Bearlord Posted April 13 Clone Share Posted April 13 (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: "This is stickier than Thrune's arse. Not as foul-smelling though." Syhlas curses as he moves into the spiderweb and then he is forced to cough from the dustiness. "Well maybe! Damn!" He curses even louder and the moment of surprise is definitely lost. He parries the attacking tixitog and when Arionne moves in to flank it the swordsman can exploit a few openings in the spider-like creature's defenses. However his attacks are weak and unfocused. "Alright! That was just warming up! You don't want these blades to hit you!" He has no idea if they understand Common but he adds a few ugly grimaces and weird stances to his words and hopes the message goes through. OOC Action 1: Strike with Rapier Action 2: Strike with Shortsword Action 3: Demoralize T1 Edited April 13 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rapier Strike (vs. Off-Guard) 11; 9 1d20+10;3d6+2 [1]; [1,1,1,5] Shortsword Strike 12; 13 1d20+6;3d6+2 [6]; [6,4,1,6] Demoralize Tixitog 1 22 1d20+9 13 Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 13 Clone Share Posted April 13 (edited) Vharag Mor'Guldur, Arcane Shaman AC: 16(18) | HIT POINTS: 39 | CURRENT: 39 | HERO POINTS: 1 0 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: Immunity (Guidance) Vharag takes a moment to focus, Verjigorm slithers from his coils, his head snaking forward, long, sinuous tongue tasting the air, thick strands of saliva dripping from it's needle sharp maw. As it hissed the shadows seemed to darken, coalesce, around Vharag's form as he called upon his patron's power. With a low chant that resonates with the deepening shadows shadows, his eyes scan the cave floor, spotting a cluster of scattered bones. Reaching out with his will, Vharag seizes one of the bones causing it to rise from the cavern floor. The air shivers with energy as , with a sweep of his skull-adorned staff, he hurls the bone with lethal precision towards the tixitog engaged with Syhlas and Arionne. He aims for the creature's central eye, hoping to disrupt its vision and balance, giving his comrades the upper hand in this precarious battle. Out of Character Free Action: Reaction: Action 1: Cast Guidance on myself. Action 2 & 3: Cast Telekinetic Projectile (H: 2) Edited April 13 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spell Attack (Tixitog # 1; +1 Status (Guidance)) 14 1d20+11 3 Hero Point Re-roll 15 1d20+11 4 Telekinetic Projectile (Piercing) 8 3d6 2,3,3 Link to comment Share on other sites More sharing options...
crazncanuck Posted April 14 Clone Share Posted April 14 (edited) Matilde Canossa (Sheet) Human Cleric 3 HP: 36/41 | AC: 20 | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 10/12 Matilde raises her new blade to get into the thick of the fighting herself, even as she tries to avoid getting caught up in the webs. She could zap the creatures, yes, but she certainly did not feel comfortable with the idea of leaving Arionne out there at the fore alone, and so she came forth to hack at the spiders herself. She throws her whole weight into the thrust, charging home with the weapon almost like a lance, that it takes a lot of work to pull out, such that her second effort to poke at the spiders was very weighted down by the gore she'd drawn... >Stride 3 N, 1 NE >Strike vs Tix 1 >Strike 2 vs Tix 1 Edited April 14 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rapier, Piercing 30; 10 1d20+10;2d6+4 [20]; [20,1,5] Deadly 8 1d8 8 Rapier 2, Piercing 11; 8 1d20+5;2d6+4 [6]; [6,3,1] Link to comment Share on other sites More sharing options...
Eagleheart Posted April 14 Author Clone Share Posted April 14 (edited) Matilde stabs the tixitog right through its eyes. It screeches and collapses - its body twitching, then going still. Round 2 @TheRaconteur is up. Map Edited April 14 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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