TheRaconteur Posted April 14 Clone Share Posted April 14 (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 scrambled to regain her footing, surprised her errant blow drew blood. Finding her stance, she turned away from the first creature to meet the charge of the second, catching its mandibles upon her gleaming mitheral bracers. With a shout she pushed it off of her, her own armament snaking around to encircle it from behind. She made a fist, and a tight jerking gesture as if pulling on invisible strings, and the obsidian chain ground into the thing's back with deadly effect. 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: 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 #2 with Agile - Slashing 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 #2 with Agile - 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 14 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2-Action Agile - Slashing - Elemental Blast 24; 13 1d20+9;1d8+7 [15]; [15,6] 1-Action Agile - Slashing - Elemental Blast 13; 7 1d20+4;1d8+3 [9]; [9,4] Link to comment Share on other sites More sharing options...
Eagleheart Posted April 14 Author Clone Share Posted April 14 (edited) The tixitog hisses at Arionne and scuttles up along the eastern wall, analyzing its would-be prey. It sees Verjigorm on Vharag's shoulder and its long tongue lashes out, trying to pull the dragon-shaped morsel into its mouth. It fails, and you quickly finish it off. Searching what's left of the tixitogs' prey, you find two dead gnomes. Both have rune-enhanced gear, which is still on their bodies and still in usable condition. Renali gives Baldric a nod and continues to listen for a moment, then says "Sounds like they fought the tixitogs... and won. Huh. Strong folk around here." Edited April 16 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted April 14 Clone Share Posted April 14 (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's brow turns from furrowed to raised, the surprise evident in his face before he settles for a pleased demeanor. "Well, then! If they're enemies of the foul creatures plaguing this place, they're likely allies to us. Strong friends may see us getting out of here and accomplishing our goals. Still... we ought to remain cautious rather than give ourselves away so quick. I say we stick to the shadows, get our eyes on them, and see what they're about." He flashes a wide grin. "Then we can introduce ourselves." The House Rules say we can roll our own secret checks if we want, and this is fairly low stakes so I'm going to roll Stealth myself this time. But since this post's content is hidden, I'll label it more vaguely. Edited April 18 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Secret Roll 27 1d20+9 18 Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 15 Clone Share Posted April 15 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) As Vharag inspected the enchanted gear from the fallen gnomes, Verjigorm, slithered down his robes, sniffed eagerly at the air, its gaze darting to the bodies with a gleam of interest. "Verjigorm hungers." the creature hissed, eyeing the gnomes with a mix of curiosity and hunger. Vharag cast a stern glance at Verjigorm, his expression firm. "Not this day," he grumbled in orcish, his voice low and authoritative. "These fallen deserve our respect, not our appetite." Respecting his companion’s wishes, albeit reluctantly, Verjigorm backed away, settling on Vharag’s broad shoulder with a slight huff. Vharag then bowed his head, uttering a prayer in his gruff, solemn tone to honor the gnomes—a prayer that spoke of journeys ended and battles bravely fought. Once the moment of reverence passed, Vharag turned to Verjigorm, his tone shifting to one of practicality. "We need to find Voz. Can you still smell her elf-blood?" he asked, his voice cutting through the silence of the aftermath. Verjigorm twitched its slender head, its nostrils flaring as it sampled the air. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Verjigorm [Seek; Scent (Imprecise)] 17 1d20+7 10 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 15 Author Clone Share Posted April 15 (edited) Verjigorm makes a quiet rumbling sound. "I smell elf-blood, but not hers. Another elf ... very close." Its snout points toward the narrow passageway that leads to the east. Renali nods, but she seems a little hesitant, even as Baldric easily slips into the darkness. She goes along with him, but not before casting an invisibility spell on herself. Edited April 17 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Don't worry about it :) 29 drop(2d20,lowest)+10 19,15 Link to comment Share on other sites More sharing options...
Bearlord Posted April 15 Clone Share Posted April 15 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: Syhlas is stunned for a moment as Arionne and Mathilde finish off the two spider creatures. He is especially impressed by how the Iomedaean uses her rapier. They should spar against each other when they get some time as she can definitely teach him a few moves and tricks. He looks at the dead gnomes and pays them a quick prayer of respect. There is nothing they can do for them now, perhaps later. "Another elf, you say?" Syhlas turns towards Vharag and his strange familiar. Then he looks in the direction Verjigorm indicates. "Let's go check that. Could be a companion of Voz." OOC Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 15 Clone Share Posted April 15 Vharag Mor'Guldur, Arcane Shaman AC: 16 (18) | HIT POINTS: 39 | CURRENT: 39 | HERO POINTS: 0 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 1 | SPELL SLOTS: 1st: 4/4 | 2nd: 2/3 ACTIVE EFFECTS: Exploration (Defend) CONDITIONS: Immunity (Guidance) Vharag nodded in agreement with Syhlas's suggestion. "A companion of Voz, or perhaps someone with their own agenda," he murmured, his mind already calculating the possibilities. Turning to Verjigorm, he spoke in a low, steady tone. "Lead the way," he instructed his familiar, his voice carrying an air of authority mixed with cautious anticipation. Verjigorm, ever perceptive, twitched its head in acknowledgment before slithering down from Vharag's shoulder and onto the cavern floor. With a sinuous motion, it began to move towards the elf-scent, its keen senses guiding the party through the winding passageways of the cavern. Vharag followed closely behind, his grip firm on his staff, his shield at the ready, his senses alert for any sign of danger or the elusive presence of another elf. Whatever awaited them in the shadows, Vharag was determined to face it head-on. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted April 16 Clone Share Posted April 16 (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 From out of the nearby passageway, a man emerges, tentatively, with his hands held up. The man's pointed ears indicate elven heritage, though his graying hair and stubble betray a human influence. The half-elven man is dressed in light armor as well as traveling clothes suited more for a noble than than someone skulking about among mercenaries and cultists. With his hands in plain view, he slowly spins around to show he has nothing to hide. Strapped to his back is a quiver full of arrows, some sort of strangely-shaped walking stick, and what appears to be a guitar of some sort, though its body is shaped more like that of a lute. "Please, do forgive my abrupt entrance, but I could hear you and your small lizard friend discussing what I can only presume is my blood, which I would very much like to keep inside my body. You see, I've been trapped in this place for some hours thanks to my less-than-gracious hosts, but I could hear that you've shown them that the party is over. You don't seem to be in league with them, in any case, so I'm taking a strategic gamble on revealing myself now." The man keeps his hands in the air as he speaks, though whether this is more a gesture of good-faith or a means of quickly retrieving the staff-like weapon strapped to his back, the truth remains to be seen. "I am Lord Baldric Banniston, Baron-in-Exile, Commander of the Pentrose Regulars, and a host of other sobriquets that need not be mentioned. I was exploring this area for information on a set of portals known as Alseta's Ring when I was harried by these bewildering cultists. I believe I only avoided an untimely demise thanks to some fortunate aid. She's around here somewhere, though I dare say her caution is well-deserved." 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 16 Clone Share Posted April 16 (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 had taken the lead, following just behind Verjigorm. She stared intently at the creature, fascinated as she always was by all things Draconic. From legends in books and tomes, to the skittering familiar sniffing out their mark before her, she could not help but be drawn in. Thus it was that she was near the front when they came upon Baldric. In truth, she was not sure if they were upon the Elf, or if the Elf was upon them. They'd been on his trail, so she wasn't surprised when he stepped forward, but those who knew her well saw the positioning of her feet and knew that she stood ready to launch into an attack should he present himself as a threat. "Well met, Lord Baldric Banniston, Baron-in-Exile, Commander of the Pentrose Regulars. I am Arione Amata, a scholar of Breachill, and these are my companions, I will let them introduce themselves. If I might ask though, who is this "she" you speak of?" To any with the eyes for such distinctions, she was clearly of Chelish stock, rather than being born of Breachill like she'd suggested. Her features were cold and sharp, though she wore them in a polite mask rather than a haughty smirk or angry snarl. Her style was distinctly of Cheliax as well, a blood red arming jacket and matching skirt, though the heavy shawl in black, grey, and lilac wrapped about her shoulders might have been found adorning any Isgeri woman. It lacked the glass beads one might expect, but when pulled into a cowl would allow her to easily pass herself off as a local. What decidedly wasn't Chelish were the ruddy scales that seemed to emerge from beneath her skin along her cheekbones and at her brow, witch matching scales along the knuckles and backs of her hands. They gave her a distinctly alien appearance, but one that she didn't shy away from in this place. 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: 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 #2 with Agile - Slashing 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 #2 with Agile - 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 16 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Society 21 1d20+7 14 Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 17 Clone Share Posted April 17 Vharag Mor'Guldur, Arcane Shaman AC: 16 (18) | HIT POINTS: 39 | CURRENT: 39 | HERO POINTS: 0 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 1 | SPELL SLOTS: 1st: 4/4 | 2nd: 2/3 ACTIVE EFFECTS: Exploration (Defend) CONDITIONS: Immunity (Guidance) The broad shouldered orc, maintaining a posture that spoke of caution, narrowed his eyes slightly at the newcomer. His voice carried the tone of challenge. "Baldric," Vharag intoned, purposefully leaving off the newcomer's honorifics, his voice low and somewhat wary. "I am Vharag, shaman of the Shattered Skulls. This," he gestured towards Verjigorm, whose eyes gleamed with an otherworldly light, "is Verjigorm, an emissary of the Darkness between Stars." His stance, grounded and ready, mirrored the defensive posture of one well-versed in the dangers of both beast and man. "You speak of being aided amidst these darkened halls. Know that trust is earned where I walk, and not given lightly. Reveal this ally of yours—her nature, her purpose. Where hides she now?" Out of Character Free Action: Reaction: Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted April 17 Clone Share Posted April 17 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 had fallen behind a little, as she was trying to shake clean the length of her rapier, a little startled at how deepy the much lighter weapon had penetrated, and how much gore it had pulled out in the process. Resisting the urge to try and wipe it down on some of her uniform, she glanced around to notice the others heading away, and grumbled briefly under her breath until she got there and realized they were having a discussion with an unfamiliar individual that did not sound like Voz. "Oh, we are doing introductions? Ah...Matilde of Breachill. I serve Iomedae and...that's it, I guess." She blushes, a little flustered at the lack of any kind of order she was part of currently that she might indicate, though perhaps the colouring was hidden by her auburn locks. The strapping young lass stood there in her gilded armour that was blazoned by a tabard that indicated the emblems of her faith, patiently waiting for the explanation Arionne and Vharag had requested. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted April 17 Author Clone Share Posted April 17 (edited) You hear a sigh coming from beside Baldric. Then, the air ripples as the half-elf's companion dismisses her invisibility spell, revealing a dark-skinned woman with long braided hair. "Hello," she grumbles, "my name is Renali. Baldric and I have been stuck for a while between the Cinderclaws and those Bloody Blade ruffians ... so you'll forgive me if I'm a bit on edge." Edited April 17 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted April 17 Clone Share Posted April 17 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: Syhlas is normally not the suspicious kind of person but after the recent events he takes a more reserved position when Baldric appears and then a few moments later is joined by a woman with very long braided hair. He lowers his weapons when the others start to introduce themselves and his strained facial expression cracks up in a smile that is more usual to him. He even sheathes his shortsword as he takes a few steps forward to greet them. "My Lord!" He bows at the half-elf "My Lady!" He turns towards Renali and looks very impressed at her long hair. "We are all on edge I guess. My name is Syhlas Yaeder, bane of House Thrune and vagabond extraordinaire." He overempthasizes his introduction without actually knowing why. It just feels like something he has wanted to say for a while. "So you are here looking for the portals, but you don't know an elf named Voz?" There is a smidge of suspicion in his question but he also wants to check if they might have seen her in here. OOC Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted April 17 Clone Share Posted April 17 (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 As more and more of the party introduces themselves, Baldric seems put at ease, although anyone who knows him would not find that to be a terrible difficulty for him. His smiles broadens as he takes a deep, extravagant bow before each of the party members. "Lords and Ladies, indeed! Arionne Amata of Breachill, Vharag of the Shattered Skulls, my Lord Verjigorm, Matilde of Breachill, and Syhlas Yaeder, Bane of Thrune! This is a precipitous meeting! Yes, Ms. Renali, here, quite saved my bacon not very long ago. I may have decades of military experience, but no man is an army unto his own. As for her purpose, my Lord Vharag, well I do not presume to speak for the Lady. She discovered me here, and is not under my command." Confident that he is not under immediate threat of attack, the half-elf lowers his hands. "I don't know any 'Voz,' sadly. I take it they are central to your own presence here?" I'll reserve Baldric's personal questions for party members until later. Based on the conversation, he seems intrigued by Arionne's obvious Chelish ties, Sylhas's stated opposition to Thrune, and Matilde's service to Iomedae. He shows appropriate deference to Vharag, as well, as he knows better than to get on an Orc's bad side... even one as well-spoken and composed as this. Edited April 18 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted April 18 Clone Share Posted April 18 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: Syhlas nods at Baldric as the half-elf bard speaks. "Yes you could say that. We work for the Town Council of Breachill and Voz has comitted some serious crimes against citizens of that town so we are here to bring her to see justice." His face wrinkles in a strange grimace and the rogue looks sideways at Arionne and Mathilde before adding. "Or just kill her." "We have heard about the portals as well and we have an interest in finding out more about them. What do you know about that? And those Cinderclaws." OOC Action 1: Action 2: Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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