Zen Gypsy Posted April 18 Clone Share Posted April 18 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, ever attuned to the subtleties of magic and wary of deceit, observed the newcomers with a scrutinizing gaze. As Baldric bestowed grandiose titles upon each member of the party, Vharag's lips tightened into a thin line, his distaste for such formalities evident in the furrow of his brow. When Syhlas recounted their mission to bring Voz to justice, Vharag's suspicion deepened. The mention of his captor's employer hung heavy in the air. As he continued, Vharag's attention shifted to Renali, sensing a lingering magical aura despite her dismissal of the cloak of invisibility she had woven about her form. His suspicion deepened, his instincts honed by years of navigating the brutal webs of intrigue and rivalries within his own clan. He addressed, first, Baldric, a snort of derision, "I am no Lord, my ass does not rest on a cushioned throne. Vharag will suffice, honorifics are for soft, civilized folks. I am neither." The next he spoke to Renali, "As for the Bloody Blade and the Cinderclaws, what do you know? Speak plainly, for deception shall find no purchase among us." Vharag's eyes bore into Renali, silently demanding answers as he braced himself against the lingering currents of magic that surrounded her. Verjigorm, perched imperiously upon Vharag's shoulder, leaned towards the scholar with an air of superiority, his voice dripping with disdain as he addressed Arionne. "Soft-meat," he hissed in the Draconic language, "observe the lingering magical aura surrounding the elf-blood's companion. Remain vigilant, for such deceptions are beneath our concern, but you may wish them exposed, nonetheless." 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...
Eagleheart Posted April 18 Author Clone Share Posted April 18 (edited) "I don't know much about those mercenaries, but as for the Cinderclaws..." Her posture straightens up as she explains: "I am from the Mwangi Expanse, as they are. I followed them through the portal. There are more of them on the other side - many more. But the portal is broken now, so..." She peers at you and frowns. "...Just to be clear... what are your intentions with them?" Edited April 18 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hmmm 17 1d20+7 10 Link to comment Share on other sites More sharing options...
crazncanuck Posted April 18 Clone Share Posted April 18 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 "Came through, but broken now? And the Mwangi...I suppose that explains why we've seen so many odd things in the area." Matilde looks concerned, even as she heeded the woman's explanation of her origins. Not particularly sensing hostility, she keeps her own shield lowered, and her blade at the side. "I'm not sure we've really formulated any actual intentions towards the Cinderclaws, though they have certainly directed hostile intentions towards us so far...and we've had to defend ourselves. At this point, if they continue to disdain conversing with us, I do not see if we have much choice apart from intending to send them back from whence they came. But if the portal is broken..." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 18 Clone Share Posted April 18 (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 The sudden appearance of the veiled woman elicited little more than a raised eyebrow from Arionne, though she'd never left the careful stance she'd adopted. Once Renali had formally introduced herself, the tension went out of her shoulders, and she relaxed a little. Her attention kept shifting to the House Drake, or Dragonling, or whatever it was. She searched her memory for any refence to the Darkness Between Stars, trying to recall if she'd ever heard the void of space described with that name before, and in what tome of lore she'd read it. "We initially started on the trail of a Red Mantis Assassin..." She began, distracted as she was also listening to the Dragon. "... but upon learning of the Elf Gates, I'd say my goal is the scholarly pursuit of them. You used one, truly, else you wouldn't be here." She didn't try to keep the excitement out of her voice. "How do you know it's broken? Did you have a key?" 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 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 18 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Loremaster 8 1d20+6 2 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 18 Clone Share Posted April 18 (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 raises an eyebrow at Vharag's rebuke, then quickly barks out a short laugh. "I see you've some of my family! I assure you, I have no love for the aristocracy of my homelands. When I identified myself as 'Baron-in-Exile,' it's more of a self-imposed exile. Had I remained in Cheliax, I assume I would have inherited my father's estate upon his death, including his lands and titles, but in truth that life was far from the one I wanted. I'd rather face challenges head-on among my comrades-in-arms than from behind the gilded veil. Besides, I can't imagine I'd enjoy the taste of infernal boot-leather." He smirks, though there is clearly more to his history than he lets on. "In truth, the appearance and mannerisms of nobility are but a tool in my arsenal. There are many who are willing to entertain an aristocrat more readily than a mud-caked footsoldier or a scholar covered in the dust of the stacks. Sadly, it does nothing to placate the hostilities of these Bloody Blades, or Cinderclaws, nor their ilk. " Edited April 18 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted April 18 Author Clone Share Posted April 18 Renali smiles a little bit at Matilde. "They worship a god of destruction, so they're not much for conversation," she says with a chuckle. She briefly looks at each of you, sizing you up, then says "Alright, I'll put it out in the open. As far as I'm concerned, the Cinderclaws are horrid, evil people. They've killed some of my friends, and I intend to avenge them." "...And I'm why the portal is broken," she continues. "After I crossed over, I sabotaged it so that no more of them could come through. If I hadn't done that, they'd probably be invading your little town right now." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 18 Clone Share Posted April 18 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 sizes up Renali with a calculating glance, the lingering magical aura she exuded earlier still a prominent concern in his mind. Meanwhile, he appreciates Baldric's disdain for his own aristocratic background, but remains cautious about the half-elf's true intentions and capabilities. The broad-shouldered orc steps forward, his voice carrying the gruffness of his tribal heritage mixed with the authority of someone who has faced considerable horrors. "Renali, you've done well to stop more of those Cinderclaws from coming through. Sabotage is a tricky path—how can we be sure the portal won't be fixed by those same fiends, or worse, used against us?" As he speaks, a nagging thought gnaws at him—could Voz have slipped through the portal before it was sabotaged? The possibility adds a silent weight to his words. His tone is not accusing but genuinely inquisitive, seeking to understand the full scope of what they are dealing with. He then turns slightly to address Baldric, "And you, ignoble rogue, speak of your disdain for titles yet you bear arms. Can you wield them effectively, or are they merely for show, meant to intimidate the weak-minded?" Vharag's gaze sharpens as he continues, "If we're to trust each other, we need to know all that can be known. Renali, how do we ensure the portal remains closed, or better yet, use it to our advantage? Where may we find it, that we might rip for it the secrets of it's workings." 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...
Eagleheart Posted April 19 Author Clone Share Posted April 19 "The portal needs a key. I think the cult leader has it," says Renali. "But, the portal also needs to be physically intact... so I did a bit of property damage." She smiles wryly. "I don't think they have the know-how to fix it. But, if your 'Voz' is helping them... we might need to hurry." "The Ring is this way," she says, leading you to the east. She guides you through a small area with a thick sheet of spiderwebs hanging from the northern wall. If you look closely (Perception DC 18) you notice these are actually the walls of a cleverly disguised tent-like structure. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 20 Clone Share Posted April 20 (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 many things, but she was usually too busy thinking things over in her head to catch the little details of what was right in front of her. She missed the tent completely, too focused on what Renali had been saying. The idea of destroying the Elf Gates had horrified her, but as the woman kept talking Arionne was relieved to hear that she'd just sabotaged it. She took the lead, but her mind was still caught up in what they were discussing. "Do you have the know how to fix it?" If she didn't, the woman had stranded herself here, countless leagues away from home. "We need that key, which means we need to find Voz. After that, we can deal with the rest of the cultists." Her scales flickered as she renewed the binding which kept them there, and then she was pressing on. 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 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 20 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 17 1d20+5 12 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 21 Author Clone Share Posted April 21 (edited) "No," she admits. "I don't know how to fix it, either." Matilde and Vharag point out the the 'tent', and Renali says "That's where we were hiding out." If asked why it's made of spider webs, she just says "Had to work with what was available," as if that explains everything. Arionne suddenly remembers having read about the anadi. They are a reclusive Mwangi people who magically disguise themselves as human because they learned long ago that most humanoids are not fond of giant spiders. They are also known for their ability to create almost anything out of spider-silk. Renali must be one, that must be what she's been so guarded about. Edited April 21 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Syhlas Perception 13 1d20+7 6 Vharag Perception 24 1d20+6 18 Matilde Perception 25 1d20+9 16 Baldric Perception 18 1d20+7 11 Loremaster 18 1d20+6 12 Society 16; 5 1d20+9;1d20+4 [7]; [7,1] Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 21 Clone Share Posted April 21 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 paused, taking a moment to process the information. "You stranded yourself here?" The knowledge that Renali was some sort of giant spider, hidden within humanoid flesh was disturbing. The fact that she might have damaged the gate, with no way to repair it, was devastating. Of the two revelations, the later was far more pressing. 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 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted April 21 Author Clone Share Posted April 21 (edited) "I'm sure it can be fixed... just not by me," she grumbles. "...Let's just keep moving, shall we?" The next area is a larger cavern which is 'decorated' with old bones and a few pieces of broken furniture. In here you find more charau-ka, along with a small, grotesque creature that looks like an unholy mix of man and insect. Upon seeing you, they immediately attack. The man-bug cloaks himself with an invisibility spell while the charau-ka move in to strike. But Renali quickly casts a spell to stymie them, blinding them with an array of flashing colors. She takes a few hits for her trouble - these charau-ka seem quick to react, perhaps thanks to the man-bug's guidancein other words, the charau-ka have Reactive Strike until their 'leader' is defeated - but as the charau-ka blindly stumble and flail, it's clear that her spell still had an effect. Round 1 (the above Perception rolls are also your initiative rolls for this fight) Lil' Ugly cast Invisibility on self Renali Stride Color Spray vs CK1-3 - provokes CK1 Reactive Strike CK1 - stunned 1, blinded 1 round, dazzled 1 minute Shrieking Frenzy - quickened until end of turn Seek Trip vs Renali Sickle Strike vs Renali CK2 and CK3 - stunned 1, blinded 1 round, dazzled 1 minute Seek Stride CK4 Throw Debris vs Renali Stride Whip Strike vs Renali Party turn. @Bearlord @crazncanuck @TheRaconteur @VennDygrem @Zen Gypsy Map Edited April 21 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (Perception) for charau-ka 26 1d20+6 20 Initiative (Perception) for Lil' Ugly Bastard 32 1d20+12 20 Initiative (Perception) for Renali 32 1d20+12 20 Charau-ka Will saves 15,14,14 repeat(1d20+4,3) 11,10,10 Reactive Strike; slashing damage 18; 6 1d20+8;1d4+3 [10]; [10,3] CK1 Seek 24 1d20+6 18 Trip vs Renali 13 1d20+6 7 CK1 Sickle Strike; slashing damage 22; 5 1d20+4;1d4+3 [18]; [18,2] Concealment checks 5,11 repeat(1d20,2) 5,11 CK2 Seek 24 1d20+6 18 CK3 Seek 13 1d20+6 7 Throw Debris; bludgeoning damage 19; 7 1d20+8;1d6+3 [11]; [11,4] Whip Strike; slashing damage 6; 6 1d20+3;1d4+3 [3]; [3,3] Link to comment Share on other sites More sharing options...
crazncanuck Posted April 21 Clone Share Posted April 21 (edited) Matilde Canossa (Sheet) Human Cleric 3 HP: 36/41 | AC: 22* | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 10/12 Looking quite alarmed at the latest turn of events, Matilde raises her shield and plunges into the fray, trying to draw attention away from Renali and hopefully avoid further injury to her, even as she tried to bring her blade down on a pincered Charau-ka. >Raise Shield >Stride 1 N, 1 NE >Strike Edited April 21 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rapier, Piercing 23; 16 1d20+10;2d6+4 [13]; [13,6,6] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 21 Clone Share Posted April 21 (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: 3/4 | 2nd: 2/3 ACTIVE EFFECTS: None. CONDITIONS: Immunity (Guidance) He listened as Renali and Arienne spoke, the flame-haired scholar seemed very excited about the aiudara, however as they spoke of damage and repair, the shaman could only think of what benefit the stone's mastery would give him and his people. It was a crucial tool in a growing arsenal against the spreading corruption of Lamashtu. It was not a marvel to be admired, but a means to an end-a way to transport refugees, both kin and kine, from the dark clutches of his traitorous tribe into safer lands. A strategic asset, a tool that can be harnessed to protect those under his care. While others may marvel at it's mystical properties, it was, merely, a practical solution to a pressing problem. There was, however, a pressing sense of urgency, unlocking it's secrets to leverage it's power for the greater good. Lost in his thoughts, chaos unfolded around him, snapping him back to the present. He stepped forward with a primal snarl, curling his thick, greenish lips. His hands weave through the air in intricate patterns as he channels the latent power of his shamanic forebears. Suddenly, a surge of raw, molten hot fire erupts from his mouth in a searing cone of flame, engulfing the three attackers in it's fiery embrace. Out of Character Free Action: Reaction: Action 1: Stride N-N ((End directly south of CK # 3) Action 2 & 3: Cast Breath Fire (15 ft N, 15 Ft E; will Affect CK # 1, 2 & 3) Edited April 21 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Breathe Fire [2d6 Fire Dmg; Basic Reflex DC 20] 4 2d6 1,3 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 21 Clone Share Posted April 21 (edited) Baldric | HP 38/38 | AC 21 | Fort +7 | Ref +11 | Will +11 | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 1/2 | 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: Marshal's Aura (10 ft.)[Emotion] [Mental] [Visual] You and all allies in the aura gain a +1 status bonus on saves against fear., Courageous Anthem (60 ft.)[Uncommon] [Bard] [Cantrip] [Composition] [Concentrate] [Emotion] [Mental] You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. 4 rounds, Shield cantrip A wry smile creases Baldric's lips. "Ah, you've mistaken my meaning, Vharag. I love titles. It's the undeserving people who bear them that I abhor. As for what I can do, I believe you shall find out soon." As the party ventures forth, Baldric takes greater care to move quietly, bow gripped in hand. Unlike some bards, he doesn't feel the need to fill the air with pointless chatter, at least during tense moments such as this. Suddenly, however, they discover enemies and chaos erupts. The commander begins barking out observations and picking out unique strengths and pointing out weaknesses in the enemies' positions. It's oddly inspiring... He then draws an arrow and looses it toward the charau-ka struck by Matilde, hoping to focus-fire for greater impact, though in the tumult of sudden combat the shot goes wide. He then calls up a magic shield of force to protect against counter-attacks. Free Action: Lingering Composition 1 FP - Cantrip composition with a duration of 1 round is extended to 3 or 4 rounds based on performance check (DC: Std. basic DC by level - 18 - unless otherwise set by GM), or remains 1 round but the FP is not spent on a failure. Result: Critical Success - Duration extended to 4 rounds Action 1: Courageous Anthem 60 ft. emanation from me - Baldric and all allies gain +1 status bonus to attacks, damage, and saves against fear effects. Action 2: Ranged Bow Staff strike vs. CK 3 -edit- Hero Point to reroll attack Action 3: Cast Shield cantrip on self Edited April 21 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Performance (DC 18) 29 1d20+11 18 Ranged Strike 16 1d20+11 5 Rerolled Ranged Strike 13 1d20+11 2 Link to comment Share on other sites More sharing options...
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