crazncanuck Posted April 27 Clone Share Posted April 27 Matilde Canossa (Sheet) Human Cleric 3 HP: 41/41 | AC: 22* | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 8/12 "Wrath is no replacement for skill at arms. Come." Matilde scowls, as she readies her sword again, though not advancing into any headlong charge. She was more than happy to let the fellow wear itself out upon her barrier instead, clashing shield and sword together to send lancing lightning down the narrow hall to provoke a charge. >>Electric Arc vs Mal and Ugly, DC 19 >Raise Shield Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc, DC 19 Reflex 5 2d4 4,1 Sorry, forgot a d4 4 1d4 4 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 27 Author Clone Share Posted April 27 (edited) Vharag's spell brings the ugly man-bug tumbling down, and Malarunk braces himself. Despite that, Syhlas manages to slip past him and land a powerful hit. Malarunk's shield spell absorbs some of the damage, but the charau-ka is definitely still hurt. His only answer to your taunts is a howl, a swipe at Syhlas, and a burst of void energy that surges through all of you. Renali, who was biding her time, is badly hurt by the spell and retreats to Baldric's side. Round 4 cont'd. Syhlas Stride Tumble Through vs Malarunk Rapier Strike vs Malarunk - Malarunk uses Shield Block Round 5 Renali Delay Malarunk Shrieking Frenzy Gauntlet Strike vs Syhlas Harm vs everyone - basic Fortitude save, DC 23 Renali Climb x2 Drop down Party turn. @Bearlord @crazncanuck @TheRaconteur @VennDygrem @Zen Gypsy Renali is at 13/60, Syhlas is at 19/41. Map Edited April 27 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex Saves vs Vharag 12; 15 1d20+9;1d20+10 [3]; [3,5] Reflex Save vs Matilde 24 1d20+9 15 Tumble Through 24 1d20+9 15 Syhlas Strike 31; 12 1d20+11;3d6+3 [20]; [20,4,4,1] Deadly d8 1 1d8 1 Strike vs Syhlas; piercing damage 20; 11 1d20+13;2d4+5 [7]; [7,2,4] Harm damage 22 3d10 9,3,10 Fort saves for Renali and Syhlas 10; 15 1d20+8;1d20+9 [2]; [2,6] Bloodseeker Beak 4; 3 1d4;1d4 [4]; [4,3] Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 27 Clone Share Posted April 27 (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: 22/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 Arionne reeled as the cursed energy washed over her, her footwork slipping as she became light headed. She was bleeding from her ears, that couldn't be good, and her already sharp features looked even more gaunt and withdrawn. She stumbled, then regained her footwork as she tried to recall anything useful they might have learned in fighting these Ape-Men. A weakness, an allergy, anything she and her companions could employ to gain an advantage. She lashed out with her own chain over the Orc's head, seeking to cut the thing down before it unleashed another spell. 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: Recall Knowledge with Lore: Loremaster Action 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 Ape-Boss with Reach - Slashing Action 3: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. at Ape-Boss with Reach - 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 27 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort 19 1d20+11 8 Recall Knowledge 17 1d20+6 11 1-Action, Reach, Slashing, Offguard 19; 8 1d20+11;1d8+3 [8]; [8,5] 1-Action, Reach, Slashing, Offguard 25; 5 1d20+6;1d8+3 [19]; [19,2] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 27 Clone Share Posted April 27 (edited) Vharag Mor'Guldur, Arcane Shaman AC: 16 | HIT POINTS: 39 | CURRENT: 17 | HERO POINTS: 0 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 0 | SPELL SLOTS: 1st: 3/4 | 2nd: 2/3 ACTIVE EFFECTS: Courageous Anthem CONDITIONS: Immunity (Guidance) The dark energy surged through Vharag's body like a torrent of searing pain, causing his muscles to convulse involuntarily and his vision to swim with disorientation. Every fiber of his being screamed in agony as the necrotic energy gnawed away at his flesh, leaving behind a trail of festering wounds that oozed with dark ichor. With gritted teeth, Vharag struggled to maintain his focus, to push past the overwhelming pain and summon forth his own retaliatory magic. Yet as he reached out to command the primal flames of the void, his efforts faltered, the arcane energies slipping from his grasp like grains of sand through clenched fists. Frustration and anger welled up within him as his spell missed its mark, dissipating harmlessly into the air with little more than a feeble flicker. Weakness washed over him like a suffocating tide, leaving him gasping for breath and struggling to remain upright. But even in the midst of his pain and failure, Vharag refused to yield. With a defiant snarl, he raised his shield once more, his arms trembling with the effort as he prepared to weather whatever onslaught their foe might unleash upon them. Out of Character Free Action: Reaction: Action 1 & 2: Cast Ignition (Melee) on Charau-ka Champion. Action 3: Raise Shield Edited April 27 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fortitude Save [DC 23; 22 Void Damage] 15 1d20+8 7 Ignition [Melee Spell Attack; +1 Status (Courageous Anthem) vs Flanked Target] 15 1d20+11 4 Ignition Damage [d6's re: Melee Spell Attack; +1 Status re: Courageous Anthem] 7 3d6+1 3,2,1 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 27 Clone Share Posted April 27 (edited) Baldric | HP -8/38 | AC 20 | Fort +7 | Ref +11 | Will +10+11 base +1 Item bonus (Bravo's Brew); +2 vs. Fear -2 Status penalty +1 status bonus vs. Fear (Courageous Anthem/Marshal's Aura) | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 0/2 | 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: 1/2 | 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., Bravo's Brew (Lesser) 1 hour, Bon Mot crit failure, Dying 2 Baldric shouts out as wracking pain surges through his body. It feels as though every cell of his body is dying before the energy subsides, and with it, the pain.. but only because it's difficult to feel the pain while unconscious and dying. Baldric collapses from the powerful spell, eyes rolled up into his head, on the ground near where Renali retreated. Fort Save: Critical Failure, double damage from Harm. Edited April 27 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort save 9 1d20+7 2 Lesser Healing Potion 10 2d8+5 2,3 Performance 25 1d20+11 14 Link to comment Share on other sites More sharing options...
Bearlord Posted April 28 Clone Share Posted April 28 Syhlas Yaeder (Character sheet) Human Rogue 3 HP: 19/41 | 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: The dashing Kintargan had been frustrated by this powerful specimen of the ape-men but after finding a weakness in his defense and hitting him hard Syhlas confidence is increasing again. That is until the fearful opponent lets loose a wave of energy that surges through Syhlas body. For a moment he is dizzy and has to take a defensive stance to recover himself. He is out of verbal taunts against these foreigners so he makes a fake low attack to try to draw Malarunk's defense down and open up for both himself and his companions to attack his upper body and hopefully put him down for good. OOC Action 1: Feint Action 2: Strike Rapier Action 3: Strike Shortsword Name xDiceName xDiceResult xDiceString xDiceRolls Feint 14 1d20+11 3 Strike with Rapier 15; 15 1d20+10;3d6+2 [5]; [5,2,6,5] Strike with Shortsword 18; 10 1d20+6;3d6+2 [12]; [12,4,1,3] Link to comment Share on other sites More sharing options...
crazncanuck Posted April 28 Clone Share Posted April 28 (edited) Matilde Canossa (Sheet) Human Cleric 3 HP: 30/41 | AC: 22* | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 8/12 Matilde shakes her head, finding her companions a little over hasty in their charge down the tunnel. She barely sees the spell wash over them all in the cramped quarters, then turns about in alarm, as she see Baldric start to topple, and moves to revive him. Unable to also close in because of this, she calls out to her closest companion in the melee. "Finish that creature before it does more of that, hurry." >>Heal on Baldric >Guidance on Arionne Edited April 28 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort Save 29 1d20+11 18 Heal on Baldric 25 2d8+16 7,2 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 28 Clone Share Posted April 28 (edited) Baldric | HP 25/38 | AC 20 | Fort +7 | Ref +11 | Will +10+11 base +1 Item bonus (Bravo's Brew); +2 vs. Fear -2 Status penalty +1 status bonus vs. Fear (Courageous Anthem/Marshal's Aura) | 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: 1/2 | 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., Bravo's Brew (Lesser) 1 hour, Bon Mot crit failure, Wounded 2 Near-instantly, some of the feeling of having one's soul ripped from one's body is relieved, and Baldric's eyes fly open, the fire returning along with the color to his skin. He breathes deep as he leans his head up, coughing out through pained gasps for air. "M-my thanks and most sincere gratitude, my lady." "That does it, you fur-covered monstrosity! My friends here, these fine men and women of different walks of life, have more verve and tenacity than you could dream of! Their strength, their power... Oh, the power! Like none you've seen. Why, I dare say these are the finest warriors upon which you've ever laid your eyes!" The half-elven commander stands, but he's clearly still shaky from the life-sapping spell's effects. "You, sir, are no gentleman! More a charlatan, a rake, a scallywag! Whatever the effective equivalent is in your homeland! And certainly no sporting warrior." Free Action: Lingering CompositionExtend Composition Cantrip to 3 or 4 rounds depending on results of Performance check. Failure: Composition Cantrip lasts 1 round instead of 3, but I don't spend my FP. Action 1: Courageous Anthem Allies within 60 ft. and I gain +1 status bonus to attacks, damage, and saves vs. fear: Duration 1 round Action 2: Stand up Action 3: Bon Mot Targeting Malarunk: Impose -2 or -3 penalty to Will saving throws depending on result of Diplomacy check (and remove my penalty from the last attempt); On a critical failure, I keep my penalty. Duration: 1 minute, or until the target retorts by spending at least 1 action that has the concentrate trait or an appropriate skill check determined by the GM, typically a linguistic, charisma-based skill. Almost certainly a failure, but maybe not a critical one. My penalty remains. Edited April 28 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Performance vs. DC 18 (unless otherwise per GM) 12 1d20+11 1 Diplomacy vs. Malarunk's Will DC 17 1d20+11 6 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 28 Author Clone Share Posted April 28 (edited) Most of your atacks miss, though one of Arionne's does clip the charau-ka. "Shut up, elf!" he growls at Baldric. His rage is almost palpable, and he channels that rage into another storm of void energy. Round 6 Malarunk Harm vs everyoneexcept Renali - basic Fortitude save, DC 23 Party turn. @Bearlord @crazncanuck @TheRaconteur @VennDygrem @Zen Gypsy Map Edited April 28 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Harm 13 3d10 2,7,4 Persistent damage recovery 19 1d20 19 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 29 Clone Share Posted April 29 (edited) Baldric | HP 0/38 | AC 20 | Fort +7 | Ref +11 | Will +10+11 base +1 Item bonus (Bravo's Brew); +2 vs. Fear -2 Status penalty +1 status bonus vs. Fear (Courageous Anthem/Marshal's Aura) | 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: 1/2 | Spell DC: 19 Conditions: dying 3 Baldric smirks as it seems he's hit a nerve with the charau-ka leader... until it seems that hitting that nerve involves a follow-up of the life-force-sapping spell the foe unleashed just a moment ago. Still weakened by the previous spell's effects, even with Matilde's divine assistance, the effects are too much for the half-elf's void-wracked body as he hits the ground again. Fort Save - Critical Failure again. Edited April 29 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fortitude Save 10 1d20+7 3 Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 29 Clone Share Posted April 29 (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: 16/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 Arionne rocked on her feet as the second wave of negative energy washed over her, and though this was blessedly much weaker than the first, she still felt the life force draining out of her. She desperately tried to counter attack, but her motions were panicked and her aim was poor. 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 Ape-Boss with Reach - Slashing Action 3: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. at Ape-Boss with Reach - 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 29 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort +1 31 1d20+12 19 Impulse + Anthem + Flanked 17; 12 1d20+12;1d8+8 [5]; [5,4] Impulse + Anthem + Flanked - MAP 8; 11 1d20+7;1d8+3 [1]; [1,8] Link to comment Share on other sites More sharing options...
Bearlord Posted April 29 Clone Share Posted April 29 (edited) Syhlas Yaeder (Character sheet) Human Rogue 3 HP: 6/41 | 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: The void energy hits Syhlas again as a strong gust of wind and he can't help crying out in pain before regaining some composure. He is hanging on the ropes and would join his new companion Baldric down on the floor very soon if they don't manage to take this creature down. "You heard him!" Syhlas shouts at the furious charau-ka. "You think you are strong and powerful. But you haven't seen half of our strength yet. Fight like a warrior, beast!" He doesn't really care if the words themselves bite on Malarunk but the swordsman wants the ape-man to focus on him to divert attention from the others. He feinted an attack again followed it up by two strikes. OOC Action 1: Feint Action 2: Strike Rapier Action 3: Strike Shortsword Edited April 29 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fortitude 19 1d20+9 10 Feint 27 1d20+11 16 Strike Rapier 14; 13 1d20+10;3d6+2 [4]; [4,3,6,2] Strike Shortsword 20; 11 1d20+6;3d6+2 [14]; [14,4,3,2] Hero point Strike Rapier 19 1d20+10 9 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 29 Author Clone Share Posted April 29 (edited) Syhlas lands a hit with his shortsword. Malarunk is bloodied, but still on his feet. Renali shifts back to her human form to help Baldric. Round 6 cont'd. Renali Change Shape Battle Medicine on Baldric (map unchanged) Edited April 29 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Battle Medicine 20; 11 1d20+12;2d8 [8]; [8,8,3] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 29 Clone Share Posted April 29 (edited) Vharag Mor'Guldur, Arcane Shaman AC: 16 (18) | HIT POINTS: 39 | CURRENT: 10 | HERO POINTS: 0 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 0 | SPELL SLOTS: 1st: 3/4 | 2nd: 2/3 ACTIVE EFFECTS: Courageous Anthem CONDITIONS: Immunity (Guidance) Pain and fury fuel Vharag as he channels his primal magic once more, determined not to falter this time. His staff becomes an extension of his wrath, flames licking eagerly around its gnarled wood. With a fierce cry that seems to shake the very air of the cavern, he strikes forward, the flames catching brilliantly as they meet the flesh of Malarunk, the charau-ka leader. The fire surges hungrily, enveloping the massive creature in a sudden inferno that crackles and roars in the confined space. The charau-ka's fur burns, the smell of singed hair and flesh filling the air, his howls of pain echoing off the walls as he thrashes wildly under the unexpected assault. With the charau-ka ablaze, Vharag steps back, the flames from his staff still flickering ominously. He raises his shield, battered and scorched, planting it firmly in front of him. His stance is one of open defiance, a silent dare thrown at his foe. His eyes burn with a fierce, unyielding light, his face set in grim determination. "Come then, beast!" Vharag bellows across the battlefield, his voice booming in the cramped cavern. "Feel the wrath of one who bends the elements themselves to his will! Strike, if you dare!" Out of Character Free Action: Reaction: Action 1 & 2: Cast Ignition (Melee) on Charau-ka Champion. [Critical Success; 18 damage & 1d4 Persistent Fire] Action 3: Raise Shield Edited April 29 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fortitude Save [DC 23; 13 Void Damage] 26 1d20+8 18 Ignition [Melee Spell Attack; +1 Status (Courageous Anthem) vs Flanked Target] 31 1d20+11 20 Ignition Damage [d6's re: Melee Spell Attack; +1 Status re: Courageous Anthem] 9 3d6+1 2,3,3 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 30 Author Clone Share Posted April 30 (edited) Malarunk howls as his fur and flesh burn, filling the room with a very unpleasant smell. "Ha... hah... Belmazog will avenge me..." he rasps as he falls. As you all catch your breath, Renali searches his body. "This gauntlet is a powerful weapon," she notes, but she seems more interested in a smaller item: an ornate arrowhead. "Here it is. This is the key to Huntergate." Edited April 30 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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