Eagleheart Posted May 2 Author Clone Share Posted May 2 "I smell much magic in here," Verjigorm thinks to Vharag, using their connection to communicate silently. "On the elf gates, yes, but also on the she-elf. Protective magic. She is ready for a fight." As he looks through Verjigorm's eyes, Vharag can also identify the pile of bones. These aren't just some random remains, it's a whole skeleton - the skeleton of a very young dragon. "Bronze wyrmling. Long dead," notes Verjigorm. "I smell her magic upon it. Its shell is now her servant." Syhlas isn't aware of the skeleton until it suddenly lifts its head, looking around as if it hears something. Voz, however, doesn't seem to notice that anything is amiss. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted May 2 Clone Share Posted May 2 (edited) Arionne Amata - Itinerant Scholar (22Item Bonus +5, Dex +1, Trained +6 Bulwark: 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: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 "Well, there goes the theory that she was a captive. However, I feel more confident making the claim that she's a Necromancer in favor of out Halfling friend" Arionne sighed, renewing the protections that covered her. "Okay. Are we up to doing this here and now? Or do we go back and come fresh tomorrow?" The question was mostly for those among them who cast spells, for she knew their magic could be exhausted, as Arionne herself was fresh and ready to fight. 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 Thermal NimbusFire Impulse Kineticist Primal Stance resistance 4 and damage 2 within aura Edited May 2 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted May 2 Clone Share Posted May 2 Baldric | HP 48/48 | AC 21 | Fort +8 | Ref +12 | Will +13+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus vs. Fear (Courageous Anthem/Marshal's Aura) | Speed: 30 | Perception: +7 Hero Points: 0/1 | 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 Illusory Creature Spell Slots: 2/3 | Spell DC: 19 Conditions: Wounded 2 | Effects: Baldric's frivolity vanishes as the group sets about to serious matters and Vharag begins his divination through the link to his familiar. "It doesn't sound as though she has noble intentions. If any of you requires extended rest, so be it, but I am feeling more myself by the moment, thanks to Matilde's ministrations. I realize I have no authority here, so I am happy to act as backup. What's the intended approach, here? If she is a necromancer as you posit, Arionne, then she is likely to be a grave threat." It's clear that despite his newly-adopted serious demeanor, Baldric has trouble passing up the opportunity for a ripe pun, although he offers it with no smirk or acknowledgement thereof. Was it accidental, then? While he has been brash and exuberant, the half-elf has otherwise snapped into a tightly-focused, supportive disposition. Without knowing him better, it's impossible to tell how long that will last, or if the earlier performance was just an act. N/A Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted May 3 Clone Share Posted May 3 Vharag Mor'Guldur, Arcane Shaman AC: 17 | HIT POINTS: 48 | CURRENT: 48 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 3/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Share Senses (Verjigorm) CONDITIONS: None. Vharag, deep in his mystical connection, translates Verjigorm's sensory impressions to the group. "Strong magical defenses surround her, and the dragon skeleton—it's animated by her necromancy," he warns, his voice carrying the weight of impending danger. Suddenly, the situation escalates: the dragon skeleton, its skeletal head turning as if sensing an intruder, becomes alert. This prompts an urgent whisper from Vharag, "The skeleton senses Syhlas. We need to act swiftly." Verjigorm, still under the cloak of invisibility, decides on a course of action to distract the draconic skeleton. Hissing with disdain, the wyrm-kin, speaks in draconic, "O fallen kin, to be shackled thus by an elf's petty necromancy—how far you have fallen from the noble heights of our lineage!" Out of Character Free Action: Reaction: Action 1: Command Familiar [Fly; Speak] Action 2 & 3: Stride x2 to lead group to Voz Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted May 3 Author Clone Share Posted May 3 (edited) The dragon doesn't respond, but Voz's head snaps around. "Draconic?" she says - she recognizes the language, but she does not understand it. Seeing nothing besides her own servant (which she knows cannot speak) she frowns thoughtfully, but then quickly casts Detect Magic. "...ah, I have invisible guests... who are you? What do you want?" As Syhlas finishes his inspection of the room, he concludes that clearing the blocked stairways would take multiple days worth of work. The double doors are very firmly closed and locked, and if he touches them, they seem to forcefully push back against him - some kind of magical seal, perhaps? Edited May 3 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Voz Society 32 1d20+13 19 Link to comment Share on other sites More sharing options...
Bearlord Posted May 3 Clone Share Posted May 3 (edited) Syhlas Yaeder (Character sheet) Human Rogue 4 HP: 52/52 | AC: 21 | Perc +8 | Fort +11 | Ref +12 | Will +12 | Speed: 30 ft. | Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. Active Conditions: Invisible Syhlas curses silently to himself when the dragon skeleton moves its skull and seems to look at him. Moments after Voz seems to have realized she has company too. Syhlas doesn't understand much about magic or how the relation between familiars and their masters work but he knows as much that they can communicate over distance share senses somehow so he addresses Vharag through Verijgorm, talking in Draconic. "We are blown. It's out or go!" Then he turns his attention towards Voz. He keeps moving silently in the room keeping about the same distance from the woman but to make it harder for hear to pinpoint where he is exactly. He speaks to her in Common but changes his voice and accent to sound more like a southern Cheliaxian, something he has done several times in the past. "We are here to use the portal. Me and my Hellknight friends. Who are you, lady?" Edited May 3 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Deception 23 1d20+12 11 Link to comment Share on other sites More sharing options...
Eagleheart Posted May 3 Author Clone Share Posted May 3 (edited) "Bullshit," spits Voz. "The Hellknights abandoned this place years ago. Who are you really?" She slowly walks around, trying to find where Syhlas' voice is coming from - but she has little success. Edited May 3 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Voz Perception 13 1d20+9 4 Link to comment Share on other sites More sharing options...
Bearlord Posted May 4 Clone Share Posted May 4 Syhlas Yaeder (Character sheet) Human Rogue 4 HP: 52/52 | AC: 21 | Perc +8 | Fort +11 | Ref +12 | Will +12 | Speed: 30 ft. | Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. Active Conditions: Invisible "Different branch of Hellknights this time. I'm just their guide, scouting ahead so I don't really care about their business. They pay well though." Syhlas keeps moving as he speaks but makes pauses when he moves so his voice comes from different directions. "We got the key you know! A little piece you might be missing, eh?" He says in a taunting tone. He starts to make himself ready for the combat as he hopes his companions will rush in any moment. He draws his weapons and looks for a position on the opposite side of the room as the entrance where his friends will appear. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted May 4 Author Clone Share Posted May 4 (edited) "If you have the key, then—" Voz smirks and gestures to the dragon skeleton. "Come. We're leaving." They make for the exit... only to find the rest of the party blocking their way. "You two." She narrows her eyes at Matilde and Arionne, then briefly inspects Vharag, Baldric, and Renali. "Where are your other friends? ...No matter. I have a very simple offer for you. Give me the key and walk away, or you'll hang along with Calmont." Of course she knows you won't concede to that. She prepares to defend herself, but she's a bit distracted as she suddenly realizes where the invisible person must be. "Heh," she chuckles. "I've already been captured once today. It will not happen again." [Music] Round 1 @crazncanuck @TheRaconteur and @Zen Gypsy are up first. Syhlas and Verjigorm are still invisible. Map Edited May 4 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (Stealth) for Syhlas 16 1d20+12 4 Initiative (Perception) for Matilde 27 1d20+10 17 Initiative (Perception) for Vharag 24 1d20+7 17 Initiative (Perception) for Baldric 21 1d20+9 12 Initiative (Perception) for Arionne 24 1d20+6 18 Initiative (Perception) for Voz 23 1d20+9 14 Initiative (Perception) for Wyrmling Skeleton 20 1d20+13 7 Initiative (Perception) for Renali 16 1d20+12 4 Link to comment Share on other sites More sharing options...
Zen Gypsy Posted May 4 Clone Share Posted May 4 (edited) Vharag Mor'Guldur, Arcane Shaman AC: 17 (19) | HIT POINTS: 48 | CURRENT: 15 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Raise Shield CONDITIONS: Immunity (Guidance) Vharag's voice rumbles from the depths of his chest, resonating with primal power and an ominous undertone as he responds to Voz's threat. "The key is ours, elf-witch. You will not lay your hands upon it, your fate is sealed in ash and flame." With fierce determination and a guttural incantation, Vharag summons azure-hued flames, their blue-white hue pulsating with an otherworldly energy, enveloping Voz in an abyssal blaze. Through gritted teeth, Vharag maintains his concentration, his shield raised in defiance Out of Character Free Action: Reaction: Action 1 & 2: Cast a Spell [Floating Flame] on Voz's square. Action 3: Raise a Shield Edited May 5 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Floating Flame [3d6 Fire; Reflex DC 20] 12 3d6 2,5,5 Voz Reflex 24 1d20+14 10 Reflex Save [Fireball; DC 23, 24 fire dmg] 25 1d20+7 18 Fortitude Save [Void Breath; DC 23, 21 void dmg] 15 1d20+9 6 Link to comment Share on other sites More sharing options...
TheRaconteur Posted May 4 Clone Share Posted May 4 (edited) Arionne Amata - Itinerant Scholar (22Item Bonus +5, Dex +1, Trained +6 Bulwark: 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: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 Arionne charged, her hands manipulating the chain, yet never touching it, as it whipped and flowed about it. It had always been a primal thing, the appearance of obsidian just formed from molten earth. Yet now as she spun it about, flickers of the fire that birthed it made themselves manifest. She rushed to aid Shylas, though doing so meant standing between the Necromancer and her summoned pet. It didn't matter, the fire filled her blood, filled the very air around her. She lashed out with the wicked chain, and saw all before her burn. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. Action 1: Stride to just North of Voz, flanking Action 2: Activate Thermal NimbusFire Impulse Kineticist Primal Stance to burn both 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. Slashing ACTIONS IMPULSES - DC 20, +10 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 Thermal NimbusFire Impulse Kineticist Primal Stance resistance 4 and damage 2 within aura Edited May 4 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flanking, 1-Action, Slashing 32; 8 1d20+12;1d8+7 [20]; [20,1] Link to comment Share on other sites More sharing options...
crazncanuck Posted May 4 Clone Share Posted May 4 Matilde Canossa (Sheet) Human Cleric 4 HP: 52/52 | AC: 23* | Perception: +10 | Fort: +12 | Ref: +10 | Will: +9 | Speed: 25 ft. Active Conditions: Shield (4) 8/12 Matilde rushes southwards, joining the fray, "Unfortunately, Miss Voz, I'm not sure we can give you much say in that, after what you've already caused." She swings her own blade as she arrives, though is rather tentative about it, not wanting to do so much injury that Voz ends up actually bleeding out. >Stride 4 S >Strike >Raise Shield/Symbol Name xDiceName xDiceResult xDiceString xDiceRolls Rapier, Piercing 20; 11 1d20+11;2d6+4 [9]; [9,3,4] Link to comment Share on other sites More sharing options...
Eagleheart Posted May 4 Author Clone Share Posted May 4 (edited) Matilde misses by just a bit. The wyrmling skeleton doesn't seem to be affected by Arionne's aura, but Voz is sweating a bit. As Arionne lands a solid blow, she growls "You want fire? I'll give you fire!" With a snap of her fingers, an explosion engulfs the area most of you are in, then she casts a quick protective spell. Round 1 cont'd. Voz Fireball - yellow circled area. Basic Reflex save, DC 23. Arionne and Matilde take -4 damage Shield @VennDygrem is next. Map Edited May 4 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fireball damage 24 6d6 2,3,3,6,4,6 Renali reflex 30 1d20+10 20 Link to comment Share on other sites More sharing options...
VennDygrem Posted May 4 Clone Share Posted May 4 (edited) Baldric | HP 48/48 | AC 21 | Fort +8 | Ref +12 | Will +13+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus vs. Fear (Courageous Anthem/Marshal's Aura) | 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 Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus toattacks and saves vs. fear or mental effects As the pale half-elf lobs an explosive orb of flame at the group, Baldric's keen eyes and intuition finally kick in as he deftly ducks and dodges the blast. Whether it's his military training or his elven reflexes, he avoids taking any damage, the fire blazing behind him as a sly grin crosses his face. "Ah, an explosive welcome, but I'd expect no less from you! Why, I can't imagine facing you any other way. You always did have a knack for the unexpected, but it doesn't work so well against someone trained to expect the unexpected! You know, you're a sly one, always have been, and a slippery minx at that. Why, it feels like only yesterday, eh Vez?" Baldric has already said Voz's name correctly several times while they were planning their approach, so it seems unlikely for him to slip up now. But given his eccentricities, and how little they actually know about him, it's hard to say for certain what angle he's going for... or if he's speaking genuinely. "These fine folks are exemplars of their craft, so I wouldn't underestimate them. Solid, stalwart, steady... if I were you, whip-smart and a right firecracker, I'd just go along with them. I think it's better for your long-term goals, don't you, Viz?" Bow in hand, he steps up behind Arionne, ready to support the team and face off against their shared threats. Reflex save vs. Voz's Fireball below, then actions (if applicable). Critical Success Action 1: Activate Inspiring Marshal Stance Allies within my Marshal aura gain a +1 status bonus to attack rolls and saves against mental effects; 10' emanation by default, or 20' with a critical success Action 2: Bon Motvs Voz. - On success, she takes a -2 to Will saves and perception until she uses an action to retort. Action 3: Stride SW>SW (15 ft.) adjacent to Arionne, Edited May 5 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reflex Save 32 1d20+12 20 Diplomacy (Inspiring Stance) 26 1d20+12 14 Diplomacy (Bon Mot) 21 1d20+12 9 Fort save vs void breath 18 1d20+8 10 Link to comment Share on other sites More sharing options...
Eagleheart Posted May 5 Author Clone Share Posted May 5 (edited) Baldric's quip seems to annoy Voz - in other words, it has the intended effect - but she puts her poker face back on and nods to the skeleton. It opens its jaws, and out comes a wave of deathly energy, much like a living dragon's breath attack. It then attempts to bite Arionne, its teeth also infused with void energy. Round 1 cont'd. Wyrmling Skeleton Void Breath vs Arionne, Baldric, Vharag, Renali - basic Fortitudeeven though I rolled Reflex for Renali - I'm a derp save, DC 23 Bite vs Arionne @Bearlord is next. Map Edited May 5 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Void Breath damage 21 5d6 6,2,6,1,6 Renali reflex 22 1d20+10 12 Bite vs Arionne; piercing damage; void damage 27; 13; 3 1d20+16;2d6+6;1d4 [11]; [11,2,5]; [11,2,5,3] Link to comment Share on other sites More sharing options...
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