Bearlord Posted May 7 Clone Share Posted May 7 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: Syhlas studies the skeleton wyrmling for a moment. How it fights and moves. He waves his rapier in front of it to draw its attention to himself then he makes few quick false attacks before putting all his force into two stabs, one with the rapier and the other with his off-hand blade. Actions Action 1: Feint Action 2: Strike with rapier Action 3: Strike with shortsword (agile) Name xDiceName xDiceResult xDiceString xDiceRolls Feint 30 1d20+12 18 Strike Rapier 24; 12 1d20+12;3d6+3 [12]; [12,2,1,6] Strike Shortsword 12; 19 1d20+8;3d6+3 [4]; [4,5,6,5] Hero point Strike Shortsword 18 1d20+8 10 Damage 11 3d6+3 1,6,1 Link to comment Share on other sites More sharing options...
Eagleheart Posted May 7 Author Clone Share Posted May 7 (edited) "Keep up the pressure, we've almost got it!" says Renali. Each of her attacks is rebuffed by the skeleton, but at least she's (figuratively) keeping it on its toes. Round 3 cont'd. Renali Bite x3 Round 4 @crazncanuck @TheRaconteur @Zen Gypsy and @VennDygrem are up. Map Edited May 7 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Bite 1 19; 9 1d20+12;2d6+3 [7]; [7,2,4] Bite 2 13; 13 1d20+7;2d6+3 [6]; [6,4,6] Bite 3 3; 12 1d20+2;2d6+3 [1]; [1,4,5] Link to comment Share on other sites More sharing options...
TheRaconteur Posted May 7 Clone Share Posted May 7 (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: 40/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 The battering fist of black stone wasn't doing anything, so with a whisper of will Arionne reshaped it into a piercing spear at the end of the chain. She spun about, whipping the chain about her as she leapt to bring it down like a massive scorpion's tail against the creature. 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., and Thermal NimbusFire Impulse Kineticist Primal Stance 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. Agile - Piercing 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. Agile - Piercing 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 7 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Agile, Piercing, 2 Action 23; 14 1d20+10;1d8+8 [13]; [13,6] Agile, Piercing, 1-Action 18; 7 1d20+6;1d8+4 [12]; [12,3] Link to comment Share on other sites More sharing options...
VennDygrem Posted May 7 Clone Share Posted May 7 (edited) Baldric | HP 48/48 | AC 22 | Fort +9 | Ref +13 | Will +14+12 base +1 Item bonus (Bravo's Brew); +2 vs. Fear +1 status bonus (Rallying Anthem) | 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 Illusory Creature Spell Slots: 2/3 | Spell/Class DC: 20 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status bonus to attacks; +1 status to AC and saves, Resist 2 physical damage (Rallying Anthem - 2 rounds) The grin on the bard's face widens as the party continues putting the pressure on the undead wyrmling. "We've got this ambulatory pile of bones at its limits! Watch out for those strikes, be on guard for another breath, and - Ah! - See that weakened joint there? That's where to strike!" Reminder that Rallying Anthem lasts another 2 rounds, granting +1 AC & Saves and Resist 2 physical damage, and anyone in 10 ft gain the benefits of my Inspiring Marshal Stance (+1 attack, +1 on saves vs. mental effects - doesn't stack with Rallying Anthem, though). Action 1: Retrieve potion (Lesser Healing) Action 2: Drink potion (Lesser Healing) Action 3: Prepare to Aid: AttackCooperative Nature bonus +4 Against my better judgement, I'm Hero Pointing the Aid - Success, +1 circumstance on ally's attack Edited May 7 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Healing Potion, Lesser 16 2d8+5 8,3 Aid Attack 17 1d20+16 1 Reroll Aid Attack 21 1d20+16 5 Link to comment Share on other sites More sharing options...
Zen Gypsy Posted May 8 Clone Share Posted May 8 Vharag Mor'Guldur, Arcane Shaman AC: 17 | HIT POINTS: 48 | CURRENT: 24 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag's imposing presence looms over Voz, his massive form casting a shadow over her prone body. As he crouches low, his gaze pierces through her with an intensity that sends shivers down her spine. "You are not a fool, elf," Vharag's voice rumbles like distant thunder, laced with a dangerous edge. His hand, clad in the dragon-scaled gauntlet worn by Malarunk, grips her robe with an iron grip. "These people wish to bring you to justice, a court of law. In my homeland of Belkzen, we would nail you to a tree and leave you for the scavengers." The threat hangs heavy in the air as Vharag leans in closer, his eyes burning with an unyielding resolve. "Surrender, call off your creation, reveal what you know," he commands, his words carrying the weight of an ultimatum. "And perhaps you will live to see the justice my allies seek." "Elf-flesh-sweeet," hissed the, still invisible, Verjigorm, Vharag's lips curl into a cruel smile. "We shall see, wyrm," he murmurs, his gaze flickering between Voz and the draconic familiar. "Or shall we?" Out of Character Free Action: Reaction: Action 1: Grapple Voz Action 2 & 3: Ready to Sustain Floating Flame (Moving it to her square) if Voz doesn't call off her pet Name xDiceName xDiceResult xDiceString xDiceRolls Grapple Voz [Athletics against Fortitude DC] 27 1d20+9 18 Intimidation Check [vs Will DC] 12 1d20+6 6 Voz Reflex 16 1d20+14 2 Link to comment Share on other sites More sharing options...
Eagleheart Posted May 8 Author Clone Share Posted May 8 "You won't kill me. You need me." Voz laughs, but it seems Vharag will make good on his threat, as the floating flame moves to her and starts burning into her throat. She cries out for a moment, then passes out. But even now the undead dragon remains active, jaws snapping, empty eyes glaring. Round 4 cont'd. @crazncanuck is up. The map is unchanged. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted May 10 Clone Share Posted May 10 (edited) Matilde Canossa (Sheet) Human Cleric 4 HP: 49/52 | AC: 22* | Perception: +10 | Fort: +12 | Ref: +10 | Will: +9 | Speed: 25 ft. Active Conditions: Shield (4) 8/12, Inspired, Rallied, Frightened 1 Seeing the creature still stirring about, Matilde steps up to try and jab at it with her weapon, trying to get it to stop striking at her foes, even if she found its presence rather intimidating. >Stride 2 N to Flanking >Strike >Strike Edited May 10 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rapier 13; 11 1d20+11;2d6+4 [2]; [2,4,3] Rapier 2 15; 8 1d20+6;2d6+4 [9]; [9,2,2] Link to comment Share on other sites More sharing options...
Eagleheart Posted May 10 Author Clone Share Posted May 10 (edited) The skeleton clamps its jaws down on Matilde's sword and wrestles it out of her grasp, flinging it to the ground. It then turns its attention back to Arionne, slashing at her even as her kinetic weapons are bearing down on it. Round 4 cont'd. Wyrmling Skeleton Disarm vs Matilde Claw x2 vs Arionne @Bearlord is next. You are now flanking with Matilde. Edited May 11 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Disarm 32 1d20+14 18 Claw 1; slashing damage 18; 12 1d20+12;2d6+6 [6]; [6,4,2] Claw 2; slashing damage 23; 13 1d20+8;2d6+6 [15]; [15,1,6] Link to comment Share on other sites More sharing options...
Bearlord Posted May 10 Clone Share Posted May 10 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: Realizing that this animated skeleton dragon would fight on until it was completely destroyed Syhlas decides to go all in on attack. It is already distracted with enemies on three sides so he can easily find openings in its defense to exploit. He strikes with his rapier followed up by two quick stabs with the shorter off-hand sword. Actions Action 1: Strike with rapier Action 2: Strike with shortsword (agile) Action 3: Strike with shortsword (agile) Name xDiceName xDiceResult xDiceString xDiceRolls Rapier Strike 21; 9 1d20+12;3d6+3 [9]; [9,1,4,1] Shortsword Strike 1 12; 15 1d20+8;3d6+3 [4]; [4,6,5,1] Shortsword Strike 2 12; 15 1d20+4;3d6+3 [8]; [8,1,6,5] Link to comment Share on other sites More sharing options...
Eagleheart Posted May 10 Author Clone Share Posted May 10 (edited) The wyrmling skeleton finally collapses as Syhlas' blade pierces through its neck, severing its skull from the rest of its body. Voz is still breathing, but just barely. You have only a few seconds to decide what to do with her. (Renali has no opinion on this, so she passes her turn) Round 5 @crazncanuck and @TheRaconteur are up before Voz rolls her recovery check. Edited May 11 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted May 10 Clone Share Posted May 10 (edited) Matilde Canossa (Sheet) Human Cleric 4 HP: 49/52 | AC: 22* | Perception: +10 | Fort: +12 | Ref: +10 | Will: +9 | Speed: 25 ft. Active Conditions: Shield (4) 8/12, Inspired, Rallied Matilde scowls, as the creature finally falls, before glancing over and strode to Voz. Whether it was a desire for answers or an obligation of her duties to her faith with regards to fallen foes, she purposefully sheathed her rapier, then crouched down, briskly slapping some ointment from her pouch over the most obvious of the injuries the mage had suffered. Then, she gently tapped the mage's cheek to get her to stir. "Wake up, and no sudden moves. Iomedae wants you to live, apparently." >Stride >Sheathe Sword >Battle Medicine Edited May 10 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Battle Medicine - Trained 32 1d20+12 20 Healing 22 4d8 5,8,6,3 Link to comment Share on other sites More sharing options...
TheRaconteur Posted May 10 Clone Share Posted May 10 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: 40/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 Arionne's robes were pierced in a dozen places from the Skeletal Dragon's fangs, blood a just visible stain against the crimson and black fabric. Her features were gaunt and withdrawn from the negative energy which had drained her, though Matilde's magic had kept her on her feet. "Things would be easier if she lives." She said simply, her voice strained as she fought through the pain. "Especially with the case I am attempting to build in Calmont's defense. He is still guilty of killing several people, and should face justice for that. Noble intentions mean little in the face of death, but that doesn't mean they mean nothing." She set about searching the Necromancer, looking for anything that might be of use. 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., and Thermal NimbusFire Impulse Kineticist Primal Stance 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. Agile - Piercing 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. Agile - Piercing 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted May 10 Clone Share Posted May 10 Vharag Mor'Guldur, Arcane Shaman AC: 17 | HIT POINTS: 48 | CURRENT: 24 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. "Justice," Vharag's voice reverberates with the echoes of generations past, each word laden with the weight of his orcish heritage. "A cage wrought of soft words and fragile ideals, has dulled the minds of men, made them weak and complacent." His gaze hardens, a flicker of disdain crossing his features. "In Belkzen, where steel meets flesh and blood paints the earth, there is no room for mercy or forgiveness. Only strength survives, only the fittest endure." With an imposing stature, he looms over Voz like a force of nature unleashed. "But you," his voice a low, menacing growl, "have dared to defy the laws of the wild, to trample upon the ancient ways of my people." His grip tightens around her robe, his eyes blazing with primal fury. "For that, you will answer. To the Shattered Skull tribe, to the laws of the untamed wilderness, you are bound. And when the time comes, when the debt is due, you will face the consequences of your folly." With a dismissive wave of his hand, the abyssal flame floating inches from Voz's face sputters and dissipates in a cloud of acrid smoke. Vharag tears the tome from her belt, turning his back on the woman as he strides purposefully towards the archways. His keen intellect already turning to the mysteries of the archways, the aiudara, dismissing the contempt he had for the mercy being granted his foe by civilized, softer allies. Verjigorm hisses, coiling around the orc's broad shoulders in silent agreement. 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 May 11 Author Clone Share Posted May 11 Matilde heals Voz, and as she slowly regains consciousness, you restrain her to make sure she won't cast any more spells. She narrows her eyes and grits her teeth, but she knows she is beaten. As you search her for items, you find her spellbook and two spell scrolls, as well as a handful of legal documents. One of them reads as follows: CITADEL ALTAEREIN Founded 1 Arodus 4638 by the Hellknight Order of the Nail BE IT KNOWN the Citadel was established primarily to defend its area of influence (detailed in document A3) and secondarily to study the elven artifacts housed within (detailed in document A4). TO ENSURE the Citadel serves its appointed purpose, this document is to be renewed every 5 years. Should this document expire, ownership of the citadel shall default to the leader(s) of the nearest city or state. In other words, the citadel belongs to Breachill now ... you should probably tell the Town Council about this, and the head of the guard will gladly take Voz off your hands. Alseta's Ring can wait - for now, it's time to go home. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted May 11 Clone Share Posted May 11 (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: Syhlas lets Arionne and Vharag take care of Voz. He sheathes his weapons and approaches Baldric. "Thanks for the heads-up when Voz turned against me. It helped a lot. Welcome to the party." He smiles at the bard and pats his shoulder friendly. Then he turns towards the locked double door. "What do you magic people think about this one? It appears to have some magical lock. Voz do you know what might be inside?" The last question is said in a harsher tone. Actions Action 1: Action 2: Action 3: Edited May 11 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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