TheRaconteur Posted April 21 Clone Share Posted April 21 (edited) Arionne Amata - Itinerant Scholar AC: (21Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 Arionne was concerned by how quickly the insects moved, including their newest companion. Yet as she danced forward, there was little to focus on except the fight. She worked her way through the forms, charging forward, as Hamatulatsu always encouraged aggressive action. As she did, the chain of fire formed in her hands. She cast it out, the implement snaking and twisting to catch every foe that she could see. 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: Step to the NE Action 2-3: 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. on all of them that are visible 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 22 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fire 6 2d6 5,1 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 21 Author Clone Share Posted April 21 (edited) Vharag's spell kills one charau-ka while another lashes out at Matilde, striking her with their whip. Syhlas stabs them in return, badly wounding them but not quite killing them. Renali sighs with exasperation and transforms, becoming a colorful giant spider, which Arionne and possibly Baldric understand to be her true form. With superhuman grace she scuttles over and bites the badly-wounded charau-ka, finishing them off. The remaining charau-ka attack her and Syhlas, significantly wounding both. While that is happening, the ugly creature reappears beside Baldric and sinks its disgusting mandibles into him, then flies up to avoid direct retaliation. Round 1 cont'd. CK2 Reactive Strike vs Matilde Syhlas Stride Rapier Strike vs CK2 Shortsword Strike vs CK2 Round 2 Ugly Fly to Baldric Bite vs Baldric - if hit, you must roll a Fortitude save Fly up 25ft Renali Change Shape Stride Bite vs CK2 CK1 - dazzled Stride Throw Debris x2 vs Renali CK4 Shrieking Frenzy Throw Debris vs Syhlas Stride Sickle Strike x2 vs Syhlas Party turn. @crazncanuck @Bearlord @VennDygrem @Zen Gypsy @TheRaconteur Renali is at 28/60, Syhlas is at 29/41. Map Edited April 21 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls CK2 Concealment 12 1d20 12 Reactive Strike; slashing damage 25; 6 1d20+8;1d4+3 [17]; [17,3] Reflex saves vs Breathe Fire 19,18,14 repeat(1d20+8,3) 11,10,6 Reflex saves vs Flying Flame 28,19,28 repeat(1d20+8,3) 20,11,20 Syhlas Rapier; piercing damage 21; 7 1d20+11;3d6+3 [10]; [10,1,1,2] Syhlas Strike 2 12; 12 1d20+7;3d6+3 [5]; [5,1,5,3] Syhlas Hero Point 11 1d20+7 4 Bite vs Baldric; piercing damage; unholy damage 24; 10; 2 1d20+12;1d10+1d6+3;1d6 [12]; [12,6,1]; [12,6,1,2] Renali Bite 18; 13 1d20+12;2d6+3 [6]; [6,6,4] CK1 Concealment 6,8 repeat(1d20,2) 6,8 Strike 1 vs Renali 23; 5 1d20+8;1d6+3 [15]; [15,2] Strike 2 vs Renali 20; 9 1d20+3;1d6+3 [17]; [17,6] Debris vs Syhlas; bludgeoning damage 26; 6 1d20+8;1d6+3 [18]; [18,3] Sickle Strike 1 21; 6 1d20+4;1d4+3 [17]; [17,3] Sickle Strike 2 3; 5 1d20;1d4+3 [3]; [3,2] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 21 Clone Share Posted April 21 (edited) Vharag Mor'Guldur, Arcane Shaman AC: 16(18) | HIT POINTS: 39 | CURRENT: 39 | HERO POINTS: 1 0 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 0 | SPELL SLOTS: 1st: 3/4 | 2nd: 2/3 ACTIVE EFFECTS: None. CONDITIONS: Immunity (Guidance) Vharag, witnessing the battle unfold around him and his allies taking heavy blows, knows that the tide of battle needs to shift swiftly. His dark eyes glint with a purpose as he taps deeper into the well of his primal magic, the air around him crackling with raw energy. He extends a broad, scarred hand, his deep voice chanting in the guttural tongue of his ancestors. Lightning begins to build, visible as a shimmering, static charge that dances between his fingers before he thrusts his hand outward. A jagged crack of lightning arcs through the cavern, a brilliant streak of power that connects the grotesque, flying creature with mandibles directly to the remaining charau-ka assailing Syhlas. The air fills with the scent of ozone and the sharp crack of the bolt echoes off the walls, a stark counterpoint to the sounds of battle. Not wasting a moment, Vharag shifts his stance, pulling from a different strand of his magical heritage. With a focused glare and a swift motion, he conjures a bolt of pure force with his bear-skull topped staff. It hums with power, vibrating with intensity before he hurls it like a spear towards the reeling, flying creature. The force bolt slams into it with the momentum of a catapult, aiming to knock it from the air and disable its ability to launch further ambushes from above. Out of Character Free Action: Reaction: Action 1 & 2: Cast Electric Arc (CK#4 & Ugly) Action 3: Cast Force Bolt (Ugly) Edited April 21 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc ((CK#4 & Ugly; Basic Reflex DC 20) 9 3d4 4,3,2 Force Bolt (Ugly) 4 1d4+1 3 Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 22 Clone Share Posted April 22 (edited) Arionne Amata - Itinerant Scholar AC: (21Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 From where she stood, Arionne formed two deadly barbs of obsidian. With a thrust of her upraised palm, she willed them forth, striking at the ugly thing with brutal force despite how high up it had flown. 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: 2-Action, Propulsive, Piercing 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. on Ugly Action 3: 1-Action, Propulsive, Piercing Elemental Blasts on Ugly 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 22 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2-Action, Propulsive, Piercing, Courageous Anthem 19; 6 1d20+9;1d8+2 [10]; [10,4] 1-Action, Propulsive, Piercing, Courageous Anthem 8; 7 1d20+4;1d8+2 [4]; [4,5] Exploration Activity 13 1d20+6 7 Link to comment Share on other sites More sharing options...
crazncanuck Posted April 22 Clone Share Posted April 22 (edited) Matilde Canossa (Sheet) Human Cleric 3 HP: 34/41 | AC: 20 | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 8/12, Encouraged Matilde absorbs the latest jarring blow upon her shield once more, as she is unable to properly avoid an attack while advancing. It does dissipate most of the hurt that caused, fortunately for her. However, she seemed to have failed to draw anyone's ire, much to her chagrin, causing her to consider her options as the enemies flooded past her armoured form. Healing was a tricky proposition while in close, so her best option was to free herself of that problem. Confidently dealing a vicious strike, she was about to focus her magic, when she saw the disgusting flying creature reappear, and found herself distractedly trying to puzzle it out, even as, instead of relying on magic, she jabbed her blade in the dirt, and quickly dabbed a salve over Syhlas' bruises. After all, her foes were all at a distance now... >Strike >Recall Knowledge ()Drop Sword >Battle Medicine Syhlas Edited April 22 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rapier, Piercing 27; 16 1d20+11;2d6+5 [16]; [16,5,6] Recall Religion 11 1d20+9 2 Battle Medicine, Expert 26 1d20+11 15 Healing 16 2d8+10 3,3 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 22 Clone Share Posted April 22 (edited) Baldric | HP 26/38 | AC 20 | Fort +7 | Ref +11 | Will +11 | Speed: 30 | Perception: +7 Hero Points: 0/1 | Focus Points: 1/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Command Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Spell Slots: 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., Courageous Anthem (60 ft.)[Uncommon] [Bard] [Cantrip] [Composition] [Concentrate] [Emotion] [Mental] You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. 3 rounds, Baldric cries out in pain as the ugly little pest bites into him with its repulsive maw. He does his best to ignore the pain, but clearly it has done a number on him. "Urgh... do you kiss your broodmother with that mouth?" Seeing his new arachnid friend seeming to be heavily wounded, Baldric reaches out with soothing words of encouragement. "Don't let these foul creatures bring you low, Renali! You're a mighty warrior, you shall continue to strike them where it hurts, just as now!" He decides that the creature, whatever it is, is better off focusing on one target than the bulk of the group. Who knows what other fell tricks it has up its grotesque sleeves? He tries shooting the creature with his oddly-shaped bow, hoping that it doesn't possess some supernaturally thick hide. If it turns aside his arrow's strike, however, he'll only be able to guess at what might pierce such a hide. Fortitude Save (Below) Action 1 & 2: Cast 2nd rank Soothe on Renali - Heal 19 hp and gain +2 status vs. mental effects for 1 minute Action 3: Strike Ugly with ranged attack. Edited April 22 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fort save 12 1d20+7 5 Ranged Strike vs. Ugly 27 1d20+11 16 Ranged damage 2 1d6+1 1 Healing on Renali (Soothe) 19 2d10+8 10,1 Link to comment Share on other sites More sharing options...
Eagleheart Posted April 22 Author Clone Share Posted April 22 (edited) The charau-ka slashes at Vharag with their sickle, leaving a nasty cut on one of his arms before they are taken down by the combined attacks of Vharag and Matilde. Syhlas moves to the other charau-ka and tries to stab them. They dodge out of the way, but Renali runs over and catches them with her fangs, taking them down as well. "Ohhh this is not good," the ugly creature yelps. "I'd better go tell the boss." He flies away, and unfortunately, he is considerably faster than any of you. Round 2 cont'd. CK4 Reactive Strike vs Vharag Syhlas Stride - provokes CK1 Reactive Strike Feint vs CK1 Rapier Strike vs CK1 Round 3 Ugly Fly away (50ft fly speed) Renali Stride Bite x2 vs CK1 Party turn. @crazncanuck @Bearlord @TheRaconteur @VennDygrem @Zen Gypsy You have 1 round to prepare for the boss' arrival. Edited April 22 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reactive Strike; slashing damage 21; 6 1d20+8;1d4+3 [13]; [13,3] Reflex saves vs Electric Arc 23; 19 1d20+8;1d20+10 [15]; [15,9] Syhlas Feint 19 1d20+11 8 Syhlas Strike 15; 12 1d20+11;3d6+3 [4]; [4,6,1,2] CK1 Concealment 14 1d20 14 CK1 Reactive Strike 24; 6 1d20+8;1d4+3 [16]; [16,3] Renali Strike 1 22; 11 1d20+12;2d6+3 [10]; [10,3,5] Renali Strike 2 23; 8 1d20+7;2d6+3 [16]; [16,2,3] Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 23 Clone Share Posted April 23 Arionne Amata - Itinerant Scholar AC: (21Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 Had not been hurt, so she stepped down the hall in the direction that the strange creature had fled, and took cover as best she could along the passageway. 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: 2-Action, Propulsive, Piercing 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. on Ugly Action 3: 1-Action, Propulsive, Piercing Elemental Blasts on Ugly ACTIONS IMPULSES - DC 19, +9 Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' bludgeoning or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait. raise AC to 21 Burning JetFire Impulse Kineticist Primal A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne. stride 40' and ignore difficult terrain Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 23 Clone Share Posted April 23 Vharag Mor'Guldur, Arcane Shaman AC: 16 (18) | HIT POINTS: 39 | CURRENT: 33 | HERO POINTS: 1 0 FORTITUDE: +8 | REFLEX: +6 | WILL: +11 | PERCEPTION: +6 FOCUS POINTS: 1 | CURRENT: 0 | SPELL SLOTS: 1st: 3/4 | 2nd: 2/3 ACTIVE EFFECTS: Raised Shield. CONDITIONS: Immunity (Guidance) Vharag, his breathing heavy with exertion and the sharp sting of the charau-ka's blade fresh on his arm, wipes the blood briskly with the back of his hand. He watches the creature retreat with a snarl of frustration, his mind already racing through possibilities and tactical adjustments for what lies ahead. With a determined grunt, he moves swiftly to the entrance of the northeast tunnel, his shield raised high and his body tensed for whatever may come. The dark, echoing passages of the cave could hide any number of threats, and the mention of a "boss" confirms his suspicion that they are yet to face the true challenge of this den of enemies. As Vharag positions himself, he uses the brief moment of respite to scan the tunnel entrance, ensuring there are no immediate threats or traps that could jeopardize their pursuit. His shield, a large, sturdy piece of worked iron emblazoned with the symbols of his tribe, is not just a defense but a statement of his resolve. "Stay alert," he calls back to his companions, his voice echoing slightly in the stony corridor. With a firm grip on his staff, Vharag sets himself as the first line of defense, ready to react to any threat that might emerge from the shadows of the tunnel. His eyes, accustomed to the dim light of underground paths from his many years of wandering and fighting, search the darkness ahead, trying to anticipate the enemy's next move. Out of Character Free Action: Reaction: Action 1 & 2: Stride to NE tunnel Action 3: Raise Shield Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
crazncanuck Posted April 24 Clone Share Posted April 24 (edited) Matilde Canossa (Shieet) Human Cleric 3 HP: 41/41 | AC: 20 | Perception: +9 | Fort: +11 | Ref: +9 | Will: +7 | Speed: 25 ft. Active Conditions: Shield (4) 8/12, Encouraged "Hold still, all, but a moment. Iomedae should be able to mend our injuries when I ask." Matilde states, delaying retrieving her weapon and presenting her shield instead to make everyone hopefully feel better. >>>Heal Edited April 24 by crazncanuck (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Heal AoE 10 2d8 8,2 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 24 Clone Share Posted April 24 Baldric | HP 36/38 | AC 20 | Fort +7 | Ref +11 | Will +12+11 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: 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., Courageous Anthem (60 ft.)[Uncommon] [Bard] [Cantrip] [Composition] [Concentrate] [Emotion] [Mental] You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. 2 rounds, Bravo's Brew (Lesser) 1 hour Baldric breathes out a sigh - not wholly relieved, but not yet fully exasperated. Steeling himself for the unknown, Baldric takes a position toward the back of the cavern, with a view to the passage the ugly little monstrosity flew down, with his bow at the ready. "Much appreciated. Now, we prepare for the unexpected! We already know the little one can become invisible and has a nasty bite. We know not what his 'boss' can do." Resolute to face this threat with is new allies, Baldric pulls out an elixir and quickly downs it, dropping the vial in which is was contained and readying himself to strike with his bow yet again. Action 1: Move NW->NW->NW (20 ft.) Action 2: Retrieve Bravo's Brew, Lesser Action 3: Drink Bravo's Brew, Lesser - Duration 1 hour Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted April 24 Author Clone Share Posted April 24 (edited) Renali climbs up and clings to the ceiling, hoping to ambush the enemy when they arrive. Syhlas also takes cover and tries to hide. Seconds later, he arrives: a hulking charau-ka with a smoldering gauntlet. Behind him, the man-bug sees Renali and flies up to attack her. His attack fails, and he gets bitten for his trouble. "I am Dahak's Wrath," booms the huge charau-ka. "Prepare to die." Round 4 Ugly Fly x2 Bite vs Renali Renali Strike x3 vs Ugly Malarunk Stride x2 cast Shield Party turn. @Bearlord @crazncanuck @TheRaconteur @VennDygrem @Zen Gypsy Map Edited April 25 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (Perception) for Malarunk 26 1d20+11 15 Renali Stealth 20 1d20+10 10 Syhlas Stealth 20 1d20+11 9 Renali Strike vs Ugly 25; 12 1d20+12;2d6+3 [13]; [13,5,4] Renali Strike 2 15; 7 1d20+7;2d6+3 [8]; [8,2,2] Renali Strike 3 15; 12 1d20+2;2d6+3 [13]; [13,5,4] Ugly Bite vs Renali 17; 15 1d20+12;1d10+1d6+3 [5]; [5,8,4] Link to comment Share on other sites More sharing options...
VennDygrem Posted April 25 Clone Share Posted April 25 (edited) Baldric | HP 36/38 | 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., Courageous Anthem (60 ft.)[Uncommon] [Bard] [Cantrip] [Composition] [Concentrate] [Emotion] [Mental] You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. 1 round, Bravo's Brew (Lesser) 1 hour, Bon Mot crit failure With the boss's arrival, Baldric sees that the action is moving toward the chokepoint of the cavern passageway. Potentially advantageous, or potentially deadly for the team. Not one to shy away from the excitement, he dashes up between the orc and the cave wall with the charau-ka leader barely in sight. "Dahak's wrath, you say? If you represent 'Dahak's wrath' then I dare say they must be a push-over! My childhood kitten was more ferocious than you! Of course, in Cheliax, the kittens carry the taint of the infernal realms upon them, but that's beside the point. Er.. what was my point again?" Along with his atrocious quip, Baldric looses a single arrow. The shot is tight, but worth showing that they're not afraid of the crazed cultist. Action 1: Move NE->NE->E->E (25 ft.) - 1 square due south of Vharag Action 2: Bon Mot vs. Malarunk (Diplomacy vs. Will DC) - Critical Failure, meaning I take a -2 status penalty on Perception and Will saves until I issue a successful bon mot or 1 minute, whichever is sooner. Action 3: Ranged attack (I'm guessing he has cover, though) Edited April 25 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Diplomacy vs. Malarunk Will DC 12 1d20+11 1 Ranged Strike vs. Malarunk 22 1d20+11 11 Possible damage (magical piercing) 3 1d6+1 2 Link to comment Share on other sites More sharing options...
TheRaconteur Posted April 25 Clone Share Posted April 25 (edited) Arionne Amata - Itinerant Scholar AC: (21Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.) | HP: 44/44 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +5 Arionne casually stepped out into the hallway, ruddy black scales manifest and obsidian chain circling about her. She eyed the massive creature and its smoldering gauntlet, and with a flick of her wrist and a twist of her hips into the proper stance sent the piercing implement surging towards it. 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: Step 5ft. North Action 2-3: 2-Action, Thrown, Piercing 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. on Malarunk 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 25 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 2-Action, Thrown, Piercing Elemental Blast 20; 13 1d20+9;1d8+7 [11]; [11,6] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 26 Clone Share Posted April 26 (edited) Vharag Mor'Guldur, Arcane Shaman AC: 16 | HIT POINTS: 39 | CURRENT: 39 | 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) Vharag steps forward with a primal confidence, his eyes ablaze with determination as he faces the towering charau-ka warrior. With a guttural incantation that resonates with the ancient power an orcish shaman, he summons forth the crackling energy of lightning, channeling it into his foes. A brilliant bolt shatters the cavern's dim light, crackling with raw intensity, streaking through the air like a bolt of vengeance. With unerring precision, it strikes true, bridging the gap between the massive charau-ka and the smaller, mandibled creature, enveloping them in a coruscating web of energy. With the spell unleashed, Vharag wastes no time in pressing the attack. With each stride, the ground beneath his feet seems to tremble with the weight of his resolve. Closing the distance between himself and Dahak's champion, he meets the towering figure with an unwavering gaze. "If you are truly Dahak's best," he growls, his voice resonating with the authority of one who has faced down countless foes, "then we've nothing to fear from your master." Out of Character Free Action: Reaction: Action 1 & 2: Cast Electric Arc Charau-ka Champion & Mandible Ugly Action 3: Stride 925 ft due East; end adjacent to Charau-ka Champion) Edited April 26 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc [Ref DC 20; Electric] 9 3d4+1 3,4,1 Link to comment Share on other sites More sharing options...
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