Eagleheart Posted June 1 Clone Share Posted June 1 (edited) [Music] Town Hall's courtroom is packed with onlookers. Melma Ann Sendari sits at the judge's bench. Arionne and Calmont are seated at one of the counsel tables, while Voz and her lawyer, Jordyn Posandi, sit at the other. Melma heaves a little sigh, then bangs her gavel on the desk. "This hearing is now in session." "Calmont Trenault and Voz Lirayne, you stand accused of various crimes. The purpose of this hearing is to determine who did what, and why. No verdict will be handed down today, but it's quite likely that your verdicts will be influenced by what we learn today." "This is highly unorthodox," growls Mr. Posandi. "Unorthodox times call for unorthodox measures," says Melma. "Let's begin. Last week, during the Call for Heroes, two fire elementals were summoned, and two people died in the resulting fire - one of which was Councilor Jorsk Hinterclaw." Calmont droops his head. "Witnesses saw Mr. Trenault fleeing the scene, and those same witnesses found two spell scrolls - scribed by Ms. Lirayne." "He stole those from me," spits Voz. Melma grimaces. "You'll get your turn to speak, Ms. Lirayne - but first, let's hear Mr. Trenault's side of the story. Ms. Amata, you have the floor." (As you can see, I'm an Ace Attorney enjoyer, so we can play this out in full if you want - or you can just post a summary of what you say, what testimonies you call for, etc.) Edited June 1 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted June 1 Clone Share Posted June 1 (edited) Arionne Amata - Itinerant Scholar (20) | HP: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 Arionne felt vulnerable and exposed without her scales, but it would hardly do to have summoned them here. People would ask questions, and she did not want to leave that sort of cloud behind her. "Thank you, Councilors." She said with a deep bow. "There is no question that Mr. Trenault here set the fire, he has already confessed to the act. No torture was employed in extracting his confession, he offered it willingly. He was desperate, and in that desperation, he was stupid." Her amber eyes turned to regard the Halfling. "I'm sorry Mr. Trenault, I'm not trying to be rude, but in your desperation you made a choice that led to the death of two innocent people." She turned back to the councilors. "No, today I've no interest in trying to prove that Mr. Trenault didn't set the fire, today I will prove conclusively why he set the fire. You see, Mr. Trenault had uncovered a dark secret. Before you today, we will prove conclusively that among your citizens is a Cultist dedicated to the Red Mantis God Achaekek, a necromancer of considerable skill. She'd left a trail of bodies behind her already, but the tale of it was so fantastic, Mr. Trenault failed in his efforts to convince anyone of the truth. Threatened with not just death, but eternal enslavement, he sought to protect this town the only way he could. In a manner, he succeeded, for the fire he set put us on the trail that eventually led to the Cultist being exposed and captured. But it was not without a terrible, terrible cost. In seeking to save this town, his rash actions led to the death of two more innocent souls. Yet he saved many more too, and risked his life many times to aid the Wardens in stopping this existential threat. She turned her gaze to eye Voz coldly. "Mister Lavendill, would you be so kind as to tell the Council what exactly we found when we investigated the private quarters of Miss Lirayne?" Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 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 June 1 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted June 3 Clone Share Posted June 3 Syhlas Yaeder (Character sheet) Human Rogue 5 HP: 63/63 | AC: 23 | Perc +9 | Fort +12 | Ref +13 | Will +13 | Speed: 30 ft. Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. , Incredible Initiative+2 circumstance bonus to Initiative, Charmed LifeAs a Reaction triggered by rolling for a save, get +2 circumstance bonus to the save., Nimble DodgeAs a Reaction triggered by an attack, get +2 circumstance bonus to AC against that attack., Distracting FeintWhile Off-Guard from my Feints the target also get -2 circumstance penalty to Perception and Reflex saves. Also (from Scoundrel racket): When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action., Cat FallYour catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Active Conditions: Syhlas sits next to Calmont as co-counsel to Arionne. He doesn't know much about legal rituals and procedures but since Isger has had a similar influence from Cheliax as Kintargo he knows enough. Arionne has given him a speed lesson as well and since she will do most of the talking that should be fine. He leans in towards Calmont to whisper a few comforting words to him in Halfling. "You shouldn't need to worry really. There are a lot of people here that will speak up for you. Voz's own anger and hatred will sink her." Then he sits back in his chair and looks over at Voz and her lawyer with a contented smile on his lips. He tries to fix eye contact with Voz to try to aggravate her just by smiling and looking at her. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted June 3 Author Clone Share Posted June 3 Voz is stone-faced, but her lawyer looks annoyed. "Ms. Amata, are you really bringing up Ms. Lirayne's religion as a point against her? You ought to know better." Wilford Lavendill takes the witness stand and clears his throat. "If I may, the problem is not who she worships, but how she worships. Achaekek asks much of his followers, and Ms. Lirayne needed funding. When we searched the Reliant Book Company, we found evidence that she was making some sort of business deal with a Katapesh-based organization called the Scarlet Triad." Melma looks shocked. "Katapesh? That's quite far away... what would they want with Breachill?" Jordyn Posandi huffs. "Making a business deal is not illegal." Wilford narrows his eyes. "Illegal or not, Ms. Lirayne had secrets and used lethal force to guard them. She set a trap that wounded Mr. Yaeder, and she hired the Bloody Blade mercenaries, who are wanted for murder in Andoran. Their leader is in custody and has agreed to testify today." From there, Dmiri Yoltosha is brought to the stand. "Yes, Miss Voz hired me," she admits. "Stop anyone who tries to get through Guardian's Way, she told me. Kill them if you have to." At that, the people in the gallery begin to chatter loudly. Melma sighs and calls for order. "...Alright, is there anything else?" she says once the noise has died down. "Any other evidence against Ms. Lirayne?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted June 3 Clone Share Posted June 3 Syhlas Yaeder (Character sheet) Human Rogue 5 HP: 63/63 | AC: 23 | Perc +9 | Fort +12 | Ref +13 | Will +13 | Speed: 30 ft. Abilities: Deny advantageNot Off-Guard vs. hidden, undetected or flanking opponents of same or lower level. , Incredible Initiative+2 circumstance bonus to Initiative, Charmed LifeAs a Reaction triggered by rolling for a save, get +2 circumstance bonus to the save., Nimble DodgeAs a Reaction triggered by an attack, get +2 circumstance bonus to AC against that attack., Distracting FeintWhile Off-Guard from my Feints the target also get -2 circumstance penalty to Perception and Reflex saves. Also (from Scoundrel racket): When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action., Cat FallYour catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Active Conditions: "Yes that was a nasty piece. That trap in the backroom. Elegantly built though." Syhlas gives Voz a smile and a nod when Wilford mentions him. When Melma asks if there is any other evidence against Ms. Lirayne, the Kintargan looks at Arionne to get her approval that it's time for him to call his witness. Then he stands up and addresses the judge. "Ms. Sendari, I'm calling Roxie Denn as witness. As you know she is the proprietor of the Pickled Ear and she has a few things to tell about Voz' nefarious activities." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted June 6 Author Clone Share Posted June 6 (edited) "You're supposed to call me 'Your Honor' while I'm up here," Melma says, though she's clearly being a bit playful about it. "But alright. Roxie Denn, take the stand." "Really? Is this witness really reliable?" Jordyn Posandi scoffs. Melma nods. "She's helped us catch criminals before." Roxie steps up and proceeds to tell the court about the things Voz told her while drunk: that she practices necromancy, that she wanted to claim the citadel for herself, and that she views the people of Breachill as "idiots who worship a charlatan". That last one gets another big reaction from the crowd. "Order!" Melma calls out. "...now, let's hear from Ms. Lirayne herself. Do you have anything to say?" She peers at Voz. Voz stands up. "Your Honor, I made an amazing discovery, and they stole it from me!" She glares at Arionne and Syhlas. "They and Calmont, they're partners in crime. Everything I've done has been to defend what's rightfully mine!" "Even the necromancy?" Melma asks, and Voz sputters, unable to think of a response. After a long pause, Melma nods. "Well, I think I've heard enough. What happened, and why, is much clearer now." "Before I adjourn, are there any closing statements?" She looks to both counsel tables. Edited June 6 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted June 7 Clone Share Posted June 7 (edited) Arionne Amata - Itinerant Scholar (20) | HP: 56/56 | Fortitude: +12 | Reflex: +9 | Will: +9 | Perception: +6 "Thank you, your Honor." Arionna stood straight as a lightning rod. "Mister Lavendill put it best. Miss Lirayne is free to worship whatever deity she sees fit, provided said devotion remained contained to her own heart, her own thoughts, or at the very least her own room. If some follower of the Pallid Princess wished to construct for themselves a dark room in which they could feast on beef and venison until their belly swelled near to bursting, none here would have any legal standing to take action against them. If instead that same devotee wished to unleash plague after plague upon the countryside, or perhaps to feast on the flesh of Humans, Dwarves, and Halflings? I think the people of this town might have reason to be concerned." She eyed the senior members of Breachill. "Miss Lirayne intended to release a plague of assassins upon you all. She hired mercenaries to kill any who interfered with her plans, and even raised a mighty undead dragon from the grave as a final safeguard. Mister Trenault tried to stop her through legal channels, and when that failed, sought only to draw the eye of the law onto her. He succeeded, but at a terrible price. He owes a debt for that price, absolutely, but so too is he owed for saving Breachill from the Assassins of the Mantis God. Thank you." It was all that she could do Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Armor in EarthEarth Impulse Kineticist Primal Stone encases you like armor. The stone armor is medium armor but uses your highest armor proficiency. The stone armor's statistics are: AC Bonus +4; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 1; Group plate. You gain its armor specialization effect. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the stone armor are replicated onto it. The stone armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (3rd) The armor becomes heavy armor. Its AC Bonus becomes +5, and it gains the bulwark armor trait., Action 1: Action 2: Action 3: ACTIONS IMPULSES - DC 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 June 7 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted June 8 Author Clone Share Posted June 8 (edited) "Ms. Amata seems to have a personal vendetta against my client," Mr. Posandi huffs. "There's clearly an unfair bias here—" Melma gives him a look. "If you have any witnesses who can vouch for Ms. Lirayne, I'd love to hear what they have to say." "...I do not have any witnesses." "Well, I think that speaks for itself." Melma shakes her head. "...Thank you all for coming here today and clearing things up. This hearing is adjourned." Edited June 9 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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