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Book One: The Last Outpost


TheChaosCowboy

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[fieldset=Rinariel Meraklova][table=2,1] [r=1,1][img2=150]https://i.imgur.com/6fB9PHX.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2935600][font=palatino linotype][size=4][color=DarkGreen]Rinariel Meraklova[/color][/size][/font][/url][/b] [I]Seer Elf Magus 1[/I] [b]HP:[/b] 15/15 [b]AC:[/b] 18 [b]Spell Slots:[/b] 1/1 L1 [b]Focus Points:[/b] 1/1 [b]Class DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Details][spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2935600"][size="4"][b]Rinariel Meraklova[/b][/size][/URL] [r=2,1] [B]Female Elf Magus 1[/B] [r=3,1] [B]Chaotic Good Resourceful[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 12/+1 [B]INT:[/B] 16/+3 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 10/+0 [B]Saves:[/B] FOR +6 REF +7 WIL +6 [r=2,1][B]Speed:[/B] 30 [B]AC:[/B] 18 [B]Perception:[/B] 4 [B]Languages:[/B] Common, Elven, Draconic, Fey, Empyrean [/table][/spoiler] [spoiler=Abilities and Features][OOC=Ancestry Feat - Elven Weapon Familiarity]Feat Source Ancestry Feat Level 1 You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.[/OOC] [OOC=Background Skill Feat - Improvise Tool]Feat Source Awarded Feat Level 1 You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit. If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.[/OOC] [OOC=Arcane Cascade]Concentrate Magus Stance Special Feature Level 1 Requirements You used your most recent action to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.. You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).[/OOC] [OOC=Conflux Spells]Special Feature Level 1 You learn a conflux spell from your hybrid study (page 38), and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear on pages 143–144. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.[/OOC] [OOC=Heritage - Seer Elf]You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.[/OOC] [OOC=Hybrid Study - Starlit-Span]With magic, the sky’s the limit, and you can’t be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact. When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack. Conflux Spell shooting star[/OOC] [OOC=Low-Light Vision]Special Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.[/OOC] [OOC=Spellbook]Special Feature Level 1 Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover. Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal. If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.[/OOC] [OOC=Spellstrike >>]Magus Special Feature Level 1 Frequency until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.[/OOC] [OOC=Spellstrike Specifics]Special Feature Level 1 Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. . One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures. . Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach, even though the spell’s range is longer. . Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. . Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. . Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. . Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. . Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.[/OOC][/spoiler] [spoiler=Combat] [noparse] Perception:1d20+4 Shortbow:1d20+7;1d6 | Deadly d10 60 Feet Range Rapier:1d20+7;1d6 | Deadly d8 Disarm Finesse Elven Branched Spear:1d20+7;1d6 | Deadly d8 Finesse Reach Gouging Claw:1d20+6;2d6+2 Frostbite:1d20+6;1d4;1d4 [/noparse] [/spoiler] [spoiler=Saves] [noparse] Fortitude Save:1d20+6 Reflex Save:1d20+7 Will Save:1d20+6 Perception:1d20+4 [/noparse] [/spoiler] [spoiler=Skills] [noparse] Acrobatics (T - Dex):1d20+7 Arcana (T - Int):1d20+6 Athletics (T - Str):1d20+3 Crafting (T - Int):1d20+6 Deception (U - Cha):1d20 Diplomacy (U - Cha):1d20 Intimidation (U - Cha):1d20 Lore:Elven Craftsmanship (T - Int):1d20+6 Medicine (U - Wis):1d20+1 Nature (U - Wis):1d20+1 Occultism (U - Int):1d20+3 Performance (U - Cha):1d20 Religion (U - Wis):1d20+1 Society (T - Int):1d20+6 Stealth (T - Dex):1d20+7 Survival (U - Wis):1d20+1 Thievery (T - Dex):1d20+7[/noparse] [/spoiler] [spoiler="Magic"][B]Spell Save DC: [/B] 16 [B]Spell Attack Modifier: [/B] +6 Magus Cantrips Prepared: 5 - Gouging Claw, Telekinetic Hand, Prestidigitation, Shield, Live Wire Magus Spells Prepared: 1 L1 - Sure Strike Focus Points: 1/1 Spellbook [fieldset=Cantrips][OOC=Figment (>>)]CantripConcentrateIllusionManipulateSubtle Range 30 feet Duration sustained You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.[/OOC] [OOC=Frostbite (>>)]Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.[/OOC] [OOC=Detect Magic (>>)]Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).[/OOC] [OOC=Prestidigitation (>>)]Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.[/OOC] [OOC=Gouging Claw (>>)]Attack Concentrate Manipulate Morph Range touch; Targets 1 creature Defense AC You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage. Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.[/OOC] [OOC=Live Wire (>>)]Attack Cantrip Concentrate Electricity Manipulate Metal Range 30 feet; Targets 1 creature Defense AC You conjure up a length of sharp copper filament humming with electrical current that strikes out at your foe. the wire deals 1d4 slashing damage and 1d4 electricity damage, depending on your spell attack roll against the target's AC. Critical Success the target takes double damage and 1d4 persistent electricity damage. Success the target takes full damage. Failure the target takes the electricity damage, but not the slashing damage. Critical Failure the target is unaffected. Heightened (+1) the slashing damage, initial electricity damage, and persistent electricity damage on a critical hit each increase by 1d4.[/OOC] [OOC=Message (>)]Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle Range 120 feet; Targets 1 creature Duration see below You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. Heightened (3rd) The spell's range increases to 500 feet.[/OOC] [OOC=Shield (>)]Cantrip Concentrate Force Duration until the start of your next turn You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Heightened (+2) The shield's Hardness increases by 5.[/OOC] [OOC=Telekinetic Hand (>>)]Cantrip Concentrate Manipulate Range 30 feet; Targets 1 unattended object of light Bulk or less Duration sustained You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 1 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.[/OOC] [/fieldset] [fieldset=Spells][OOC=Air Bubble (Reaction)]AirConcentrate Trigger A creature within range enters an environment where it can't breathe. Range 60 feet; Targets the triggering creature Duration 1 minute A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.[/OOC] [OOC=Force Barrage (>->>>)]ConcentrateForceManipulate Range 120 feet; Targets 1 creature You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage (total 1d4+1. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. Heightened (+2) You fire one additional shard with each action you spend.[/OOC] [OOC=Gentle Landing (Reaction)]Air Concentrate Trigger A creature within range is falling. Range 60 feet; Targets 1 falling creature Duration 1 minute You raise a magical updraft to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.[/OOC] [OOC=Sure Strike (>)]Concentrate Fortune Duration until the end of your turn A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.[/OOC] [b]Focus Spells[/b] [OOC=Shooting Star (>)]Uncommon Divination Magus Cast verbal; Requirements You're wielding a ranged weapon or a thrown weapon. You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. [/OOC][/fieldset][/spoiler] [SPOILER=Equipment]Elven Branched Spear Shortbow Rapier Leather Armor 10 Arrows Basic Crafters Book Formula Book (Blank) Signal Whistle Backpack Clothing (Explorer) Repair Kit Bedroll Flint and Steel Rope 5 Torches 10 Chalks 2 Rations 2 Soaps 1 Waterskin Total Funds - 1 sp[/SPOILER][/spoiler][/fieldset]
Rinariel Meraklova
6fB9PHX.jpeg
Rinariel Meraklova
Seer Elf Magus 1
HP: 15/15
AC: 18
Spell Slots: 1/1 L1
Focus Points: 1/1
Class DC: 17
Status: Normal and Healthy

Details

 

Statblock

 

Rinariel Meraklova Female Elf Magus 1 Chaotic Good Resourceful
STR: 10/0
DEX: 18/+4
CON: 12/+1
INT: 16/+3
WIS: 12/+1
CHA: 10/+0
Saves: FOR +6 REF +7 WIL +6
Speed: 30
AC: 18
Perception: 4
Languages: Common, Elven, Draconic, Fey, Empyrean

 

Abilities and Features

Ancestry Feat - Elven Weapon FamiliarityFeat Source Ancestry Feat Level 1

You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

Background Skill Feat - Improvise ToolFeat Source Awarded Feat Level 1

You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.

If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.

Arcane CascadeConcentrate Magus Stance
Special Feature Level 1

Requirements You used your most recent action to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it..

You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).

Conflux SpellsSpecial Feature Level 1

You learn a conflux spell from your hybrid study (page 38), and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear on pages 143–144.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.

Heritage - Seer ElfYou have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

Hybrid Study - Starlit-SpanWith magic, the sky’s the limit, and you can’t be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.

When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.

Conflux Spell shooting star

Low-Light VisionSpecial Feature Level 1

You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

SpellbookSpecial Feature Level 1

Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.

If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.

Spellstrike >>Magus
Special Feature Level 1

Frequency until recharged (see below).

You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.

Spellstrike SpecificsSpecial Feature Level 1

Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. .

One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures. .

Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach, even though the spell’s range is longer. .

Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. .

Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. .

Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. .

Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. .

Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.

Combat

Perception:1d20+4

Shortbow:1d20+7;1d6 | Deadly d10 60 Feet Range
Rapier:1d20+7;1d6 | Deadly d8 Disarm Finesse
Elven Branched Spear:1d20+7;1d6 | Deadly d8 Finesse Reach
Gouging Claw:1d20+6;2d6+2
Frostbite:1d20+6;1d4;1d4
 

Saves

Fortitude Save:1d20+6
Reflex Save:1d20+7
Will Save:1d20+6
Perception:1d20+4

Skills

Acrobatics (T - Dex):1d20+7
Arcana (T - Int):1d20+6
Athletics (T - Str):1d20+3
Crafting (T - Int):1d20+6
Deception (U - Cha):1d20
Diplomacy (U - Cha):1d20
Intimidation (U - Cha):1d20
Lore:Elven Craftsmanship (T - Int):1d20+6
Medicine (U - Wis):1d20+1
Nature (U - Wis):1d20+1
Occultism (U - Int):1d20+3
Performance (U - Cha):1d20
Religion (U - Wis):1d20+1
Society (T - Int):1d20+6
Stealth (T - Dex):1d20+7
Survival (U - Wis):1d20+1
Thievery (T - Dex):1d20+7

"Magic"

Spell Save DC: 16
Spell Attack Modifier: +6

Magus Cantrips Prepared: 5 - Gouging Claw, Telekinetic Hand, Prestidigitation, Shield, Live Wire
Magus Spells Prepared: 1 L1 - Sure Strike
Focus Points: 1/1

Spellbook

Cantrips
Figment (>>)CantripConcentrateIllusionManipulateSubtle
Range 30 feet
Duration sustained

You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.

Frostbite (>>)Cantrip Cold Concentrate Manipulate
Range 60 feet; Targets 1 creature
Defense Fortitude

An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.

Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.

Detect Magic (>>)Cantrip Concentrate Detection Manipulate
Area 30-foot emanation

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Prestidigitation (>>)Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.

Gouging Claw (>>)Attack Concentrate Manipulate Morph
Range touch; Targets 1 creature
Defense AC

You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.

Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.

Live Wire (>>)Attack Cantrip Concentrate Electricity Manipulate Metal
Range 30 feet; Targets 1 creature
Defense AC

You conjure up a length of sharp copper filament humming with electrical current that strikes out at your foe. the wire deals 1d4 slashing damage and 1d4 electricity damage, depending on your spell attack roll against the target's AC.

Critical Success the target takes double damage and 1d4 persistent electricity damage.
Success the target takes full damage.
Failure the target takes the electricity damage, but not the slashing damage.
Critical Failure the target is unaffected.

Heightened (+1) the slashing damage, initial electricity damage, and persistent electricity damage on a critical hit each increase by 1d4.

Message (>)Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle
Range 120 feet; Targets 1 creature
Duration see below

You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.

Heightened (3rd) The spell's range increases to 500 feet.

Shield (>)Cantrip Concentrate Force
Duration until the start of your next turn

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

Heightened (+2) The shield's Hardness increases by 5.

Telekinetic Hand (>>)Cantrip Concentrate Manipulate
Range 30 feet; Targets 1 unattended object of light Bulk or less
Duration sustained

You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
 
Spells
Air Bubble (Reaction)AirConcentrate
Trigger A creature within range enters an environment where it can't breathe.
Range 60 feet; Targets the triggering creature
Duration 1 minute

A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

Force Barrage (>->>>)ConcentrateForceManipulate
Range 120 feet; Targets 1 creature

You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage (total 1d4+1. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Heightened (+2) You fire one additional shard with each action you spend.

Gentle Landing (Reaction)Air Concentrate
Trigger A creature within range is falling.
Range 60 feet; Targets 1 falling creature
Duration 1 minute

You raise a magical updraft to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

Sure Strike (>)Concentrate Fortune
Duration until the end of your turn

A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.


Focus Spells
Shooting Star (>)Uncommon Divination Magus
Cast verbal; Requirements You're wielding a ranged weapon or a thrown weapon.
You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.

 

Equipment

Elven Branched Spear
Shortbow
Rapier
Leather Armor
10 Arrows
Basic Crafters Book
Formula Book (Blank)
Signal Whistle
Backpack
Clothing (Explorer)
Repair Kit
Bedroll
Flint and Steel
Rope
5 Torches
10 Chalks
2 Rations
2 Soaps
1 Waterskin
Total Funds - 1 sp

 

"On the way, consider it done" Says Rinariel as she gets her orders. She had complained a lot about Ramona during the trip over, fraying at being under the authority of the woman... however, she definitely was not deriving any pleasure of seeing her this out of balance. She may not like admitting it, but the woman did good work. And at the end of the day, Rinariel always did as she was told because from her perspective, she was the woman was a good and responsible leader that was looking out for the crew. She wanted to say something to help steady the woman... but her mind came blank with words of reassurance, when her lips were always so quick to shoot out spite.

 

Biting her lip with irritation at herself, the elven mage decided to simply let her actions help deal with the situation at hand "Capercaillie! Echo! To the boat, if you're not quick I'm carrying you in" calls Rina, helping them up if necessary though it seems like it is likely not needed, as she nimbly jumps in. Once they are inside and instructed on how to operate the vessel, Rina realized that given their numbers and sizes, she DEFINITELY has to row "Remind me to bop the sea man after Avandth bloody keelhauls him" says the elven woman who definitely would have preferred to keep her eyes peeled and stand at the ready with her bow instead of rowing.

 

OOC: Rina gets to the boat and does her best to get to the coast as soon as possible.

Edited by daltar (see edit history)
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token_1(1).png.7d8f3161386d60081cd8936d0e73e3f6.pngArtax'erxes, Champion of Lysianassa

AC: 16 (18) | HIT POINTS: 20 | CURRENT: 20 | SHIELD: H (HP/BT): 5 (20/10) | CURRENT: 20

FORTITUDE: +7 | REFLEX: +3 | WILL: +5 | PERCEPTION: +3

HERO POINTS: 1 | FOCUS POINTS: 1 | CURRENT: 1

ACTIVE EFFECTS: Raise Shield.

CONDITIONS: None.


Artax'erxes cut through the water with precision, each stroke bringing him closer to the shore. His mind raced, focusing on reaching the colony and establishing a beachhead, yet something gnawed at him. The waters had changed; the once-clear blue shifted to a murky haze, silt and debris clouding his vision. It was subtle at first, but his finely honed senses, born of years in the ocean depths, detected the vibrations. Something was moving swiftly beneath the waves, something large and with purpose.

His grip tightened on his spear as he raised his shield instinctively, angling his body to protect his vital areas. The approaching forms disturbed the current, their movements causing ripples that carried through the water. Whatever it was, it was closing fast.

Artax veered slightly, trying to avoid a direct confrontation. He had to reach the shoreline, not get tangled in an underwater skirmish with unknown threats. His spear was at the ready, just in case, but he kept his focus on the sandbar ahead.

As he closed the distance to the shore, he broke the surface, gasping as he adjusted to the air. The beach was unnervingly silent. No colonists rushed to greet him, no familiar faces tending to the dock. He called out, his voice cutting through the still air. "Talmandor’s Bounty! Artaxèerxes of the Peregrine! Is anyone here?"

His heart pounded as he moved swiftly to the beach, planting his feet firmly on the sand. He scanned the treeline and the docks, expecting movement, life—anything—but there was nothing. The eerie stillness was in stark contrast to the joyous chatter from the Peregrine.

Turning back toward the ship, he saw the boat now lowered into the water, his companions aboard, with the Peregrine behind them. He raised his spear in acknowledgment, signaling them to approach. The shoreline was secured, for now. But those shapes beneath the water... they were still out there.

Artax'erxes knew he needed to warn the incoming skiff without causing a panic. He turned toward the approaching boat and raised his free hand, signaling them to stop while still maintaining a calm but urgent demeanor. He called out in a strong, clear voice that could be heard over the distance: "Hold! Something's moving in the water beneath you. Be ready!"

He gestured downward with his spear, indicating the threat beneath the surface. His eyes stayed locked on the water, watching for any signs of movement. He shifted his stance, ensuring he was ready to assist if the forms made a move toward the skiff.

Out of Character

Exploration: Defend


Free Action:

Reaction:  Flash of Grandeur [If ally within 15 ft hit]; Shield Block [If damaged while shield raised]


Action 1:

Action 2:

Action 3: 

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Tribjorn-token.webp.0458a2050aff00b49982a584e0a9f36a.webp

Tribjorn Skolson-Viking Summoner

AC: 17 (19) | HIT POINTS: 19 | CURRENT: 19 | SHIELD: H (HP/BT): 3 (12/6) | CURRENT: 12

FORTITUDE: +6 | REFLEX: +5 | WILL: +5 | PERCEPTION: +3

HERO POINTS: 1 | FOCUS POINTS: 1 | CURRENT: 1

ACTIVE EFFECTS: 

CONDITIONS: None.

 

Once confirmation was given, Tribjorn barely listened the rest. He grabbed the vest and tossed it into the boat without even putting it on. He bobbed back and forth a little with anticipation as the they were lowered down. Oar in hand he chuckled at Rinariel and said, "Well, you have an oar, bop away. But maybe wait until whatever this whole thing is." When they hit the water, took a moment to match Rinariel's pace. To much or too quickly on either side and they would be veering off course and time seemed of the essence.

As he rowed he smiled at Echo and Irven. "This isn't a pleasure cruise friends. I expect you to keep a keen eye. Last thing we want is some over worried colonist raining down arrows... or a flying fish to jump out and slap Rinariel in the face." He chuckled again, at least until Artax shouted out a warning.

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n the boat, and watching ahead, peering over the prow next to Irven, Echo casually asks the gnome, "Have you ever seen combat before? I've seen animals hunt, but I think this is going to be different."

Subconciously Patting the healers' tools strapped to his side, he says "Let me know if you have any suggestions for me to follow in the coming fray. I'm generally agreeable to taking direction from clever people like yourself."

Link to sheet: https://www.myth-weavers.com/sheets/?id=2939978

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logo-full.png.9947f7962ba6b50eb6fa0007b0406442.png

Ruins of Azlant: PF2e with DM TheChaosCowboy
Ancorato

spacer.pngInner Bay Shoreline of Ancorato, near Talmandor's Bountyspacer.png
-=-=-
9:22 am, OathdayThursday the 17th of Arodus, 4717 AR (2nd Day of ArmasseThe raucous, week-long festival known as Armasse is held each year beginning on 16 Arodus. The celebration—once dedicated to the god Aroden—is still important to the faithful of Iomedae, who use it to train commoners in combat, ordain apprentice clergy, pick squires for knights, and teach military history, hoping to prevent the mistakes of the past from being repeated. Among those not dedicated to the Inheritor the holiday has lost most of its religious significance since Aroden's death, tending now only toward wild partying, a fact that has enabled it to still be practiced in free Andoran.)
-=-=-
Atmosphere Track
-=-=-
Hot, humid, and muggy morning

 

It was immediately evident to everyone on board that something was wrong, for as the more peculiar members of the expedition were brought to the ship's boat to be lowered, the swiftness of everyone's actions spoke of frantic haste and concern that infected the onlookers. All of Ramona's skill with words could do little to still the mass of bodies which rushed to the side of the ship to look out over the bay to see for themselves. Three score souls watched with rapt attention as Rinariel, Echo, Tribjorn, and Irven were lowered down to the ocean and the two medium members took to rowing out towards the shore, trying to swiftly catch up to the speeding azarketi.

Shouted requests and curses as to what in the nine hells was actually going on slowly turned into the muffled din of panicking voices as they drew further to shore, noting the cloudy water of the sandbar, though noting the relative shallowness as well upon their approach.

The shore is still and silent beyond the lapping of the waves and the frantic motions of one armored azarketi scrambling to shore with creatures hot on his heels. Though forelorn birdcalls from on high pierce the air, none of the sights, smells, and sounds indicative of humanoid habitation reach Artax's senses. Despite his shouts, he is utterly alone, and that isolation strikes him for a moment of clarity before the water breaks behind him and two snarling, goblin-sized creatures leap partially out of the water with arms outstretched towards him, their cavernous maws open wide with rows of sharp needlelike teeth gleaming in the morning sun.

He hears a sea-curse in Thalassic, the language of the ocean depths, uncultured and half shouted half gurgled as they spit sea water from open maws, they curse one another for letting 'the shiny one' go. They make no effort to draw nearer towards the shore, but they brandish spears in a threatening manner, but a quick curse from one forestalls the other from hurling it at Artax.

They remain forty feet from the shoreline, but at the sight of Artax shouting back towards the approaching ship they spin round and catch sight of more favorable prey.


Encounter*

Encounter Track: Link

Encounter Round: [1]

Initiative

  • 22 - Echo
  • 19 - Aquatic Goblinoids (2; Red and Blue dots)
  • 17 - Artax
  • 15 - Rinariel
  • 13 - Tribjorn
  • 6 - Irven

Current Initiative: [22 / Echo]

Note: Unless interacting with the Goblinoids directly at range, this round can be on free initiative, post as able, can use OOC thread to discuss tactics within reason. Roll20 should be moved to the right map.

Active Maps *

Ancorato Shoreline Off the Talmandor's Bounty Dock


spacer.png

Mechanics *

PASSIVE PERCEPTION

Artax'erxes 13 (Low-Light) | Echo 17 (Low-Light) | Irven 14 (Dark) | Rinariel 14 (Low-Light) | Tribjorn 13 / Beskytter 13

MECHANICS

Rowers Rinariel and Tribjorn will give up two actions to continue rowing, pushing the boat twice its speed (60 feet in total) in a straight line each round. If they wish to do anything more complicated, or go faster, they will have to coordinate. If they wish to turn as well, that will be one extra action. They can also decide to only move 30 feet a round and only give up one action. Or can go recklessly fast and go 3 actions but anyone standing up on the boat is liable to tip.

CONDITIONS

Not in Use!!

NPCs
  • Aquatic Goblinoid (2)

 

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[fieldset=Rinariel Meraklova][table=2,1] [r=1,1][img2=150]https://i.imgur.com/6fB9PHX.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2935600][font=palatino linotype][size=4][color=DarkGreen]Rinariel Meraklova[/color][/size][/font][/url][/b] [I]Seer Elf Magus 1[/I] [b]HP:[/b] 15/15 [b]AC:[/b] 18 [b]Spell Slots:[/b] 1/1 L1 [b]Focus Points:[/b] 1/1 [b]Class DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Details][spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2935600"][size="4"][b]Rinariel Meraklova[/b][/size][/URL] [r=2,1] [B]Female Elf Magus 1[/B] [r=3,1] [B]Chaotic Good Resourceful[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 12/+1 [B]INT:[/B] 16/+3 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 10/+0 [B]Saves:[/B] FOR +6 REF +7 WIL +6 [r=2,1][B]Speed:[/B] 30 [B]AC:[/B] 18 [B]Perception:[/B] 4 [B]Languages:[/B] Common, Elven, Draconic, Fey, Empyrean [/table][/spoiler] [spoiler=Abilities and Features][OOC=Ancestry Feat - Elven Weapon Familiarity]Feat Source Ancestry Feat Level 1 You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.[/OOC] [OOC=Background Skill Feat - Improvise Tool]Feat Source Awarded Feat Level 1 You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit. If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.[/OOC] [OOC=Arcane Cascade]Concentrate Magus Stance Special Feature Level 1 Requirements You used your most recent action to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.. You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).[/OOC] [OOC=Conflux Spells]Special Feature Level 1 You learn a conflux spell from your hybrid study (page 38), and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear on pages 143–144. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.[/OOC] [OOC=Heritage - Seer Elf]You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.[/OOC] [OOC=Hybrid Study - Starlit-Span]With magic, the sky’s the limit, and you can’t be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact. When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack. Conflux Spell shooting star[/OOC] [OOC=Low-Light Vision]Special Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.[/OOC] [OOC=Spellbook]Special Feature Level 1 Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover. Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal. If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.[/OOC] [OOC=Spellstrike >>]Magus Special Feature Level 1 Frequency until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.[/OOC] [OOC=Spellstrike Specifics]Special Feature Level 1 Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. . One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures. . Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach, even though the spell’s range is longer. . Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. . Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. . Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. . Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. . Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.[/OOC][/spoiler] [spoiler=Combat] [noparse] Perception:1d20+4 Shortbow:1d20+7;1d6 | Deadly d10 60 Feet Range Rapier:1d20+7;1d6 | Deadly d8 Disarm Finesse Elven Branched Spear:1d20+7;1d6 | Deadly d8 Finesse Reach Gouging Claw:1d20+6;2d6+2 Frostbite:1d20+6;1d4;1d4 [/noparse] [/spoiler] [spoiler=Saves] [noparse] Fortitude Save:1d20+6 Reflex Save:1d20+7 Will Save:1d20+6 Perception:1d20+4 [/noparse] [/spoiler] [spoiler=Skills] [noparse] Acrobatics (T - Dex):1d20+7 Arcana (T - Int):1d20+6 Athletics (T - Str):1d20+3 Crafting (T - Int):1d20+6 Deception (U - Cha):1d20 Diplomacy (U - Cha):1d20 Intimidation (U - Cha):1d20 Lore:Elven Craftsmanship (T - Int):1d20+6 Medicine (U - Wis):1d20+1 Nature (U - Wis):1d20+1 Occultism (U - Int):1d20+3 Performance (U - Cha):1d20 Religion (U - Wis):1d20+1 Society (T - Int):1d20+6 Stealth (T - Dex):1d20+7 Survival (U - Wis):1d20+1 Thievery (T - Dex):1d20+7[/noparse] [/spoiler] [spoiler="Magic"][B]Spell Save DC: [/B] 16 [B]Spell Attack Modifier: [/B] +6 Magus Cantrips Prepared: 5 - Gouging Claw, Telekinetic Hand, Prestidigitation, Shield, Live Wire Magus Spells Prepared: 1 L1 - Sure Strike Focus Points: 1/1 Spellbook [fieldset=Cantrips][OOC=Figment (>>)]CantripConcentrateIllusionManipulateSubtle Range 30 feet Duration sustained You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.[/OOC] [OOC=Frostbite (>>)]Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.[/OOC] [OOC=Detect Magic (>>)]Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).[/OOC] [OOC=Prestidigitation (>>)]Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.[/OOC] [OOC=Gouging Claw (>>)]Attack Concentrate Manipulate Morph Range touch; Targets 1 creature Defense AC You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage. Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.[/OOC] [OOC=Live Wire (>>)]Attack Cantrip Concentrate Electricity Manipulate Metal Range 30 feet; Targets 1 creature Defense AC You conjure up a length of sharp copper filament humming with electrical current that strikes out at your foe. the wire deals 1d4 slashing damage and 1d4 electricity damage, depending on your spell attack roll against the target's AC. Critical Success the target takes double damage and 1d4 persistent electricity damage. Success the target takes full damage. Failure the target takes the electricity damage, but not the slashing damage. Critical Failure the target is unaffected. Heightened (+1) the slashing damage, initial electricity damage, and persistent electricity damage on a critical hit each increase by 1d4.[/OOC] [OOC=Message (>)]Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle Range 120 feet; Targets 1 creature Duration see below You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. Heightened (3rd) The spell's range increases to 500 feet.[/OOC] [OOC=Shield (>)]Cantrip Concentrate Force Duration until the start of your next turn You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Heightened (+2) The shield's Hardness increases by 5.[/OOC] [OOC=Telekinetic Hand (>>)]Cantrip Concentrate Manipulate Range 30 feet; Targets 1 unattended object of light Bulk or less Duration sustained You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 1 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.[/OOC] [/fieldset] [fieldset=Spells][OOC=Air Bubble (Reaction)]AirConcentrate Trigger A creature within range enters an environment where it can't breathe. Range 60 feet; Targets the triggering creature Duration 1 minute A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.[/OOC] [OOC=Force Barrage (>->>>)]ConcentrateForceManipulate Range 120 feet; Targets 1 creature You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage (total 1d4+1. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. Heightened (+2) You fire one additional shard with each action you spend.[/OOC] [OOC=Gentle Landing (Reaction)]Air Concentrate Trigger A creature within range is falling. Range 60 feet; Targets 1 falling creature Duration 1 minute You raise a magical updraft to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.[/OOC] [OOC=Sure Strike (>)]Concentrate Fortune Duration until the end of your turn A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.[/OOC] [b]Focus Spells[/b] [OOC=Shooting Star (>)]Uncommon Divination Magus Cast verbal; Requirements You're wielding a ranged weapon or a thrown weapon. You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. [/OOC][/fieldset][/spoiler] [SPOILER=Equipment]Elven Branched Spear Shortbow Rapier Leather Armor 10 Arrows Basic Crafters Book Formula Book (Blank) Signal Whistle Backpack Clothing (Explorer) Repair Kit Bedroll Flint and Steel Rope 5 Torches 10 Chalks 2 Rations 2 Soaps 1 Waterskin [OOC=Buoyancy Vest]This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water.[/OOC] Total Funds - 1 sp[/SPOILER][/spoiler][/fieldset]
Rinariel Meraklova
6fB9PHX.jpeg
Rinariel Meraklova
Seer Elf Magus 1
HP: 15/15
AC: 18
Spell Slots: 1/1 L1
Focus Points: 1/1
Class DC: 17
Status: Normal and Healthy

Details

 

Statblock

 

Rinariel Meraklova Female Elf Magus 1 Chaotic Good Resourceful
STR: 10/0
DEX: 18/+4
CON: 12/+1
INT: 16/+3
WIS: 12/+1
CHA: 10/+0
Saves: FOR +6 REF +7 WIL +6
Speed: 30
AC: 18
Perception: 4
Languages: Common, Elven, Draconic, Fey, Empyrean

 

Abilities and Features

Ancestry Feat - Elven Weapon FamiliarityFeat Source Ancestry Feat Level 1

You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

Background Skill Feat - Improvise ToolFeat Source Awarded Feat Level 1

You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.

If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.

Arcane CascadeConcentrate Magus Stance
Special Feature Level 1

Requirements You used your most recent action to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it..

You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).

Conflux SpellsSpecial Feature Level 1

You learn a conflux spell from your hybrid study (page 38), and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear on pages 143–144.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.

Heritage - Seer ElfYou have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

Hybrid Study - Starlit-SpanWith magic, the sky’s the limit, and you can’t be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.

When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.

Conflux Spell shooting star

Low-Light VisionSpecial Feature Level 1

You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

SpellbookSpecial Feature Level 1

Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.

If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.

Spellstrike >>Magus
Special Feature Level 1

Frequency until recharged (see below).

You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.

Spellstrike SpecificsSpecial Feature Level 1

Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. .

One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures. .

Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach, even though the spell’s range is longer. .

Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. .

Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. .

Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. .

Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. .

Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.

Combat

Perception:1d20+4

Shortbow:1d20+7;1d6 | Deadly d10 60 Feet Range
Rapier:1d20+7;1d6 | Deadly d8 Disarm Finesse
Elven Branched Spear:1d20+7;1d6 | Deadly d8 Finesse Reach
Gouging Claw:1d20+6;2d6+2
Frostbite:1d20+6;1d4;1d4
 

Saves

Fortitude Save:1d20+6
Reflex Save:1d20+7
Will Save:1d20+6
Perception:1d20+4

Skills

Acrobatics (T - Dex):1d20+7
Arcana (T - Int):1d20+6
Athletics (T - Str):1d20+3
Crafting (T - Int):1d20+6
Deception (U - Cha):1d20
Diplomacy (U - Cha):1d20
Intimidation (U - Cha):1d20
Lore:Elven Craftsmanship (T - Int):1d20+6
Medicine (U - Wis):1d20+1
Nature (U - Wis):1d20+1
Occultism (U - Int):1d20+3
Performance (U - Cha):1d20
Religion (U - Wis):1d20+1
Society (T - Int):1d20+6
Stealth (T - Dex):1d20+7
Survival (U - Wis):1d20+1
Thievery (T - Dex):1d20+7

"Magic"

Spell Save DC: 16
Spell Attack Modifier: +6

Magus Cantrips Prepared: 5 - Gouging Claw, Telekinetic Hand, Prestidigitation, Shield, Live Wire
Magus Spells Prepared: 1 L1 - Sure Strike
Focus Points: 1/1

Spellbook

Cantrips
Figment (>>)CantripConcentrateIllusionManipulateSubtle
Range 30 feet
Duration sustained

You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.

Frostbite (>>)Cantrip Cold Concentrate Manipulate
Range 60 feet; Targets 1 creature
Defense Fortitude

An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.

Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.

Detect Magic (>>)Cantrip Concentrate Detection Manipulate
Area 30-foot emanation

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Prestidigitation (>>)Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.

Gouging Claw (>>)Attack Concentrate Manipulate Morph
Range touch; Targets 1 creature
Defense AC

You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.

Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.

Live Wire (>>)Attack Cantrip Concentrate Electricity Manipulate Metal
Range 30 feet; Targets 1 creature
Defense AC

You conjure up a length of sharp copper filament humming with electrical current that strikes out at your foe. the wire deals 1d4 slashing damage and 1d4 electricity damage, depending on your spell attack roll against the target's AC.

Critical Success the target takes double damage and 1d4 persistent electricity damage.
Success the target takes full damage.
Failure the target takes the electricity damage, but not the slashing damage.
Critical Failure the target is unaffected.

Heightened (+1) the slashing damage, initial electricity damage, and persistent electricity damage on a critical hit each increase by 1d4.

Message (>)Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle
Range 120 feet; Targets 1 creature
Duration see below

You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.

Heightened (3rd) The spell's range increases to 500 feet.

Shield (>)Cantrip Concentrate Force
Duration until the start of your next turn

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

Heightened (+2) The shield's Hardness increases by 5.

Telekinetic Hand (>>)Cantrip Concentrate Manipulate
Range 30 feet; Targets 1 unattended object of light Bulk or less
Duration sustained

You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
 
Spells
Air Bubble (Reaction)AirConcentrate
Trigger A creature within range enters an environment where it can't breathe.
Range 60 feet; Targets the triggering creature
Duration 1 minute

A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

Force Barrage (>->>>)ConcentrateForceManipulate
Range 120 feet; Targets 1 creature

You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage (total 1d4+1. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Heightened (+2) You fire one additional shard with each action you spend.

Gentle Landing (Reaction)Air Concentrate
Trigger A creature within range is falling.
Range 60 feet; Targets 1 falling creature
Duration 1 minute

You raise a magical updraft to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

Sure Strike (>)Concentrate Fortune
Duration until the end of your turn

A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.


Focus Spells
Shooting Star (>)Uncommon Divination Magus
Cast verbal; Requirements You're wielding a ranged weapon or a thrown weapon.
You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.

 

Equipment

Elven Branched Spear
Shortbow
Rapier
Leather Armor
10 Arrows
Basic Crafters Book
Formula Book (Blank)
Signal Whistle
Backpack
Clothing (Explorer)
Repair Kit
Bedroll
Flint and Steel
Rope
5 Torches
10 Chalks
2 Rations
2 Soaps
1 Waterskin
Buoyancy VestThis canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water.
Total Funds - 1 sp

 

"Ok, he seems healthy... he's not fighting anything... but he sure is waving his arms. Lets keep this boat going then... you two be sure to be ready, cause I can't shoot a bow with my hands on these oars" says Rina after a brief look over her shoulder as she keeps rowing the boat... she's not built for rowing specifically, but she is an archer and a soldier. She has trained her arms for rougher treatment than this and so she can do the job as required. If they meant to keep rowing for hours now that would be another thing... but for now, they just gotta get to the coast.

 

Actions: >, >: Two actions to keep rowing. Trying to make a straight line approach to the dock.

> One action to Seek, GM does a hidden perception roll to see if she notices anything in the waters ahead of them.

Edited by daltar (see edit history)
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Tribjorn-token.webp.0458a2050aff00b49982a584e0a9f36a.webp

Tribjorn Skolson-Viking Summoner

AC: 17 (19) | HIT POINTS: 19 | CURRENT: 19 | SHIELD: H (HP/BT): 3 (12/6) | CURRENT: 12

FORTITUDE: +6 | REFLEX: +5 | WILL: +5 | PERCEPTION: +3

HERO POINTS: 1 | FOCUS POINTS: 1 | CURRENT: 1

ACTIVE EFFECTS: 

CONDITIONS: None.

 

"What is he so excited a boat? Becha he thinks it was a race... Wait... are them goblins over there? Did we have goblins on the ship? Irven, Echo, did you see any goblins?" Tribjorn said. Then as Rinariel kept rowing, he scrambled a moment to keep on task and match pace.

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token_1(1).png.7d8f3161386d60081cd8936d0e73e3f6.pngArtax'erxes, Champion of Lysianassa

AC: 16 (18) | HIT POINTS: 20 | CURRENT: 20 | SHIELD: H (HP/BT): 5 (20/10) | CURRENT: 20

FORTITUDE: +7 | REFLEX: +3 | WILL: +5 | PERCEPTION: +3

HERO POINTS: 1 | FOCUS POINTS: 1 | CURRENT: 1

ACTIVE EFFECTS: Raise Shield.

CONDITIONS: None.


Artax'erxes cursed inwardly as he propelled himself through the water, quickly realizing the goblin-sized creatures were already too far ahead for him to intercept directly. Despite his speed, they had outpaced him, their attention now fully set on the vulnerable skiff carrying his allies.

Adjusting his strategy, he continued swimming at full speed, knowing he was still playing catch-up but determined to close the gap as much as possible. His sharp eyes locked onto the skiff, his mind racing through his options. While the creatures were out of his immediate reach, he wasn't about to let them attack without warning.

He surged forward, calling out once again, his voice cutting through the open waters toward the skiff. "They’re ahead of me—brace yourselves! Watch the water!"

With a steady grip on his spear, he focused on getting into a position where he could intervene, even if only moments too late. Every muscle in his body strained as he pushed through the current, determined to be there the instant the creatures engaged.

Out of Character

Exploration: Defend


Free Action:

Reaction:  Flash of Grandeur [If ally within 15 ft hit]; Shield Block [If damaged while shield raised]


Action 1, 2 & 3:  Swim x3 [90 ft; token moved on Roll20]

Edited by Zen Gypsy (see edit history)
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Irven Capercaillie and the Book of Grievancesimage.png.12c126759fe22ff5893cf22fba3cb798.png

checked-shield.svg AC: 16  health-normal.svg HP: 16/16 |image.png.fbf39cac9c8561d8b2be1119b5291500.pngFortitude: +5 | sprint.svg Reflex: +5 | calm, peace, yoga, serene, serenity, mind, meditate, meditation, peaceful Will: +6 | awareness.svg Perception: +4


Irven kept muttering under his breath, the ink stain glyphs traveling up his arm with every second the incantation stretched on.

"Heroes die, rushing face first into trouble like that. Damned fool."

It seemed his ire was directed towards the verbose Artax'erxes, to the point where he seemed surprised that Echo was talking to him.

"Eh? You think I got this gray without blooding a few quarrels?"

While they could see the crossbow on his back, he didn't seem particularly interested in reaching for it, instead focused on scanning the horizon and his constant litany of complaints.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1:  Shield action_single_black.png?v=dm-1

Action 2: Seek action_single_black.png?v=dm-1

ACTIONS
SPELL - DC 17, Spell Attack +7
 
Focus and Cantrips
  • Detect Magic image.png.f4d362d5661d776794d4e64525245870.png
  • Guidance action_single_black.png?v=dm-1
  • Needle Dartsimage.png.f4d362d5661d776794d4e64525245870.png
  • Shield action_single_black.png?v=dm-1
  • Void Warp image.png.f4d362d5661d776794d4e64525245870.png
  • Evil Eyeaction_single_black.png?v=dm-1 
  • Patron's Puppet image.png.f9520eb1532f2b6edbaac495867e41f5.png

Level 1

  • Inkshot image.png.f4d362d5661d776794d4e64525245870.png

 

 
Edited by TheRaconteur (see edit history)
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Posted (edited)

logo-full.png.9947f7962ba6b50eb6fa0007b0406442.png

Ruins of Azlant: PF2e with DM TheChaosCowboy
Ancorato

spacer.pngInner Bay Shoreline of Ancorato, near Talmandor's Bountyspacer.png
-=-=-
9:22 am, OathdayThursday the 17th of Arodus, 4717 AR (2nd Day of ArmasseThe raucous, week-long festival known as Armasse is held each year beginning on 16 Arodus. The celebration—once dedicated to the god Aroden—is still important to the faithful of Iomedae, who use it to train commoners in combat, ordain apprentice clergy, pick squires for knights, and teach military history, hoping to prevent the mistakes of the past from being repeated. Among those not dedicated to the Inheritor the holiday has lost most of its religious significance since Aroden's death, tending now only toward wild partying, a fact that has enabled it to still be practiced in free Andoran.)
-=-=-
Atmosphere Track
-=-=-
Hot, humid, and muggy morning

 

spacer.pngThe pair of aquatic goblinoids, drawn to the noises and attention paid towards the approaching rowboat, shot forwards into the sea, dipping their bodies below the waves with a jet of water releasing behind them, then moving at their own power with spears readied.

The leshy's quick reflexes were of little help given the distance and thus the Leshy waited with bated breath for the approach of the blue-skinned horrors. As his compatriots cast their own spells or put their backs into rowing, and as the creatures approached with rapid ingress, he began to weave a primal spell, forming sharp needles in the air a few inches from his hands and with a thrust sent them shooting into the surf towards the nearest foe. The ocean seemed to devour the thorny needles to little effect and Echo balked at his poor shot, leaned back on his haunches and swiftly cast another spell, encasing his small plant body in a sheen of clear glass.

With the druid's spell failing to connect, the predatory pair of aquatic creatures split off to swim round the boat, slightly slower but more maneuverable under their own power and forming a pincer attack, each came up out of the water, sharp teeth gleaming, and struck with their spears, targeting the rowers, Rinariel and Tribjorn.

The bulk of the large ship's boat seems to provide some measure of barrier, making it difficult for the goblinoids to land their spear strikes, finding the position awkward, and their spears scrape against the aged wood but find no purchase on elven or human flesh.

Encounter*

Encounter Track: Link

Encounter Round: [2]

Initiative

  • 19 - Aquatic Goblinoids (2; Red and Blue dots)
  • 17 - Artax
  • 15 - Rinariel
  • 13 - Tribjorn
  • 6 - Irven
  • 5 - Echo (Delayed)

Current Initiative: [17 / Artax]

Round 1 Summary: Rinariel and Tribjorn steadily rowed the boat (2 actions) and seeked (1 action; Rinariel only) finding no further enemies other than the ones swimming towards them. Aquatic Goblinoids jetted forwards 60 feet (2 actions) and swam 25 feet (1 action), dipping below the surface for cover but still visible to those in the boat. Artax dove in and swam after (3 actions, 90 feet). Irven casts shield (1 action) and seeks (1 action), seeing no further foes beyond the two approaching. Echo casts Needle Darts at the Red-Dotted goblinoid and misses, then casts Glass Shield on himself.

Goblinoid Actions: Swim x2 coming round and up to the surface, Strike with Spear.

Note: Roll20 map wasn't set with the right diagonal movement so shifted Artax back properly. Also TECHNICALLY Artax should have moved his 15 over land into the water then spent his other two at 30 swimming forwards but will handwave this for the sake of moving forwards and the confusion around this encounter thus far.

Mechanics: Water depth is a little over 5 feet over the sandbar, removing the 3 dimensional aspect to the aquatic combat. Attacking from inside the boat whilst seated is difficult, imposing a -2 penalty to attack rolls. A character can negate this by standing up, but must make a balance check as part of that action at a DC 12 to do so. A character standing is counted as being on uneven ground. Critical success at prevents the character from being off-guard, failure prevents the character from standing up, critical failure results in the character tumbling into the water unless they grab and edge. Every subsequent round spent standing requires a balance action with results as above, however failure doesn't prevent them from standing, but forces them to sit back down as a free action. A character hit by a strike takes a -2 penalty to the next balance check they make until the end of their next turn.

Active Maps *

Ancorato Shoreline Off the Talmandor's Bounty Dock


Bottom of Round 1

spacer.png

Top of Round 2 (After Blue Gobbos)

spacer.png

Mechanics *

PASSIVE PERCEPTION

Artax'erxes 13 (Low-Light) | Echo 17 (Low-Light) | Irven 14 (Dark) | Rinariel 14 (Low-Light) | Tribjorn 13 / Beskytter 13

MECHANICS

Water depth is a little over 5 feet over the sandbar, removing the 3 dimensional aspect to the aquatic combat. Attacking from inside the boat whilst seated is difficult, imposing a -2 penalty to attack rolls. A character can negate this by standing up, but must make a balance check as part of that action at a DC 12 to do so. A character standing is counted as being on uneven ground. Critical success at prevents the character from being off-guard, failure prevents the character from standing up, critical failure results in the character tumbling into the water unless they grab and edge. Every subsequent round spent standing requires a balance action with results as above, however failure doesn't prevent them from standing, but forces them to sit back down as a free action. A character hit by a strike takes a -2 penalty to the next balance check they make until the end of their next turn.

CONDITIONS

Echo: Glass Shield

Artax and Aquatic Goblinoids: Aquatic Combat

NPCs
  • Aquatic Goblinoid (2)

 

Edited by TheChaosCowboy (see edit history)
Name
Red Dot Goblinoid vs Rinariel (Spear Attack vs AC)
12
1d20+5 [7]
Blue Dot Goblinoid vs Tribjorn (Spear Attack vs AC)
9
1d20+5 [4]
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token_1(1).png.7d8f3161386d60081cd8936d0e73e3f6.pngArtax'erxes, Champion of Lysianassa

AC: 16 (18) | HIT POINTS: 20 | CURRENT: 20 | SHIELD: H (HP/BT): 5 (20/10) | CURRENT: 20

FORTITUDE: +7 | REFLEX: +3 | WILL: +5 | PERCEPTION: +3

HERO POINTS: 1 | FOCUS POINTS: 1 | CURRENT: 0

ACTIVE EFFECTS: Raise Shield.

CONDITIONS: None.


Artax'erxes surged through the water with the speed and grace of a true ocean-born warrior, his focus locked on the goblinoid attacking Rinariel. With powerful strokes, he closed the distance, positioning himself behind the creature just as it lunged with its spear. The scent of salt and the muffled sounds of battle filled his senses, but his mind remained calm and sharp.

As he neared the skiff, Artax channeled his devotion to Lysianassa, calling upon the ethereal currents of the ocean goddess to shield his allies. His shield rose, glowing faintly as translucent, shimmering waves of energy began to manifest around the boat. These ephemeral shields, like ghostly shells, circled within his champion’s aura, granting his companions an added layer of protection. Each swirl of water seemed to hum with divine power, prepared to punish any who dared to strike at his comrades.

The spirit shields of Lysianassa coalesced around Rinariel, Tribjorn, and Echo, offering them both defense and a warning to their foes. The next strike would not go unanswered. His voice resonated like the deep ocean’s call as he shouted, “Hold fast! The sea itself stands with you!”

Out of Character

Exploration: Defend


Free Action:

Reaction:  Flash of Grandeur [If ally within 15 ft hit]


Action 1 & 2: Swim (x2; Closing 60 feet; updated on Roll20)

Action 3: Cast a Spell [Shields of the Spirit]

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[fieldset=Rinariel Meraklova][table=2,1] [r=1,1][img2=150]https://i.imgur.com/6fB9PHX.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2935600][font=palatino linotype][size=4][color=DarkGreen]Rinariel Meraklova[/color][/size][/font][/url][/b] [I]Seer Elf Magus 1[/I] [b]HP:[/b] 15/15 [b]AC:[/b] 18 [b]Spell Slots:[/b] 1/1 L1 [b]Focus Points:[/b] 1/1 [b]Class DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Details][spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2935600"][size="4"][b]Rinariel Meraklova[/b][/size][/URL] [r=2,1] [B]Female Elf Magus 1[/B] [r=3,1] [B]Chaotic Good Resourceful[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 12/+1 [B]INT:[/B] 16/+3 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 10/+0 [B]Saves:[/B] FOR +6 REF +7 WIL +6 [r=2,1][B]Speed:[/B] 30 [B]AC:[/B] 18 [B]Perception:[/B] 4 [B]Languages:[/B] Common, Elven, Draconic, Fey, Empyrean [/table][/spoiler] [spoiler=Abilities and Features][OOC=Ancestry Feat - Elven Weapon Familiarity]Feat Source Ancestry Feat Level 1 You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.[/OOC] [OOC=Background Skill Feat - Improvise Tool]Feat Source Awarded Feat Level 1 You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit. If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.[/OOC] [OOC=Arcane Cascade]Concentrate Magus Stance Special Feature Level 1 Requirements You used your most recent action to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.. You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).[/OOC] [OOC=Conflux Spells]Special Feature Level 1 You learn a conflux spell from your hybrid study (page 38), and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear on pages 143–144. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.[/OOC] [OOC=Heritage - Seer Elf]You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.[/OOC] [OOC=Hybrid Study - Starlit-Span]With magic, the sky’s the limit, and you can’t be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact. When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack. Conflux Spell shooting star[/OOC] [OOC=Low-Light Vision]Special Feature Level 1 You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.[/OOC] [OOC=Spellbook]Special Feature Level 1 Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover. Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal. If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.[/OOC] [OOC=Spellstrike >>]Magus Special Feature Level 1 Frequency until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.[/OOC] [OOC=Spellstrike Specifics]Special Feature Level 1 Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. . One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures. . Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach, even though the spell’s range is longer. . Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. . Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. . Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. . Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. . Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.[/OOC][/spoiler] [spoiler=Combat] [noparse] Perception:1d20+4 Shortbow:1d20+7;1d6 | Deadly d10 60 Feet Range Rapier:1d20+7;1d6 | Deadly d8 Disarm Finesse Elven Branched Spear:1d20+7;1d6 | Deadly d8 Finesse Reach Gouging Claw:1d20+6;2d6+2 Frostbite:1d20+6;1d4;1d4 [/noparse] [/spoiler] [spoiler=Saves] [noparse] Fortitude Save:1d20+6 Reflex Save:1d20+7 Will Save:1d20+6 Perception:1d20+4 [/noparse] [/spoiler] [spoiler=Skills] [noparse] Acrobatics (T - Dex):1d20+7 Arcana (T - Int):1d20+6 Athletics (T - Str):1d20+3 Crafting (T - Int):1d20+6 Deception (U - Cha):1d20 Diplomacy (U - Cha):1d20 Intimidation (U - Cha):1d20 Lore:Elven Craftsmanship (T - Int):1d20+6 Medicine (U - Wis):1d20+1 Nature (U - Wis):1d20+1 Occultism (U - Int):1d20+3 Performance (U - Cha):1d20 Religion (U - Wis):1d20+1 Society (T - Int):1d20+6 Stealth (T - Dex):1d20+7 Survival (U - Wis):1d20+1 Thievery (T - Dex):1d20+7[/noparse] [/spoiler] [spoiler="Magic"][B]Spell Save DC: [/B] 16 [B]Spell Attack Modifier: [/B] +6 Magus Cantrips Prepared: 5 - Gouging Claw, Telekinetic Hand, Prestidigitation, Shield, Live Wire Magus Spells Prepared: 1 L1 - Sure Strike Focus Points: 1/1 Spellbook [fieldset=Cantrips][OOC=Figment (>>)]CantripConcentrateIllusionManipulateSubtle Range 30 feet Duration sustained You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.[/OOC] [OOC=Frostbite (>>)]Cantrip Cold Concentrate Manipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.[/OOC] [OOC=Detect Magic (>>)]Cantrip Concentrate Detection Manipulate Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM. Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).[/OOC] [OOC=Prestidigitation (>>)]Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.[/OOC] [OOC=Gouging Claw (>>)]Attack Concentrate Manipulate Morph Range touch; Targets 1 creature Defense AC You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage. Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.[/OOC] [OOC=Live Wire (>>)]Attack Cantrip Concentrate Electricity Manipulate Metal Range 30 feet; Targets 1 creature Defense AC You conjure up a length of sharp copper filament humming with electrical current that strikes out at your foe. the wire deals 1d4 slashing damage and 1d4 electricity damage, depending on your spell attack roll against the target's AC. Critical Success the target takes double damage and 1d4 persistent electricity damage. Success the target takes full damage. Failure the target takes the electricity damage, but not the slashing damage. Critical Failure the target is unaffected. Heightened (+1) the slashing damage, initial electricity damage, and persistent electricity damage on a critical hit each increase by 1d4.[/OOC] [OOC=Message (>)]Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle Range 120 feet; Targets 1 creature Duration see below You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. Heightened (3rd) The spell's range increases to 500 feet.[/OOC] [OOC=Shield (>)]Cantrip Concentrate Force Duration until the start of your next turn You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Heightened (+2) The shield's Hardness increases by 5.[/OOC] [OOC=Telekinetic Hand (>>)]Cantrip Concentrate Manipulate Range 30 feet; Targets 1 unattended object of light Bulk or less Duration sustained You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 1 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.[/OOC] [/fieldset] [fieldset=Spells][OOC=Air Bubble (Reaction)]AirConcentrate Trigger A creature within range enters an environment where it can't breathe. Range 60 feet; Targets the triggering creature Duration 1 minute A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.[/OOC] [OOC=Force Barrage (>->>>)]ConcentrateForceManipulate Range 120 feet; Targets 1 creature You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage (total 1d4+1. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. Heightened (+2) You fire one additional shard with each action you spend.[/OOC] [OOC=Gentle Landing (Reaction)]Air Concentrate Trigger A creature within range is falling. Range 60 feet; Targets 1 falling creature Duration 1 minute You raise a magical updraft to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.[/OOC] [OOC=Sure Strike (>)]Concentrate Fortune Duration until the end of your turn A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.[/OOC] [b]Focus Spells[/b] [OOC=Shooting Star (>)]Uncommon Divination Magus Cast verbal; Requirements You're wielding a ranged weapon or a thrown weapon. You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. [/OOC][/fieldset][/spoiler] [SPOILER=Equipment]Elven Branched Spear Shortbow Rapier Leather Armor 10 Arrows Basic Crafters Book Formula Book (Blank) Signal Whistle Backpack Clothing (Explorer) Repair Kit Bedroll Flint and Steel Rope 5 Torches 10 Chalks 2 Rations 2 Soaps 1 Waterskin [OOC=Buoyancy Vest]This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water.[/OOC] Total Funds - 1 sp[/SPOILER][/spoiler][/fieldset]
Rinariel Meraklova
6fB9PHX.jpeg
Rinariel Meraklova
Seer Elf Magus 1
HP: 15/15
AC: 18
Spell Slots: 1/1 L1
Focus Points: 1/1
Class DC: 17
Status: Normal and Healthy

Details

 

Statblock

 

Rinariel Meraklova Female Elf Magus 1 Chaotic Good Resourceful
STR: 10/0
DEX: 18/+4
CON: 12/+1
INT: 16/+3
WIS: 12/+1
CHA: 10/+0
Saves: FOR +6 REF +7 WIL +6
Speed: 30
AC: 18
Perception: 4
Languages: Common, Elven, Draconic, Fey, Empyrean

 

Abilities and Features

Ancestry Feat - Elven Weapon FamiliarityFeat Source Ancestry Feat Level 1

You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

Background Skill Feat - Improvise ToolFeat Source Awarded Feat Level 1

You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.

If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book.

Arcane CascadeConcentrate Magus Stance
Special Feature Level 1

Requirements You used your most recent action to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it..

You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).

Conflux SpellsSpecial Feature Level 1

You learn a conflux spell from your hybrid study (page 38), and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear on pages 143–144.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.

Heritage - Seer ElfYou have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

Hybrid Study - Starlit-SpanWith magic, the sky’s the limit, and you can’t be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.

When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.

Conflux Spell shooting star

Low-Light VisionSpecial Feature Level 1

You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

SpellbookSpecial Feature Level 1

Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures (see Learn a Spell). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.

If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.

Spellstrike >>Magus
Special Feature Level 1

Frequency until recharged (see below).

You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.

Spellstrike SpecificsSpecial Feature Level 1

Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. .

One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures. .

Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach, even though the spell’s range is longer. .

Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. .

Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. .

Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. .

Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. .

Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.

Combat

Perception:1d20+4

Shortbow:1d20+7;1d6 | Deadly d10 60 Feet Range
Rapier:1d20+7;1d6 | Deadly d8 Disarm Finesse
Elven Branched Spear:1d20+7;1d6 | Deadly d8 Finesse Reach
Gouging Claw:1d20+6;2d6+2
Frostbite:1d20+6;1d4;1d4
 

Saves

Fortitude Save:1d20+6
Reflex Save:1d20+7
Will Save:1d20+6
Perception:1d20+4

Skills

Acrobatics (T - Dex):1d20+7
Arcana (T - Int):1d20+6
Athletics (T - Str):1d20+3
Crafting (T - Int):1d20+6
Deception (U - Cha):1d20
Diplomacy (U - Cha):1d20
Intimidation (U - Cha):1d20
Lore:Elven Craftsmanship (T - Int):1d20+6
Medicine (U - Wis):1d20+1
Nature (U - Wis):1d20+1
Occultism (U - Int):1d20+3
Performance (U - Cha):1d20
Religion (U - Wis):1d20+1
Society (T - Int):1d20+6
Stealth (T - Dex):1d20+7
Survival (U - Wis):1d20+1
Thievery (T - Dex):1d20+7

"Magic"

Spell Save DC: 16
Spell Attack Modifier: +6

Magus Cantrips Prepared: 5 - Gouging Claw, Telekinetic Hand, Prestidigitation, Shield, Live Wire
Magus Spells Prepared: 1 L1 - Sure Strike
Focus Points: 1/1

Spellbook

Cantrips
Figment (>>)CantripConcentrateIllusionManipulateSubtle
Range 30 feet
Duration sustained

You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.

Frostbite (>>)Cantrip Cold Concentrate Manipulate
Range 60 feet; Targets 1 creature
Defense Fortitude

An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.

Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.

Detect Magic (>>)Cantrip Concentrate Detection Manipulate
Area 30-foot emanation

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Prestidigitation (>>)Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.

Gouging Claw (>>)Attack Concentrate Manipulate Morph
Range touch; Targets 1 creature
Defense AC

You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.

Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.

Live Wire (>>)Attack Cantrip Concentrate Electricity Manipulate Metal
Range 30 feet; Targets 1 creature
Defense AC

You conjure up a length of sharp copper filament humming with electrical current that strikes out at your foe. the wire deals 1d4 slashing damage and 1d4 electricity damage, depending on your spell attack roll against the target's AC.

Critical Success the target takes double damage and 1d4 persistent electricity damage.
Success the target takes full damage.
Failure the target takes the electricity damage, but not the slashing damage.
Critical Failure the target is unaffected.

Heightened (+1) the slashing damage, initial electricity damage, and persistent electricity damage on a critical hit each increase by 1d4.

Message (>)Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle
Range 120 feet; Targets 1 creature
Duration see below

You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.

Heightened (3rd) The spell's range increases to 500 feet.

Shield (>)Cantrip Concentrate Force
Duration until the start of your next turn

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

Heightened (+2) The shield's Hardness increases by 5.

Telekinetic Hand (>>)Cantrip Concentrate Manipulate
Range 30 feet; Targets 1 unattended object of light Bulk or less
Duration sustained

You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
 
Spells
Air Bubble (Reaction)AirConcentrate
Trigger A creature within range enters an environment where it can't breathe.
Range 60 feet; Targets the triggering creature
Duration 1 minute

A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

Force Barrage (>->>>)ConcentrateForceManipulate
Range 120 feet; Targets 1 creature

You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage (total 1d4+1. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Heightened (+2) You fire one additional shard with each action you spend.

Gentle Landing (Reaction)Air Concentrate
Trigger A creature within range is falling.
Range 60 feet; Targets 1 falling creature
Duration 1 minute

You raise a magical updraft to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

Sure Strike (>)Concentrate Fortune
Duration until the end of your turn

A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.


Focus Spells
Shooting Star (>)Uncommon Divination Magus
Cast verbal; Requirements You're wielding a ranged weapon or a thrown weapon.
You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.

 

Equipment

Elven Branched Spear
Shortbow
Rapier
Leather Armor
10 Arrows
Basic Crafters Book
Formula Book (Blank)
Signal Whistle
Backpack
Clothing (Explorer)
Repair Kit
Bedroll
Flint and Steel
Rope
5 Torches
10 Chalks
2 Rations
2 Soaps
1 Waterskin
Buoyancy VestThis canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water.
Total Funds - 1 sp

 

Rinariel saw the hateful little sea critters coming her way, so she was thankfully able to twist out of the way of their initial attack, hampered by the height of the boat and the wooden rim. Having avoided harm, the elven warrior smirks as she quickly practically jumps to her feet... showcasing by good luck the elven grace and balance her kind are said to have as she effortlessly keeps her footing on the uneven boat at the same time as Antax makes his way to their side, feeling unfamiliar but refreshing magic warding her "Well done, sea man!" she declares, paying his regard for his good judgement on who to use valuable magic on as she pulls the branched spear from her back "My, my, aren't you an ugly little one... if you come greet me teeth first don't complain if you get stung!" declares smugly the prickly adherent of Calistria as she spins her spear around to stab down at the monster.

 

OOC: > One action to stand up and Balance, rolling Acrobatics and getting a critical success I believe!

> One, very sad, action to pull out her branched spear so she has a weapon in hand.

> One action to stab the goblin thing at her side.

Edited by daltar (see edit history)
Name
Acrobatics (T - Dex)
26
1d20+7 [19]
Elven Branched Spear
18; 4
1d20+7;1d6 [[11]]; [[11],[4]]
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Tribjorn-token.webp.0458a2050aff00b49982a584e0a9f36a.webp

Tribjorn Skolson-Viking Summoner

AC: 17 (19) | HIT POINTS: 19 | CURRENT: 19 | SHIELD: H (HP/BT): 3 (12/6) | CURRENT: 12

FORTITUDE: +6 | REFLEX: +5 | WILL: +5 | PERCEPTION: +3

HERO POINTS: 1 | FOCUS POINTS: 1 | CURRENT: 1

ACTIVE EFFECTS: 

CONDITIONS: None.

 

Watching the swim around, Tribjorn cheered as Echo attempted to shoot them with something. Truthfully, he didn't expect the little guy to have much in the way of attacks. They could work on aim later. As Rinariel jumped up, he prepared for the boat to rock but her lithe form barely caused it to pitch at all, Elven grace indeed. It was the little guys causing the boat to sway back and forth. With oar in hand, Tribjorn figured he'd just take a swing. A good crack from an oar should crack bone. So, with that though, took the oar and brought it down with a good swing. Then for good measure, he let the oar drop out of his right and he weaved a signal while saying, "Sjokk" causing two quick flashes of electricity to burst around the two goblin squid things.

---

Action 1: improvised weapon attack against nearest enemy

Action 2 and 3: Electric Arc damage to both goblin squids. Basic Reflex save DC 16

Name
Improvised Oar attack
15
1d20+3 [12]
Possible damage, assuming d6
4
1d6+2 [2]
Electric Arc damage
6
2d4 [3,3]
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Irven Capercaillie and the Book of Grievancesimage.png.12c126759fe22ff5893cf22fba3cb798.png

checked-shield.svg AC: 15  health-normal.svg HP: 16/16 |image.png.fbf39cac9c8561d8b2be1119b5291500.png Fortitude: +5 | sprint.svg Reflex: +5 | calm, peace, yoga, serene, serenity, mind, meditate, meditation, peaceful Will: +6 | awareness.svg Perception: +4


Irven let out a harrumph of annoyance as the battle began to unfold around him.

"You're rocking the boat!"

The words were to be expected, the gnome was full of complaints, but this time they were different. This time, his voice reverberated as he said them, his thick brogue echoing and building and growing. The ink that had been pooling up his arm condensed and solidified into occult glyphs, curses and hexes bubbling to the surface of his skin. The words were his magic, they were the malediction, they were his power.

He pointed at the nearest Goblin, and the grievance boiled out of him in a simmering wave of occult energy. It struck the creature, and an instant later the echo of his words struck again, hammering the Goblin with the power of the void.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Evil Eye action_single_black.png?v=dm-1 

 Action 2-3: Void Warp image.png.f4d362d5661d776794d4e64525245870.png

ACTIONS
SPELL - DC 17, Spell Attack +7
 
Focus and Cantrips
  • Detect Magic image.png.f4d362d5661d776794d4e64525245870.png
  • Guidance action_single_black.png?v=dm-1
  • Needle Dartsimage.png.f4d362d5661d776794d4e64525245870.png
  • Shield action_single_black.png?v=dm-1
  • Void Warp image.png.f4d362d5661d776794d4e64525245870.png
  • Evil Eye action_single_black.png?v=dm-1 
  • Patron's Puppet image.png.f9520eb1532f2b6edbaac495867e41f5.png

Level 1

  • Inkshot image.png.f4d362d5661d776794d4e64525245870.png

 

 
Edited by TheRaconteur (see edit history)
Name
Void Damage
3
2d4 [2,1]
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Ruins of Azlant: PF2e with DM TheChaosCowboy
Ancorato

spacer.pngInner Bay Shoreline of Ancorato, near Talmandor's Bountyspacer.png
-=-=-
9:22 am, OathdayThursday the 17th of Arodus, 4717 AR (2nd Day of ArmasseThe raucous, week-long festival known as Armasse is held each year beginning on 16 Arodus. The celebration—once dedicated to the god Aroden—is still important to the faithful of Iomedae, who use it to train commoners in combat, ordain apprentice clergy, pick squires for knights, and teach military history, hoping to prevent the mistakes of the past from being repeated. Among those not dedicated to the Inheritor the holiday has lost most of its religious significance since Aroden's death, tending now only toward wild partying, a fact that has enabled it to still be practiced in free Andoran.)
-=-=-
Atmosphere Track
-=-=-
Hot, humid, and muggy morning

 

spacer.pngWith her deft elven dexterity on full display, Rinariel thrust her spear down towards the hissing goblin, which let out a strained gurgle as the pointed tip sliced through rubbery blue flesh and viscous oily ichor began to muddy the waters near the goblinoid.

Tribjorn's own attempts to follow suit with the oar proved difficult, as the beast had grabbed it with it's free hand to help lift it out of the water to strike at him. He wrest it free but with its closeness found it difficult to find the right leverage to land a proper blow on its bulbous fangtoothed head. His magic proved a good deal more effective, however, and both of the creatures writhed and gurgled in pain, their bodies spasming from the jolt of electricity. It was a testament to his control of the elements that Artax was in no danger, given the conductivity of water.

With Artax assisting on the left-handed side of the rowboat, Irven's focus shifted to the creature attacking Tribjorn, and tried his witchery upon it, which surprisingly in its frenzy, it outright ignored. It could claim a victory in that, however, for his spell sapped its very life essence, leaving it ashen-skinned, feeble, and it's eyes glossed over, only barely hanging to some semblance of life.

The Leshy answered Tribjorn's electrical power with his own, causing another flurry of spasms and pained cries, causing the goblinoid attacking Tribjorn to slip beneath the waves, gurgling it's last as it dropped its spear and passed from this world onto the next. He focused his final magical attentions on the glass shield encasing his body, renewing it again.

With a pained screech of frenzy, the remaining attacker launched itself backwards, mouth agape, to barrel into Artax, teeth gnashing as it attempted to latch itself around his throat. Finding itself likely batted aside by his imbued shield, it panicked and leaped backwards under the surface, letting out a jet of concentrated water behind it as it surged off towards deeper waters, clearly having had quite enough of the battle.

Encounter*

Encounter Track: Link

Encounter Round: [3]

Initiative

  • 19 - Aquatic Goblinoids (1; Red dot)
  • 17 - Artax
  • 15 - Rinariel
  • 13 - Tribjorn
  • 6 - Irven
  • 5 - Echo (Delayed)

Current Initiative: [17 / Artax]


Rinariel: Strikes red dot, dealing 4 damage. Critical success on balance means she is not off-guard.

Tribjorn: The oar misses barely, the blue dot goblinoid fails it's save against electric arc, the red dot succeeds, but a close call for both. Red takes 3 damage, blue takes 6.

Irven: Given both goblins are equidistant, assuming he targets blue. Blue succeeds on it's will save and takes no penalty from his evil eye. It critically fails it's fortitude save against void warp, however, taking 6 damage and becoming enfeebled 1.

Echo: Echo casts his own electric arc. Red dot succeeds, taking 3 damage, blue dot fails, taking 6 damage. Blue is defeated. He casts Glass Shield on himself again.

Goblinoid (Red): The goblinoid looks like a cornered animal. It bites Artax, with a 25 to hit, dealing 4 piercing damage. It spends its last 2 actions to release a stream of water from it's bottom half, jetting off NW in an attempt to flee (see battlemap and roll20). This ability let's it move 60 feet in a straight line and does not allow reactions to it's movement.

Artax can choose to allow it to flee and end the encounter or run it down and attempt to finish it off.


Mechanics: Water depth is a little over 5 feet over the sandbar, removing the 3 dimensional aspect to the aquatic combat. Attacking from inside the boat whilst seated is difficult, imposing a -2 penalty to attack rolls. A character can negate this by standing up, but must make a balance check as part of that action at a DC 12 to do so. A character standing is counted as being on uneven ground. Critical success at prevents the character from being off-guard, failure prevents the character from standing up, critical failure results in the character tumbling into the water unless they grab and edge. Every subsequent round spent standing requires a balance action with results as above, however failure doesn't prevent them from standing, but forces them to sit back down as a free action. A character hit by a strike takes a -2 penalty to the next balance check they make until the end of their next turn.


Conditions:

Active Maps *

Ancorato Shoreline Off the Talmandor's Bounty Dock


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Reference

PASSIVE PERCEPTION

Artax'erxes 13 (Low-Light) | Echo 17 (Low-Light) | Irven 14 (Dark) | Rinariel 14 (Low-Light) | Tribjorn 13 / Beskytter 13

MECHANICS

Water depth is a little over 5 feet over the sandbar, removing the 3 dimensional aspect to the aquatic combat. Attacking from inside the boat whilst seated is difficult, imposing a -2 penalty to attack rolls. A character can negate this by standing up, but must make a balance check as part of that action at a DC 12 to do so. A character standing is counted as being on uneven ground. Critical success at prevents the character from being off-guard, failure prevents the character from standing up, critical failure results in the character tumbling into the water unless they grab and edge. Every subsequent round spent standing requires a balance action with results as above, however failure doesn't prevent them from standing, but forces them to sit back down as a free action. A character hit by a strike takes a -2 penalty to the next balance check they make until the end of their next turn.

CONDITIONS

Artax and Aquatic Goblinoids: Aquatic Combat

Artax: Shield of the Spirits

Goblinoid (Blue Dot): Enfeebled 1

NPCs
  • Aquatic Goblinoid (2)
    • Red (badly wounded)
    • Blue (defeated)

 

Edited by TheChaosCowboy (see edit history)
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