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Book One: The Show Must Go On | Chapter One: Murder in the Center Ring


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Book One: The Show Must Go On Chapter One: Murder in the Center Ring

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🎵 Mood Music 🎵

The Circus of Wayward Wonders rolls into Abberton on creaky wheels. The unfortunately wet day has covered many of the usually bright carts in sticky mud. Though the sun may finally have peeked through the clouds by the time the town officials finish talking with Myron "Thunder" Stendhal -- The current head of the circus -- the dirt roads and campsite are all but covered in shallow puddles. Nevertheless, you persevere! After all:

This is the Circus of Wayward Wonders' big break!

Months of rehearsals have led to this show. While those in the circus are no stranger to performing, the last time you performed for a crowd of any reasonable size was with the Celestial Managerie; that's a time you'd rather forget about. Now is the time for celebration, not recollection. It's time to set up camp, as well as the tent, for performance!

Master "Thunder" claps to gather attention after the wagons stop. "Please, everybody. Gather 'round!" he shouts, his massive stage voice billowing through to the entire camp much like his nickname. He quickly rolls a barrel into a makeshift podium and jumps on top of it. "This is it, everybody!" he says, not missing a beat. "This may not be the largest city you've ever performed for, and this place may be a podunk, but I've been told everybody in town is anticipating this performance! Even the mayor plans to attend! From what I've heard, only the crotchety old ladies won't be making it. Even then, most of 'em will be here! I've been informed they plan to leave their plethora of cats back home with the rats!"

The crowd cheers and guffaws as "Thunder" raises his hands into the air. "Let's do this! We've got less than 24 hours to get all set up! Wonders on three! One! Two! Three!"

"WONDERS!" shouts the crowd.

It's at this point you finally meet your compatriots; after all, you've stuck to yourself since beginning to rehearse. It's taken months of fully dedicated practice to get to where you are now. Everybody here is a stranger to you. Well, all but "Thunder" and the wise old man known as The Professor. It just so happens you've all been assigned the simple duty of setting up the bleachers within the tent. After a few minutes of waiting, the main pole of the tent goes up, and you may begin your preparations for tomorrow's show!
 


Prologue


 

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  • 5 weeks later...

Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good)spacer.png


AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None


It was with some trepidation that Farvad moved to assist with the bleachers; more than once he'd seen the dire conditions of the shoddily handled ropework and other such things at the Celestial Menagerie, and was disinclined to see them repeated here where things were supposed to be better. He was prepared for his feats, of course...

Ah, but what good was worrying now? He'd face what he had when he had to. For now, bleachers... and a selection of his fellows he'd not yet met.


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: 
Action 2: 
Action 3: 

     

 

 

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Dorgothea (Half-Orc  | Cleric (Blow-in) 1 | Chaotic Good)spacer.png


AC: 18 |  HP: 16/16 |  Perception: +9 | Fort: +5 | Ref: +4 | Will: +9 | Hero Points: 1/1 | Conditions: None


Dorgothea forced herself to be calm as she moved towards the bleachers to help. Months spent here with this church, and she had found out very little, nothing in fact of any of the member's times in Cheliax. She was beginning to wonder why the church had told her to come here, but finally a chance to speak to members of the circus besides Thunder and The Professor. But now finally a chance to talk to some of the others.

"Morning folks. I'm a bit of a newcomer to the circus, haven't been here long. You all been with the circus a while?"

 

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

 

Edited by saithor (see edit history)
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Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good)spacer.png


AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None


Farvad paused a moment, taking in the speaker before he reached down to lift one end of a long wooden panel, the 'seat' of on of the bleachers, seeming to wait for someone else to pick up the other end.

"Not this one, no," he said, the kelesh accent to his taldane apparent, "Few of us, I think, from another. First big show with the new crew. Can't be worse than last one, much better people in charge."

There was a tinge of doubt in his voice, as if he almost didn't fully believe it himself. He paused before speaking once more, pointing to himself and then grabbing the board again, "Farvad, I'm one of the... ah, aerialists. Gymnast."


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: 
Action 2: 
Action 3: 

     

 

 

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Boril Everglade Halfling (Nomad) | Rogue (Scoundrel) 1 | HalflingCook.jpg.6261c698c35a07caa425e314a4699bdf.jpg


AC: 14 |  HP: 8/8 |  Perception: +6 | Fort: +1 | Ref: +8 | Will: +6 | Hero Points: 1/1 | Conditions: None


While most of the other members of the circus had been practicing their acts over the course of the last few months, Boril had confined himself to the circus' kitchen instead. There he had spent his time experimenting with all the different the tools and ingredients at his disposal to prepare a variety of delightfully delicious snacks the circus could sell during its shows.

At first getting payed to do nothing but cook all day long had been a dream come true for the Hafling, but after several months of having no other company than his two kitchen aides, Boril was exited to meet the other members of the circus as well. Seeing the dark haired Human trying to lift up one of the wooden panels Boril quickly scurried over to help out, and introduced himself at the same time. "Aye, I'm in the same boat as Farvad, jumped ship from the Celestial Menagerie. The names Boril, I'm the cook of the circus."


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: 
Action 2: 
Action 3: 

     
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Hamako Doju (Open Sky Kitsune Thaumaturge 1 Neutral Good)Image


AC: 17 |  HP: 17/17 |  Perception: +6 | Fort: +6 | Ref: +4 | Will: +6 Hero Points:: 1/1 | Conditions: None


"Glad to see the two of you managed to escape from that duplicitous harpy as well!"

A broad-shouldered fox man walks out, holding a metal rod with an equally large metal ball on the end under his arm like an officer's swagger stick.

"The name is Hamako Doju. Barker and the curator of the World's Smallest Museum. Also an escapee of the Celestial Menagerie. Honestly, I'm wondering how Mistress Dusklight retains ANY employees with that poisoned tongue of hers. No, better to start over in a fresh family like this one. Newly founded, not blinded by the bright lights of greed or vanity. The kind of folks who understand the value of each and every member."

He sticks his swagger stick in his belt and starts manhandling one of the planks with surprising ease.

I wonder when one of them is going to ask about what I am. It's not exactly like kitsune are common, much less ones that walk around in their true form.


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

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Book One: The Show Must Go On Chapter One: Murder in the Center Ring


Though it takes a bit longer than anticipated, Farvad, Boril, and Hamako all manage to get the bleachers setup, minus the two other people that was supposed to help. A bit confused, the Circus Heroes (That's the title we're going with for the AP unless I read something better in later prep stages.) have a bit of time to themselves. They think back a bit to Thunder's training, and one particular phrase comes to mind:

"If you don't have anything better to do, get some practice in with those around you. After all, you never know who you may be sharing the spotlight with."
 


Prologue


 

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Dorgothea 19 | Boril 16 | Favad 16 | Hamako 16

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BORIL EVERGLADE

Hit Points: 8/8
Hero Points: 1/1

DORGOTRHEA

Hit Points: 16/16
Hero Points: 1/1

FARVAD AL-MEHRI

Hit Points: 20/20
Hero Points: 1/1

HAMAKO DOJU

Hit Points: 17/17
Hero Points: 1/1

CHARACTER 5

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Dorgothea (Half-Orc  | Cleric (Blow-in) 1 | Chaotic Good)spacer.png


AC: 18 |  HP: 16/16 |  Perception: +9 | Fort: +5 | Ref: +4 | Will: +9 | Hero Points: 1/1 | Conditions: None


The circus from before, the one from Cheliax. "Sounds like a raw deal at this other circus. Where were you performing that would allow something like that?" She asked, hoping it sounded casual enough. "I'm Dorgothea, not really a performer, just needed a place to work for a few months." She noted the one Kitsune, decided whether to ask about it. This was a circus, people of less than usual races for this part of the world was to be expected.

 

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

 

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Luci'ferrin : Starlit Magus

 

 

Luke (Kayal Wisp -  Starlit Span Magus 1 - CG)


AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None
Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1 
Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1 


Luke, all of 3 feet tall, was a bundle of energy, barely contained in such a small form. In your peripheral vision, wisps of his shadow might almost seem to be steaming. 

Luke was internally distracted during the setup of the bleachers. He moved autonomously. Lifting planks for seats, and holding posts while anchor pins were set, sandbags placed to weigh down the apparatus. He was thinking about the high flying act. As nervous and anxious as he had been in the days leading up to today, now he was feeling a growing excitement. He'd read the stars last night, and the heavens had showered him with a new confidence. Desna was in ascendance and it seemed to Luke as if his own star was rising. 

"Big day is finally here then. They warned me to be ready to join the other aerial acrobats. Dorgothea, I'm also new here to all of this. I was raised as far from the Menagerie as my mom could get." 
 


wonder, if my fathers out there somewhere? 

 

Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall)


MECHANICS

MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0

Right Hand: Empty
Left Hand : Shortbow - Ammunition 30/30


ACTIONS

Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.






 

0act.png.a61e0f671d3c9b7b2c95d95b30b84b66.png1act.png.16b62298aa2574859b91f118b14c6017.png2act.png.07c9be13b139482bf744b8e43d8c7e6f.png3act.png.996c68a3f1f998b876561d959e0beba4.pngreact.png.948c56e8afef83649218b0fea42d456f.png

 

CONDITIONS

Sustaining :
xxx
xxx

QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success)

+ 1 Circumstance Bonus TUMBLE THROUGH 

DEFENSES / REACTIONS 

Defenses / Reactions :
1act.png.16b62298aa2574859b91f118b14c6017.png Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~ 
- - - See the Spell Description
- - -
 react.png.948c56e8afef83649218b0fea42d456f.png Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes)
- - - 

1act.png.16b62298aa2574859b91f118b14c6017.png Parry : Main Gauche • AC +1 circumstance  

MEDICINE

 2act.png.07c9be13b139482bf744b8e43d8c7e6f.png Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free

You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition.
The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).

Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage.
The DC is usually the DC of the effect that caused the bleed.


Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.
Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
 

 1act.png.16b62298aa2574859b91f118b14c6017.png   Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free

You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
 


 1act.png.16b62298aa2574859b91f118b14c6017.png   Battle MedicinePrerequisites trained in Medicine

Requirements You are holding healer's tools, or you are wearing them and have a hand free

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

TREAT WOUNDS :

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

The result of your Medicine check determines how many Hit Points the target regains.
Battle Medicine

Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50

* Rolling against a higher DC is optional.

BASE HEALING
Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed.
Success The target regains 2d8 Hit Points, and its wounded condition is removed.
Critical Failure The target takes 1d8 damage.
 
         DC 15 :
         Success : Heal 2d8
         Critical Success = Heal 4d8
         Crit Fail = Harm 1d8 
         (Once Per Ally Per Day)


HEALER's TOOLS : On Belt

 

     

SPELLS

PREPARED MAGUS KNOWN   SPELL
STRIKE
CANTRIPS Prep 5 Arcane Cascade   
  Acid SplashCantrip
Attack - Acid
Evocation
Verbal - Somatic
Range : 30 ft
Targets : 1 creature

I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage.

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2

Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2

Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3

Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4

(Arcane Cascade = +1 ACID)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 ACID Y
** BullhornCantrip
Auditory
Illusion
Verbal - Somatic
Duration : 10 Minutes

I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal.

(Arcane Cascade = +1 MENTAL)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Mental  
  Gale BlastCantrip -
Air
Evocation
Verbal - Somatic
Range : 5 ft Emanation
Targets : Area
Saving Throw : Fortitude

Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save.

Critical Success : Creature is Unaffected
Success : Creature takes half damage
Failure : Creature takes full damage and is also pushed 5 feet away from me
Critical Failure : Creature takes double damage and is also pushed 10 feet away from me

Heightened (+2): Damage increases by +1d6

(Arcane Cascade = +1 FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Bludgeon  
** Gouging ClawCantrip - Attack - Morph
Transmutation
Verbal - Somatic
Range : Touch
Targets : 1 creature

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 slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Slash / Pierce Y
** Infectious EnthusiasmCantrip
Emotion - Mental
Enchantment
Verbal - Somatic
Range : Touch
Targets : 1 creature

Duration : 1 round

With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn.

** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell.

** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc.

(Arcane Cascade = +1 MENTAL)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Mental  
*** Mage HandCantrip
Evocation
Verbal - Somatic
Range : 30 feet
Targets : 1 unattended object of Light bulk, or less
Duration : Sustained

I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less.
Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less.
Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less.

(Arcane Cascade = +1 FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Force  
*** ShieldCantrip
Force
Abjuration
Verbal
Duration : Until the start of my next turn

I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use.
While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell.

(Arcane Cascade = +1 FORCE)

Shield Block Reaction : Hardness 5
 
1act.png.16b62298aa2574859b91f118b14c6017.png 
+1 Force  
  Phase BoltCantrip - Attack
Force
Evocation
Verbal - Somatic
Range : 30 ft
Targets : 1 creature

I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target.
Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack.

On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier.
On a critical success, the target takes double damage.

Heightened (+1) The bolt's damage increases by 1d4.

(Arcane Cascade = +1 FORCE)
 
1act.png.16b62298aa2574859b91f118b14c6017.png
+1 Pierce ?
       
LEVEL 1 Prep 1    
  Magic WeaponMagic Weapon
Transmutation
Verbal - Somatic
Range- Evocation Touch
Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally
Duration- Evocation 1 Minute

The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
CRB

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Magic Wpn Type  
** Feather FallFeather Fall
Abjuration
Verbal
Range- Evocation 60 ft
Targets- Evocation 1 falling creature
Duration- Evocation 1 Minute

You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt 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.
CRB

(Arcane Cascade = +1 FORCE)
 
react.png.948c56e8afef83649218b0fea42d456f.png 
+1 Force  
* Pest FormPest Form
Polymorph -
Transmutation
Verbal - Somatic
Range- Evocation Self
Target- Evocation Self
Duration- Evocation 10 Minute

I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell.

While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities:
AC = 15 + your level. Ignore your armour's check penalty and speed reduction
Speed = 20 ft
Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage)
Low-Light vision
Imprecise scent 30 ft
Acrobatics and Stealth modifiers of +10, unless your own modifer is higher
Athletics modifier -4

*Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet
CRB

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Magic Wpn Type  
  Hydraulic PushHydraulic Push -Attachk - Water
Evocation -
Verbal - Somatic
Range : 60 ft
Targets : 1 creature or unattended object

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet
Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

*Heigthened (+1) : The damage increase by 2d6
CRB

(Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Water Bludgeon
or  Force
Y
       
FOCUS      
* Shooting StarShooting Star : Focus
1 Action

Divination
Verbal
Range : Weapon (Ranged/Throwing) (Not a Melee Power)
Targets : 1
Requirement : Must be wielding a ranged weapon or a throwing weapon

I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it.
I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => 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 my next turn.

(Arcane Cascade = +1 MENTAL)
 
1act.png.16b62298aa2574859b91f118b14c6017.png 
+1 Mental ?
       

CIRCUS DAY : SOP


1act.png.16b62298aa2574859b91f118b14c6017.png    Arcane CascadeArcane Cascade • STANCE * CONCENTRATE 
      Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE
      I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical. 
If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL.
- Abjuration / Evocation = FORCE
- Divination / Enchatnment / Illusion = MENTAL
- Necromancy = NEGATIVE
- Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows)
 • STANCE * CONCENTRATE 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png  Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault. 
I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack.
This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES)
The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack.
After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)

1act.png.16b62298aa2574859b91f118b14c6017.png    Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike,
Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.
 

  Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field. 

When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack. 
Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range. 

Conflux Spell : Shooting Star

Studious Spell : (7th) Darkvision

Studious Spell : (11th) Wall of Wind

Studious Spell : (13th) Freedom of Movement

Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.  

  Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.  
I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.

  Spellcasting • xxxx

 Magus Spells & Powers — Spells Known : Spellbook 
Prepare Daily : 5 Cantrips / 1 Spell 1st
Arcane Spell Attack +6 • Trained 3 • Int 3
Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3

 

Level 1  : Spell Slots 1 / 1
 

Focus Pool Points : 1 / 1
Arcane Spell Attack +6 • Trained 3 • Int 3
Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3


 


Prepare Feather Fall for High Flying Days.
Prepare Pest Form instead, for Magician Assistant Days.


0act.png.a61e0f671d3c9b7b2c95d95b30b84b66.png1act.png.16b62298aa2574859b91f118b14c6017.png2act.png.07c9be13b139482bf744b8e43d8c7e6f.png3act.png.996c68a3f1f998b876561d959e0beba4.pngreact.png.948c56e8afef83649218b0fea42d456f.png

     

WEAPONS

Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10 
Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow
Ammunition : 30


Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile Parry • Versatile S
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed



Proficiency Trained: Martial • Simple • Unarmed

SKILLS

STRENGTH
Athletics +3 Trained


DEXTERITY
Acrobatics +7 Trained
Stealth +7 Trained
Thievery +7 Trained


INTELLIGENCE
Arcana +5  Trained
Occultism +5 Trained
Society +5  Trained
Lore : Shadow Plane +5 Trained
Lore : Warfare +5 Trained


WISDOM
Medicine +4 Trained


CHARISMA
Diplomacy +3 Trained


Languages : Common, Undercommon, Aklo, Shadowtongue

GEAR

Inventory — 
Money: 0 gp, 8 sp, 12 cp
Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0)


Adventurer's Pack • Bulk 1
    • Backpack
       • bedroll
       • rope (50 ft.)
       xxx • torches (5) (trade away 3)
    • Belt pouches (2)
       • chalk (10)
       • flint and steel
       • whetstone
       • rations (14)
       • soap
       • waterskin

Crowbar • Bulk L 
Grappling Hook • Bulk L (attached to rope)
Signal Whistle • Bulk ~ 
Healers Tools • Bulk L 

Arms and Armor
Shortbow • Bulk 1 
 - Arrows x 30 • Bulk 3L
Light Mace • Bulk L
Throwing Knife x 2  • Bulk 2L
Main-gauche • Bulk 1L 

Leather Armour • Bulk 1
Explorer's Clothes • Bulk L

 

Edited by Sweegy One (see edit history)
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Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good)spacer.png


AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None


"I am unsure of the rest but I was not, how to say, allowed to say no," Farvard said with a pained grimace, "Mistress Dusklight purchased a debt I held."

He paused and then shook his head, moving to begin stretching. His movements were precise, flowing from one to the next, low dips and bends that seemed excessive to most, "Her circus, her rules... but they were bad, and many fled them. Now we are here. As he says, big day, first show."


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: 
Action 2: 
Action 3: 

     

 

 

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Luci'ferrin : Starlit Magus

 

 

Luke (Kayal Wisp -  Starlit Span Magus 1 - CG)


AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None
Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1 
Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1 


Luke nodded

"I think that's what she did to my father. Indebted and indentured his service. I've been told, I shouldn't complain, and I understand the theory. After all, it all brought my parents together. I might not exist, if not for Dusklight. Yet, understanding the theory is a far cry, from dismissing the feelings. The theory doesn't change the facts. That woman, is the reason I don't know my father."   

 

Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall)


MECHANICS

MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0

Right Hand: Empty
Left Hand : Shortbow - Ammunition 30/30


ACTIONS

Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.






 

0act.png.a61e0f671d3c9b7b2c95d95b30b84b66.png1act.png.16b62298aa2574859b91f118b14c6017.png2act.png.07c9be13b139482bf744b8e43d8c7e6f.png3act.png.996c68a3f1f998b876561d959e0beba4.pngreact.png.948c56e8afef83649218b0fea42d456f.png

 

CONDITIONS

Sustaining :
xxx
xxx

QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success)

+ 1 Circumstance Bonus TUMBLE THROUGH 

DEFENSES / REACTIONS 

Defenses / Reactions :
1act.png.16b62298aa2574859b91f118b14c6017.png Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~ 
- - - See the Spell Description
- - -
 react.png.948c56e8afef83649218b0fea42d456f.png Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes)
- - - 

1act.png.16b62298aa2574859b91f118b14c6017.png Parry : Main Gauche • AC +1 circumstance  

MEDICINE

 2act.png.07c9be13b139482bf744b8e43d8c7e6f.png Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free

You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition.
The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).

Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage.
The DC is usually the DC of the effect that caused the bleed.


Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.
Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
 

 1act.png.16b62298aa2574859b91f118b14c6017.png   Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free

You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
 


 1act.png.16b62298aa2574859b91f118b14c6017.png   Battle MedicinePrerequisites trained in Medicine

Requirements You are holding healer's tools, or you are wearing them and have a hand free

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

TREAT WOUNDS :

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

The result of your Medicine check determines how many Hit Points the target regains.
Battle Medicine

Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50

* Rolling against a higher DC is optional.

BASE HEALING
Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed.
Success The target regains 2d8 Hit Points, and its wounded condition is removed.
Critical Failure The target takes 1d8 damage.
 
         DC 15 :
         Success : Heal 2d8
         Critical Success = Heal 4d8
         Crit Fail = Harm 1d8 
         (Once Per Ally Per Day)


HEALER's TOOLS : On Belt

 

     

SPELLS

PREPARED MAGUS KNOWN   SPELL
STRIKE
CANTRIPS Prep 5 Arcane Cascade   
  Acid SplashCantrip
Attack - Acid
Evocation
Verbal - Somatic
Range : 30 ft
Targets : 1 creature

I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage.

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2

Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2

Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3

Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4

(Arcane Cascade = +1 ACID)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 ACID Y
** BullhornCantrip
Auditory
Illusion
Verbal - Somatic
Duration : 10 Minutes

I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal.

(Arcane Cascade = +1 MENTAL)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Mental  
  Gale BlastCantrip -
Air
Evocation
Verbal - Somatic
Range : 5 ft Emanation
Targets : Area
Saving Throw : Fortitude

Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save.

Critical Success : Creature is Unaffected
Success : Creature takes half damage
Failure : Creature takes full damage and is also pushed 5 feet away from me
Critical Failure : Creature takes double damage and is also pushed 10 feet away from me

Heightened (+2): Damage increases by +1d6

(Arcane Cascade = +1 FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Bludgeon  
** Gouging ClawCantrip - Attack - Morph
Transmutation
Verbal - Somatic
Range : Touch
Targets : 1 creature

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 slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Slash / Pierce Y
** Infectious EnthusiasmCantrip
Emotion - Mental
Enchantment
Verbal - Somatic
Range : Touch
Targets : 1 creature

Duration : 1 round

With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn.

** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell.

** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc.

(Arcane Cascade = +1 MENTAL)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Mental  
*** Mage HandCantrip
Evocation
Verbal - Somatic
Range : 30 feet
Targets : 1 unattended object of Light bulk, or less
Duration : Sustained

I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less.
Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less.
Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less.

(Arcane Cascade = +1 FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Force  
*** ShieldCantrip
Force
Abjuration
Verbal
Duration : Until the start of my next turn

I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use.
While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell.

(Arcane Cascade = +1 FORCE)

Shield Block Reaction : Hardness 5
 
1act.png.16b62298aa2574859b91f118b14c6017.png 
+1 Force  
  Phase BoltCantrip - Attack
Force
Evocation
Verbal - Somatic
Range : 30 ft
Targets : 1 creature

I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target.
Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack.

On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier.
On a critical success, the target takes double damage.

Heightened (+1) The bolt's damage increases by 1d4.

(Arcane Cascade = +1 FORCE)
 
1act.png.16b62298aa2574859b91f118b14c6017.png
+1 Pierce ?
       
LEVEL 1 Prep 1    
  Magic WeaponMagic Weapon
Transmutation
Verbal - Somatic
Range- Evocation Touch
Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally
Duration- Evocation 1 Minute

The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
CRB

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Magic Wpn Type  
** Feather FallFeather Fall
Abjuration
Verbal
Range- Evocation 60 ft
Targets- Evocation 1 falling creature
Duration- Evocation 1 Minute

You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt 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.
CRB

(Arcane Cascade = +1 FORCE)
 
react.png.948c56e8afef83649218b0fea42d456f.png 
+1 Force  
* Pest FormPest Form
Polymorph -
Transmutation
Verbal - Somatic
Range- Evocation Self
Target- Evocation Self
Duration- Evocation 10 Minute

I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell.

While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities:
AC = 15 + your level. Ignore your armour's check penalty and speed reduction
Speed = 20 ft
Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage)
Low-Light vision
Imprecise scent 30 ft
Acrobatics and Stealth modifiers of +10, unless your own modifer is higher
Athletics modifier -4

*Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet
CRB

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Magic Wpn Type  
  Hydraulic PushHydraulic Push -Attachk - Water
Evocation -
Verbal - Somatic
Range : 60 ft
Targets : 1 creature or unattended object

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet
Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

*Heigthened (+1) : The damage increase by 2d6
CRB

(Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Water Bludgeon
or  Force
Y
       
FOCUS      
* Shooting StarShooting Star : Focus
1 Action

Divination
Verbal
Range : Weapon (Ranged/Throwing) (Not a Melee Power)
Targets : 1
Requirement : Must be wielding a ranged weapon or a throwing weapon

I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it.
I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => 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 my next turn.

(Arcane Cascade = +1 MENTAL)
 
1act.png.16b62298aa2574859b91f118b14c6017.png 
+1 Mental ?
       

CIRCUS DAY : SOP


1act.png.16b62298aa2574859b91f118b14c6017.png    Arcane CascadeArcane Cascade • STANCE * CONCENTRATE 
      Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE
      I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical. 
If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL.
- Abjuration / Evocation = FORCE
- Divination / Enchatnment / Illusion = MENTAL
- Necromancy = NEGATIVE
- Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows)
 • STANCE * CONCENTRATE 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png  Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault. 
I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack.
This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES)
The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack.
After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)

1act.png.16b62298aa2574859b91f118b14c6017.png    Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike,
Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.
 

  Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field. 

When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack. 
Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range. 

Conflux Spell : Shooting Star

Studious Spell : (7th) Darkvision

Studious Spell : (11th) Wall of Wind

Studious Spell : (13th) Freedom of Movement

Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.  

  Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.  
I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.

  Spellcasting • xxxx

 Magus Spells & Powers — Spells Known : Spellbook 
Prepare Daily : 5 Cantrips / 1 Spell 1st
Arcane Spell Attack +6 • Trained 3 • Int 3
Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3

 

Level 1  : Spell Slots 1 / 1
 

Focus Pool Points : 1 / 1
Arcane Spell Attack +6 • Trained 3 • Int 3
Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3


 


Prepare Feather Fall for High Flying Days.
Prepare Pest Form instead, for Magician Assistant Days.


0act.png.a61e0f671d3c9b7b2c95d95b30b84b66.png1act.png.16b62298aa2574859b91f118b14c6017.png2act.png.07c9be13b139482bf744b8e43d8c7e6f.png3act.png.996c68a3f1f998b876561d959e0beba4.pngreact.png.948c56e8afef83649218b0fea42d456f.png

     

WEAPONS

Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10 
Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow
Ammunition : 30


Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile Parry • Versatile S
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed



Proficiency Trained: Martial • Simple • Unarmed

SKILLS

STRENGTH
Athletics +3 Trained


DEXTERITY
Acrobatics +7 Trained
Stealth +7 Trained
Thievery +7 Trained


INTELLIGENCE
Arcana +5  Trained
Occultism +5 Trained
Society +5  Trained
Lore : Shadow Plane +5 Trained
Lore : Warfare +5 Trained


WISDOM
Medicine +4 Trained


CHARISMA
Diplomacy +3 Trained


Languages : Common, Undercommon, Aklo, Shadowtongue

GEAR

Inventory — 
Money: 0 gp, 8 sp, 12 cp
Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0)


Adventurer's Pack • Bulk 1
    • Backpack
       • bedroll
       • rope (50 ft.)
       xxx • torches (5) (trade away 3)
    • Belt pouches (2)
       • chalk (10)
       • flint and steel
       • whetstone
       • rations (14)
       • soap
       • waterskin

Crowbar • Bulk L 
Grappling Hook • Bulk L (attached to rope)
Signal Whistle • Bulk ~ 
Healers Tools • Bulk L 

Arms and Armor
Shortbow • Bulk 1 
 - Arrows x 30 • Bulk 3L
Light Mace • Bulk L
Throwing Knife x 2  • Bulk 2L
Main-gauche • Bulk 1L 

Leather Armour • Bulk 1
Explorer's Clothes • Bulk L

 

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Dorgothea (Half-Orc  | Cleric (Blow-in) 1 | Chaotic Good)spacer.png


AC: 18 |  HP: 16/16 |  Perception: +9 | Fort: +5 | Ref: +4 | Will: +9 | Hero Points: 1/1 | Conditions: None


Lives spent in chains. That, Dorgothea could understand. "I was never indentured in a circus, but I spent a decent part of my life in chains. In Cheliax," She said. "I also fled, well moe got very lucky. If I hadn't, I definitely would be dead."

 

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

 

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 Othin Barrelarm (Strong-Blooded Dwarf Ranger 1 Neutral Good)spacer.png


AC: 18 (19 parry) |  HP: 22/22 |  Perception: +6 | Fort: +7 | Ref: +7 | Will: +4 | Hero Points:: 1/1 | Conditions: None


A burly dwarf with a great horned owl perching on his shoulder arrives after the bleachers are setup.  He has an abundance of black hair and full beard which has old braids done by his sister.  Besides huge muscles, his most remarkable feature is a wicked scar through his left eye, which luckily did not damage his vision.  He changes the story of how he received the scar every time, because he got it so long ago few remember.  He dresses in layers of hides and furs that he adjusts for the weather and always wears his sheathed clan dagger on his belt.

For those of you with experience with Mistress Dusklight’s Celestial Menagerie, you recognize him.  Othin Barrelarm has been volunteering for almost a decade to clean and feed the animals at the Menagerie, while he apprenticed at his parents smithy in Escadar.  He avoided most of Mistress Dusklight's employee abuse being only a volunteer.  When the mutiny started, Othin helped smuggle pathetic animals away from the Menagerie and nursed most of them back to health.  These animals became the core for the Circus of Wayward Wonders.  And when the mutineers moved to Abberton, Othin went with them and officially ran away to join the circus.

He nods at Master Thunder's direction to continue practicing their performance shifting his owl to his forearm before launching it for a tour around the big top.  He moves closer to the group of you talking but doesn't know how to enter the conversation.  Then, the great horned owl swoops by your head and lands on the dwarf's left forearm.  Othin give the bird a treat and rubs its feathers a bit. 

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

 

 

Edited by JubalBreakbottle (see edit history)
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Luci'ferrin : Starlit Magus

 

 

Luke (Kayal Wisp -  Starlit Span Magus 1 - CG)


AC: 18 Leather |  HP: 17/17 |  Perception: +3 | Darkvision | Small | Conditions: None
Fort: +7 | Ref: +7 | Will: +5 | Hero Points : 1/1 
Arcane Cascade :  off | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1 


Luke was humbled by her tale

"I should apologize.  My complaints pale in comparison to a life spent in chains. Please don't allow me to misrepresent or miscommunicate so terribly.  I feel for you, and I am thankful that you are free today.  We should all be free from chains."

His sincerity shone through. Young though he was, one would call him a 'good kid'. Anyone, that is, who could see past the shadows.

When Othin arrives, Luke makes a point to introduce himself.  

"Hello mister Othin.  I'm Luke.  Well, that's what most people call me, anyway.  I just wanted to let you know, that I have a little trick that might be neat.  Mom taught me how. At least, briefly.  I think they have me training with the acrobats today, but, if you ever want to work in the animals to a magic act, I think I could pull off a disappearing assistant, pretty easily.  Let me know. Oh, I have to go, they are calling me over.  Trying to see who's throwing me around I guess. Later Beastmaster."

 

Mechanics Prepared below, for Circus Days (Aerial Days = Feather Fall)


MECHANICS

MAGUS Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0

Right Hand: Empty
Left Hand : Shortbow - Ammunition 30/30


ACTIONS

Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.






 

0act.png.a61e0f671d3c9b7b2c95d95b30b84b66.png1act.png.16b62298aa2574859b91f118b14c6017.png2act.png.07c9be13b139482bf744b8e43d8c7e6f.png3act.png.996c68a3f1f998b876561d959e0beba4.pngreact.png.948c56e8afef83649218b0fea42d456f.png

 

CONDITIONS

Sustaining :
xxx
xxx

QUICK SQUEEZE : You can squeeze 5 ft per round (10 ft on a Critical Success)

+ 1 Circumstance Bonus TUMBLE THROUGH 

DEFENSES / REACTIONS 

Defenses / Reactions :
1act.png.16b62298aa2574859b91f118b14c6017.png Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~ 
- - - See the Spell Description
- - -
 react.png.948c56e8afef83649218b0fea42d456f.png Shield Block Reaction  :  Hardness 5 (Locks out Shield Spell for 10 minutes)
- - - 

1act.png.16b62298aa2574859b91f118b14c6017.png Parry : Main Gauche • AC +1 circumstance  

MEDICINE

 2act.png.07c9be13b139482bf744b8e43d8c7e6f.png Administer First AidRequirements : You are holding healer's tools, or you are wearing them and have a hand free

You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

Stabilize : Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition.
The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).

Stop Bleeding : Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage.
The DC is usually the DC of the effect that caused the bleed.


Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding.
Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
 

 1act.png.16b62298aa2574859b91f118b14c6017.png   Treat PoisonRequirements You are holding healer's tools, or you are wearing them and have a hand free

You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.

Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
 


 1act.png.16b62298aa2574859b91f118b14c6017.png   Battle MedicinePrerequisites trained in Medicine

Requirements You are holding healer's tools, or you are wearing them and have a hand free

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

TREAT WOUNDS :

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

The result of your Medicine check determines how many Hit Points the target regains.
Battle Medicine

Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50

* Rolling against a higher DC is optional.

BASE HEALING
Critical Success The target regains 4d8 Hit Points, and its wounded condition is removed.
Success The target regains 2d8 Hit Points, and its wounded condition is removed.
Critical Failure The target takes 1d8 damage.
 
         DC 15 :
         Success : Heal 2d8
         Critical Success = Heal 4d8
         Crit Fail = Harm 1d8 
         (Once Per Ally Per Day)


HEALER's TOOLS : On Belt

 

     

SPELLS

PREPARED MAGUS KNOWN   SPELL
STRIKE
CANTRIPS Prep 5 Arcane Cascade   
  Acid SplashCantrip
Attack - Acid
Evocation
Verbal - Somatic
Range : 30 ft
Targets : 1 creature

I splash a glob of acid that splatters creatures. Make a spell attack. If I hit, I deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent damage.

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

Heightened (3rd): The initial damage increases to 1d6+spellcasting modifier, and the persistent damage increases to 2

Heightened (5th): The initial damage increases to 2d6+spellcasting modifier, and the persistent damage increases to 3, and the splash damage increases to 2

Heightened (7th): The initial damage increases to 3d6+spellcasting modifier, and the persistent damage increases to 4, and the splash damage increases to 3

Heightened (9th): The initial damage increases to 4d6+spellcasting modifier, and the persistent damage increases to 5, and the splash damage increases to 4

(Arcane Cascade = +1 ACID)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 ACID Y
** BullhornCantrip
Auditory
Illusion
Verbal - Somatic
Duration : 10 Minutes

I amplify my voice, loud enough to be heard easily at a great distance. For the duration, my voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make my voice jarring or distracting. This doesn't increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle my voice as normal.

(Arcane Cascade = +1 MENTAL)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Mental  
  Gale BlastCantrip -
Air
Evocation
Verbal - Somatic
Range : 5 ft Emanation
Targets : Area
Saving Throw : Fortitude

Wind flows from my outstretched hands, and whirls around me in a 5-foot emanation. Each creature in the area takes Bludgeoning Damage equal to my spellcasting modifier, and a Fortitude Save.

Critical Success : Creature is Unaffected
Success : Creature takes half damage
Failure : Creature takes full damage and is also pushed 5 feet away from me
Critical Failure : Creature takes double damage and is also pushed 10 feet away from me

Heightened (+2): Damage increases by +1d6

(Arcane Cascade = +1 FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Bludgeon  
** Gouging ClawCantrip - Attack - Morph
Transmutation
Verbal - Somatic
Range : Touch
Targets : 1 creature

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 slashing or piercing damage equal to 1d6 + your spellcasting modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

Heightened (+1) : The damage increases by 1d6, and the persistent bleed damage on a critical increases by 1d4

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Slash / Pierce Y
** Infectious EnthusiasmCantrip
Emotion - Mental
Enchantment
Verbal - Somatic
Range : Touch
Targets : 1 creature

Duration : 1 round

With enchanted gusto, I encourage myself to get things done, and share my motivation with my allies. I gain a +1 Status bonus to my choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed my Casting this Spell, (and within 30 ft) when I did so, can take a single action, which has the concentrate trait, to gain the same bonus I chose until the start of its next turn.

** Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed me casting the spell.

** However, if I cast the spell unobserved by the target, a witnessing ally might be able to use the benefit themself. They could not be witnessed to have cast a spell, only to be 'similarly inspired by the environment' etc etc.

(Arcane Cascade = +1 MENTAL)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Mental  
*** Mage HandCantrip
Evocation
Verbal - Somatic
Range : 30 feet
Targets : 1 unattended object of Light bulk, or less
Duration : Sustained

I create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because I am levitating the object, I can move it in any direction. When I Sustain the spell, I can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) : I can target an unattended object with a Bulk of 1 or less.
Heightened (5th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 1 or less.
Heightened (7th) : The range increases to 60 feet, and I can target an unattended object with a Bulk of 2 or less.

(Arcane Cascade = +1 FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Force  
*** ShieldCantrip
Force
Abjuration
Verbal
Duration : Until the start of my next turn

I raise a magical shield of force. This counts as using the Raise a Shield action, giving me a +1 circumstance bonus to AC until the start of my next turn, but it doesnt require a hand to use.
While the spell is in effect, I can use the Shield Block reaction, with my magic shield. The shield has Hardness 5. After I use Shield Block , the spell ends and I can't cast it again for 10 minutes. Unlike a normal Shield Block, I can use the spells reaction against the magic missile spell.

(Arcane Cascade = +1 FORCE)

Shield Block Reaction : Hardness 5
 
1act.png.16b62298aa2574859b91f118b14c6017.png 
+1 Force  
  Phase BoltCantrip - Attack
Force
Evocation
Verbal - Somatic
Range : 30 ft
Targets : 1 creature

I point my finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target.
Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack.

On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier.
On a critical success, the target takes double damage.

Heightened (+1) The bolt's damage increases by 1d4.

(Arcane Cascade = +1 FORCE)
 
1act.png.16b62298aa2574859b91f118b14c6017.png
+1 Pierce ?
       
LEVEL 1 Prep 1    
  Magic WeaponMagic Weapon
Transmutation
Verbal - Somatic
Range- Evocation Touch
Targets- Evocation 1 weapon: that is unattended, or wield by yourself, or a willing ally
Duration- Evocation 1 Minute

The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
CRB

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Magic Wpn Type  
** Feather FallFeather Fall
Abjuration
Verbal
Range- Evocation 60 ft
Targets- Evocation 1 falling creature
Duration- Evocation 1 Minute

You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt 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.
CRB

(Arcane Cascade = +1 FORCE)
 
react.png.948c56e8afef83649218b0fea42d456f.png 
+1 Force  
* Pest FormPest Form
Polymorph -
Transmutation
Verbal - Somatic
Range- Evocation Self
Target- Evocation Self
Duration- Evocation 10 Minute

I You transform into the battle form of a Tiny Animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal, (such as a rat or praying mantis), but this has no effect on the forms Size or statistics. While in this form, you gain the Animal Trait. You can dismiss the spell.

While in this form, you gain the Animal Trait, and you cant make Strikes. You gain the following statistics and abilities:
AC = 15 + your level. Ignore your armour's check penalty and speed reduction
Speed = 20 ft
Weakness 5 Physical damage (If you take physical damage in this form, you suffer 5 additional damage)
Low-Light vision
Imprecise scent 30 ft
Acrobatics and Stealth modifiers of +10, unless your own modifer is higher
Athletics modifier -4

*Heigthened (4th) : You can turn into a flying creature, such as a bird, which grants you a fly speed of 20 feet
CRB

(Arcane Cascade = +1 Magic Damage : Weapon Type)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Magic Wpn Type  
  Hydraulic PushHydraulic Push -Attachk - Water
Evocation -
Verbal - Somatic
Range : 60 ft
Targets : 1 creature or unattended object

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success : The target takes 6d6 bludgeoning damage and is knocked back 10 feet
Success : The target takes 3d6 bludgeoning damage and is knocked back 5 feet

** This is eligible for Magus Spellstrike using the melee weapons Reach , unarmed, or Starlit Range.

*Heigthened (+1) : The damage increase by 2d6
CRB

(Arcane Cascade = +1 WATER Magic Bludgeoning / or FORCE)
 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png 
+1 Water Bludgeon
or  Force
Y
       
FOCUS      
* Shooting StarShooting Star : Focus
1 Action

Divination
Verbal
Range : Weapon (Ranged/Throwing) (Not a Melee Power)
Targets : 1
Requirement : Must be wielding a ranged weapon or a throwing weapon

I let loose a projectile that flies true and leaves the blazing trail of a meteor behind it.
I make a Ranged STRIKE, ignoring the target's concealment and reducing the target's cover by one degree ( Greater => Standard / Standard => Lesser / Lesser => 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 my next turn.

(Arcane Cascade = +1 MENTAL)
 
1act.png.16b62298aa2574859b91f118b14c6017.png 
+1 Mental ?
       

CIRCUS DAY : SOP


1act.png.16b62298aa2574859b91f118b14c6017.png    Arcane CascadeArcane Cascade • STANCE * CONCENTRATE 
      Requirement : I used my most recent action to CAST A SPELL or make a SPELLSTRIKE
      I divert a portion of the spell's magical power and keep it cycling through my body and weapon using specialized forms, breathing, or footwork.  While I am in the stance, my melee Strikes deal 1 extra damage. This damage increases to 2 if I have weapon specialization and 3 if I have greater weapon specialization. Any STRIKE that benefits from this damage gains the ARCANE trait, making it magical. 
If my most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type as the spell could deal (or one of my choice if the spell deals a variety). If the spell CANNOT deal damage, the ARCANCE CASCADE STANCE bonus damage type depends on the previous spells SCHOOL.
- Abjuration / Evocation = FORCE
- Divination / Enchatnment / Illusion = MENTAL
- Necromancy = NEGATIVE
- Conjuration / Transmutation = Same Type as the Weapon (ie. MAGIC PIERCING for arrows)
 • STANCE * CONCENTRATE 
2act.png.07c9be13b139482bf744b8e43d8c7e6f.png  Spellstrike : I can channel a spell into a punch, melee weapon, or a Starlit ranged attack, to deliver a combined assault. 
I cast a spell that takes 1 or 2 actions to cast (never 0 or 3) and requires a spell attack roll. (Unlocks later with growth) Make a Melee Strike with unarmed or melee weapon.  Including Reach weapons.  Starlit : Make a Ranged Strike with a Ranged Weapon, Thrown Weapon, or (Ranged Unarmed Attack).  The Attack and Spell are fused, using the result of the Strike to determine the result of the spell attack.
This counts as two attacks for my MULTIPLE ATTACK PENALTY, but I do not apply the penatly until after I have completed the SPELLSTRIKE (thus it could affect subsequent actions, as normal after making initial STRIKES)
The infusion of spell energy grants the STRIKE ARCANE trait, making it a MAGICAL attack.
After I use Spellstrike, I cannot do so again until I recharge the ability. I can  RECHARGE SPELLSTRIKE, as a single action, with the CONCENTRATE trait, Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE. (Casting a different type of FOCUS spell does NOT recharge my SPELLSTRIKE)

1act.png.16b62298aa2574859b91f118b14c6017.png    Recharge Spellstrike : As a single action, with the CONCENTRATE trait, to recharge spellstrike,
Alternatively, when I cast a CONFLUX spell that uses at least 1 action, it also recharges my SPELLSTRIKE.
 

  Hybrid Study : Starlit Span : With magic, the sky is the limit.  I can't be bound by physical confines. My power reaches as far as my senses can perceive, transcending the space between us, binding our cosmic essence as if we were side by side, despite being across a field. 

When I use SPELLSTRIKE, I can make a ranged weapon STRIKE (or ranged unarmed) , as long as the target is within the first range increment of my ranged weapon. I can deliver the spell even if its range is shorter than the range incremement of my ranged attack. 
Ex. I can deliver a Ranged Spellstrike with my fist, my reach whip, or my Shortbow.  If I use my shortbow, I can Spellstrike within the 60 ft range increment, even delivering a touch spell up to 60 feet away.  When I practice with the longbow, my range increment is 100 feet, and I can deliver SPELLSTRIKES within that range. 

Conflux Spell : Shooting Star

Studious Spell : (7th) Darkvision

Studious Spell : (11th) Wall of Wind

Studious Spell : (13th) Freedom of Movement

Conflux Spells : Focus 1 I learned an Occult mystic secret of the Universe. This Conflux Spell uses my FOCUS pool points. I REFOCUS my pool, by studying my spellbook, and performing a physical regimen.  Especially personally centering, is the art of performing my martial Katas under the open sky.  However, anywhere that I can clear some space to stretch out, and reproduce the constellations with my Kata, allows me to spend 10 minutes to REFOCUS.  

  Spellbook : Starlit Codex : I have a spellbook, a codex filled with my lessons and observations about the universe.  Its mysteries are fascinating, and studying them unlocks my connection through Light and Shadow to all things.  
I begin with 8 arcane cantrips, and 4 first level arcane spells. COMMON tier at start. At each new level, I add two new arcane spells of any level I am able to cast. I can also use the ARCANA skill to add other spells that we find during our adventures. Spellslots for a Magus are unique, compared to those of other classes.

  Spellcasting • xxxx

 Magus Spells & Powers — Spells Known : Spellbook 
Prepare Daily : 5 Cantrips / 1 Spell 1st
Arcane Spell Attack +6 • Trained 3 • Int 3
Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3

 

Level 1  : Spell Slots 1 / 1
 

Focus Pool Points : 1 / 1
Arcane Spell Attack +6 • Trained 3 • Int 3
Arcane Spell DC 16 • Trained 3 • Base 10 • Int 3


 


Prepare Feather Fall for High Flying Days.
Prepare Pest Form instead, for Magician Assistant Days.


0act.png.a61e0f671d3c9b7b2c95d95b30b84b66.png1act.png.16b62298aa2574859b91f118b14c6017.png2act.png.07c9be13b139482bf744b8e43d8c7e6f.png3act.png.996c68a3f1f998b876561d959e0beba4.pngreact.png.948c56e8afef83649218b0fea42d456f.png

     

WEAPONS

Shortbow +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6 P • Deadly 1d10 
Bulk : 1 | Hands : 1+ | Range : 60 ft | Reload : 0 | Bow
Ammunition : 30


Throwing Knife +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Agile • Thrown 20 ft
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Light Mace +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 B • Finesse • Agile • Shove
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Main-Gauche +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d4 P • Finesse • Disarm • Agile Parry • Versatile S
Bulk : 0.1 | Hands : 1 | Melee | Martial | Knife


Unarmed +3 • Trained 3 • Str 0 • Item 0 • Damage 1d4 B • Finesse • Agile • Nonlethal • Unarmed



Proficiency Trained: Martial • Simple • Unarmed

SKILLS

STRENGTH
Athletics +3 Trained


DEXTERITY
Acrobatics +7 Trained
Stealth +7 Trained
Thievery +7 Trained


INTELLIGENCE
Arcana +5  Trained
Occultism +5 Trained
Society +5  Trained
Lore : Shadow Plane +5 Trained
Lore : Warfare +5 Trained


WISDOM
Medicine +4 Trained


CHARISMA
Diplomacy +3 Trained


Languages : Common, Undercommon, Aklo, Shadowtongue

GEAR

Inventory — 
Money: 0 gp, 8 sp, 12 cp
Bulk 4.7/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0)


Adventurer's Pack • Bulk 1
    • Backpack
       • bedroll
       • rope (50 ft.)
       xxx • torches (5) (trade away 3)
    • Belt pouches (2)
       • chalk (10)
       • flint and steel
       • whetstone
       • rations (14)
       • soap
       • waterskin

Crowbar • Bulk L 
Grappling Hook • Bulk L (attached to rope)
Signal Whistle • Bulk ~ 
Healers Tools • Bulk L 

Arms and Armor
Shortbow • Bulk 1 
 - Arrows x 30 • Bulk 3L
Light Mace • Bulk L
Throwing Knife x 2  • Bulk 2L
Main-gauche • Bulk 1L 

Leather Armour • Bulk 1
Explorer's Clothes • Bulk L

 

Edited by Sweegy One (see edit history)
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Boril Everglade Halfling (Nomad) | Rogue (Scoundrel) 1 | HalflingCook.jpg.6261c698c35a07caa425e314a4699bdf.jpg


AC: 14 |  HP: 8/8 |  Perception: +6 | Fort: +1 | Ref: +8 | Will: +6 | Hero Points: 1/1 | Conditions: None


"I didn't owe any debts to Dusklight, but at the time it was my only way to earn a living. I arrived at Absolom with nothing except for the clothes on my back, so when lady Dusklight offered me a job I was eager to take it." Boril chimed in as they discussed their reasons for staying with the Menagerie.

Boril nodded when Dorothea began about Cheliax. "I was lucky enough to have been a free man my whole life, but I've known plenty of halflings that were enslaved in Cheliax. And if even half of the tales that I've heard about the things that happen there are true ... I like to travel, but that is one place that I'll never be visiting." 

Seeing Othin and his owl brought a smile to Boril's face. Although he had never spoken much with the Dwarf during his time at the Menagerie, he had heard about what he had done for the animals there and how he had helped the circus of Wayward Wonders. It was something that Boril could appreciate, and he wouldn't mind getting to know the Dwarf a little better. But seeing Othin and Luke busy with their practice reminded Boril of his own duties. "Time for me to get back to the kitchen. Can't have anything go wrong with the snacks for our first show, and you never know what those kitchen aides are up to!"


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: 
Action 2: 
Action 3: 

     
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