JubalBreakbottle Posted March 15, 2023 Clone Share Posted March 15, 2023 (edited) Othin Barrelarm (Strong-Blooded Dwarf Ranger 1 Neutral Good) AC: 18 (19 parry) | HP: 22/22 | Perception: +6 | Fort: +7 | Ref: +7 | Will: +4 | Hero Points:: 1/1 | Conditions: None Othin grimaced at the husband and whispered, "stay down. You're ruining the show." He jabs the husband with a ham-sized fist, then follows with hook. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Move Action 2: Attack with fist whichever needs it Action 3: Attack with fist whichever needs it Reaction: Edited March 15, 2023 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack with fist 1 14; 5 1d20+7;1d4+4 [7]; [7,1] Attack with fist 2, Agile 14; 6 1d20+5;1d4+4 [9]; [9,2] Link to comment Share on other sites More sharing options...
Lex Samreeth Posted March 15, 2023 Clone Share Posted March 15, 2023 (edited) Hamako Doju (Open Sky Kitsune Thaumaturge 1 Neutral Good) AC: 17 | HP: 17/17 | Perception: +6 | Fort: +6 | Ref: +4 | Will: +6 Hero Points:: 1/1 | Conditions: None Hamako flinches as Dorgothea takes a tusk-rattling blow to the chin, then frowns, glaring down at the drunk. "No! Bad drunk!" With a flick of his wrist, the bell rings out again. To everyone else, the bell sounds melodic, but with its aura enmeshed with that of the mushroom and the husband, it hit the man like he had skipped the drunkenness and gone straight into the hangover. Intending to end this quickly, he resumed swinging for the husband's midsection, hoping to batter him into submission as cleanly as possible, while also glancing over at the aggressive wife who is swinging wildly at Farvad. "And don't think I've forgotten about you, young lady," he snaps, fingering the mushroom ominously. Mechanics Main Hand: Empty Off Hand: Bell Reaction: Ring bell against husband. Husband must make a DC 16 Will Save against being Clumsy 1 until the end of Hamako's next turn. If he critically fails, he becomes Clumsy 2 Action 1: Punch Action 2: Punch again Action 3: Punch one more time Contingency: If the husband goes unconscious during Hamako's attacks, he will switch the next appropriate action to Exploit Weakness on the wife. Edited March 24, 2023 by Lex Samreeth (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 1 25; 9 1d20+6;1d4+5 [19]; [19,4] Attack 2 (or 3 if Attack 1 did the trick. Doesn't include Weakness) 15; 5 1d20+6;1d4+3 [9]; [9,2] Attack 3 (ignore if the husband got knocked out) 13; 6 1d20-2;1d4+5 [15]; [15,1] Exploit Weakness against Wife (if husband goes down) 26 1d20+6 20 Link to comment Share on other sites More sharing options...
saithor Posted March 16, 2023 Clone Share Posted March 16, 2023 (edited) Dorgothea (Half-Orc | Cleric (Blow-in) 1 | Chaotic Good) AC: 18 | HP: 16/16 | Perception: +9 | Fort: +5 | Ref: +4 | Will: +9 | Hero Points: 1/1 | Conditions: None Dorgothea rubbed her tusks after the ringing blow that had hit her. Had the drunk chipped them? Either way, she lashed out, trying to knock out the drunk's wife before she managed to hurt anyone. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Move Action 2: Attack with Fist Action 3: Attack with Fist First Attack roll should be an 18, not a 21 Edited March 16, 2023 by saithor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fist attack 1 21 1d20+9 12 Fist Damage 1 4 1d4+3 1 Fist Attack 2 11 1d20+1 10 Fist 2 Damage 4 1d4+3 1 Link to comment Share on other sites More sharing options...
Sweegy One Posted March 17, 2023 Clone Share Posted March 17, 2023 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 : On | Spellstrike : off | Focus Pool : 1/1 | Spell Slots : 1st : 1/1 Luke moves forward, and his voice booms out. Guiding his allies blows to land firmly. "I think, you should listen, and back down. These people want to enjoy the show in peace. Be reasonable, this is a family show. There are kids here." Luke imagined ropes tieing down the thugs, grasping at their arms and legs. "The show must go on." Luke didn't even notice when the shadows of the thugs became slow and sluggish, almost as if they were covered in tar. The shadow tar slowed their efforts to resist the others. OOC Infectious Enthusiasm is an At Will cantrip. I will cast it, to grant a +1 Status bonus to Attack Rolls for all allies within 30 ft. Luke will use 1 action to move into place. 2 actions to CAST Infectious Enthusiasm (+1 Status : Attack Rolls) 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 : Main Gauche Parry Dagger Shortbow - Ammunition 30/30 ACTIONS Action 1: Stride into melee Action 2: Cast Spell (Inf. Enthus. : Attack Rolls) 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 : Spell : Shield Cantrip • AC +1 circumstance • Hardness 5 • Bulk ~ - - - See the Spell Description - - - Shield Block Reaction : Hardness 5 (Locks out Shield Spell for 10 minutes) - - - Parry : Main Gauche • AC +1 circumstance MEDICINE 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. 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. 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) +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) +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) +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) +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) +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) +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 +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) +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) +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) +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) +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) +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) +1 Mental ? CIRCUS DAY : SOP 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 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) 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. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Nasdaq Posted March 23, 2023 Clone Share Posted March 23, 2023 Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 | HP: 20/20 | Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None With a flourish, Farvad swung low and spun as a dervish, lashing out with a spinning leg and attempting to hook the woman who had attempted to strike him. He spun back up, poising himself to continue the dancing moves should she try to rise. It was a silent flourish, attempting as he was to weave a show with the flashing maneuvers. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Trip vs Woman Action 2: Ready action to Trip should she try to get up Action 3: Name xDiceName xDiceResult xDiceString xDiceRolls Athletics to Trip 11 1d20+6 5 Athletics to Trip, Second Time 9 1d20+1 8 Link to comment Share on other sites More sharing options...
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