Kyper007 Posted January 24 Clone Share Posted January 24 Firea - Kitsune Summoner lvl 3 AC: 16 | HP: 41/41 | PER: +8 | FORT: +8 REF: +6 WILL: +8 | SPELLS/DAY: CAN: Unl 1ST: 1/2 2ND: 0/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 Both Firea and Auriflamma cocked their heads to one side with a confused look on their faces as the dwarf formed a new word, or run on sentence, or something. Saying so much without so much as a breath, what a feat. Finally Firea would speak up as she helped him out of the hole. "I'm glad...you...liked it?" She wasn't even sure that was the right response to all that rambling. Auriflamma just started laughing. Which is a sight to see, a decently sized flaming fox...laughing. Finally he spoke with a vulpine grin. "I am not sure which is funnier, that one's ramblings, or your reaction to it." Spells Innate: Daze*, (Forbidding Ward), (Ghost Sound) NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat. Focus: Boost Eidolon, Evolution Surge Cantrips: Detect Magic, Eat Fire, Electric Arc, Produce Flame, Ray of Frost, Read Aura First: Burning Hands, Summon Animal, Summon Fey Second: Summon Elemental OOC/Actions Other: Free: Action 1: Auriflamma Stride forward. Action 2: Shared Action: Firea's action (2 Action): Cast Electric Arc hitting both Jinkin's. DC19 Reflex Save, or both take the damage below. Auriflamma's action (1 Action): Tosses his Firebolt at Stone Ghost. Action 3: Part of Action 2. Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower. Exploration Activity (Firea): Detect Magic Exploration Activity (Auriflamma): Scout Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted January 24 Clone Share Posted January 24 (edited) Armenga Olulo - Thaumaturge 3 HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) Armenga grabs Clank's other arm to help Firea haul the dwarf out. "Who knew just a little dirt could go straight to his head..." Pointing to the papers, she asks the others, "I guess we should look those over, then report back to the teachers?" Mechanics/Actions Other: Roll to examine notes and papers Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement and PickStriking (until level 4) Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile -Striking Pick: +9 | 2d6+5P | Fatal D10 Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -Amber Chunk (35gp) (Party Loot) -Gold Teeth (??gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited January 24 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Esoteric Lore to examine notes, +2 if regarding a creature 23 1d20+10 13 Link to comment Share on other sites More sharing options...
LDDragon Posted January 25 Author Clone Share Posted January 25 The bearskin rug is in this room is exceptionally well made. Stone Ghost’s Notes: It takes several minutes to sort through all the incriminating journals, maps, and notes on the desk. The notes and maps concern the Magaambya grounds, including access tunnels, subterranean rooms, and other underground places Stone Ghost was attempting to reach by digging. These maps include the access tunnels under the campus that the heroes might have discovered through the maintenance hatch in the Spire Dormitory. The journals detail Stone Ghost’s plans. Some older notes are by an “Uduak Basni,” Stone Ghost’s old name before he took the title the gremlins gave him. More recent notes indicate surprise at the number of insects found on the campus, followed by delight when he realized that digging insects could help create a network of interconnected tunnels beneath the school. One note in particular reads, “Not clear why so many insects are drawn to campus, but the gremlins do fine at keeping them in line. I have the gremlins working the insects to death, to take their little minds off of the fact I’m doing the same to them.” The insect attack on Tireless Hall is just the first of several attack plans detailed in these notes, each aiming to inflict greater damage and death upon the Magaambya. After examining the notes, the group returns to Takulu and Koride. The area in front of Tireless Hall has been turned into an enormous field station, with insects of all sizes being hauled outside and sorted. Koride oversees the investigation, labeling and cataloguing the creatures in the aftermath of this mysterious invasion, while students provide her with samples and reports. Takulu meets the heroes and takes any maps or notes they offer, but he knows they’ve already been through a lot. “We will be working on solutions for hours, maybe days,” Teacher Ot says with a kindly smile. “There will be time for you to give me a complete report of your findings tomorrow morning. For now, I’m giving you an important assignment—go home and rest.” OOC Ignaci is recovering well after receiving the heroes’ aid. In gratitude, he offers to make the heroes any two common alchemical elixirs of 5th level or less that they choose Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted January 25 Clone Share Posted January 25 (edited) Armenga Olulo - Thaumaturge 3 HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) Armenga wastes no time in rolling up the bearskin rug to put in their dorm. Maybe after a thorough washing and some Prestidigitation. in front of the faculty she hesitates, uncertain how to ask this delicately, "Teacher Ot, we found these masks in the tunnels. Are- were these students?" She asks solemnly as she sets the four masks respectfully on a table. Mechanics/Actions Other: Armie will ask Ignaci for 2 Soothing Tonics (Moderste) Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement and PickStriking (until level 4) Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile -Striking Pick: +9 | 2d6+5P | Fatal D10 Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -Amber Chunk (35gp) (Party Loot) -Gold Teeth (??gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited January 27 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Roll crafting to appraise bear 20 1d20+5 15 Link to comment Share on other sites More sharing options...
allefgib Posted January 27 Clone Share Posted January 27 Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 14/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: enfeebled 1, overdrive, immoblile, flatfooted | Exploration Mode Default: Search Clankerton grunted and frowned as they processed the notes of the villianous old student. Part of him wished he was still alive to get him to tell them how one came to hate so much. If you didn't like something, make it better! Make it again! Make something new! Creation filled the world with things to enjoy, why get stuck in hate? When the met again with Teacher Ot, Clankerton allowed the others to share what they had learnt and added in a blurt. "Onlygoodbug'sadeadbug!" He waited to see what what Teacher Ot would say about the masks. OOC Clankerton will have Ignaci make him 2 Exlirs of Life ( Lesser) Action 1: Action 2: Action 3: Statblck Clankerton Ratchet - Inventor 3 CG, Medium, Dwarf, Anvil Dwarf, Humanoid Perception +7; Darkvision Languages Common, Draconic, Dwarven, Elven, Orcish Skills Acrobatics +0, Arcana +8, Athletics +10, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5 Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1 Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10), Elixirs of Life (Lesser) (2) AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9 HP 40 Shield Block Bracers of Missile Deflection Speed 20 feet Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P Battle Medicine Explosive Leap Searing Restoration Explode Overdrive Antidote (Lesser) Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration) Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted February 1 Author Clone Share Posted February 1 (edited) Armenga wastes no time in rolling up the bearskin rug to put in their dorm. Maybe after a thorough washing and some Prestidigitation. She assesses the bearskin rug as being worth roughly thirty gold pieces. In front of the faculty she hesitates, uncertain how to ask this delicately, "Teacher Ot, we found these masks in the tunnels. Are- were these students?" She asks solemnly as she sets the four masks respectfully on a table. Clankerton grunted and frowned as they processed the notes of the villianous old student. Part of him wished he was still alive to get him to tell them how one came to hate so much. If you didn't like something, make it better! Make it again! Make something new! Creation filled the world with things to enjoy, why get stuck in hate? When the met again with Teacher Ot, Clankerton allowed the others to share what they had learnt and added in a blurt. "Onlygoodbug'sadeadbug!" He waited to see what what Teacher Ot would say about the masks. Takulu Ot turns slightly pale. I recognize those, the stern antelope belonged to Avralnis Kindertwig, the kindly hare to Kelsira Banion, and smiling warthog to Jaspora Helventor. Students who went missing a while ago. The kindly hare mask is enchanted, it is known as a mask of mercy. I can transfer the enchantment to a nonmagical mask, it will take a day. He clasps his hand to his forehead, somewhat distressed. I do not think that the student who owned the mask will be using it anymore. If they had survived and were able, they would have gotten word to us by now. We will honor and remember the students appropriately, and send word to their families. The fourth mask is a rhinocerous mask. It is enchanted to make you more apt using momentum to strike objects. I can also transfer the enchantment of that one. Please, take a rest, and we shall reconvene tomorrow. *** When the heroes return to the field station the next day, Koride and Takulu are still there, having worked through the night. They’ve made several important discoveries. Takulu is eager to share information with the cohort once they explain what took place down in the caverns. He listens intently to the group, and provides them these findings during the conversation. "Firstly, the insects were drawn by some pervasive yet persistent psychic call. Secondly, gremlins, pests, and other creatures that aren’t strictly insects (like spiders) have responded to the call as well. Of course, they’ve been closely questioned. None can provide any details other than experiencing a strange longing, and a sense that they must go to the Magaambya. Thirdly, the emanation is virtually undetectable but seems to be ongoing. You have defeated the villain weaponizing the infestations, but they aren’t over. The emanation isn’t localized, so pinpointing its source is impossible without more work or some new angle of discovery." Esi rushes up. "Three prospective students seeking admission have just arrived!" She looks a bit uncomfortable, before adding "They’re likely to cause a disturbance unless someone speaks with them right away... the visitors are anadis. I don’t mind anadis, as I am good friends with Tzeniwe and her children, but not everyone is comfortable with the spider-like people." Takulu nods. "Thank you Esi. You may go now." Turning to the group, Takulu says "Please, come with me to meet these visitors." The three anadi seekers are in the open area near the Speaker’s Stage while a few students keep a cautious distance. Rather than traveling in human form, as is typical for anadis, they’re each in their hybrid forms. This behavior demonstrates that they’re likely new to the area and thus unfamiliar with Nantambu customs or opinions about anadis. Takulu strides forward to greet the three visitors, who look around with wonder in their many eyes.“Welcome and a kind hello, new friends. It is my pleasure to greet you today. You may call me Teacher Ot.” “Teacher Ot, we would learn from you and from the school. We humbly submit ourselves as pupils.” All three anadis bow respectfully. “I am Rainbows-Reflected-Upon-Gossamer-Strands, who is called Goss. This is Droplets-Hanging-Gently Savanakin and Barest-Threads-Billowing Maztachia. We have some small knowledge of magic already. Presenting ourselves without sponsorship is highly irregular, we know, but we all feel as though the Magaambya is…the place we must be. Something is calling us here, Teacher Ot.” Teacher Ot looks meaningfully back to your group before responding, “We welcome the new angles of discovery that your presence will bring. I would like to introduce you to some of our most recent students. They have already distinguished themselves and might provide you with—” Before Teacher Ot can finish, the nearby students shout and scatter. Three large forms soar across the canal from the city, screeching loudly. Three griffons have been stalking the anadis as they moved through Nantambu. Recently escaped from an animal merchant, the hungry creatures consider spiders tasty and decide to make a meal of them. The griffons are visually striking, with blackbird heads and feline leopard bodies. They all look underfed and are obviously quite hungry. Although everyone else in the area scatters, Takulu grips his staff and prepares to defend the three anadi seekers. He hopes the heroes choose to do so as well, knowing that he can’t handle the griffons on his own. Map Combat Everyone roll initiative. I will average the NPC initiatives. Those who roll 17 or higher may act. Then it will be npcs, then all heroes, then npcs, then all heroes etc. Takulu initiative 23 Average Griffon initiative 17 Anadi averaged initiative 10 Anadi stats Anadi, Creature 1. Perception Languages Anadi, Common Skills Acrobatics 6, Arcana 7, Athletics 4, +6 to climb in common or hybrid form, Crafting 7, +11 Weaving, Nature 5, Occultism 7 Stat modifiers. Str 1 Dex 3 Con minus 1 Int 4 Wis 2 Cha 0. Items 20 sling bulletsy Interaction Abilities concentrate, exploration, manipulate By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment. AC 15 , Fort 4 Ref 10 Will 7 Max HP 20 ; Current 20 Automatic And Reactive Abilities Speed 25 climb 25 feet Melee Strikes Fangs Attack +8, finesse 1d6+1 piercing damage plus anadi venom Ranged Strikes propulsive, range increment 50 feet, reload 1 1d6 bludgeoning damage 50 feet Offensive Or Proactive Abilities Anadi Venom poison Saving Throw: DC 15 Fortitude; Maximum Duration: 4 rounds; Stage 1: [[1d6]] (1d6) poison damage and flat-footed (1 round); Stage 2: [[1d6]] (1d6) poison damage, flat-footed, and clumsy 1 (1 round) Change Shape arcane, concentrate, polymorph, transmutation The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can’t use their fangs attack. When in spider form, they can’t use weapons. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block. Actions 1 Arcane Innate Spells DC 17; 1st color spray, magic missile, unseen servant; Cantrips (1st) dancing lights, detect magic, mage hand, read aura, shield Griffon stats Griffon stats, Creature 4. Perception 11darkvision, scent (imprecise) 60 feet Skills Acrobatics 11 Athletics 12 Survival 9 Str 4, Dex 3, Con 3, Int -4, Wis 1, Cha -1 Items Modify+Add Interaction Abilities Modify+Add AC 21 Fort 13, Ref 13, Will 7 HP 60 ; Current 60 Automatic And Reactive Abilities Modify+Add Speed 25fly 60 feet Melee Strikes Beak 14 deadly 1d10 #2 #3 damage 2d8+ 4 Piercing Talon 14 agile #2 #3 damage 2d6+ 4 Piercing Wing 14 reach 10 feet #2 #3 damage 2d6+ 4 Bludgeoning Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Flying Strafe The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Actions 2 Pounce The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. Actions 1 Takulu Ot stats Takulu Ot, creature 4. TAKULU OT CREATURE4 LGMEDIUMUNIQUE, HUMAN, HUMANOID Male human Cascade Bearer teacher Perception 11 Languages Amurrun, Common, Elven, Iruxi, Sylvan, Xanmba Skills Arcana 13 Diplomacy 11 Academia Lore 13 Library Lore 11 Nature 9 Performance 11 Str -1, Dex 2, Con 1, Int 5, Wis 3, Cha 1 Items Anteater Mask Potion Of Minor Healing Staff Interaction Abilities AC 21 Fort 9, Ref 12, Will 12 HP 60 ; Current Automatic And Reactive Abilities Quick Lesson Reaction auditory Trigger An ally Takulu can see and who can hear Takulu makes a skill check or an attack roll. Takulu grants the ally a +2 circumstance bonus to the triggering check. Speed 25 Melee Strikes Staff 9two-hand d8 #2 #3damage 1d4+ 1 Bludgeoning Ranged Strikes Offensive Or Proactive Abilities Arcane Prepared Spells DC 21, attack +13; 2nd comprehend language, glitterdust, see invisibility; 1st heal, mending, ray of enfeeblement; Cantrips (2nd) daze, detect magic, message, prestidigitation, read aura Spell attack 13 Spell DC 21 3 1st level spell slots per day 3 2nd level spell slots per day Edited February 1 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Takulu initiative 23 1d20+11 12 Griffon 1 12 1d20+11 1 Griffon 2 12 1d20+11 1 Griffon 3 27 1d20+11 16 Anadi 8 1d20+7 1 Anadi 5 8 1d20+7 1 Anadi 6 13 1d20+7 6 Link to comment Share on other sites More sharing options...
Kistler Posted February 1 Clone Share Posted February 1 (edited) Armenga Olulo - Thaumaturge 3 HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x Owlbear Claw - Pick -1x Owlbear Claw - War Razor Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) Armenga bows solemnly over the masks, "I am sorry for your loss, teacher, and for all the Magaambya. We will honor their memories." She turns to the others to see if anyone would be gracious enough to take and wear the masks. She returns to the dorm and spreads the large bear rug on the floor in the common room, then tries to gather the others to get their opinions on the tasteful addition to the décor. Then she takes a minute to walk to the school's store to see what she can get for the gold teeth and a few other items they picked up. She browses for a moment, trying to think of what might be helpful to combat this mysterious insect invasion. Armie looks askance at the three spider-like people in the courtyard. She's never been a fan of spiders in the first place, giant humanoid ones notwithstanding. Then the beautiful and majestic griffons soar down, and it takes her a second to remember which one she should attack, but then she pulls out her purloined pick and slides past Clank to her left, studying the creatures. With no discernable weaknesses she decides to get closer and see if they're vulnerable to a foot of steel driven into their sides. Mechanics/Actions Other: added Craft roll to appraise gold teeth. I think these things are safe to sell as party loot, let me know if there's anything you want to keep instead. Sell: Silver Ring (40gp) Amber chunk (35gp) Light hammer (1.5sp) Shortsword (4.5sp) 10x darts (.5sp) 4x gold teeth (?) For 75.65 + ? Gp, split 5 ways = 15.13 +?/5 per person Free: Action 1: Draw Pick Action 2: Exploit on northernmost Griff (Success, learn weakness (none) so Personal Antithesis 3, also counts as a RK success, whereby Armie will learn the enemy Reactions (none)) Action 3: Move 30' E Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement and PickStriking (until level 4) Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9 | 1d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +7 | 1d4+5P | Agile | Thrown 20' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile -Striking Pick: +9 | 2d6+5P | Fatal D10 Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -Amber Chunk (35gp) (Party Loot) -Gold Teeth (??gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited February 1 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Craft to appraise, +5 if its recall knowledge 10 1d20+5 5 Initiative 20 1d20+7 13 Exploit Vulnerability 26 1d20+12 14 Link to comment Share on other sites More sharing options...
leons1701 Posted February 1 Clone Share Posted February 1 Zyrel (Ekujae Rogue) AC: 20 | HP: 27/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet Griffons? While the creatures themselves are famous enough to be immediately identifiable, there's the question of knowing what they are and then the much more pertinent question, just where do you shoot them? Mechanics Main Hand: Rapier Off Hand: Empty Action 1: Recall knowledge Action 2: Strike Action 3: Strike Potential Reaction: Nimble Dodge first attack. Spells Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield Name xDiceName xDiceResult xDiceString xDiceRolls RK: Nature 17 1d20+7 10 Strike 1 24 1d20+10 14 damage 1 4 1d6 4 strike 2 14 1d20+5 9 damage 2 6 1d6 6 Initiative 16 1d20+11 5 Link to comment Share on other sites More sharing options...
allefgib Posted February 4 Clone Share Posted February 4 (edited) Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 40/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: expert overdrive (+2 dmg,+1 athletics) | Exploration Mode Default: Search Clankerton bowed his hed as Teacher Ot outlined the history of the masks and that their previous owners were likely dead. "Restinpeace," he murmured through his soot stained beard. He studied the rhinocerous mask with interest as its properties were explained. "PleasetransfertomymaskTeacherOt?" he asked if none of his peers expressed interest in it. He pictured demolitions and mining with such an artifact covering his face and grinned. The next day Clank was happy for the interuption by Esi to declare the new student arrival. He nodded at Teacher Ot's meaningful look, clearly these students had responded to the apparent psychic call. He spent a little bit of time studying vibrations and how it can break materials like glass. He wondered if he would be able to construct just a device. Perhaps after a few more years of study here at the Mgaambya? Combining magic and technology was something he had not had a great deal of success with yet. He had hoped to make more progress almost a year into his time here, but he was enjoying himself with both his study and their extracurricular activites. It woudl come soon enough. When the griffons revealed themselves Clank took once glance at the frightened anadi and the determined looking teacher and set himself for battle. He pushed the button to activiate his suit. He had spent much of the previous evening tinkering, repairing and buffing his suit. It roared to life with an efficient burst of smoke. A broad grin broke out on the dwarves face. Raising his shield he stumped himself into position in front of Teacher Ot and the Anandi and waited for the griffons to attack. OOC Action 1: Activate Overdrive, Success -> +2 dmg, +1 athletics for one minute Action 2: Raise Shield Action 3: Stride 20 feet south Statblock Clankerton Ratchet - Inventor 3 CG, Medium, Dwarf, Anvil Dwarf, Humanoid Perception +7; Darkvision Languages Common, Draconic, Dwarven, Elven, Orcish Skills Acrobatics +0, Arcana +8, Athletics +10+1, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5 Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1 Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10), Elixirs of Life (Lesser) (2) AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9 HP 40 Shield Block Bracers of Missile Deflection Speed 20 feet Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S + 2 Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B + 2 Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P Battle Medicine Explosive Leap Searing Restoration Explode Overdrive Antidote (Lesser) Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration) Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances. Edited February 4 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls perception for initiative 19 1d20+7 12 crafting to activiate expert overdrive vs DC18 25 1d20+10 15 Link to comment Share on other sites More sharing options...
Kyper007 Posted February 6 Clone Share Posted February 6 Firea - Kitsune Summoner lvl 3 AC: 16 | HP: 41/41 | PER: +8 | FORT: +8 REF: +6 WILL: +8 | SPELLS/DAY: CAN: Unl 1ST: 2/2 2ND: 0/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 "May the spirits guide you in beyond." The multi-tailed kitsune said after it was revealed about the possible fate of the students who's who were the former bearer of these masks. As her tails rested behind her, her head bowed, she gave a solemn nod. "A sad loss when someone so young is lost to such things." Auriflamma the flaming fox said as he lowered his head, pulling a paw under him, to offer a small bow in the only manner a large flaming fox can. "My new friends can have the enchantments on the masks." Firea said with regards to the masks enchantments, and her new companions. Firea would watch the new prospective students with curiousness. Her head cocking to one side, and one of her vulpine ears twitching a bit as she listened to the conversation. Then they landed, the creatures, the Griffon's. And that made her all the more curious! "I cannot wait until I can summon one of those!" That was when she realized that they were not there are friends, and frowned gently. "Auriflamma, we must help protect the Anadi. Attack the Griffon." There was a bit of a said resigned tone in her voice as she began a summoning spell. "Understood." And with that the fiery fox began to move forward! Spells Innate: Daze*, (Forbidding Ward), (Ghost Sound) NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat. Focus: Boost Eidolon, Evolution Surge Cantrips: Detect Magic, Eat Fire, Electric Arc, Produce Flame, Ray of Frost, Read Aura First: Burning Hands, Summon Animal, Summon Fey Second: Summon Elemental OOC/Actions Other: Free: Action 1: Shared Action: Firea's action (3 Action): Cast Summon Elemental and bring forth a Fire Mephit in the square behind Clankerton. Auriflamma's action (1 Action): Strides forward 25 feet stopping between Clankerton and the Instructor. Action 2: Part of Action 1. Action 3: Part of Action 1. Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower. Exploration Activity (Firea): Detect Magic Exploration Activity (Auriflamma): Scout Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 17 1d20+8 9 Link to comment Share on other sites More sharing options...
LDDragon Posted February 7 Author Clone Share Posted February 7 (edited) Armenga bows solemnly over the masks, "I am sorry for your loss, teacher, and for all the Magaambya. We will honor their memories." She turns to the others to see if anyone would be gracious enough to take and wear the masks. She returns to the dorm and spreads the large bear rug on the floor in the common room, then tries to gather the others to get their opinions on the tasteful addition to the décor. Then she takes a minute to walk to the school's store to see what she can get for the gold teeth and a few other items they picked up. She browses for a moment, trying to think of what might be helpful to combat this mysterious insect invasion. Armenga goes to the Powderpile, and sells the assorted items. Clankerton bowed his hed as Teacher Ot outlined the history of the masks and that their previous owners were likely dead. "Restinpeace," he murmured through his soot stained beard. He studied the rhinocerous mask with interest as its properties were explained. "PleasetransfertomymaskTeacherOt?" he asked if none of his peers expressed interest in it. He pictured demolitions and mining with such an artifact covering his face and grinned. Takulu Ot nods, and gives the mask to Clankerton the next day. "I have transferred the enchantment for you. Enjoy!" "May the spirits guide you in beyond." The multi-tailed kitsune said after it was revealed about the possible fate of the students who's who were the former bearer of these masks. As her tails rested behind her, her head bowed, she gave a solemn nod. "A sad loss when someone so young is lost to such things." Auriflamma the flaming fox said as he lowered his head, pulling a paw under him, to offer a small bow in the only manner a large flaming fox can. "My new friends can have the enchantments on the masks." Firea said with regards to the masks enchantments, and her new companions. *** Armie looks askance at the three spider-like people in the courtyard. She's never been a fan of spiders in the first place, giant humanoid ones notwithstanding. Then the beautiful and majestic griffons soar down, and it takes her a second to remember which one she should attack, but then she pulls out her purloined pick and slides past Clank to her left, studying the creatures. With no discernable weaknesses she decides to get closer and see if they're vulnerable to a foot of steel driven into their sides. Zyrel ponders. Griffons? While the creatures themselves are famous enough to be immediately identifiable, there's the question of knowing what they are and then the much more pertinent question, just where do you shoot them? The next day Clank was happy for the interuption by Esi to declare the new student arrival. He nodded at Teacher Ot's meaningful look, clearly these students had responded to the apparent psychic call. He spent a little bit of time studying vibrations and how it can break materials like glass. He wondered if he would be able to construct just a device. Perhaps after a few more years of study here at the Mgaambya? Combining magic and technology was something he had not had a great deal of success with yet. He had hoped to make more progress almost a year into his time here, but he was enjoying himself with both his study and their extracurricular activites. It woudl come soon enough. When the griffons revealed themselves Clank took once glance at the frightened anadi and the determined looking teacher and set himself for battle. He pushed the button to activiate his suit. He had spent much of the previous evening tinkering, repairing and buffing his suit. It roared to life with an efficient burst of smoke. A broad grin broke out on the dwarves face. Raising his shield he stumped himself into position in front of Teacher Ot and the Anandi and waited for the griffons to attack. Firea would watch the new prospective students with curiousness. Her head cocking to one side, and one of her vulpine ears twitching a bit as she listened to the conversation. Then they landed, the creatures, the Griffon's. And that made her all the more curious! "I cannot wait until I can summon one of those!" That was when she realized that they were not there are friends, and frowned gently. "Auriflamma, we must help protect the Anadi. Attack the Griffon." There was a bit of a said resigned tone in her voice as she began a summoning spell. "Understood." And with that the fiery fox began to move forward! All three griffons move closer and begin to make strafing attacks, taking to the air and flying by people, swiping at them with their wickedly sharp talons! The first one strafes past Armenga in a circular flying motion, raking at her with its talons. The second flies up then strafes past Clankerton and Auriflamma, striking out at both of them with their talons. The third weaves its way through the air to strike at one of the Anadi, who yells in pain as the talons rake across their torso. The anadi who was hit yells FOCUS FIRE! and points at the one who hit them. The other two follow suit, sending magical bolts of force to try to take it down, or at least weaken it. Bolts of orange, green and yellow strike the griffon, who is now bloodied, but only just. In response it merely looks angry, wheeling around to potentially take another chunk out of the anadi that it struck before. Map Combat Everyone may now act, in any order. If you got higher than 17 but your actions from the first round have not been resolved, you can use them this round, just let me know. I will average the NPC initiatives. Those who roll 17 or higher may act. Then it will be npcs, then all heroes, then npcs, then all heroes etc. Takulu initiative 23 Average Griffon initiative 17 Anadi averaged initiative 10 Takulu. Griffon 1 Griffon 2 Griffon 3. Stunned 1. 37 total damage. Made up of 32 from magic missiles by 3 anadi, and 5 from Takulu daze. Anadi 4. Used magic missile. Anadi 5. Used magic missile. Anadi 6. Used magic missile. Total 14 damage. Made up of 14 talon damage from Griffon 3. Level-Based DCs - Rules - Archives of Nethys: Pathfinder 2nd Edition Database (aonprd.com) Anadi stats Anadi, Creature 1. Perception Languages Anadi, Common Skills Acrobatics 6, Arcana 7, Athletics 4, +6 to climb in common or hybrid form, Crafting 7, +11 Weaving, Nature 5, Occultism 7 Stat modifiers. Str 1 Dex 3 Con minus 1 Int 4 Wis 2 Cha 0. Items 20 sling bulletsy Interaction Abilities concentrate, exploration, manipulate By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment. AC 15 , Fort 4 Ref 10 Will 7 Max HP 20 ; Current 20 Automatic And Reactive Abilities Speed 25 climb 25 feet Melee Strikes Fangs Attack +8, finesse 1d6+1 piercing damage plus anadi venom Ranged Strikes propulsive, range increment 50 feet, reload 1 1d6 bludgeoning damage 50 feet Offensive Or Proactive Abilities Anadi Venom poison Saving Throw: DC 15 Fortitude; Maximum Duration: 4 rounds; Stage 1: [[1d6]] (1d6) poison damage and flat-footed (1 round); Stage 2: [[1d6]] (1d6) poison damage, flat-footed, and clumsy 1 (1 round) Change Shape arcane, concentrate, polymorph, transmutation The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can’t use their fangs attack. When in spider form, they can’t use weapons. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block. Actions 1 Arcane Innate Spells DC 17; 1st color spray, magic missile, unseen servant; Cantrips (1st) dancing lights, detect magic, mage hand, read aura, shield Griffon stats Griffon stats, Creature 4. Perception 11darkvision, scent (imprecise) 60 feet Skills Acrobatics 11 Athletics 12 Survival 9 Str 4, Dex 3, Con 3, Int -4, Wis 1, Cha -1 Items Modify+Add Interaction Abilities Modify+Add AC 21 Fort 13, Ref 13, Will 7 HP 60 ; Current 60 Automatic And Reactive Abilities Modify+Add Speed 25fly 60 feet Melee Strikes Beak 14 deadly 1d10 #2 #3 damage 2d8+ 4 Piercing Talon 14 agile #2 #3 damage 2d6+ 4 Piercing Wing 14 reach 10 feet #2 #3 damage 2d6+ 4 Bludgeoning Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Flying Strafe The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Actions 2 Pounce The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. Actions 1 Takulu Ot stats Takulu Ot, creature 4. TAKULU OT CREATURE4 LGMEDIUMUNIQUE, HUMAN, HUMANOID Male human Cascade Bearer teacher Perception 11 Languages Amurrun, Common, Elven, Iruxi, Sylvan, Xanmba Skills Arcana 13 Diplomacy 11 Academia Lore 13 Library Lore 11 Nature 9 Performance 11 Str -1, Dex 2, Con 1, Int 5, Wis 3, Cha 1 Items Anteater Mask Potion Of Minor Healing Staff Interaction Abilities AC 21 Fort 9, Ref 12, Will 12 HP 60 ; Current Automatic And Reactive Abilities Quick Lesson Reaction auditory Trigger An ally Takulu can see and who can hear Takulu makes a skill check or an attack roll. Takulu grants the ally a +2 circumstance bonus to the triggering check. Speed 25 Melee Strikes Staff 9two-hand d8 #2 #3damage 1d4+ 1 Bludgeoning Ranged Strikes Offensive Or Proactive Abilities Arcane Prepared Spells DC 21, attack +13; 2nd comprehend language, glitterdust, see invisibility; 1st heal, mending, ray of enfeeblement; Cantrips (2nd) daze, detect magic, message, prestidigitation, read aura Spell attack 13 Spell DC 21 3 1st level spell slots per day 3 2nd level spell slots per day Edited February 7 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Griffon 1 talons vs Armenga 22 1d20+14 8 Talons piercing damage on Armenga 13 2d6+4 5,4 Griffon 2 talons vs Clankerton 23 1d20+14 9 Griffon 2 2nd attack talons vs Auriflamma 19 1d20+9 10 Talons piercing damage vs Clankerton 7 2d6+4 1,2 Talons piercing damage vs Auriflamma 11 2d6+4 3,4 Griffon 3 attack vs Anadi #6 23 1d20+14 9 Talons vs Anadi #6 12 2d6+4 3,5 3x3 magic missile, all anadi on Griffon 3 32 9d4+9 3,4,1,1,4,1,3,4,2 Griffon 3 will save vs Takulu daze 6 1d20+1 5 Link to comment Share on other sites More sharing options...
Kistler Posted February 8 Clone Share Posted February 8 (edited) Armenga Olulo - Thaumaturge 3 HP: 25/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x Owlbear Claw - Pick -1x Owlbear Claw - War Razor Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. -Languages-Mwangi (Common) -Fey (Sylvan) Armenga runs under the grasping claws of the Griffon that just struck her. She raises her mirror and reflects the light, an image of herself appearing just over her own head. The image swings the pick it holds, but hits nothing. Mechanics/Actions Other: Sell: Silver Ring (40gp) Amber chunk (35gp) Light hammer (1.5sp) Shortsword (4.5sp) 10x darts (.5sp) 4x gold teeth (4gp) For 79.65GP, split 5 ways = 15.93gp per person Free: Action 1: Stride Action 2: Mirror's reflection straight up 5'-10' Action 3: Strike Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement and PickStriking (until level 4) Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9 | 1d4+5P/S | Agile | Finesse | Thrown 10' -5x Darts: +7 | 1d4+5P | Agile | Thrown 20' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile -Striking Pick: +9 | 2d6+5P | Fatal D10 Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -Amber Chunk (35gp) (Party Loot) -Gold Teeth (??gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited February 8 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike 17 1d20+9 8 Link to comment Share on other sites More sharing options...
r0llcage Posted February 8 Clone Share Posted February 8 (edited) Joseph Curwen Human Arcanist 3 | Neutral | Application | Sheet AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | Level 1 Spells:Grease (Ref DC 19) Magic Weapon 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Joseph strides towards the eagle the spiderlings had attacked, tapping his cane on the ground and sending a stone skyward, sailing harmlessly past the beast. Mechanics Reaction: Recognize SpellPrerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success: You correctly recognize the spell. Failure: You fail to recognize the spell. Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice. Action 1: Stride Action 2 + 3: TK Projectile vs eagle 3 AC for B Damage OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9 Edited February 8 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls TK Projectile 16 1d20+9 7 B Damage 9 3d6 2,6,1 Link to comment Share on other sites More sharing options...
leons1701 Posted February 8 Clone Share Posted February 8 Zyrel (Ekujae Rogue) AC: 20 | HP: 27/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet Zyrel studies the griffons, so caught up in analyzing them he fails to act before they manage their first strafing attack. He fires his bow at the wounded griffon, well, in its general direction anyhow, his second shot seems to have the range but the creature is simply moving too fast. Mechanics Main Hand: Bow Off Hand: Empty Now that initiative has arrived, let's try that again. Action 1: Recall knowledge Action 2: Strike Action 3: Strike Potential Reaction: Nimble Dodge first attack. Spells Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield Name xDiceName xDiceResult xDiceString xDiceRolls Recall Knowledge: Nature 17 1d20+7 10 Strike 1: Griffon 3 16 1d20+10 6 Strike 1 damage 1 1d6 1 Strike 2: Griffon 3 21 1d20+5 16 Strike 2: damage 1 1d6 1 Link to comment Share on other sites More sharing options...
allefgib Posted February 8 Clone Share Posted February 8 Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 40/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: expert overdrive (+2 dmg,+1 athletics) | Exploration Mode Default: Search Clankerton scowled as the griffon's stayed out of reach. "FORMUP," he bellowed like the grizzled dwarven seargeants he had trained under in his youth. He had always been distracted and thinking of his tinkering during the endless swinging and physical training. The tactics however had always piqued his interest. "MakeacirclearoundTeacher!" he yelled as he moved closer to Teacher Ot beckoning the thers to follow suit. He raised his shiled, dropped his axe and pulled out the hammer he kept tucked behind his belt on his left hip OOC Action 1: stride Action 2: Raise Shield Action 3: draw hammer Statblock Clankerton Ratchet - Inventor 3 CG, Medium, Dwarf, Anvil Dwarf, Humanoid Perception +7; Darkvision Languages Common, Draconic, Dwarven, Elven, Orcish Skills Acrobatics +0, Arcana +8, Athletics +10+1, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5 Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1 Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10), Elixirs of Life (Lesser) (2) AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9 HP 40 Shield Block Bracers of Missile Deflection Speed 20 feet Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S + 2 Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B + 2 Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P Battle Medicine Explosive Leap Searing Restoration Explode Overdrive Antidote (Lesser) Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration) Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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