Kyper007 Posted February 13 Clone Share Posted February 13 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 Firea looking between the three Griffon decided to concentrate fire on the one everyone was firing at. Then she lifted a hand up, flinging it towards the Griffon. "IGNITION!" Auriflamma stood his ground launching a bolt of fire from his mouth towards Griffon 2. Looking at the Fire Mephit she summoned Firea Commands it to attack Griffon 2. 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: Need a token for the Fire Mephit please. :) Free: Action 1: Shared Action: Firea's action (2 Action): Cast Ignition at Griffon 3. Auriflamma's action (1 Action): Firebolts Griffon 2. Action 2: Part of Action 1. Action 3: Sustain Fire Mephit Summon. Fire Mephit Action 1: Stride to the square with the 15 in it south of Griffon 2. Fire Mephit Action 2: Bite Griffon 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 Ignition 2 hit roll 22 1d20+9 13 Ignition Damage 8 3d4 3,1,4 Auriflamma Firebolt to hit on Griffon 2 23 1d20+8 15 Firebolt Fire Damage on Griphon 2 5 1d4+3 2 Fire Mephit to hit on Griphon 2 17 1d20+9 8 Fire Mephit bite damage (1d6 piercing, 1d4 fire damage) 7 1d6+1d4 5,2 Link to comment Share on other sites More sharing options...
LDDragon Posted February 15 Author Clone Share Posted February 15 (edited) 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. 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. 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. The arrow clips the griffon in a talon, dealing minimal damage. 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 Firea looking between the three Griffon decided to concentrate fire on the one everyone was firing at. Then she lifted a hand up, flinging it towards the Griffon. "IGNITION!" Auriflamma stood his ground launching a bolt of fire from his mouth towards Griffon 2. Looking at the Fire Mephit she summoned Firea Commands it to attack Griffon 2. The ignition and bolt of fire both hit the griffon, causing it to squawk loudly. Takulu Ot sends a blast of mental energy at the third griffon. It freezes momentarily in the air, losing height, before regaining its sense of the surroundings. The third griffon flies off as fast as it can, away from the combat, too injured to risk sticking around. The first griffon will fly around Armenga, land, and attempt to peck her with its beak. The second griffon will fly overhead, doing a strafe attack on Joseph and the bloodied anadi. The anadi falls, leading to the griffon landing and grabbing them in a talon. "NO! Barest-Threads-Billowing Maztachia!" Both remaining anadi conjure shields to protect themselves. Droplets-Hanging-Gently Savanakin looks as if they are about to get into melee, but knows that will probably just lead to them dying as well. Not wanting to get too close to the griffons, they move towards Clankerton and take out slings. Map Combat Everyone may now act, in any order Takulu initiative 23 Average Griffon initiative 17 Anadi averaged initiative 10 Takulu. Griffon 1 Griffon 2 Griffon 3. FLED. TOO INJURED TO STICK AROUND. 56 total damage. Made up of 32 from magic missiles by 3 anadi, and 5 from Takulu daze. 1 from Zyrel arrow. 8 Firea ignition. 5 Auriflamma firebolt. 5 Takulu Ot daze. Anadi 4. Shield. Used magic missile. Rainbows-Reflected-Upon-Gossamer-Strands, who is called Goss. Anadi 5. Shield. Used magic missile. Droplets-Hanging-Gently Savanakin Anadi 6. DEAD. Used magic missile. Barest-Threads-Billowing Maztachia. Total 23 damage. Made up of 14 talon damage from Griffon 3. 9 damage from griffon 2. 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 15 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls g3 will save v Takulu daze 12 1d20+7 5 griffon 1 beak v Armenga 21 1d20+14 7 damage 13 2d8+4 7,2 griffon 2 talons v Joseph 17 1d20+14 3 talons damage on Joseph 11 2d6+4 5,2 griffon 2 talons v anadi 6 16 1d20+9 7 talons damage on anadi 6 9 2d6+4 4,1 Link to comment Share on other sites More sharing options...
Kistler Posted February 15 Clone Share Posted February 15 (edited) Armenga Olulo - Thaumaturge 3 HP: 12/38 | AC: 20 | Speed: 30ft | Hero: 1/3 | 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 - 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 (DC19) 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 bleeds freely yet again, scattering red droplets across another battlefield. She wonders if, perhaps, there might be a better way to fight that doesn't involve being the punching bag of enemy after enemy, but rights now its' not time for that. Instead she projects herself again, this time behind the landed griffon, and tries to sink her pick into it once more. As it swings she feels the strands of fate and nudges them just so, catching the griffon just as it dodge. She activates the small talisman on her pick to help it sink even deeper. Then she tries to hit it again, though the exhilaration of the first hit seems to throw off her aim. 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: Mirror's reflection to flank griffon Action 2: Used 1 hero point, 1 remaining. Strike, 2d6 goes to 5d10 with fatal, +4 from owlbear claw, then +10 for strength and empowerment and 3 weakness = 41 total Action 3: Strike 2 (miss) 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 22 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike 1, v. flanking 15 1d20+9 6 Hero point on strike 1 29 1d20+9 20 Damage (oh dear) 36 5d10+12 5,7,2,1,9 Strike 2, flanking 16 1d20+4 12 Link to comment Share on other sites More sharing options...
r0llcage Posted February 16 Clone Share Posted February 16 (edited) Joseph Curwen Human Arcanist 3 | Neutral | Application | Sheet AC: 16 | HP: 18/29 | 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 1/2 | 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) "Gah! Away, beast!" Joseph waves a bloodied arm at at the eagle that lands next to him, sleeve torn to shreds by its mighty talons. Mischief squawks angrily at his avian brethren, disappointed that they would turn their powers of flight to evil. The arcanist infuses his stylish cane with magic and telekinetically propels it at the eagle with stupendous speed... Just like his pebble thrown before, the cane goes flying harmlessly past his target, before boomeranging back into the young man's hand. "If nobody else minds! This really is not my sort of thing! I'm an arcanist, not an eldritch knight!" 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 + 2: Cast Magic WeaponTraditions arcane, divine, occult Spell List elemental Patron Theme rune Cast [two-actions] somatic, verbal Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally Duration 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. on cane. Action 3: Cast Hand of the ApprenticeHAND OF THE APPRENTICE FOCUS 1 FOCUS UNCOMMON ATTACK MANIPULATE WIZARD Range 500 feet; Targets 1 creature Defense AC You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon’s damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon’s critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand. vs the close eagle 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 16 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cast 12 1d20+10 2 B Damage 9 2d4+4 1,4 Link to comment Share on other sites More sharing options...
leons1701 Posted February 17 Clone Share Posted February 17 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 Seeing one of the gryphons oh the ground with a helpless anadi and not realizing that any aid is already too late, Zyrel drops his bow and rushes forwards, drawing his sword and trying to stab the gryphon before it can flee. Mechanics Main Hand: Rapier Off Hand: Empty Free Action: Drop Bow Action 1: Draw Rapier Action 2: Stride Action 3: Strike Potential Reaction: Nimble Dodge first attack. Spells Magus Cantrips: 4 Spell Slots: None Wizard Cantrips: 2 Spell Slots: 1st: 1 Readied Cantrips: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw, Prestidigitation, Ray of Frost Readied Spells: Briny Bolt Magus Spells: Cantrips: Scatter Scree, Acid Splash, Prestidigitation, Read Aura Wizard Spells: Cantrips: Daze, Gouging Claw, Mage Hand, Ghost Sounds Level 1: Briny Bolt, Shocking Grasp Otherworldly Magic: Cantrip: Shield Feat Cantrips: Detect Magic Name xDiceName xDiceResult xDiceString xDiceRolls Rapier Strike 20 1d20+10 10 Rapier damage 7 1d6+1 6 Link to comment Share on other sites More sharing options...
Kyper007 Posted February 19 Clone Share Posted February 19 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 Firea continued to use what worked, and casts her spell one again at the Griffon to the south. "IGNITION!" Auriflamma stood his ground, launching a bolt of fire from his mouth towards the Griffon to the South as well.. Firea commands the Fire Mephit she summoned to move closer to the Griffon to the East stopping above the Armenga on the west side of 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: Need a token for the Fire Mephit please. :) Free: Action 1: Shared Action: Firea's action (2 Action): Cast Ignition at Griffon grabbing Anadi body. Auriflamma's action (1 Action): Firebolt at Griffon grabbing Anadi body. Action 2: Part of Action 1. Action 3: Sustain Fire Mephit Summon. Fire Mephit Action 1: Stride to the square 3 squares behind Armenga. Fire Mephit Action 2: Stride to square North of Armenga. 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 Ignition To Hit on Southern Griffon 11 1d20+9 2 Ignition damage on southern Griffon 9 3d4 1,4,4 Firebolt on southern Griffon 18 1d20+8 10 Firebolt damage on southern Griffon 7 1d4+3 4 Link to comment Share on other sites More sharing options...
LDDragon Posted February 22 Author Clone Share Posted February 22 (edited) Armenga bleeds freely yet again, scattering red droplets across another battlefield. She wonders if, perhaps, there might be a better way to fight that doesn't involve being the punching bag of enemy after enemy, but rights now its' not time for that. Instead she projects herself again, this time behind the landed griffon, and tries to sink her pick into it once more. As it swings she feels the strands of fate and nudges them just so, catching the griffon just as it dodge. She activates the small talisman on her pick to help it sink even deeper. Then she tries to hit it again, though the exhilaration of the first hit seems to throw off her aim. The griffon squawks loudly as Armenga sinks her pick deep into it, and it bleeds profusely. "Gah! Away, beast!" Joseph waves a bloodied arm at at the eagle that lands next to him, sleeve torn to shreds by its mighty talons. Mischief squawks angrily at his avian brethren, disappointed that they would turn their powers of flight to evil. The arcanist infuses his stylish cane with magic and telekinetically propels it at the eagle with stupendous speed... Just like his pebble thrown before, the cane goes flying harmlessly past his target, before boomeranging back into the young man's hand. "If nobody else minds! This really is not my sort of thing! I'm an arcanist, not an eldritch knight!" The griffon turns its head, flapping its wings as the cane sails past. Seeing one of the gryphons oh the ground with a helpless anadi and not realizing that any aid is already too late, Zyrel drops his bow and rushes forwards, drawing his sword and trying to stab the gryphon before it can flee. Takulu Ot calls out "It is moving towards the left!" Zyrel is able to adjust his aim and stab the creature. Firea continued to use what worked, and casts her spell one again at the Griffon to the south. "IGNITION!" Auriflamma stood his ground, launching a bolt of fire from his mouth towards the Griffon to the South as well.. Firea commands the Fire Mephit she summoned to move closer to the Griffon to the East stopping above the Armenga on the west side of it. The griffons dodge out of the way of the attacks. The first griffon continues flying off, too wounded to bother with the fight anymore. The second griffon, grabbing the anadi body, proceeds to launch itself into the air and fly off. The third griffon attacks Armenga, pecking her twice. The second is particularly vicious, hitting her in the neck. It then proceeds to grab her, getting ready to fly off. Takulu Ot yells "NO! ARMENGA!!! " Running as fast as he can, he gestures, flinging golden light and positive energy at her "BE HEALED!!! " The two remaining anadi run up, loading their slings and firing them at the third griffon, both of which miss. Map Combat Armenga takes 10 damage, then 24 damage from the deadly beak critical. Then healed 10 from Takulu Ot. Everyone may now act, in any order Takulu initiative 23 Average Griffon initiative 17 Anadi averaged initiative 10 Takulu. Griffon 1. 41 total damage. From 41 damage from Armenga critical pick. Griffon 2. FLED, HAS ANADI BODY. 7 total damage. Made up of 7 damage from Zyrel stabbing it. Griffon 3. FLED. TOO INJURED TO STICK AROUND. 56 total damage. Made up of 32 from magic missiles by 3 anadi, and 5 from Takulu daze. 1 from Zyrel arrow. 8 Firea ignition. 5 Auriflamma firebolt. 5 Takulu Ot daze. Anadi 4. Shield. Used magic missile. Rainbows-Reflected-Upon-Gossamer-Strands, who is called Goss. Anadi 5. Shield. Used magic missile. Droplets-Hanging-Gently Savanakin Anadi 6. DEAD. Used magic missile. Barest-Threads-Billowing Maztachia. Total 23 damage. Made up of 14 talon damage from Griffon 3. 9 damage from griffon 2. 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 22 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Griffon 3 beak on Armenga 27 1d20+14 13 Beak damage on Armenga 10 2d8+4 1,5 Griffon 3 beak second attack on Armenga 29 1d20+9 20 Damage 9 2d8+4 2,3 Deadly 6 1d10 6 Takulu Ot 2 action heal on Armenga 10 1d8+8 2 anadi sling 15 1d20+8 7 other anadi sling 10 1d20+8 2 Griffon 2 vs bleed 12 1d20 12 Link to comment Share on other sites More sharing options...
leons1701 Posted February 22 Clone Share Posted February 22 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 Rot and ruin. Zyrel should have kept his bow, but he'd been tempted by doing slightly better attacks and ignored how spread out the battlefield was. Turning, he drops his sword and runs for where he abandoned the bow. Scooping up the bow, he draws, takes just a second to breathe and center himself and then fires. It's a hard shot, a long one and Zyrel places it with near perfection. Mechanics Main Hand: Rapier Off Hand: Empty Free Action: Drop Rapier Action 1: Stride Action 2: Interact, pick up bow Action 3: Strike range 70 (-2) Potential Reaction: Nimble Dodge first attack. Spells Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Detect Magic, Mage Hand, Gouging Claw Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield, Detect Magic Name xDiceName xDiceResult xDiceString xDiceRolls Strike with bow 26 1d20+8 18 Damage 6 1d6 6 Link to comment Share on other sites More sharing options...
r0llcage Posted February 22 Clone Share Posted February 22 (edited) Joseph Curwen Human Arcanist 3 | Neutral | Application | Sheet AC: 16 | HP: 18/29 | 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 1/2 | 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 stares after the fleeing birbs with their unfortunate prey. He glances at his cane and contemplates throwing, but sighs and shakes his head. It would be no use. The arcanist plants his can on the ground, resting both hands atop its silver, beak-like handle. "Mischief, be a good fellow and follow them to their nest." 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: Command Mischief. Action 2: Action 3: 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 22 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted February 22 Clone Share Posted February 22 (edited) Armenga Olulo - Thaumaturge 3 HP: 10/38 | AC: 20 | Speed: 30ft | Hero: 0/3 | 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 - 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 (DC19) 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: Prone, Grabbed, Wounded 1 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 falls beneath the bloody beak of the griffon, eviscerated by its beak. She had been... so... close. Then she gasps back awakewith a shock, clutched in its claws. She looks and sees the things she dropped, inches from her head, so she reaches out, not for her weapon but for her mirror. Her bloody fingers close around it, slick and shaking as they are, and she focuses the beam, trying to create her reflection. It solidifies, and image of her, just s bloodied, held in place by invisible talons. Then she holds out the mirror again, watching her reflection do the same, but her hand shakes too much, and the second reflection fails. Her shoulders slump, her fate sealed in the claws of the creature, likely destined for the bellies of its young. Mechanics/Actions Other: At the start of her next turn she should be able to choose which reflection is her, and the other one disappears. Her choice may change based on how high she is over the ground... Forced movement is not covered, but I would assume in flight, when it's not her turn, the reflection maintains a relative position unless it can't due to obstruction. 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: Pick up Mirror DC5 (Success!) Action 2: Mirror's Reflection 15' away DC5 (Success!) Action 3: Mirror's Reflection 15' from that reflection DC5 (Failure!) Hero point (Failure!) 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 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 22 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Pick up the Mirror 11 1d20 11 Reflection? 20 1d20 20 Re-reflection? 1 1d20 1 Hero Point? 4 1d20 4 Link to comment Share on other sites More sharing options...
Kyper007 Posted February 27 Clone Share Posted February 27 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 "Auriflamma, protect Armenga!" She commanded of her flaming Fox companion, boosting his strength. "Understood!" Auriflamma would move forward and Firebolt the remaining Griffon. Then with but a thought she would command the Fire Mephit to breath fire on 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 Free: Action 1: Shared Action: Firea's action (1 Action): Cast Boost Eidolon on Auriflamma. Auriflamma's action (1 Action): Stride towards remaining Griffon. Action 2: Auriflamma Firebolts Griffon on Armenga. Action 3: Sustain Fire Mephit Summon. Fire Mephit Action 1: Bite Griffon on Armenga. Fire Mephit Action 2: Bite Griffon on Armenga. 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 Auriflamma Firebolt on last Griffon 25 1d20+8 17 Auriflamma Firebolt Damage 7 1d4+5 2 Fire Mephit bite 1 21 1d20+9 12 Fire Mephit damage bite 1 7 1d6+1d4 6,1 Fire Mephit bite 2 14 1d20+4 10 Fire Mephit damage bite 2 6 1d6+1d4 2,4 Link to comment Share on other sites More sharing options...
LDDragon Posted February 28 Author Clone Share Posted February 28 (edited) Rot and ruin. Zyrel should have kept his bow, but he'd been tempted by doing slightly better attacks and ignored how spread out the battlefield was. Turning, he drops his sword and runs for where he abandoned the bow. Scooping up the bow, he draws, takes just a second to breathe and center himself and then fires. It's a hard shot, a long one and Zyrel places it with near perfection. The griffon squawks in pain as it is shot by Zyrel. Joseph stares after the fleeing birbs with their unfortunate prey. He glances at his cane and contemplates throwing, but sighs and shakes his head. It would be no use. The arcanist plants his can on the ground, resting both hands atop its silver, beak-like handle. "Mischief, be a good fellow and follow them to their nest." Armenga falls beneath the bloody beak of the griffon, eviscerated by its beak. She had been... so... close. Then she gasps back awakewith a shock, clutched in its claws. She looks and sees the things she dropped, inches from her head, so she reaches out, not for her weapon but for her mirror. Her bloody fingers close around it, slick and shaking as they are, and she focuses the beam, trying to create her reflection. It solidifies, and image of her, just s bloodied, held in place by invisible talons. Then she holds out the mirror again, watching her reflection do the same, but her hand shakes too much, and the second reflection fails. Her shoulders slump, her fate sealed in the claws of the creature, likely destined for the bellies of its young. "Auriflamma, protect Armenga!" She commanded of her flaming Fox companion, boosting his strength. "Understood!" Auriflamma would move forward and Firebolt the remaining Griffon. Then with but a thought she would command the Fire Mephit to breath fire on it. The bolt of fire streaks through the air, hitting the griffon in the chest. As the fire mephit breathes on it, the griffon succumbs to its wounds, collapsing on top of Armenga, who disappears from view. The next day, Takulu Ot asks the heroes to join him in his office to discuss everything that transpired in the caverns. Upon reviewing the notes, Takulu makes the connection with Uduak Basni right away. Takulu shakes his head and sighs. “This ‘Stone Ghost’ you encountered was once Uduak Basni. He was an initiate, but he felt he did not need to earn power or give back to the community. He came to resent that he was asked to prove himself. He grew cruel. Uduak slaughtered a mischievous gang of gremlins and was temporarily detained until we could decide whether to expel him. During his imprisonment, a spell he cast in an attempt to escape backfired and, we believed then, killed him. It is strange that he survived, but stranger still that gremlins flocked to his side. I assume fear played a large part in that.” Takulu asks the heroes to fill in anything that he might have missed. He realizes that Uduak’s presence explains the gremlins, and he certainly maintined control over the insects, but nothing about Uduak’s story or his notes explains what has drawn so many insects to the Magaambya in the first place. “I fear we have moved beyond my expertise, but do not worry. I know someone who may have more insight. Janatimo was my mentor, just as I am yours. He is one of the Magaambya’s cleverest lore-speakers, though he rarely stays in one place for long. I would like to gain his wisdom and, to be honest, introduce your impressive group to him. We will discuss with him in person the next time he returns. In the meantime, thank you for all you have done.” Takulu gives a warm smile as he stands to signal the end of the meeting. “We will speak again soon.” The anadis don’t know where the griffons came from but they’re grateful for the timely assistance. They provide the heroes a silk dancing scarf in gratitude. ooc Congratulations! You have reached the end of book 1, Kindled Magic! Level up to level 4! Everyone gain 1 Hero point, up to the maximum of 3. 3 months downtime. Map Combat OUT OF COMBAT No damage from griffon falling. Armenga has been saved due to the efforts of her teammates! Mischief will disappear for a while, then return to Joseph, having a vague idea of the nest. Takulu. Griffon 1. DEAD. 61 total damage. From 41 damage from Armenga critical pick. 6 from Zyrel bow. 7 Firea firebolt, 7 fire mephit bite. Griffon 2. FLED, HAS ANADI BODY. 7 total damage. Made up of 7 damage from Zyrel stabbing it. Griffon 3. FLED. TOO INJURED TO STICK AROUND. 56 total damage. Made up of 32 from magic missiles by 3 anadi, and 5 from Takulu daze. 1 from Zyrel arrow. 8 Firea ignition. 5 Auriflamma firebolt. 5 Takulu Ot daze. Anadi 4. Shield. Used magic missile. Rainbows-Reflected-Upon-Gossamer-Strands, who is called Goss. Anadi 5. Shield. Used magic missile. Droplets-Hanging-Gently Savanakin Anadi 6. DEAD. Used magic missile. Barest-Threads-Billowing Maztachia. Total 23 damage. Made up of 14 talon damage from Griffon 3. 9 damage from griffon 2. 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 28 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted February 29 Clone Share Posted February 29 (edited) Armenga Olulo - Thaumaturge 3 HP: 10/38 | AC: 20 | Speed: 30ft | Hero: 0/3 | 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 - 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 (DC19) 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: Wounded 1 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) The reflected Armenga solidifies and looks over at the dead griffon. She exhales, relieved, and stands up. Wobbling slightly, she puts her hands on her knees for a minute and just breaths. "That- was closer than I'd like... Thanks." She nods to the others, Zyrel for his timely shot, Firea for her contribution, and hopefully Joseph for something for her many, many wounds. Mechanics/Actions Other: Sell: 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 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 29 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kyper007 Posted March 5 Clone Share Posted March 5 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 "It is no problem Armenga. I may have just met you all, but that does not mean I want anyone from my new pack to perish." She said softly yet with a firm nod. "Our new pack!" Auriflamma would exclaimed to those gathered. As she dismissed the Fire Mephit, it no longer being needed Firea smiled to Auriflamma then to those around her. "Yes Auriflamma, our new pack." 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 Free: Action 1: Shared Action: Firea's action (1 Action): Cast Boost Eidolon on Auriflamma. Auriflamma's action (1 Action): Stride towards remaining Griffon. Action 2: Auriflamma Firebolts Griffon on Armenga. Action 3: Sustain Fire Mephit Summon. Fire Mephit Action 1: Bite Griffon on Armenga. Fire Mephit Action 2: Bite Griffon on Armenga. 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...
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