Kistler Posted August 24, 2023 Clone Share Posted August 24, 2023 (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 Conditions-None | ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x 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 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: +11 **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 Armenga runs forward into the room just to the edge of the grease. Outnumbered as they are, and given their past experience with these creatures, she doesn't pause to negotiate. She summons her nascent magic, dropping rocks from the cave ceiling onto two of the gremlins below. OOC/Actions Other: Free: Action 1: Move 20' Action 2: Scatter Scree DC19, targets marked with dark red squares 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: 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. Gear Worn -Backpack -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 Weapons -Dagger -Whip -Leiomano -+1 War Razor Containers Backpack -Extendable Pincers -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 -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited August 24, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Scatter Scree Damage 10 2d4+4 3,3 A little too late initiative 17 1d20+7 10 Link to comment Share on other sites More sharing options...
leons1701 Posted August 24, 2023 Clone Share Posted August 24, 2023 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 eases up behind Armenga as she describes what lies in the room beyond. He grins crookedly and nocks an arrow as the others ready their assault. No sooner has Joseph breached the door than Zyrel fires an arrow at the nearest gremlin. Not even bothering to watch the arrow fly, Zyrel flattens himself along the wall just long enough for his charging teammates to distract the gremlins, then fires again, though the second shot, rushed into cramped quarters as it is, has no chance of hitting the now alerted enemy. Mechanics Main Hand: Bow Off Hand: Empty Action 1: Strike Action 2: Hide Action 3: Strike Potential Reaction: 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 initiative (Stealth) 33 1d20+14 19 Strike 1 (Bow) 26 1d20+10 16 damage with sneak attack 2; 3 1d6;1d6 [2]; [2,3] Stealth 27 1d20+12 15 Strike 2(Bow) 11 1d20+5 6 Link to comment Share on other sites More sharing options...
allefgib Posted August 26, 2023 Clone Share Posted August 26, 2023 Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 40 /40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: none | Exploration Mode Default: Search Clankerton was pleased to be underground again. The rock here was not the most interesting he had seen but.. Oh! His companions were in battle and he'd been too busy dwarfing. Raising his shield he rushed forward to the edge of the grease and lashed out at the gremlin. OOC Action 1: Raise shield Action 2: Stride Action 3: Axe attack 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) 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 Axe attack 17 1d20+9 8 slashing damage 7 1d8+3 4 Link to comment Share on other sites More sharing options...
LDDragon Posted August 31, 2023 Author Clone Share Posted August 31, 2023 (edited) C10. War Room Averaged NPC initiatives Mitflit1 reflex vs Joseph grease Mitflit2 reflex vs Joseph grease Gnagraf reflex vs Joseph grease Mitflit1 reflex vs Armenga scatter scree Gnagraf reflex vs Armenga scatter scree Jinkin shortsword vs Clankerton Shortsword damage Mitflit 2 dart vs Armenga Dart damage Mitflit 3 shortsword vs Clankerton Shortsword damage Joseph thrusts his cane towards one of the mites, sending a ball of grease hurtling through the air, which hits the mite and splashes the area around it. The closest mitflit and the gnagraf both fall over, slipping in the grease. The second mitflit wheels its arms comically but manages to keep upright. Armenga runs forward to the edge of the grease, summoning nascent magic and causing rocks to fall and a mitflit to die, as the stones fall onto its head, leaving a bloody and fatal wound. The gnagraf is also fails to dodge, and it hit by the falling debris. Zyrel shoots the gnagrif, then flattens against the wall and waits for companions to rush in. Accidently shoots the wall on the second attempt. Clankerton readies his shield and rushes in. Seeing his original target already downed, he gets ready to hit the next opponent that comes within reach.* The gnagrif stands up, and carefully steps beside Armenga and Clankerton. The dwarf swings at the foe, but it just barely manages to avoid the attack, dodging back. It then takes out a hammer, getting ready to hit with it. The jinkin moves around to Clankerton, drawing a short sword and attempting to stab him in the leg with it. The second mitflit goes under the table, giving it cover, then draws a dart and throws it at Armenga. The third mitflit moves up to Clankerton, taking out a short sword and thrusting it at the dwarf. Binji, the lice infested grimple gremlin, stays in the corner. It looks as if she does not wish to fight. Map 4, current Map 3 Map 2 ooc * Readying is usually 2 actions instead of 1, but I think this interpretation is my preferred way of doing things so he does not waste an action due to changed circumstances from the nature of pbp. All NPCs have gone. All PCs may act, in any order. Initiative order. For this particular time, I might change to make it easier, and average what the PCs rolled as well. 33 Zyrel 20 Joseph and Mischief 20 Gnagrif 20 Jinkin 20 Mitflit 1 20 Mitflit 2 20 Mitflit 3 20 Binji 17 Armenga, assumed. 17 Clankerton, assumed. So averaged PC initiative is around 22. Averaged NPC iniative is 20. ALL PCS ACT THEN ALL NPCS ACT THEN ALL PCS etc. Gnagrif DC 16 for Exploit Vulnerability. Total damage 15. Made up of 10 from Armenga scatter scree. 5 from Zyrel shooting. Jinkin DC 15 for Exploit Vulnerability. Mitflit 1 DC 14 for Exploit Vulnerability. DEAD. Total damage 10. Made up of 10 from Armenga scatter scree. Mitflit 2 DC 14 for Exploit Vulnerability. Mitflit 3 DC 14 for Exploit Vulnerability. Binji DC 14 for Exploit Vulnerability. C1. Staging Room Low 3 The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps. C2. Wet Hollow Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing. The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle. C3. Massive Mushroom This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space. It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit. DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters. The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day. C8 Table 10-5: DCs by Level Level DC 0 14 1 15 2 16 3 18 4 19 5 20 Edited August 31, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Averaged NPC initiatives 20 1d20+5 15 Mitflit1 reflex vs Joseph grease 16 1d20+7 9 Mitflit2 reflex vs Joseph grease 25 1d20+7 18 Gnagraf reflex vs Joseph grease 12 1d20+10 2 Mitflit1 reflex vs Armenga scatter scree 13 1d20+7 6 Gnagraf reflex vs Armenga scatter scree 14 1d20+10 4 Jinkin shortsword vs Clankerton 24 1d20+9 15 Shortsword damage 3 1d6-2 5 Mitflit 2 dart vs Armenga 20 1d20+8 12 Dart damage 3 1d4-1 4 Mitflit 3 shortsword vs Clankerton 24 1d20+8 16 Shortsword damage 2 1d6-1 3 Link to comment Share on other sites More sharing options...
Kistler Posted August 31, 2023 Clone Share Posted August 31, 2023 (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 Conditions-None | ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x 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 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 Armenga flashes her mirror, holding it out like a crux. An image of her appears behind the gremlin attacking Clankerton to the south. Her alternate self studies her opponent for a moment, then slashes at it with her razor. OOC/Actions Other: Free: Action 1: Mirror' Reflection Action 2: Exploit Vuln on the jinkin, crit success -> learn all weakness/ resistance Action 3: Strike, with mortal weakness or personal antithesis, whichever causes more damage. 3 from PA added in already. 11 slashing damage, possibly crit for 28. 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: 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. Gear Worn -Backpack -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 Weapons -Dagger -Whip -Leiomano -+1 War Razor Containers Backpack -Extendable Pincers -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 -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited September 3, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Exploits the grem 26 1d20+11 15 Strike on flanked jink 26; 11 1d20+9;1d4+9 [17]; [17,2] Deadly d8 damage 6 1d8 6 Link to comment Share on other sites More sharing options...
leons1701 Posted August 31, 2023 Clone Share Posted August 31, 2023 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 darts forwards and studies the room, focusing on the gremlin he already hit. He successfully identifies it as a gnagrif and fires, striking a supposedly weak point, though the effect was less than he hoped. Mechanics Main Hand: Bow Off Hand: Empty Action 1: Stride Action 2: Recall Knowledge (nature, gnagrif) success, enemy flatfooted to me until next turn Action 3: Strike Potential Reaction: 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 21 1d20+7 14 attack, bow 27 1d20+10 17 damage with sneak attack 4 2d6 2,2 Link to comment Share on other sites More sharing options...
r0llcage Posted September 4, 2023 Clone Share Posted September 4, 2023 (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 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); Grease (9 Rnds) Joseph and Mischief move up. The arcanist snaps his fingers and sends a jolt of lightning betwixt the two closest meeps. 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 Electric Arc (Ref Save DC 19)Cantrip 1 Arcane, Cantrip, Electricity, Evocation Traditions: Arcane Cast: somatic, verbal Range: 30 feet Targets: 1 or 2 creatures Saving Throw: basic Reflex DC: 19 Description An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Heightened (+1) The damage increases by 1d4. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage. vs the two closest for E Damage Action 3: Move Up 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 September 4, 2023 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls E Damage 7 2d4+4 2,1 Link to comment Share on other sites More sharing options...
allefgib Posted September 4, 2023 Clone Share Posted September 4, 2023 (edited) Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 35 /40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: Overdrive (+3 dmg for 1 min) | Exploration Mode Default: Search Clankerton grimaced with annoyance as the blades of the gremlins found gaps in his suit and drew blood. Raising his shield he thumbed his suits powering mechanism. THe grimace turned into a self-satisfied grin through his bushy beard as his suit thrummed to life. He swung his axe heavily at the gremlin to his south hoping the presence of Armie behind it would distract it from the mechanically enhanced super-blow OOC Action 1: Raise shield Action 2: Overdrive Action 3: Axe strike 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) 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. Edited September 4, 2023 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls craft to activate overdrive DC18 28 1d20+10 18 axe strike 15 1d20+9 6 strike above vs FF AC, slashing dmg 11 1d8+3+3 5 Link to comment Share on other sites More sharing options...
LDDragon Posted September 6, 2023 Author Clone Share Posted September 6, 2023 (edited) Zyrel deadly die from crit Gnagrif reflex vs Joseph lightning arc Mitflit 3 reflex vs Joseph lightning arc Mitflit 2 shortsword vs Armengas reflection Damage Armenga holds up her mirror, creating an image of her behind the gremlin attacking Clankerton. It then proceeds to slash that gremlin in the back, causing a nasty wound. The jinkin falls over and stops moving, a pool of blood forming beneath it. Zyrel darts forward, and aiming carefully, shoots past Armenga to hit the gnagrif, managing to hit it in a sensitive area. Joseph moves up, snapping his fingers and causing electric blue lightning to arc between the two closest opponents. The gnagrif, having just been shot by Zyrel, fails to dodge. It moves uncontrollably from the lightning, before falling to the ground, smoke rising from it. The third mitflit is a little more alert, managing to avoid some of the damage. Clankerton raises his shield and sends his suit into overdrive, as he swings his axe heavily. Realizing that the jinkin to the south is dead, he instead switches to attack the third mitflit nearby. He hits the mitflit, cutting it down so heavily that it crashes into the table with a CRACK! then lays still. The second mitflit moves out from under the table, taking out a shortsword and attempting to hit Armengas reflection with it. Binji waits in the corner, nervously wringing her hands together on the hem of her burlap tunic. She opens her mouth to start talking with people, then closes it again as she realizes there is still one mitflit left. There are sounds from the northwest as it seems like someone is approaching. Map 4, current Map 3 Map 2 Click to see ooc All NPCs have gone. All PCs may act, in any order. Initiative order. For this particular time, I might change to make it easier, and average what the PCs rolled as well. 33 Zyrel 20 Joseph and Mischief 20 Gnagrif 20 Jinkin 20 Mitflit 1 20 Mitflit 2 20 Mitflit 3 20 Binji 17 Armenga, assumed. 17 Clankerton, assumed. So averaged PC initiative is around 22. Averaged NPC iniative is 20. ALL PCS ACT THEN ALL NPCS ACT THEN ALL PCS etc. Gnagrif DC 16 for Exploit Vulnerability. DEAD. Total damage 35. Made up of 10 from Armenga scatter scree. 5 from Zyrel shooting. 8 from Zyrel critting plus 5 from deadly. 7 from Joseph lightning arc. Jinkin DC 15 for Exploit Vulnerability. DEAD. Total damage 28. Made up of 28 from Armenga critting it with razor. Mitflit 1 DC 14 for Exploit Vulnerability. DEAD. Total damage 10. Made up of 10 from Armenga scatter scree. Mitflit 2 DC 14 for Exploit Vulnerability. Mitflit 3 DC 14 for Exploit Vulnerability. DEAD. Total damage 14. Made up of 3 from Joseph lightning arc. 11 from Clankerton axe. Binji DC 14 for Exploit Vulnerability. C1. Staging Room Low 3 The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps. C2. Wet Hollow Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing. The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle. C3. Massive Mushroom This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space. It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit. DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters. The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day. C8 Table 10-5: DCs by Level Level DC 0 14 1 15 2 16 3 18 4 19 5 20 Edited September 6, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Zyrel deadly die from crit 5 1d10 5 Gnagrif reflex vs Joseph lightning arc 14 1d20+10 4 Mitflit 3 reflex vs Joseph lightning arc 20 1d20+7 13 Mitflit 2 shortsword vs Armengas reflection 21 1d20+8 13 Damage 2 1d6-1 3 Link to comment Share on other sites More sharing options...
Kistler Posted September 6, 2023 Clone Share Posted September 6, 2023 (edited) Armenga Olulo - Thaumaturge 3 HP: 36/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 Conditions-None | ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x 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 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 Armenga reflects herself around the room again, this time appearing behind the miflit that just struck her. Both Armenga's look for an opening, and both strike, though only the one standing behind the creature is truly there, cutting it down with her razor. OOC/Actions Other: Free: Action 1: Mirror's Reflection Action 2: Exploit Vuln on the miflit (success, personal antithesis) Action 3: Strike (success, 11 slashing damage) 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: 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. Gear Worn -Backpack -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 Weapons -Dagger -Whip -Leiomano -+1 War Razor Containers Backpack -Extendable Pincers -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 -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited September 6, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Exploit Vuln on the Mif 17 1d20+12 5 Strike at the flanked mif 22; 11 1d20+9;1d4+9 [13]; [13,2] Link to comment Share on other sites More sharing options...
leons1701 Posted September 6, 2023 Clone Share Posted September 6, 2023 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 that the situation inside the room is well in hand, Zyrel turns his attention to the approaching sounds. He flattens himself against the wall and slips past Joseph with a quick nod, vanishing into the shadows of the rough tunnel surface. Mechanics Main Hand: Bow Off Hand: Empty Action 1: Hide Action 2: Sneak Action 3: Seek Potential Reaction: 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 Hide Stealth 29 1d20+12 17 Sneak Stealth 28 1d20+12 16 seek 28 1d20+9 19 Link to comment Share on other sites More sharing options...
r0llcage Posted September 12, 2023 Clone Share Posted September 12, 2023 (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 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); Grease (8 Rnds) "This is going better than the last time we faced these things!" Joseph strides forth. Once the remaining hostile book-burner comes in to site, he stops, tapping a small rock with his cane. The tap is gentle, but with a loud 'crack', the rock hurtles towards the mitflit. 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 + TK ProjectileCantrip 2 Arcane, Attack, Cantrip, Evocation Traditions: Arcane Cast: somatic, verbal Range: 30 feet Targets: 1 creature Attack Bonus: 8 Description You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Heightened (+1) The damage increases by 1d6. Critical Success You deal double damage. Success You deal full damage. vs the final hostile morb. Attack Roll for B Damage OOC Use the second "B Damage" roll, accidently rolled the wrong die size first time around. Don't know how to delete the unneeded dice :P 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 September 12, 2023 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Roll 22 1d20+9 13 B Damage 8 2d4+4 2,2 B Damage 10 2d6+2 3,5 Link to comment Share on other sites More sharing options...
LDDragon Posted September 12, 2023 Author Clone Share Posted September 12, 2023 Show this COMBAT WON, OUT OF INITIATIVE 33 Zyrel 20 Joseph and Mischief 20 Gnagrif 20 Jinkin 20 Mitflit 1 20 Mitflit 2 20 Mitflit 3 20 Binji 17 Armenga, assumed. 17 Clankerton, assumed. So averaged PC initiative is around 22. Averaged NPC iniative is 20. ALL PCS ACT THEN ALL NPCS ACT THEN ALL PCS etc. Gnagrif DC 16 for Exploit Vulnerability. DEAD. Total damage 35. Made up of 10 from Armenga scatter scree. 5 from Zyrel shooting. 8 from Zyrel critting plus 5 from deadly. 7 from Joseph lightning arc. Jinkin DC 15 for Exploit Vulnerability. DEAD. Total damage 28. Made up of 28 from Armenga critting it with razor. Mitflit 1 DC 14 for Exploit Vulnerability. DEAD. Total damage 10. Made up of 10 from Armenga scatter scree. Mitflit 2 DC 14 for Exploit Vulnerability. DEAD. Total damage 21. Made up of 11 Armenga razor. 10 Joseph telekinetic projectile. Mitflit 3 DC 14 for Exploit Vulnerability. DEAD. Total damage 14. Made up of 3 from Joseph lightning arc. 11 from Clankerton axe. Binji DC 14 for Exploit Vulnerability. C1. Staging Room Low 3 The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps. C2. Wet Hollow Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing. The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle. C3. Massive Mushroom This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space. It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit. DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters. The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day. C8 Table 10-5: DCs by Level Level DC 0 14 1 15 2 16 3 18 4 19 5 20 Map 4, current Map 3 Map 2 Armenga and Joseph finish off the remaining mitflit, as it falls to the razor and telekinetically flung rock. Zyrel vanishes into the shadows of the rough tunnel surface. The remaining creature in the room is a female gremlin, who resembles a humanoid, mange ridden opossum, with boar like tusks. She is nervously wringing her hands together on the hem of her burlap tunic. "Don't hurt me! I will help you if you protect me from other gremlins and take me away with you when you leave." Meanwhile, Chokupa and Firea, who came down together to assist the group at the request of Takulu Ot, hear the noises of combat from the other room stop. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted September 13, 2023 Clone Share Posted September 13, 2023 Armenga Olulo - Thaumaturge 3 HP: 36/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 Conditions-None | ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x 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 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 As Chokupa and Firea rush in Armenga is a bit surprised, and a bit relieved. She had expected more gremlins. Two students, not of their cohort, but not unknown to them, are a welcome aid down in these tunnels. "Teacher Ot sent you? Good on him. I'm Armie, I don't think we've met." She cleans her blade and glances toward the possum-like gremlin. Or Opossum-like. She's never really sure which is right. It's plea sounds genuine, though these creatures have proven quite tricky in the past. She sets about rummaging through the dead that now litter the room and leaves the questioning of captives to the others. OOC/Actions Other: Esoteric Lore on whether it's Possum or Opossum :) Free: Action 1: Perception on Opussum to Sense Motive 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: 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. Gear Worn -Backpack -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 Weapons -Dagger -Whip -Leiomano -+1 War Razor Containers Backpack -Extendable Pincers -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 -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Name xDiceName xDiceResult xDiceString xDiceRolls Esoteric Lore on Possums 19 1d20+12 7 Perceptions on the possums 26 1d20+7 19 Link to comment Share on other sites More sharing options...
leons1701 Posted September 13, 2023 Clone Share Posted September 13, 2023 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 Relived to see the oncoming noisemakers are just more students (slightly familiar ones at that), Zyrel steps out of the shadows and relaxes his bow. "Come down to see what all the fuss is about? Looks kind of like our friends the gremlins are causing trouble again, but really, who knows. Could even be something behind them. If you wanna help out, we could probably use a hand or two." Mechanics Main Hand: Bow Off Hand: Empty Potential Reaction: 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 Link to comment Share on other sites More sharing options...
Recommended Posts