Kyper007 Posted September 17, 2023 Clone Share Posted September 17, 2023 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: 1/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 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 It was hard to miss the attractive female that walked up to them. Long red hair tied back into a ponytail that ended in tufts of white, a trifecta of long fluffy red tails that also ended in tufts of white, and the ears...the red vulpine ears with white fur in them. What was even harder to miss was the large flaming vulpine that was padding next to her. It looked just like a fox, save for the fact that it was much much larger and ON FIRE! No...it IS fire. "Yes, he sent us. I am Firea, this is Auriflamma." Firea replied to Armie, motioning to the literal firefox next to her. While one may not of met them, it is quite possible to have heard of Firea the Firefox, and Auriflamma at least. She then looked over towards Zyrel a moment, then smiles. "We were sent to give you a hand, and a burning paw." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Strider228 Posted September 17, 2023 Clone Share Posted September 17, 2023 (edited) Nervous as always when meeting new people, Chokupa approaches hesitantly. Browsing his mind for the proper way to greet those of each heritage and culture. Berating himself for failing in his studies of Dwarven and Elvish. Chokupa bows hesitantly to each before introducing himself. "Hello, I am Chokupa, I am from a village not far from the university. I gladly offer any skills that may be of use. I am quite talented with my bow, though my I have fallen behind in my studies of magicks." Bowing his head in faux shame, knowing full well his studies of magic are all a cover for his shapeshifting and illusion capabilities. Deception (Incase anyone cares to peer through his "shame") Kneeling down to be level with the poor gremlin creature after hearing its pleas, "Are you hurt little one, why do you wish to be taken away?" With permission, Chokupa begins checking the creature for any healing needed. Medicine Edited September 17, 2023 by Strider228 Messed up dice rolls somehow. (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls (Deception SyntaxError: Unexpected token ) 1d20) (Medicine SyntaxError: Unexpected token ) 1d20+10) Deception 4 1d20 4 Medicine 21 1d20+10 11 Link to comment Share on other sites More sharing options...
LDDragon Posted September 20, 2023 Author Clone Share Posted September 20, 2023 (edited) Map 4, current Armenga introduces herself and rummages through the dead. Zyrel reveals his presence and welcomes the newcomers. Firea introduces herself and Auriflamma. Chokupa also greets the others, and inquires whether the gremlin is hurt, and why she wishes to be taken away. "Name is Binji. The others treated me as a servant. Not badly hurt. I just want to leave in peace. Dont let them hurt me!" Chokupa notes that she has an unusually large number of lice, and anyone who touches her would likely risk catching them as well. Apart from that she seems relatively healthy, no major injuries, though some bruises and minor cuts. Armenga notes that the gnagrif had a light hammer, the jinkin had a shortsword, three mitflits each had a shortsword and 5 darts, so 15 darts total. There is a map on the table. A table bearing a large cloth map pinned down with heavy rocks along the edges occupies much of this room. Though dirty and tattered, the aged map provides a detailed view of the Magaambya campus. Drawn atop the map are several caves and tunnels, creating a connected web of passages between the buildings. The map is covered with scribblings, partially completed schemes, and notes in a mishmash of Common, Undercommon, and Terran. Even though the plans are indecipherable, they plainly depict targeted attacks on the Magaambya. Anyone examining the map can see that the storage room and outdoor Introduction Ceremony site are circled, as are the Tree-Stump Library and Tireless Hall. Many of the abandoned tunnels beneath the school are marked on the map, too, with the hatch leading to the Spire Dormitory circled with a note in Undercommon. Click for ooc One of the paperweights on the map is a lump of amber worth 35 gp. Secured beneath the map table are three lesser healing potions. Anyone Searching the room discovers the cache of potions with a successful DC 14 Perception check. Rooms 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 C10. War Room. CURRENT ROOM. A table bearing a large cloth map pinned down with heavy rocks along the edges occupies much of this room. Though dirty and tattered, the aged map provides a detailed view of the Magaambya campus. Drawn atop the map are several caves and tunnels, creating a connected web of passages between the buildings. The map is covered with scribblings, partially completed schemes, and notes in a mishmash of Common, Undercommon, and Terran. Even though the plans are indecipherable, they plainly depict targeted attacks on the Magaambya. Anyone examining the map can see that the storage room and outdoor Introduction Ceremony site are circled, as are the Tree-Stump Library and Tireless Hall. Many of the abandoned tunnels beneath the school are marked on the map, too, with the hatch leading to the Spire Dormitory circled with a note in Undercommon. Edited September 20, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted September 23, 2023 Clone Share Posted September 23, 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 "Hey, can anyone decipher all this chicken-scratch and scribbles?" Armenga asks, unable to read half of what is on the map. She points especially to the note marking the secret passage into their dormitory. "This would be good to be able to read." She searches the rest of the room for anything of interest, waiting for the others more clever than her to think of questions for this strange gremlin. She turns up a few potions hidden beneath the table, which she sets out for the others to claim. Finally, she says, "Why attack the school? This looks like a lot of planning. What, the teachers piss in your porridge?" She pauses for a second. "And did you bring the bugs?" OOC/Actions Other: Free: Action 1: roll perception Action 2: find 3 lesser healing pots and 35gp amber chunk 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 September 23, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perceptions for stuff 23 1d20+7 16 Link to comment Share on other sites More sharing options...
Kyper007 Posted September 25, 2023 Clone Share Posted September 25, 2023 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: 1/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 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 Firea looks towards 'Binji' a moment then frowns. "I ask that you keep that one away from me. I have enough hair on my tails, ears, and head that should those things upon her get upon me I would not be happy." That was when Auriflamma spoke up. "Yeah, they do not call her Firea the Firefox for nothing." "Auriflamma!" Firea quipped, obviously not liking the moniker to much. "Sorry Firea, but you know I love that they call you that!" The large flaming fox said. First she would glare at him, then Firea would glare Auriflamma, then at Binji. She then looked towards Armenga and considered a moment. "That is an elemental language." She said pointing to Terren. "Sadly, I only know Pyric which is one of the Fire Elemental Languages." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
leons1701 Posted September 25, 2023 Clone Share Posted September 25, 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 "Huh, well you're one up on me, I don't know any of the elemental languages." Zyrel smiles crookedly. "Well, no more than a few not so nice Terran words out of gnomish anyhow." 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...
LDDragon Posted September 27, 2023 Author Clone Share Posted September 27, 2023 (edited) Map Armenga inquires if anyone can read the scribbles. She also finds a few potions, which she sets out for the others to claim. Then she queries the gremlin. Firea says to keep Binji away from her, due to the lice, with Auriflamma piping up as well. Zyrel adds his comments about languages to the mix. "I can read the Common and Undercommon parts." Binji pipes up. She points at the note in Undercommon with the hatch leading to Spire Dormitory. This says "They Live Here. Send Urbel to kill them." she thinks for a moment. "But I think that Urbel is still down here. Kurshkin and the weird ghost person are in charge. I am scared of the weird ghost person, he does not seem properly alive or dead. Try not to go near him, he is creepy!!! I think Kurshkin did some attack at a ceremony before, and I have not seen her since. Urbel is ..." She points to the southeast. "That way, I think, but you cannot get there directly, have to go around. He has been trying to train a giant fly to serve as a mount, but it has not been going so well. That whole room smells like rotten meat. The ghostly person is behind some secret doors to the south, and it is a good thing too. Would not want to get there by accident!!!" She looks terrified and shivers. ooc Sorry for the bold, copy paste is being weird. Rooms 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 C10. War Room. CURRENT ROOM. A table bearing a large cloth map pinned down with heavy rocks along the edges occupies much of this room. Though dirty and tattered, the aged map provides a detailed view of the Magaambya campus. Drawn atop the map are several caves and tunnels, creating a connected web of passages between the buildings. The map is covered with scribblings, partially completed schemes, and notes in a mishmash of Common, Undercommon, and Terran. Even though the plans are indecipherable, they plainly depict targeted attacks on the Magaambya. Anyone examining the map can see that the storage room and outdoor Introduction Ceremony site are circled, as are the Tree-Stump Library and Tireless Hall. Many of the abandoned tunnels beneath the school are marked on the map, too, with the hatch leading to the Spire Dormitory circled with a note in Undercommon. Edited September 27, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted September 28, 2023 Clone Share Posted September 28, 2023 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 "Oh it's murder, is it? Thank you for the warning. Now ho down that passage to the Spire and wait until we've dealt with this Urbel. We'll come get you. I know a shop where we could get you an excellent delouser.." Armenga then gathers with the others, "I think we need to bring teacher Ot to her. But first, do we seek out these would-be murderers? Urbel, then this ghostly one?" She's ready to continue on with finding a way to the southeast. OOC/Actions Other: 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: 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 Link to comment Share on other sites More sharing options...
leons1701 Posted September 28, 2023 Clone Share Posted September 28, 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 "I'm personally curious exactly who in our dormitory they want to kill and why." Zyrel glares at Binji for a second, but then turns away, she did translate the note for them after all. "Guess we'll just have to go ask them. Nicely." His grin is anything but nice as he turns to leave the chamber. 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...
Kyper007 Posted October 3, 2023 Clone Share Posted October 3, 2023 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: 1/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 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 Nods at Zyrel's comment. "Then let us go ask them. Shall we go talk to this, Urbel that that one mentioned?" She continued thumbing towards Binji. Auriflamma spoke up. "Caution is advised if all we know about our adversary came from Binji." Firea nodded in agreeance to Auriflamma's comment. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
r0llcage Posted October 4, 2023 Clone Share Posted October 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) "Quite the procession of students in and out of the tunnels today. I am Joseph Curwen." Joseph quips. While something of a polyglot himself, Joseph does not know any of the languages appearing on the invasion plans. Regardless, he picks up the map and studies it. This does answer his earlier question as to just how many forgotten tunnels honeycomb the school grounds. "What a bizarre task to dedicate oneself to." He mumbles, raising an eyebrow at the remaining mite. "No chance of succeeding in... destroying the school, if that is the goal." Strange. Pointless. "The gremlins are not much of a threat, so we should see to this undead - if undead it is indeed - while we are still fresh." He suggests while he tries to translate the terran on the map. Mischief the raven struts about in front of the newcomers (particularly the fox), giving them a good look at his shiny black feathers and his necklace of colorful beads, bells, and other shiny treasures. 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: Society to TranslateYou attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead. The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. Critical Success You understand the true meaning of the text. Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation. Failure You can’t understand the text and take a –2 circumstance penalty to further checks to decipher it. Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message. the Terran in the map. Action 2: That probably won't make it, so I'll make a second roll with -2 penalty to try again. Second Attempt Action 3: OOC 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 October 4, 2023 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Society 16 1d20+9 7 Second Attempt 25 1d20+9-2 18 Link to comment Share on other sites More sharing options...
LDDragon Posted October 4, 2023 Author Clone Share Posted October 4, 2023 (edited) Map Armenga thanks Binji for the warning, and tells her to go wait down the passage to Spire Dormitory until they have dealt with things, then the group will come back for her. Zyrel makes an ominous comment about finding out who they were going to target, before leaving the chamber. Firea nods in agreement with Auriflamma about caution if they only source of information is Binji. Joseph quips about the number of students coming and going down here, and sets to translating the Terran. Definitely to the southeast on the map, it is more prominent, and he can get the sense of Trophy Room, and Nest room. Something about the south wall in the Trophy room. Binji gives directions before she goes. Those lead back to the bee room where Ignaci got stung, and then eastward from there, and east even more, in a somewhat southward fashion as well. However, the three bees that were spotted before are still in that area, where Ignaci got stung. ooc Need to get past the bees, or deal with them somehow. Binji gave directions that you need to get into area C12 to start with. If you wish to combat, roll initiatives. Just noting these for my convenience. Other fights I may or may not, depending. 20 Giant bee 1. HP 30. AC 18. DC 16 for exploit vulnerability. Fort 9, Ref 11, Will 5. Mandibles 11, 1d6+4 piercing. Stinger 11, deadly d8, 1d6+4 piercing. 20 Giant bee 2. HP 30. AC 18. DC 16 for exploit vulnerability. Fort 9, Ref 11, Will 5. 20 Giant bee 3. HP 30. AC 18. DC 16 for exploit vulnerability. Fort 9, Ref 11, Will 5. rooms Rooms 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 C10. War Room. CURRENT ROOM. A table bearing a large cloth map pinned down with heavy rocks along the edges occupies much of this room. Though dirty and tattered, the aged map provides a detailed view of the Magaambya campus. Drawn atop the map are several caves and tunnels, creating a connected web of passages between the buildings. The map is covered with scribblings, partially completed schemes, and notes in a mishmash of Common, Undercommon, and Terran. Even though the plans are indecipherable, they plainly depict targeted attacks on the Magaambya. Anyone examining the map can see that the storage room and outdoor Introduction Ceremony site are circled, as are the Tree-Stump Library and Tireless Hall. Many of the abandoned tunnels beneath the school are marked on the map, too, with the hatch leading to the Spire Dormitory circled with a note in Undercommon. Edited October 4, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls initiatives for the 3 bees, if later needed. This plus next two rolls, then averaged. 26 1d20+9 17 roll 20 1d20+9 11 roll 16 1d20+9 7 Link to comment Share on other sites More sharing options...
Kistler Posted October 4, 2023 Clone Share Posted October 4, 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 "More bees to the east? I know back in our village beekeepers used smoke to calm them. But they were, eh, a bit smaller. Think that would work here?" Armenga glances toward Firea, clearly the most obvious potential source of smoke here. Once any preparations are made, she proceeds down the cave in that direction, using her mirror to look around corners and holding her razor in her other hand. OOC/Actions Other: I'll go ahead and roll initiative 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: 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 October 4, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Init - Perception 12 1d20+7 5 Link to comment Share on other sites More sharing options...
r0llcage Posted October 6, 2023 Clone Share Posted October 6, 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) "Bees are a key member of the ecosystem, though I am unsure if giant bees are as helpful as their smaller kin, so I would rather not destroy them. Bees are usually docile unless disturbed. Mayhap we can travel through the swarm if we only remain calm." Once everyone is assembled and ready, Joseph slowly approaches one of the patrolling bees, softly speaking to it in druidic. Mischief hops alongside the wizard, humming in a way that rather accurately mimics the buzzing of the bees. 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: Nature vs bees Will DC to Handle AnimalYou issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride. Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike. Success The animal does as you command on its next turn. Failure The animal is hesitant or resistant, and it does nothing. Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM. Action 2: Action 3: OOC To save time, I'll make some Nature rolls vs the bees, but if anyone has other ideas, I'm open to them. I guess if it works we're heading towards C12? 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 October 6, 2023 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Nature 24 1d20+8 16 Link to comment Share on other sites More sharing options...
Kyper007 Posted October 9, 2023 Clone Share Posted October 9, 2023 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: 1/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 Auriflamma puff's a small flame at Mischief when the bird struts in front of him. Firea simply lifted a brow at the actions of the two animals. Finally Firea considered Armenga's comment a moment, then nodded. "It could be worth an attempt. I do have a spell that allows me to belch forth smoke within twenty feet of me. It would require Auriflamma to use his firebolt on me to use it though as I would have to eat fire." She continued. Auriflamma spoke up. "This again? You know I do not like using that on you Firea." Firea nodded at Auriflamma's comment. "It does me no harm Auriflamma you know that. And if it helps prevent a fight here, why not use it." Spells Innate: Daze*, (Forbidding Ward), (Ghost Sound) NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat. Focus: Boost Eidolon, Evolution Surge Cantrips: Detect Magic, Eat Fire, Electric Arc, Produce Flame, Ray of Frost, Read Aura First: Burning Hands, Summon Animal, Summon Fey Second: Summon Elemental OOC/Actions Other: Free: Action 1: Action 2: Action 3: Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower. Exploration Activity: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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