allefgib Posted November 2, 2023 Clone Share Posted November 2, 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 Whilst they were in danger, Clankerton had a big grin on his face. Being underground just felt more natural to him. It wasn't something he thought about, just felt. Hearing his friends engaging an enemy he rushed forward through the tunnels to catch up and approach the huge fly from the rear. OOC Action 1: stride Action 2: Stride Action 3: stride just enough movement to get there 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 Link to comment Share on other sites More sharing options...
LDDragon Posted November 8, 2023 Author Clone Share Posted November 8, 2023 (edited) Map Zyrel steps away, shooting Urbel with his bow. Armenga runs forward, yelling at Urbel, and slashing at him with her war razor. He flinches as he is cut, blood gushing from the wound. Auriflamma moves up with Firea, then continues onwards and fires a bolt of flame at Urbel, who is burned in the torso. Clankerton, at home underground, strides forward, to within melee range. The giant fly, sensing intruders into the cavern, flies around to attack Clankerton, striking with its proboscis. It then proceeds to suck blood from the dwarf, as the wound begins bleeding. Urbel turns his attention to Armenga, snarling and swinging twice with his pick, aiming for her torso and shoulder. He then attempts to bite her, but misses with that attack. His wound continues to bleed. Combat all heroes can now act in any order then enemies will act Giant fly. Creature 2. DC 16 for Exploit Vulnerability. AC 18. Fort 7. Ref 11. Will 5. Perception 9. Proboscis 11. 1d6+5 plus sleeping sickness. Blood draw. Max hp 30. 5 total damage. Made up of Zyrel sneak attack arrow 5 damage. Blood draw If the fly’s last action was a successful proboscis Strike, it sucks its target’s blood. The target takes [[1d4]] (1d4) bleed damage (or [[1d6]] (1d6) bleed damage if the target is an animal). Actions 1y Sleeping sickness disease Saving Throw: DC 18 Fortitude; Stage 1: enfeebled 1 (1 day); Stage 2: enfeebled 1 and drained 1 (1 day); Stage 3: unconscious (1 day); Stage 4: as Stage 3 (1 day); Stage 5: dead Buck [reaction] DC 18. Effect: Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. Effect: The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall. Urbel. Creature 4. DC 19 for Exploit Vulnerability. AC 21. Fort 13. Ref 12. Will 8. Perception 8. Weakness cold iron 4. Pick 14, 2d6+5 P. Jaws 14, 1d6+5 P, plus Grab. Claw 14, 1d4+5 S. Bully. Any weapon he uses gains the shove trait, and if he critically fails when attempting this, is treated as a failure instead. Pound down, +1d6 damage to prone targets. Spells. Kneecapper reaction, AoO. A Medium creature within Urbel’s reach leaves a square during its move action. Urbel lashes out at the triggering creature’s knees. He attempts an Acrobatics check against the creature’s Reflex DC. On a success, the target falls and lands prone. Athletics 9, but is 11 to shove. Max hp 68. 39 total damage. 3 bleed damage. Made up of Zyrels arrow 5 damage. Armenga critical war razor 26 damage, 3 bleed damage. Auriflamma 5 fire damage. Edited November 8, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Giant fly Proboscis attack vs Clankerton 27 1d20+11 16 Damage 1d6+5 plus sleeping sickness. Sleeping sicknessdisease Saving Throw: DC 18 Fortitude; Stage 1: enfeebled 1 (1 day); Stage 2: enfeebled 1 and drained 1 (1 day); Stage 3: unconscious (1 day); Stage 4: as Stage 3 (1 day); Stage 5: dead 10 1d6+5 5 Blood draw, 1d4 bleed damage on Clankerton 3 1d4 3 Urbel pick vs Armenga 1st attack. 25 1d20+14 11 Damage SyntaxError: Unexpected token piercing 2d6+5 piercing Try again. Piercing damage 15 2d6+5 6,4 Urbel pick 2nd attack vs Armenga 23 1d20+9 14 Piercing damage 14 2d6+5 4,5 Urbel jaws 3rd attack on Armenga 8 1d20+4 4 Flat check to stop bleed damage DC15 6 1d20 6 Link to comment Share on other sites More sharing options...
Kistler Posted November 8, 2023 Clone Share Posted November 8, 2023 (edited) Armenga Olulo - Thaumaturge 3 HP: 9/38 | AC: 20 | Speed: 40ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: +10' Speed 0:54 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. Armenga feels the pick impale her twice, and she knows it's bad. Probably the worst she's ever been hurt. Possibly even fatal, but she can't think about that now. She staggers to the side, leaning against the cave wall to help hold her up, lining up her next slash with Clankerton behind the gremlin. She tries to finish this fight before she, or anyone else, dies. She misses at first, but then she slices him again, a good nick with her swishing blade. Mechanics/Actions Other: Free: Action 1: Step to flank with Clank the tank Action 2: Strike 1 (16 to hit, assume miss) Action 3: Strike 2 (23 to hit assume hit, 9 S damage + 3 weakness) Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -+1 War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited November 14, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 1, Attack 2 16; 23 1d20+9;1d20+5 [7]; [7,18] Damage 2 12 1d4+9 3 Link to comment Share on other sites More sharing options...
leons1701 Posted November 8, 2023 Clone Share Posted November 8, 2023 Zyrel (Ekujae Rogue) AC: 20 | HP: 19/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet Zyrel steps and vanishes behind the corner of the tunnel, only to pop out and fire another arrow at Urbel. Another weak shot, but in a telling spot, it might be enough. Mechanics Main Hand: Bow Off Hand: Empty Action 1: Step Action 2: Hide Action 3: strike Potential Reaction: Nimble Dodge first attack. Spells Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield Name xDiceName xDiceResult xDiceString xDiceRolls Hide 26 1d20+12 14 strike w bow 21 1d20+10 11 damage with sneak attack 5 2d6 4,1 Link to comment Share on other sites More sharing options...
Kyper007 Posted November 15, 2023 Clone Share Posted November 15, 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!" Firea called out, pointing pointing to the large bug that was now next to him! Firea then cast a spell, summoning forth a Fire Mephit. "Well, you are a big fellow." Auriflamma said in reply as he looked towards the large bug, then clawed and bit at the beast! Spells Innate: Daze*, (Forbidding Ward), (Ghost Sound) NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat. Focus: Boost Eidolon, Evolution Surge Cantrips: Detect Magic, Eat Fire, Electric Arc, Produce Flame, Ray of Frost, Read Aura First: Burning Hands, Summon Animal, Summon Fey Second: Summon Elemental OOC/Actions Other: Free: Action 1: Shared Action (2 Action, Firea): Firea Action: Cast Summon Elemental, Summoning a Fire Mephit to the right of Auriflamma. (Spell has range of 30') Auriflamma Action: Bite the Bug Action 2: Part of Shared Action. Action 3: Part of Shared Action. Summoned Fire Mephit Action 1: Bite the Bug Summoned Fire Mephit Action 2: Bite the Bug Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower. Exploration Activity: Note: Summoned creatures get two action immediately when summoned, and when you concentrate on the spell. https://2e.aonprd.com/Traits.aspx?ID=154 Name xDiceName xDiceResult xDiceString xDiceRolls Auriflamma bite To Hit 27 1d20+10 17 Auriflamma bite damage 1d6+4 +1 fire (d8 deadly instead if crit) 8 1d6+5 3 Fire Mephit to Hit 1 13 1d20+9 4 Fire Mephit normal damage 1 6 1d6 6 Fire Mephit fire damage 1 3 1d4 3 Fire Mephit to hit 2 15 1d20+5 10 Fire Mephit normal damage 2 6 1d6 6 Fire Mephit fire damage 2 2 1d4 2 Link to comment Share on other sites More sharing options...
allefgib Posted November 15, 2023 Clone Share Posted November 15, 2023 (edited) Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 27/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: enfeebled 1, overdrive | Exploration Mode Default: Search Clankerton grunted as the giant bug violated him. Despite feeling woozy tge dwarf gritted his teeth and raised his shield then jammed his thumb into the chest piece button. He then swung his axe at the pick wielding creature. OOC Action 1: raise shield Action 2: overdrive Action 3: axe strike on urbel Strike is -1 but dmg ok as -1 enfeebledcand +1 overdrive 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 November 15, 2023 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dc18 fort save vs sleeping sickness 14 1d20+9 5 Craftinf vs dc18 for overdrive 24 1d20+10 14 Axe strike vs off guard urbel 28 1d20+9 19 S dmg 8 1d8+3 5 Link to comment Share on other sites More sharing options...
LDDragon Posted November 15, 2023 Author Clone Share Posted November 15, 2023 (edited) Map Armenga looks to finish the fight, and attempts to hit Urbel, but he dodges out the way. However, she catches him on the second slice, cutting a line in his torso. Zyrel successfully vanishes into the shadows, then shoots Urbel, hitting him in the shoulder. Firea directs Auriflamma to attack, while summoning a fire mephit. Auriflamma claws and bites at the giant fly, scoring a hit! The agile fly manages to evade the attacks of the fire mephit. Clankerton feels woozy and raises his shield. Jamming his thumb into the chest piece button, he swings at Urbel, chopping into his arm. Urbel bleeds, the blood loss causing him to sway unsteadily on his feet, but he regains balance and snarls at his attackers. He swings his pick at Armenga, missing with the first swing, and desperately trying to get her on the backswing. On the third, Armenga avoids the attack. It seems like the blood loss is catching up with him. The fly continues attacking Clankerton, not sure what to make of the fire creatures now surrounding it. It manages to bite Clankerton, almost in the neck, but he turns and gets his shield up in time to avoid being hit in a critically vulnerable spot. It does however suck on the wound, causing it to bleed more, then turns its attention to Auriflamma. Combat all heroes can now act in any order then enemies will act Giant fly. Creature 2. DC 16 for Exploit Vulnerability. AC 18. Fort 7. Ref 11. Will 5. Perception 9. Proboscis 11. 1d6+5 plus sleeping sickness. Blood draw. Max hp 30. 13 total damage. Made up of Zyrel sneak attack arrow 5 damage. Auriflamma 8 damage. Blood draw If the fly’s last action was a successful proboscis Strike, it sucks its target’s blood. The target takes [[1d4]] (1d4) bleed damage (or [[1d6]] (1d6) bleed damage if the target is an animal). Actions 1y Sleeping sickness disease Saving Throw: DC 18 Fortitude; Stage 1: enfeebled 1 (1 day); Stage 2: enfeebled 1 and drained 1 (1 day); Stage 3: unconscious (1 day); Stage 4: as Stage 3 (1 day); Stage 5: dead Buck [reaction] DC 18. Effect: Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. Effect: The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall. Urbel. Creature 4. DC 19 for Exploit Vulnerability. AC 21. Fort 13. Ref 12. Will 8. Perception 8. Weakness cold iron 4. Pick 14, 2d6+5 P. Jaws 14, 1d6+5 P, plus Grab. Claw 14, 1d4+5 S. Bully. Any weapon he uses gains the shove trait, and if he critically fails when attempting this, is treated as a failure instead. Pound down, +1d6 damage to prone targets. Spells. Kneecapper reaction, AoO. A Medium creature within Urbel’s reach leaves a square during its move action. Urbel lashes out at the triggering creature’s knees. He attempts an Acrobatics check against the creature’s Reflex DC. On a success, the target falls and lands prone. Athletics 9, but is 11 to shove. Max hp 68. 67 total damage, so on 1 health. Is taking 3 bleed damage each turn. Made up of Zyrels arrow 5 damage. Armenga critical war razor 26 damage, 3 bleed damage. Auriflamma 5 fire damage. Armenga war razor 12 damage. Zyrel bow 5 damage. Clankerton axe 8 damage. Edited November 15, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Urbel 1st attack pick at Armenga 16 1d20+14 2 Urbel 2nd attack pick at Armenga 14 1d20+9 5 Urbel 3rd attack pick at Armenga 13 1d20+4 9 Flat check to stop bleeding 9 1d20 9 Giant fly bite 1st attack vs Clankerton 29 1d20+11 18 Bite damage 1d6+5 plus sleeping sickness 8 1d6+5 3 Second action suck blood 1d4 bleed damage 3 1d4 3 Third fly action attempt to bite Auriflamma this time 12 1d20+6 6 Link to comment Share on other sites More sharing options...
Kistler Posted November 15, 2023 Clone Share Posted November 15, 2023 (edited) Armenga Olulo - Thaumaturge 3 HP: 9/38 | AC: 20 | Speed: 40ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: +10' Speed 0:54 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. Armenga feels the stirring air as the pick whistles past her head. She's lucky the creature in front of her is just as injured as she is, perhaps even more so. She's woozy, but still thinking clearly enough to know there's knowledge to be gained from this creature. She drops her razor to the ground, balls up her fist, and cracks him right in the face, dropping him where he stands. She shakes her hand as she runs forward to help with the Giant fly, holdong her mirror out as she does to project an image across the room. Mechanics/Actions Other: Free: Action 1: Strike 1 (Nonlethal) Action 2: Move Action 3: Mirror's Reflection to flank Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -+1 War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited November 16, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Nonlethal Attack 28 1d20+9 19 Nonlethal damage 6 1d4+3 3 Link to comment Share on other sites More sharing options...
r0llcage Posted November 17, 2023 Clone Share Posted November 17, 2023 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) Joseph taps his cane on the the ground, sending a rock hurtling towards the fly. 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: TK Projectile vs AC for P Damage 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 Name xDiceName xDiceResult xDiceString xDiceRolls TK Projectile vs AC 24 1d20+9 15 P Damage 12 2d6+4 2,6 Link to comment Share on other sites More sharing options...
leons1701 Posted November 18, 2023 Clone Share Posted November 18, 2023 Zyrel (Ekujae Rogue) AC: 20 | HP: 19/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet Urbel appears to be unconscious, hopefully he won't finish bleeding to death before they can get to him. For now the fly is a bigger problem. Mechanics Main Hand: Bow Off Hand: Empty Action 1: Hide (25, success) Action 2: strike (17, success vs Flat footed) danage 7 Action 3: hide (22, success) Potential Reaction: Nimble Dodge first attack. Spells Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield Name xDiceName xDiceResult xDiceString xDiceRolls hide 25 1d20+12 13 strike 17 1d20+10 7 damage w sneak 7 2d6 3,4 hide 2 22 1d20+12 10 Link to comment Share on other sites More sharing options...
allefgib Posted November 18, 2023 Clone Share Posted November 18, 2023 (edited) Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 13/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: enfeebled 1, overdrive | Exploration Mode Default: Search Clankerton hissed with pain and exasperation as the fly stuck its filthy needle nose into him again. "Boomtime!" the dwarf declared and detonated the explosive mechanism on his suit. A burst of fire exploded out from the dwarf washing over the fly and its pick-wielding master. He then spun and slashed out at the fly, his suits thrumming power making up for the insidious feeling of drowsiness from the fly's attack. As he slashed at the creature flames burst out through every extremity of his suit washing the dwarf himself with a cleansing, but painful, fire. OOC Action 1: explode Action 2: explode Action 3: axe strike on fly Strike is -1 but dmg ok as -1 enfeebledcand +1 overdrive Clank takes 3 fire damage from his crit failure on the unstable check 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 November 22, 2023 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls explode damage, basic reflex vs DC18 4 2d6 3,1 axe strike 18 1d20+8 10 s dmg 11 1d8+3 8 unstable check dc17 1 1d20 1 Link to comment Share on other sites More sharing options...
LDDragon Posted November 22, 2023 Author Clone Share Posted November 22, 2023 (edited) Map Armenge drops her razor and punches Urbel into unconsciousness. She then uses her mirror to create a reflection of herself in flanking position. Joseph taps his cane on the ground, sending a rock hurtling towards the fly, which strikes it in the head. This is swiftly followed by Zyrel shooting the fly in the torso, causing it to crumple to the ground, unmoving. Clankerton assaults the fly and its master with an explosion, then chops into the fly to ensure it is truly dead. Urbel continues to bleed on the ground, and looks like he is headed quickly towards death. Combat COMBAT OVER, BATTLE WON!!! Giant fly. Creature 2. DC 16 for Exploit Vulnerability. AC 18. Fort 7. Ref 11. Will 5. Perception 9. Proboscis 11. 1d6+5 plus sleeping sickness. Blood draw. Max hp 30. Dead. 32 total damage. Made up of Zyrel sneak attack arrow 5 damage. Auriflamma 8 damage. Joseph telekinetic projectile 12 damage. Zyrel shoots for 7 damage Blood draw If the fly’s last action was a successful proboscis Strike, it sucks its target’s blood. The target takes [[1d4]] (1d4) bleed damage (or [[1d6]] (1d6) bleed damage if the target is an animal). Actions 1y Sleeping sickness disease Saving Throw: DC 18 Fortitude; Stage 1: enfeebled 1 (1 day); Stage 2: enfeebled 1 and drained 1 (1 day); Stage 3: unconscious (1 day); Stage 4: as Stage 3 (1 day); Stage 5: dead Buck [reaction] DC 18. Effect: Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. Effect: The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall. Urbel. Creature 4. DC 19 for Exploit Vulnerability. AC 21. Fort 13. Ref 12. Will 8. Perception 8. Weakness cold iron 4. Pick 14, 2d6+5 P. Jaws 14, 1d6+5 P, plus Grab. Claw 14, 1d4+5 S. Bully. Any weapon he uses gains the shove trait, and if he critically fails when attempting this, is treated as a failure instead. Pound down, +1d6 damage to prone targets. Spells. Kneecapper reaction, AoO. A Medium creature within Urbel’s reach leaves a square during its move action. Urbel lashes out at the triggering creature’s knees. He attempts an Acrobatics check against the creature’s Reflex DC. On a success, the target falls and lands prone. Athletics 9, but is 11 to shove. Max hp 68. Had been on 67 total damage, so on 1 health. Is taking 3 bleed damage each turn. Then took 6 damage from punch. NOW UNCONSCIOUS. Was at dying 0 after Armenga punched him, now at dying 3. Made up of Zyrels arrow 5 damage. Armenga critical war razor 26 damage, 3 bleed damage. Auriflamma 5 fire damage. Armenga war razor 12 damage. Zyrel bow 5 damage. Clankerton axe 8 damage. Armenga punches for 6 damage, nonlethal. Clankerton explodes, goes to dying 1 Bleed, goes to dying 2. Attempts to not bleed, fails. Start of his turn, recovery check, fails. Goes to dying 3. Edited November 22, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Urbel flat check to stop bleeding 7 1d20 7 Urbel recovery check vs DC 12 8 1d20 8 Link to comment Share on other sites More sharing options...
allefgib Posted November 22, 2023 Clone Share Posted November 22, 2023 (edited) Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 13/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: enfeebled 1, overdrive | Exploration Mode Default: Search Clankerton slapped at the flames still licking at his inherent hairness that stuck out of his suit at his neck, ankles nd wrists. "Revivehim!!" he called out to Joseph as as he hovered over Urbel preparing his healing tools to stem the bleeding once his knocking on death's door was addressed. The dwarf knew his tinkering was a trifle too experimental to address the more urgent need to keep the creature alive. OOC Administer first aid, stablise, if no one else can do something more urgent! Action 1: Action 2: Action 3: Statblck Clankerton Ratchet - Inventor 3 CG, Medium, Dwarf, Anvil Dwarf, Humanoid Perception +7; Darkvision Languages Common, Draconic, Dwarven, Elven, Orcish Skills Acrobatics +0, Arcana +8, Athletics +10, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5 Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1 Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10) 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 November 22, 2023 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls first aid to stop bleeding 23 1d20+7 16 Link to comment Share on other sites More sharing options...
Kistler Posted November 22, 2023 Clone Share Posted November 22, 2023 Armenga Olulo - Thaumaturge 3 HP: 9/38 | AC: 20 | Speed: 40ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: +10' Speed 0:54 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. Entirely useless when it comes to healing, Armenga instead focuses on preventing further harm. She clears away any weapons from the creature's reach and tries to wrap him up in a net from her pack as quick as she can. Mechanics/Actions Other: Free: Action 1: retrieve net Action 2: interact Action 3: interact Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -+1 War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -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...
r0llcage Posted November 22, 2023 Clone Share Posted November 22, 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) "Eh? You want to save the book-burner? Suit yourself..." 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: Battle Med Action 2 + 3: First Aid to Stabilize (Assurance for 17)Requirements You are holding healer's tools, or you are wearing them and have a hand free You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value). Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed. Success If you’re trying to stabilize, the creature loses the dying condition (but remains unconscious). If you’re trying to stop bleeding, the creature attempts a flat check to end the bleeding. Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage. OR First aid to Stabilize if 17 with Assurance isn't enough. 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 November 23, 2023 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Battle Med 8 2d8 3,5 First aid to Stabilize 20 1d20+10 10 Link to comment Share on other sites More sharing options...
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