LDDragon Posted January 3 Author Clone Share Posted January 3 (edited) Joseph summons forth a ball of fire underneath the undead craftsman. The young man almost manages to avoid it, but is not quite fast enough, and is burned. Armenga pops her head up over the lip of the tub and sees the Jinkins on the other side of the bed. Deciding to keep up this skirmish, she strains to make some rocks fall from the ceiling onto their heads with her nascent magical powers. Then she ducks her head back down. The first Jinkin manages to avoid some of the falling rocks, while the second dodges out of the way entirely. Zyrel studies the presumed Stone Ghost briefly, but can't seem to recall anything useful about the creature. With very limited places to take cover within the room,, he simply stands his ground and fires on the Ghost, hoping Joseph's magics will compensate for losing the element of surprise. The first shot hits, striking the stone ghost in the arm, though the second shot goes wide. "Auriflamma, that one is your target." Firea tells her flaming giant fox companion as she pointed to the spirit. "As you command Mistress Firea." Auriflamma states as he begins to move towards the Stone Ghost. Firea began to move as well stopping next to Zyrel she casts a spell filled with Electricity at the Jinkins, striking both. "I'm sorry but I must 'charge' you for your actions." Auriflamma groans as he moves past her. The electric arc hits both Jinkins, causing them to twitch and their muscles to spasm momentarily. Clankerton studied the clever secret door admiringly as his companions moved into position. "Oh!Fightson!" he blurted as he realised they had found their quarry. The dwarf charged into the room and closed the distance with the enemy to keep them occupied whilst his classmates did what they did best. Stone ghost attempts to extend his intangibility to Clankerton, shoving down on his shoulder to force him through the floor and into the earth. The dwarf is planted waist deep into the ground, immobilized and flat footed. The man then swings at Clankerton with his morningstar. The first Jinkin moves closer and attempts to stab Clankerton with his shortsword twice, as the second Jinkin attempts to stab the dwarf three times. Combat Clankerton immobilized and flatfooted, 11 bludgeoning damage from morningstar. Also check the dice rolls of the Jinkins, not sure what does or does not hit. CREATURES HAVE GONE. EVERYONE MAY ACT IN ANY ORDER! 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. Jinkins are weak to cold iron, though personal antithesis may do more damage. 11 Stone ghost. AC 20. Max HP 40. AC 21 temporarily due to shield spell. Total 17 damage. Resistance 5, and double resistance vs non magical, stone, or effects with the earth trait. 2 from Zyrel shooting. 12 from Joseph flaming sphere. 3 from Zyrel shooting. EDIT ABP at 2nd level means +1 strikes, which I will interpret as magical. Thus the creature takes 2 damage instead of zero. 11 Jinkin 1. AC 17. Max HP 19. Total damage 10. Made up of 6 from Armenga scatter scree. 4 from Firea electric arc. 11 Jinkin 2. AC 17. Max HP 19. Total damage 11. Made up of 11 from Firea electric arc. Jinkin JINKIN CREATURE1 CETINYFEY, GREMLIN Perception 7 darkvision Languages Undercommon Skills Acrobatics 7 Crafting 5 +7 Traps Deception 5 Nature 5 Stealth 7 Thievery 7 Str -2, Dex 4, Con 0, Int 2, Wis 2, Cha 2 Items Shortsword y Modify+Add Interaction Abilities Tinkercurse, primal, transmutation A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. y Modify+Add AC 17 Fort 6, Ref 10, Will 7 HP 19 ; Current Weaknesses cold iron 2 Automatic And Reactive Abilities Modify+Add Speed 30 Melee Strikes Shortsword 9agile, finesse, magical, versatile S #2 #3damage 1d6 -2 Piercing y Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Sneak Attack The jinkin deals [[1d6]] (1d6) extra precision damage to flat-footed creatures. y Primal Innate Spells DC 17; Cantrips (1st) prestidigitation y Modify+Add Stone ghost STONE GHOST CREATURE5 NEMEDIUMUNIQUE, HUMAN, HUMANOID, OREAD Male human oread stone spirit Perception 13 Languages Common, Gnoll, Terran Skills Arcana 12 Athletics 12 Intimidation 12 Magaambya Lore 12 Nature 13 Stealth 11 Str 3, Dex 0, Con 4, Int 3, Wis 4, Cha 1 Items Leather Armor y +1 Morningstar y Sling10 bullets y Modify+Add Interaction Abilities Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can’t perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1. y Modify+Add AC 20 Fort 11, Ref 9, Will 15 HP 40 ; Current Resistances all damage 5 (except force or ghost touch; double resistance vs. non-magical, stone, or effects with the earth trait) Automatic And Reactive Abilities Modify+Add Speed 25 Melee Strikes Morningstar 15 magical, versatile P #2 #3damage 1d6+ 7 Bludgeoning y Modify+Add Ranged Strikes Sling 11 propulsive, range increment 50 feet, reload 1 #2 #3damage 1d6+ 5 Bludgeoning 50 feet y Modify+Add Offensive Or Proactive Abilities Entombing Grasp earth, manipulate Requirements: A foe within Stone Ghost’s reach is standing on stone or soil; Effect: Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target’s Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. Actions 2 y Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot Rooms OOC C14. Gruesome Trophies Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog. One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it. Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed. C7d DC 15 Perception will spot a secret door to the west. C15 This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps. New map Edited January 3 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stone ghost reflex vs Joseph flaming sphere 18 1d20+9 9 Jinkin 1 reflex vs Armenga scatter scree 24 1d20+10 14 Jinkin 2 reflex vs Armenga scatter scree 30 1d20+10 20 Jinkin 1 reflex vs Firea electric arc 17 1d20+10 7 Jinkin 2 reflex vs Firea electric arc 16 1d20+10 6 Stone ghost athletics vs Clankerton fort save dc 28 1d20+12 16 Stone ghost morningstar vs Clankerton flat footed AC 22 1d20+15 7 morningstar damage vs Clankerton 21 1d20+7 14 Ignore previous roll, ACTUAL morningstar damage vs Clankerton 11 1d6+7 4 Jinkin 1 shortsword vs Clankerton 12 1d20+9 3 Jinkin 1 2nd attack shortsword vs Clankerton 18 1d20+4 14 Not sure if 18 hits Clankertons flat footed when he did three strides last round. If it does... short sword plus sneak attack 5 2d6-2 4,3 Jinkin 2 1st attack flat footed Clankerton 24 1d20+9 15 Shortsword Damage with sneak attack 2 2d6-2 2,2 Jinkin 2 2nd attack vs flatfooted Clankerton 22 1d20+4 18 If tthat hits, shortsword plus sneak 2 2d6-2 3,1 Jinkin 2 3rd attack on Clankerton 13 1d20-1 14 Link to comment Share on other sites More sharing options...
Kistler Posted January 3 Clone Share Posted January 3 (edited) Armenga Olulo - Thaumaturge 3 HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Armenga sees Clank's in trouble, so she pops out of her hiding place and runs toward the battle. She leaps onto the bed, the flashes her mirror to make a reflection of herself appear right behind the Jinkins. The reflection swings a pick and smashes one of the Jinkins to the ground. Mechanics/Actions Other: Free: Action 1: Stride Action 2: Mirror's Reflection Action 3: Strike (24 to hit, 15 damage) Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement and Pick+9 to hit 2d6+3+4+3 weakness Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile -Striking Pick: +9 | 2d6+5P | Fatal D10 Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -Amber Chunk (35gp) (Party Loot) -Gold Teeth (??gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited January 3 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike 1 24 1d20+9 15 Damage 1 15 2d6+8 4,3 Link to comment Share on other sites More sharing options...
r0llcage Posted January 3 Clone Share Posted January 3 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 0/2 | Level 2 Spells:Dispel Magic Flaming Sphere 1/2 | 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 sustains the floating sphere of flaming, calling it towards himself and burning all three of the enemies. He thrusts his cane forward, causing magical grease to form under the feet of the three hostiles. 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: Sustain Floating FlameCONCENTRATE FIRE MANIPULATE Traditions arcane, primal Range 30 feet; Targets 1 5-foot square Defense Reflex; Duration sustained up to 1 minute You create a fire that burns without fuel and moves to your commands. The flame deals 3d6 fire damage to each creature in the square in which it appears, with a basic Reflex save. When you Sustain this spell, you can levitate the flame up to 10 feet. It then deals damage to each creature whose space it shared at any point during its flight. This uses the same damage and save, and you roll the damage once each time you Sustain. A given creature can take damage from floating flame only once per round. and move it 10' East. All three baddies must make a DC 19 Basic Reflex SaveCritical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes double damage. or take Fire Damage Action 2 + 3: Cast Grease (Ref DC 19)GREASE SPELL 1 CONCENTRATE MANIPULATE Traditions arcane, primal Range 30 feet; Area 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less Duration 1 minute You conjure grease, choosing an area or target. Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save. on the three squares with bad guys and and the square on Clank's left. Enemies who fail their save are knocked ProneYou're lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).. OOC That's Joseph's last lvl 1 Spell, but he still has Drain Bonded Item. 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 Fire Damage 12 3d6 6,5,1 Link to comment Share on other sites More sharing options...
Kyper007 Posted January 4 Clone Share Posted January 4 Firea - Kitsune Summoner lvl 3 AC: 16 | HP: 41/41 | PER: +8 | FORT: +8 REF: +6 WILL: +8 | SPELLS/DAY: CAN: Unl 1ST: 1/2 2ND: 0/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 Firea noted that her spell worked perfectly against the pair of small creatures and thus casted it upon them once from her position of cover. Auriflamma on the other hand continued to charge forward, launching a bolt made of magic fire at the Stone Ghost. Spells Innate: Daze*, (Forbidding Ward), (Ghost Sound) NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat. Focus: Boost Eidolon, Evolution Surge Cantrips: Detect Magic, Eat Fire, Electric Arc, Produce Flame, Ray of Frost, Read Aura First: Burning Hands, Summon Animal, Summon Fey Second: Summon Elemental OOC/Actions Other: Free: Action 1: Auriflamma Stride forward. Action 2: Shared Action: Firea's action (2 Action): Cast Electric Arc hitting both Jinkin's. DC19 Reflex Save, or both take the damage below. Auriflamma's action (1 Action): Tosses his Firebolt at Stone Ghost. Action 3: Part of Action 2. Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower. Exploration Activity (Firea): Detect Magic Exploration Activity (Auriflamma): Scout Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc damage on Jinkin 1 (dc19 REF save) 8 3d4 1,3,4 Electric Arc damage on Jinkin 1 (dc19 REF save) 7 3d4 3,1,3 Auriflamma Firebolt to hit in Stone Ghost 15 1d20+8 7 Auriflama Firebolt Damage on Stone Ghost (Damage is Magic and Fire) 6 1d4+3 3 Link to comment Share on other sites More sharing options...
leons1701 Posted January 4 Clone Share Posted January 4 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 Zyrell fires twice again, but with no cover can't place his shots to deadly effect, and so he abandons his bow for the rapier Mechanics Main Hand: Bow Off Hand: Empty Action 1: Strike Action 2: Strike Action 3: Interact, drop bow, draw rapier. 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 Strike 1 (Bow) 28; 5 1d20+10;1d6 [18]; [18,5] Strike 2 (Bow) 24; 3 1d20+5;1d6 [19]; [19,3] Link to comment Share on other sites More sharing options...
LDDragon Posted January 10 Author Clone Share Posted January 10 (edited) Armenga sees Clank's in trouble, so she pops out of her hiding place and runs toward the battle. She leaps onto the bed, the flashes her mirror to make a reflection of herself appear right behind the Jinkins. The reflection swings a pick and smashes the first Jinkin to the ground. Joseph sustains the floating sphere of flaming, calling it towards himself and burning all three of the enemies. He thrusts his cane forward, causing magical grease to form under the feet of the three hostiles. The second Jinkin is engulfed flames, and falls to the ground, blackened and crisped, smoke rising from it. Stone ghost manages to avoid the worst of the effects, and his rocky hide protects him from the worst of the damage. Grease forms under it, the two Jinkins bodies, and to the left of Clankerton, but the rocky creature manages to plant himself in the earth and keep his footing. Firea noting that her spell worked perfectly against the pair of small creatures, but also that they have fallen from the efforts of her teamates, switches her target to Stone ghost. Lightning arcs out at him, he manages to evade the worst of it, and his innate defences ensure that the damage he would have taken is also negated. Auriflamma on the other hand continued to charge forward, launching a bolt made of magic fire at the Stone Ghost. The bolt misses, as he dodges out of the way. Zyrell fires twice again, but with no cover can't place his shots to deadly effect, and so he abandons his bow for the rapier. Stone ghost hits Clankerton with his morningstar again, a heavy hit to the shoulder, but then misses the next two swings. Combat Firea might have to move closer to have the lightning arc in range, if so, feel free to move to where you think she would. Will prioritize this over Auriflamma attacking, as Auriflamma would have missed in any case, and circumstances changed as the two Jinkins fell. Accidently put vs Auriflamma lightning arc, should have been vs Firea lightning arc. Actually nevermind, he took no damage in any case, as he passed and then reduces damage by 5. Will leave it up to you whether you want Firea to have moved forward or to have stayed where the token is currently. One hit on Clankerton dealing 11 damage from Stone ghost. Clankerton may post the three actions for the round that is missed, as well as the actions for this round now. CREATURES HAVE GONE. EVERYONE MAY ACT IN ANY ORDER! 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. Jinkins are weak to cold iron, though personal antithesis may do more damage. 11 Stone ghost. AC 20. Max HP 40. AC 21 temporarily due to shield spell. Total 18 damage. Resistance 5, and double resistance vs non magical, stone, or effects with the earth trait. 2 from Zyrel shooting. 12 from Joseph flaming sphere. 3 from Zyrel shooting. 1 from Joseph floating flame. EDIT ABP at 2nd level means +1 strikes, which I will interpret as magical. Thus the creature takes 2 damage instead of zero. 11 Jinkin 1. AC 17. Max HP 19. Total damage 25. DEAD Made up of 6 from Armenga scatter scree. 4 from Firea electric arc. 15 Armenga. 11 Jinkin 2. AC 17. Max HP 19. Total damage 23. DEAD Made up of 11 from Firea electric arc. 12 Joseph floating flame. Jinkin JINKIN CREATURE1 CETINYFEY, GREMLIN Perception 7 darkvision Languages Undercommon Skills Acrobatics 7 Crafting 5 +7 Traps Deception 5 Nature 5 Stealth 7 Thievery 7 Str -2, Dex 4, Con 0, Int 2, Wis 2, Cha 2 Items Shortsword y Modify+Add Interaction Abilities Tinkercurse, primal, transmutation A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. y Modify+Add AC 17 Fort 6, Ref 10, Will 7 HP 19 ; Current Weaknesses cold iron 2 Automatic And Reactive Abilities Modify+Add Speed 30 Melee Strikes Shortsword 9agile, finesse, magical, versatile S #2 #3damage 1d6 -2 Piercing y Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Sneak Attack The jinkin deals [[1d6]] (1d6) extra precision damage to flat-footed creatures. y Primal Innate Spells DC 17; Cantrips (1st) prestidigitation y Modify+Add Stone ghost STONE GHOST CREATURE5 NEMEDIUMUNIQUE, HUMAN, HUMANOID, OREAD Male human oread stone spirit Perception 13 Languages Common, Gnoll, Terran Skills Arcana 12 Athletics 12 Intimidation 12 Magaambya Lore 12 Nature 13 Stealth 11 Str 3, Dex 0, Con 4, Int 3, Wis 4, Cha 1 Items Leather Armor y +1 Morningstar y Sling10 bullets y Modify+Add Interaction Abilities Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can’t perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1. y Modify+Add AC 20 Fort 11, Ref 9, Will 15 HP 40 ; Current Resistances all damage 5 (except force or ghost touch; double resistance vs. non-magical, stone, or effects with the earth trait) Automatic And Reactive Abilities Modify+Add Speed 25 Melee Strikes Morningstar 15 magical, versatile P #2 #3damage 1d6+ 7 Bludgeoning y Modify+Add Ranged Strikes Sling 11 propulsive, range increment 50 feet, reload 1 #2 #3damage 1d6+ 5 Bludgeoning 50 feet y Modify+Add Offensive Or Proactive Abilities Entombing Grasp earth, manipulate Requirements: A foe within Stone Ghost’s reach is standing on stone or soil; Effect: Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target’s Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. Actions 2 So may attempt to Escape as a one action thing using on of... unarmed attack modifier, Acrobatics, or Athletics, vs DC 22. This action has the attack trait, regardless of which option was chosen. Escape[one-action] Attack Source Core Rulebook pg. 470 4.0 You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn. y Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot Rooms OOC C14. Gruesome Trophies Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog. One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it. Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed. C7d DC 15 Perception will spot a secret door to the west. C15 This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps. New map Edited January 10 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Jinkin 2 reflex vs Joseph Floating Flame DC 19, 12 damage 17 1d20+10 7 Stone ghost reflex vs Joseph floating flame 27 1d20+9 18 Stone ghost reflex vs Joseph grease 29 1d20+9 20 Stone ghost reflex vs Auriflamma lightning arc 26 1d20+9 17 Stone ghost morningstar 1st vs Clankerton 24 1d20+15 9 Morningstar damage vs Clankerton, magical bludgeoning 11 1d6+7 4 Stone ghost morningstar 2nd vs Clankerton 15 1d20+10 5 Stone ghost morningstar 3rd vs Clankerton 10 1d20+5 5 Link to comment Share on other sites More sharing options...
allefgib Posted January 10 Clone Share Posted January 10 (edited) Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 14/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: enfeebled 1, overdrive, immoblile, flatfooted | Exploration Mode Default: Search "WhatTheF..." Clankerton roared with a note of panic and desperation in his voice as he sank into the ground. The desperation grew under the assault of their enemies. As he brushed off the less impactful blows from the annoying gremlins Clankerton's expression grew more curious and thoughtful. To those that knew him best like his classmates, the prospect of creating technology that immersed him in solid earth and stone was clearly running through his mind. Intially the dwarf felt it best to fight back and ignore his condition, raising his shield above his head to deflect further blows he lashed out with his axe. Clankerton grinned as despite the formidable defences of their enemy he managed two heavy blows. His nocked axe head he could sharpen later! Given the success, he doubled down, kept his shield raised high and kept on swinging as if he was in a crafting flow at his anvil. OOC The hits of 19 and above from the Jinkin's hit. However not sure about the damage accuracy. Typically sneak is 1d6 - no negatives. So teh damage would be I assume: 1d6-2 for being a weak grelmin + 1d6 sneak. I think 2d6-2 is going to give the same result in all scenarios except when initial damage is a 1... eg. jinking rolls 1 for dmg and 2 for sneak - total dmg should still be 2 and not 1. But in the examples here - it works. Clank takes total dmg of: 11 + 2 + 2 = 15 Oh - plus another 11 from another hit Clanks' catching up on 2 rounds - so 6 actions total below Action 1: raise shield Action 2: strike Action 3: strike Action 1: raise shield Action 2: strike Action 3: strike Statblck Clankerton Ratchet - Inventor 3 CG, Medium, Dwarf, Anvil Dwarf, Humanoid Perception +7; Darkvision Languages Common, Draconic, Dwarven, Elven, Orcish Skills Acrobatics +0, Arcana +8, Athletics +10, Crafting +10, Lore: Academia +8, Lore: Local Terrain +8, Medicine +7, Nature +7, Religion +7, Society +8, Stealth +5, Survival +7, Thievery +5 Str +3, Dex +0, Con +2, Int +3, Wis +2, Cha -1 Items Inventor Power Suit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Healer's Tools, Basic Crafter's Book, Repair Kit, Alchemist's Lab, Artisan's Tools, Alchemist's Tools, Bracers of Missile Deflection, Antidote (Lesser) (2), Steel Shield (Hardness 5, HP 20, BT 10) AC 19 (+21 with shield raised); Fort +9, Ref +5, Will +9 HP 40 Shield Block Bracers of Missile Deflection Speed 20 feet Melee +1 Dwarven War Axe +9 (Dwarf, Sweep, Two-Hand d12, Uncommon, Magical), Damage 1d8+3 S Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B Ranged Clan Pistol +5 (Uncommon, Concussive, Dwarf, Fatal d10), Damage 1d6 P Battle Medicine Explosive Leap Searing Restoration Explode Overdrive Antidote (Lesser) Arcane Prepared Spells DC 18, attack +8; Cantrips Time Sense, Electric Arc Additional Feats Anvil Dwarf, Crafter's Appraisal, Dwarven Weapon Familiarity, Inventor, Magical Crafting, Specialty Crafting, Wizard Dedication Additional Specials Arcane School, Expert Overdrive, Innovation (Armor Innovation), Peerless Inventor, Reconfigure, Wizard Archetype Arcane School (Abjuration) Notes: From a line of famous smiths in Dongun Hold, Clankerton has been fascinating with creating things since a young age. And sometimes destroying them. Whenever he is deep in thought, or otherwise preoccupied, Clankerton will absentmindedly construct/desctrut things as he thinks. An inquisitive soul, he is always asking questions to understand how things work, or why things are the way they are. Clankerton likes to build and create as a way to help others and the communities in which he lives. He loves seeing the looks of amazement on the faces of others whenever he builds something new and wonderful. Clankerton's main flaw is that when he tries to explain something to otheres he usually ends up speaking too quickly and very few can follow and understand him. Relatively tall for a dwarf, Clankerton keeps his beard trimmed short and out of the way. One can't be too careful with getting it trapped in a new creation. He keeps his black hair thick and brushed back so his bright green eyes can see what they are doing. Often slow to respond emotionally, he nonetheless has a bright smile that comes out when he is interested in something. When concentrating Clankerton has a habit of sticking his tongue half out of his mouth. His family had tried to sponsor his entry into the Magaambya to see if learning magic can add value to the family trade. He was unfortunately refused as it was unclear what alignment modern technology had with the teachings of Old Jatembe. They switched focus into getting him into the Blythir College in Arkenstar. He was accepted but recently... expelled in suspicious and frustrating circumstances. Edited January 10 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Clankerton axe strike 1 22 1d20+9 13 s Damage 11 1d8+4 7 Clankerton axe strike 2 21 1d20+4 17 s Damage 11 1d8+4 7 Clankerton axe strike 1 29 1d20+9 20 s damage 6 1d8+4 2 Clankerton axe strike 2 11 1d20+4 7 s damage 6 1d8+4 2 Link to comment Share on other sites More sharing options...
Kistler Posted January 10 Clone Share Posted January 10 (edited) Armenga Olulo - Thaumaturge 3 HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Armenga thinks of anything she might have that would make this 'Stone Ghost' weak to her attacks as she flashes her mirror once more and appears in the corner behind the ghost. She swings the pick at it, thinking "proper weapon if this ghost really is stone, right?" Mechanics/Actions Other: Free: Action 1: Exploit Vulnerability (21 v DC20. Activate personal antithesis since no weaknesses) Action 2: Mirror's Reflection to flank with Clank Action 3: Strike (flanking) 27 to hit, 19 damage (Piercing, magic) or 36 if that manages to be a crit because the ghost has another debuff I'm not aware of. Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement and Pick+9 to hit 2d6+3+4+3 weakness Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile -Striking Pick: +9 | 2d6+5P | Fatal D10 Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -Amber Chunk (35gp) (Party Loot) -Gold Teeth (??gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited January 10 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Exploit 21 1d20+12 9 Strike 1 (flanking) 27 1d20+9 18 Damage 1 19 2d6+8 6,5 Crit damage 35 4d10+13 1,10,7,4 Lethal bonus die 1 1d10 1 Link to comment Share on other sites More sharing options...
leons1701 Posted January 10 Clone Share Posted January 10 Zyrel (Ekujae Rogue) AC: 20 | HP: 27/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet Zyrel darts across the room, realizing only as he arrives that nobody is placed quite right to distract the Ghost from his assault. Nonetheless, he's here and can adjust later. He stabs at the miscreant with his rapier, an accurate strike that simply skids off his stony flesh. Mechanics Main Hand: Rapier Off Hand: Empty Action 1: Stride Action 2: Stride 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 roll 26; 2 1d20+10;1d6+1 [16]; [16,1] Link to comment Share on other sites More sharing options...
LDDragon Posted January 17 Author Clone Share Posted January 17 (edited) "WhatTheF..." Clankerton roared with a note of panic and desperation in his voice as he sank into the ground. The desperation grew under the assault of their enemies. As he brushed off the less impactful blows from the annoying gremlins Clankerton's expression grew more curious and thoughtful. To those that knew him best like his classmates, the prospect of creating technology that immersed him in solid earth and stone was clearly running through his mind. Intially the dwarf felt it best to fight back and ignore his condition, raising his shield above his head to deflect further blows he lashed out with his axe. Clankerton grinned as despite the formidable defences of their enemy he managed two heavy blows. His nocked axe head he could sharpen later! Given the success, he doubled down, kept his shield raised high and kept on swinging as if he was in a crafting flow at his anvil. Armenga thinks of anything she might have that would make this 'Stone Ghost' weak to her attacks as she flashes her mirror once more and appears in the corner behind the ghost. She swings the pick at it, thinking "proper weapon if this ghost really is stone, right?" Her pick strikes true, hitting the Stone Ghost through the back of the neck, piercing all the way out the front. He falls wordlessly to the ground. Under the bed is a rhinoceros mask, and on the desk are the notes that Stone Ghost was working on. Combat OU OF COMBAT. BATTLE WON! 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. Jinkins are weak to cold iron, though personal antithesis may do more damage. 11 Stone ghost. DEAD. AC 20. Max HP 40. AC 21 temporarily due to shield spell. Total 31+lots damage. Resistance 5, and double resistance vs non magical, stone, or effects with the earth trait. 2 from Zyrel shooting. 12 from Joseph flaming sphere. 3 from Zyrel shooting. 1 from Joseph floating flame. 6 6 1 so 13 from Clankerton. A bunch of damage from Armenga. EDIT ABP at 2nd level means +1 strikes, which I will interpret as magical. Thus the creature takes 2 damage instead of zero. 11 Jinkin 1. AC 17. Max HP 19. Total damage 25. DEAD Made up of 6 from Armenga scatter scree. 4 from Firea electric arc. 15 Armenga. 11 Jinkin 2. AC 17. Max HP 19. Total damage 23. DEAD Made up of 11 from Firea electric arc. 12 Joseph floating flame. Jinkin JINKIN CREATURE1 CETINYFEY, GREMLIN Perception 7 darkvision Languages Undercommon Skills Acrobatics 7 Crafting 5 +7 Traps Deception 5 Nature 5 Stealth 7 Thievery 7 Str -2, Dex 4, Con 0, Int 2, Wis 2, Cha 2 Items Shortsword y Modify+Add Interaction Abilities Tinkercurse, primal, transmutation A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. y Modify+Add AC 17 Fort 6, Ref 10, Will 7 HP 19 ; Current Weaknesses cold iron 2 Automatic And Reactive Abilities Modify+Add Speed 30 Melee Strikes Shortsword 9agile, finesse, magical, versatile S #2 #3damage 1d6 -2 Piercing y Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Sneak Attack The jinkin deals [[1d6]] (1d6) extra precision damage to flat-footed creatures. y Primal Innate Spells DC 17; Cantrips (1st) prestidigitation y Modify+Add Stone ghost STONE GHOST CREATURE5 NEMEDIUMUNIQUE, HUMAN, HUMANOID, OREAD Male human oread stone spirit Perception 13 Languages Common, Gnoll, Terran Skills Arcana 12 Athletics 12 Intimidation 12 Magaambya Lore 12 Nature 13 Stealth 11 Str 3, Dex 0, Con 4, Int 3, Wis 4, Cha 1 Items Leather Armor y +1 Morningstar y Sling10 bullets y Modify+Add Interaction Abilities Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can’t perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1. y Modify+Add AC 20 Fort 11, Ref 9, Will 15 HP 40 ; Current Resistances all damage 5 (except force or ghost touch; double resistance vs. non-magical, stone, or effects with the earth trait) Automatic And Reactive Abilities Modify+Add Speed 25 Melee Strikes Morningstar 15 magical, versatile P #2 #3damage 1d6+ 7 Bludgeoning y Modify+Add Ranged Strikes Sling 11 propulsive, range increment 50 feet, reload 1 #2 #3damage 1d6+ 5 Bludgeoning 50 feet y Modify+Add Offensive Or Proactive Abilities Entombing Grasp earth, manipulate Requirements: A foe within Stone Ghost’s reach is standing on stone or soil; Effect: Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target’s Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. Actions 2 So may attempt to Escape as a one action thing using on of... unarmed attack modifier, Acrobatics, or Athletics, vs DC 22. This action has the attack trait, regardless of which option was chosen. Escape[one-action] Attack Source Core Rulebook pg. 470 4.0 You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don’t get free, and you can’t attempt to Escape again until your next turn. y Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot Rooms OOC C14. Gruesome Trophies Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog. One of the outfits—the hare mask and a bloodstained cloak in yellow and white has been affixed to a secret door, which is slightly askew on its hinges, leading southwards. DC 13 Perception check to notice it. Anyone looking over the cloaks can attempt a DC 15 Nature or Survival check. On a success, dirt and dust on the lower half of the cloaks indicates that each wearer was somehow pulled partially into the ground before being killed. C7d DC 15 Perception will spot a secret door to the west. C15 This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps. New map Edited January 17 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted January 17 Clone Share Posted January 17 (edited) Armenga Olulo - Thaumaturge 3 HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Armenga makes an exultant cheer as the dangerous ghost dissipates. "That could've gone much worse..." She exhales heavily. She pokes around for anything valuable it may have been carrying, then checks under the bed to find the rhinoceros mask. She bundles it with the hare, antelope, and warthog masks. "Someone at the school will know who these belonged to. Let's make sure they get home." She says rather solemnly. She stands near the table with the notes, ready to help with any inquiries. Mechanics/Actions Other: Free: Action 1: Aid using Esoteric Lore at -2 Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement and PickStriking (until level 4) Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile -Striking Pick: +9 | 2d6+5P | Fatal D10 Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -Amber Chunk (35gp) (Party Loot) -Gold Teeth (??gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited January 17 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Aid Other on knowledge check for notes 24 1d20+10 14 Link to comment Share on other sites More sharing options...
leons1701 Posted January 17 Clone Share Posted January 17 Zyrel (Ekujae Rogue) AC: 20 | HP: 27/27 | Perception: +9 (Initiative +2) | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet Zyrel turns to regard Clankerton with a curious expression. "Need a hand? You're going to have to tell me about that later, can't say I've ever seen someone stuck halfway into the floor before." Mechanics Main Hand: Rapier Off Hand: Empty Action 1: Stride Action 2: Stride 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 Link to comment Share on other sites More sharing options...
Kyper007 Posted January 22 Clone Share Posted January 22 Firea - Kitsune Summoner lvl 3 AC: 16 | HP: 41/41 | PER: +8 | FORT: +8 REF: +6 WILL: +8 | SPELLS/DAY: CAN: Unl 1ST: 1/2 2ND: 0/1 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 Firea moved up to the others then looked down towards Clankerton a moment. "I must say that I am a bit curious as to how that feels myself." Firea said with an ear-twitch of curiosity. "Miss Firea I am sure that is not a good state of being. Halfway through the floor like that." Auriflamma said as he sniffed and examined around Clankerton. "I know I know. Which is why I'm curious about how he feels there, I never said I want to go through it myself." Firea gave a small shrug. "Can you climb out Clank, or do you need help?" Spells Innate: Daze*, (Forbidding Ward), (Ghost Sound) NOTE: Ones in () are not active and one with * is active as per Kitsune Spell Familiarity Feat. Focus: Boost Eidolon, Evolution Surge Cantrips: Detect Magic, Eat Fire, Electric Arc, Produce Flame, Ray of Frost, Read Aura First: Burning Hands, Summon Animal, Summon Fey Second: Summon Elemental OOC/Actions Other: Free: Action 1: Auriflamma Stride forward. Action 2: Shared Action: Firea's action (2 Action): Cast Electric Arc hitting both Jinkin's. DC19 Reflex Save, or both take the damage below. Auriflamma's action (1 Action): Tosses his Firebolt at Stone Ghost. Action 3: Part of Action 2. Reaction: Eat Fire if fire used against me, or Entity's Resurgence if reduced to 0HP or lower. Exploration Activity (Firea): Detect Magic Exploration Activity (Auriflamma): Scout Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted January 22 Clone Share Posted January 22 Armenga Olulo - Thaumaturge 3 HP: 38/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -0x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 0/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +12 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 | Conditions: None Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Armenga notices that the dwarf does seem just a touch shorter than normal. She comes over and holds out her small gilded mirror with a surface like quicksilver, "Here. Just look into this. See that spot over there? Really SEE yourself there. No, not like that, you're straining too hard. Okay, well a little more effort than that..." She says, tying to coach him through the quite simple process of instantaneous transpositional reflection. "Well, I guess we could always dig him out. Anyone bring a shovel?" Mechanics/Actions Other: That Aid roll from above could still be good if anyone reads the documents... Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Scout Hands: Mirror Implement and PickStriking (until level 4) Gear Worn -Backpack: Ignore first 2 Bulk of contents -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate: +4AC/+1Dex Weapons -Dagger: +9| 1d4+5P/S | Agile | Finesse | Thrown 10' -Whip: +9 | 1d4+5S | Reach 10' | DisarmAthletics v. Reflex DC Critical Success: You knock the item out of the target's grasp. It falls to the ground in the target's space. Success: You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure: You lose your balance and become flat-footed until the start of your next turn. | TripAthletics v. Reflex DC Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage. Success: The target falls and lands prone. Critical Failure You lose your balance and fall and land prone. | Nonlethal | Finesse -Leiomano: +9 | 1d6+5B/S | Deadly D10 -War Razor: +9 | 1d4+6S | Backstabber | Deadly D8 | Agile -Striking Pick: +9 | 2d6+5P | Fatal D10 Containers Backpack -Extendable Pincers: Pick up objects up to 10' away -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -1x Healing Potion, Minor -1x Healing Potion, Lesser -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) (Party Loot) -Amber Chunk (35gp) (Party Loot) -Gold Teeth (??gp) (Party Loot) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
allefgib Posted January 24 Clone Share Posted January 24 (edited) Clankerton Ratchet (Anvil Dwarf Inventor - Armor Innovation 3) : 19 + 2 shield | : 14/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: enfeebled 1, overdrive, immoblile, flatfooted | Exploration Mode Default: Search Clankerton grinned as the villian fell and looked down and tried to wiggle his toes. There was a very slight movement but otherwise a very tight feeling. Through his whole lower body. "Feels...." Clankerton paused uncharacteristically, "Snug?" The dwarf cocked his head to the side and rubbed his cheek smearing dust and blood across it. He thought for a few more seconds and then added in a torrent of words. "Bythefieryforgeandsturdystonesofthemountains,letmeextrapolateitforyou,mefriends!Aye,beinghalfburiedinthegroundisapeculiarsensation,onethatstirstheverydepthsofadwarf'ssturdysoul.Imagineyerself,ifyewill,intheheartofthestone,surroundedbytheverybonesoftheearth.It'slikebeingcradledintheembraceofamotherlymountain,withthecooltouchofrockagainstyerskin.Theweightofthesoilabovepressesdown,acomfortingburdenthatspeakstotheancientconnectionbetweendwarfandstone.Thevibrationsoftheearthitselfbecomeasymphony,arhythmathatresonatesthroughverycore.Themuffledechoesofminingcreaturesandsubterraneancritterscreatealullabythatlullsadwarfintoastateoftranquility.It'sasiftheheartbeatoftheworlditselfcoursesthroughyervains.Andoh,thescents!Theearthyperfumeofminerals,themuskyaromaofdeeprootedplants,andthefainthintofmoltenmetalfromtheheartoftheforge.It'safragrantcocktailthatinvigoratesthesensesandmakesonefeelasthoughthey'repartoftheverysoiltheyrestin.But,mindye,it'snotwithoutitschallenges.Theconfinementcanbedauntingforthosenotattunedtothewaysoftheunderground.Yet,foradwarf,it'sasenseofsecurity,aconnectiontotheancestralhallsthatechoeswiththewhispersofourforebearers.So,beinghalfburiedintheground,it'snotjustaphysicalexperience,butaspiritualone.It'slikebecomingonewiththemountain,feelingthepulseoftheearth,andembracingthedeeprootedkinshipbetweendwarfandstone.ByTorag'ssbeard,it'sasensationthatwarmstheheartandsolidifiesthebondbetweenadwarfandtheveryessenceofthefantasticalrealmsbelow." With his lengthy, but blindingly jumbled, disertation complete the dwarf heaved himself in an attempt to escape the clutches of the earth. His suit thrummed with the strain and finalled the mechanical hum died with a deflating whine. The dwarf held out both hands and looked to the others. "Help?" With the others grabbing and pulling he shimmied and shook himself til he broke free from the earth. With a broad grin still on his face he studied the hole intently, taking out a notebook to sketch the size and nature of the hole. OOC 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 January 24 by allefgib (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls athletics to escape vs dc22 21 1d20+11 10 athletics to escape vs dc22 27 1d20+11 16 athletics to escape vs dc22 25 1d20+11 14 athletics to escape vs dc22 12 1d20+11 1 Link to comment Share on other sites More sharing options...
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