LDDragon Posted February 15 Author Clone Share Posted February 15 (edited) The Griffon's talons pierced through the jagged metal armor, raking deep gouges in the mail and drawing blood. Sorena bellowed her defiance at it, grimacing through the pain, and conjuring up her three part shield of forgeiron. Rather than raise it defensively, she hurled it into three pieces at each of the beasts. She missed with the last two, but the first struck its marks squarely in the guts. The first griffon squawks as it is hit in the guts with the forgeiron. Sweet Tooth yelped as the claws raked her "Do not skin this cat!" She flung more electrical magic after the griffon who had attacked her, then raised a magical ward to protect herself. It avoids the brunt of the electricity, but is still shocked by some of it. Omolara's eyes narrowed as she studied closest griffon. Griffons were fierce hunters; driving them off wouldn't be easy. Still they weren't the only raptors around. "Amosgarn, peck!" she called out in Elvish while pointing at her chosen prey. As the fish eagle swooped in and began pecking the beast with his beak, she followed up with a pair of arrows. The first arrow strikes near the face of the second griffon, as Amosgarn swoops in and pecks near its eyes, causing blood to obscure part of its vision. Banana growls loudly, feeling his specialization in melee combat making itself decidedly inconvenient. "Mac, try to drag one down the next time they pass!" He then focuses on one of the spells he knows how to cast that cover such a long range, his hand briefly bubbling and steaming as he gestures at the southmost griffon, sending a viridian bolt of sizzling liquid flying out. He then prepares to strike at any griffon that manages to get close enough. "Watch out, looks like it is about to veer to the left!" Takulu Ot calls out, allowing Banana to adjust his aim. The sizzling liquid gets close to the griffon, who squawks and takes evasive maneuvers, but Banana has corrected for this, so it splashes the creature with acid, melting feathers and flesh. Mac had rushed in front of Teacher Ot to protect him, but when one of the gryphons swooped in to attack, Ot pushed him aside and took the gryphon's beak instead. All Mac could do was to lash out at it with his weapon. Seeing that the beasts are still flying and circling, he wonders how to best fight off these damn things... Banana growls loudly, feeling his specialization in melee combat making itself decidedly inconvenient. "Mac, try to drag one down the next time they pass!" Seeing the wisdom in his friends words, Mac quickly shoves his weapon into his belt to have a hand free to ready himself to try and grab at the gryphon the next time it swoops in. The griffon narrowly avoids getting hit by Mac, twisting away. Takulu Ot sends a blast of mental energy at the third griffon. It shakes its head, only very mildly affected. The first griffon wheels around in a circular fashion to attack at Mac and Thura with a strafe. Mac attempts to grab it but misses. The second griffon wheels around, attacking Sorena and Mac with strafing talons. The third griffon gets a little too greedy, going to peck at one of the anadi twice. The first peck bloodied the anadi, but it is just quick enough to avoid the second attack, as its reflexes probably save its life. That griffon is now close enough to the ground to be able to be attacked in melee. All three anadi conjure magical shields. Two of the anadi go to attack the griffon within reach. Map Combat Everyone may act. Both 1 & 2 provoke an attack of opportunity from Mac, so can pick one of them if he has not used a reaction. Thura cast Bless - all allies within 15 ft of Thura get a +1 status bonus to attack rolls. If you rolled 17 or higher initiative but those actions did not resolve, you can claim them in the next post, just let me know which are the actions from before the enemies acted and which are the ones after they took their first turn. I will average the NPC initiatives. Those who roll 17 or higher may act. Then it will be npcs, then all heroes, then npcs, then all heroes etc. Takulu initiative 23 Average Griffon initiative 17 Anadi averaged initiative 10 Takulu Ot. Total damage 15. Made up of 15 talon damage from griffon 1. Griffon 1 9 damage. Made up of 9 Sorena magnetic pinions. Griffon 2. DAZZLED. DC 5 FLAT CHECK TO SUCCESSFULLY ATTEMPT TO ATTACK SOMEONE. 8 damage + 3 persistent bleed damage. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition. Made up of 8 Omolara arrow plus 3 persistent bleed damage Amosgarn. Griffon 3. 55 damage. Made up of 34 magic missiles, and 2 from Takulu daze. 3 Sweet Tooth fling magic. 8 Banana acid. 2 Takulu daze. 2 anadi 5, 4 anadi 6. Anadi 4. Used magic missile. Anadi 5. Used magic missile. Anadi 6. Used magic missile. Anadi stats Anadi, Creature 1. Perception Languages Anadi, Common Skills Acrobatics 6, Arcana 7, Athletics 4, +6 to climb in common or hybrid form, Crafting 7, +11 Weaving, Nature 5, Occultism 7 Stat modifiers. Str 1 Dex 3 Con minus 1 Int 4 Wis 2 Cha 0. Items 20 sling bulletsy Interaction Abilities concentrate, exploration, manipulate By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment. AC 15 , Fort 4 Ref 10 Will 7 Max HP 20 ; Current 20 Automatic And Reactive Abilities Speed 25 climb 25 feet Melee Strikes Fangs Attack +8, finesse 1d6+1 piercing damage plus anadi venom Ranged Strikes propulsive, range increment 50 feet, reload 1 1d6 bludgeoning damage 50 feet Offensive Or Proactive Abilities Anadi Venom poison Saving Throw: DC 15 Fortitude; Maximum Duration: 4 rounds; Stage 1: [[1d6]] (1d6) poison damage and flat-footed (1 round); Stage 2: [[1d6]] (1d6) poison damage, flat-footed, and clumsy 1 (1 round) Change Shape arcane, concentrate, polymorph, transmutation The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can’t use their fangs attack. When in spider form, they can’t use weapons. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block. Actions 1 Arcane Innate Spells DC 17; 1st color spray, magic missile, unseen servant; Cantrips (1st) dancing lights, detect magic, mage hand, read aura, shield Griffon stats Griffon stats, Creature 4. Perception 11darkvision, scent (imprecise) 60 feet Skills Acrobatics 11 Athletics 12 Survival 9 Str 4, Dex 3, Con 3, Int -4, Wis 1, Cha -1 Items Modify+Add Interaction Abilities Modify+Add AC 21 Fort 13, Ref 13, Will 7 HP 60 ; Current 60 Automatic And Reactive Abilities Modify+Add Speed 25fly 60 feet Melee Strikes Beak 14 deadly 1d10 #2 #3 damage 2d8+ 4 Piercing Talon 14 agile #2 #3 damage 2d6+ 4 Piercing Wing 14 reach 10 feet #2 #3 damage 2d6+ 4 Bludgeoning Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Flying Strafe The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Actions 2 Pounce The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. Actions 1 Takulu Ot stats Takulu Ot, creature 4. TAKULU OT CREATURE4 LGMEDIUMUNIQUE, HUMAN, HUMANOID Male human Cascade Bearer teacher Perception 11 Languages Amurrun, Common, Elven, Iruxi, Sylvan, Xanmba Skills Arcana 13 Diplomacy 11 Academia Lore 13 Library Lore 11 Nature 9 Performance 11 Str -1, Dex 2, Con 1, Int 5, Wis 3, Cha 1 Items Anteater Mask Potion Of Minor Healing Staff Interaction Abilities AC 21 Fort 9, Ref 12, Will 12 HP 60 ; Current Automatic And Reactive Abilities Quick Lesson Reaction auditory Trigger An ally Takulu can see and who can hear Takulu makes a skill check or an attack roll. Takulu grants the ally a +2 circumstance bonus to the triggering check. Speed 25 Melee Strikes Staff 9two-hand d8 #2 #3damage 1d4+ 1 Bludgeoning Ranged Strikes Offensive Or Proactive Abilities Arcane Prepared Spells DC 21, attack +13; 2nd comprehend language, glitterdust, see invisibility; 1st heal, mending, ray of enfeeblement; Cantrips (2nd) daze, detect magic, message, prestidigitation, read aura Spell attack 13 Spell DC 21 3 1st level spell slots per day 3 2nd level spell slots per day Edited February 15 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls griffon 3 reflex vs Sweet Tooth fling magic 22 1d20+13 9 griffon 3 will save vs Takulu daze 23 1d20+7 16 griffon 1 strafe talsons vs Mac 29 1d20+14 15 talons damage on Mac 11 2d6+4 4,3 griffon 1 strafe 2nd attack talons on Thura 12 1d20+9 3 griffon 2 DC5 flat checks, vs Sorena and Mac 21 2d20 15,6 griffon 2 strafe talons vs Sorena 22 1d20+14 8 talons damage on Sorena 12 2d6+4 3,5 griffon 2 strafe talons on Mac 21 1d20+9 12 griffon 2 talons damage on mac 9 2d6+4 1,4 griffon 3 beak anadi 6 20 1d20+14 6 beak damage on anadi 6 11 2d8+4 2,5 griffon 3 beak anadi 6 14 1d20+9 5 anadi 5 v griffon 23 1d20+8 15 damage 2 1d6+1 1 anadi 6 v griffon 3 21 1d20+8 13 dam 4 1d6+1 3 anadi 6 2nd att griffon 3 6 1d20+3 3 Link to comment Share on other sites More sharing options...
LDDragon Posted February 15 Author Clone Share Posted February 15 Think last roll got eaten... too many rolls in a post? Name xDiceName xDiceResult xDiceString xDiceRolls anadi 6 2nd att v griffon 3 7 1d20+3 4 griffon 3 fort 17 1d20+13 4 g3 fort 28 1d20+13 15 Link to comment Share on other sites More sharing options...
omegoku Posted February 15 Clone Share Posted February 15 (edited) Sweet Tooth - Catfolk Thaumaturge 3 HP: 24/35 | AC: 18 | Speed: 25ft | Hero: 1/3 Perception: +7 Low Light Vision | Fort: +8 | Ref: +9 | Will: +7 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC18 Damage: 2d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +8/+4/+0 Damage: 1d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +8/+4/+0 Damage: 1d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Gouging Claw, Shield | Equipment Consumables: -Jade Cat -Potency Crystal *1 Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 8gp 9sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance Other: -Wizard Dedication -Attack Potency +1 -Skill Potency (Estoric Lore) | SkillsAcrobatics: +7 (T) Arcana: +8 (T) Athletics: +5 (T) Crafting: +3 Deception: +8 (T) Diplomacy: +8 (T) Lore (Academia): +8 (T) Lore (Esoteric): +11 (E) Intimidate: +10 (E) Medicine: +0 Nature: +5 (T) Occultism: +8 (T) Performance: +3 Religion: +5 (T) Society: +8 (T) Stealth: +7 (T) Survival: +0 Thievery: +7 (T) Conditions : Fling magic recharge : 2 rounds Sweet Tooth rushed towards the griffon who landed, eager to exploit its weakness! She activated a rune of power on her starknife, which caused the blade to shine as she plunged it into the creature! Action 1 : Exploit vulnerabilty - Success - Griffon 3 has Weakness 3 to Sweet Tooth's attacks Action 2 : Move to Griffon 3 Action 3 : Attack with Starknife (Activate Potency Crystal) Edited February 15 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Estoric Lore 16 1d20+11 5 Reroll Estoric Lore (Hero point) 26 1d20+11 15 Attack 26 1d20+9 17 Damage 11 2d4+6 4,1 Link to comment Share on other sites More sharing options...
Lycar Posted February 15 Clone Share Posted February 15 (edited) %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D101183%26d%3D1629905609%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D38%2F38%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D20%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20Vermin%20repellent%20(4%20hours%2C%20%2B1%20Item%20vs.%20poison%2C%20DC%2017)%3B%20Prone%0A%5Bb%5DHero%20Points%3A%203%5B%2Fb%5D%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Electric%20Arc%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D%0A Mac Tíre Mac Tíre HP:38/38 - AC: 20 Conditions: Vermin repellent (4 hours, +1 Item vs. poison, DC 17); Prone Hero Points: 3 Spells prepared: Electric Arc, Stabilise Failing to grasp the swooping gryphon, Mac can only throw an ineffectual punch after it as it flies off again. But then he notices that one of the gryphons went down to attack two of the Anadi visitors, and he immediately seems his chance. Pushing past most of his cohort to get between the two beleaguered spider-people, Mac shifts into his true hybrid form to have some teeth to fight with, just as he all but tackles the gryphon to grapple it. But perhaps he is just a bit too over-enthusiastic and his tackle is dodged by the winged predator, causing Mac to face-plant. Ouch... Edited February 15 by Lycar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reactive punch 23; 3 1d20+10;1d4+2 [13]; [13,1] Grapple check 21 1d20+9 12 Re-roll Grapple check 10 1d20+9 1 Link to comment Share on other sites More sharing options...
Eagleheart Posted February 15 Clone Share Posted February 15 (edited) Thura HP: 35/35 AC: 17 Perception +9 Fort +7 Ref +7 Will +11 "Teacher Ot, are you alright?" Thura looks at the teacher with concern. She had seen him wounded by the griffons' claws, but she isn't sure how bad it is. More pressing, though, are the anadi. Perhaps they are not as defenseless as Thura had thought. But she still feels obliged to protect them, so she casts a spell which she hopes will shield the wounded one from further harm. Actions cast Sanctuary on the wounded anadi cast Guidance on Omolara @Ulysses Dare Edited February 16 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheRaconteur Posted February 15 Clone Share Posted February 15 (edited) Sorena Ortho - Traitor to Cheliax AC: (21) | HP: 32/44 | Fortitude: +11 | Reflex: +8 | Will: +7 | Perception: +5 Conditions: Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. The griffon caught her on the shoulder with its talons, smashing through her armor and raking deep into her skin, spinning her about. She rose as it flew away, angrily throwing up her hand and reforging the shield that she'd cast asunder to strike all three. From behind it, she threw two more sharp shards of forgeiron, though each missed. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. Action 1: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., making an Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. on Griffon #1 Action 2: Make an Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. on Griffon #1 Action 3: Raise Shield ACTIONS IMPULSES - DC 19, +9 attack Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' slashing or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. raise AC to 19 Edited February 15 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Blast + Bless - Piercing 16; 6 1d20+10;1d8 [6]; [6,6] Blast II + Bless - Piercing 12; 6 1d20+5;1d8+1 [7]; [7,5] Link to comment Share on other sites More sharing options...
Lex Samreeth Posted February 16 Clone Share Posted February 16 Banana could hardly contain his glee as one of the griffons came in for a landing. He sprinted over, taking an enthusiastic swing at it, before getting close up in its face, cackling and gnashing his massive bonecrushing teeth together. Being the big scary gnoll has been working well, so why stop now? Name xDiceName xDiceResult xDiceString xDiceRolls To Hit 25 1d20+8 17 Blunt Damage 6 1d4+3 3 Intimidation 17 1d20+6 11 Link to comment Share on other sites More sharing options...
Ulysses Dare Posted February 16 Clone Share Posted February 16 Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Primary branch: Rain-Scribe (lvl 1) | Secondary branch: Uzunjati (lvl 1) | Application | Character sheet HP: 44/44 | Hero Points: 2 | Focus Points: 1/1 | Cantrip(s): Stabilize Condition(s): Bless (1 minute), Guidance (1 round) Omolara watched closely as the griffons circled and swooped. Unlike them, her companion couldn't attack on the wing so she had to hope their flight didn't carry them too far away. I should see about teaching Amosgarn to do that, she resolved. With a whistle she signaled the eagle to wait on where he was. Fortunately their quarry's path brought it back around to nearly the same spot. She noted distantly that another of the trio had foolishly remained low to the ground but concluded that her cohort should be able to handily deal with it. A second trill cued Amosgarn to resume his attack. A brace of arrows swiftly followed, then a third. Tabletop Omolara Action 1: Command an animal Action 2: Hunted Shot at Griffon 2 Action 3: Third shot at Griffon 2 Amosgarn Action 1: Fly 30 feet Action 2: SupportUntil the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. on Griffon 2 [Griffon is dazzled until bleed damage is healed.] Name xDiceName xDiceResult xDiceString xDiceRolls Hunted shot 1 15 1d20+11 4 Hunted shot 2 29 1d20+11 18 Damage 2 12 1d8+1d6 6,6 Bleed damage from support 2 1d4 2 Link to comment Share on other sites More sharing options...
LDDragon Posted February 22 Author Clone Share Posted February 22 (edited) Sweet Tooth rushed towards the griffon who landed, eager to exploit its weakness! She activated a rune of power on her starknife, which caused the blade to shine as she plunged it into the creature! Slashing through its neck, the creature falls, bleeding out on the ground, before collapsing still, dead. Failing to grasp the swooping gryphon, Mac can only throw an ineffectual punch after it as it flies off again. About to go after the one that is near the ground, Mac sees that Sweet Tooth has already taken care of it, and so bides his time instead. "Teacher Ot, are you alright?" Thura looks at the teacher with concern. She had seen him wounded by the griffons' claws, but she isn't sure how bad it is. More pressing, though, are the anadi. Perhaps they are not as defenseless as Thura had thought. But she still feels obliged to protect them, so she casts a spell which she hopes will shield the wounded one from further harm. "I am fine. Protect the others!" Takulu Ot states, somewhat tougher than he looks. Thura can assess that he is not bloodied yet. At the casting of the protective magics, a white glow settles momentarily around the wounded anadi, who looks at Thura gratefully. The griffon caught Sorena on the shoulder with its talons, smashing through her armor and raking deep into her skin, spinning her about. She rose as it flew away, angrily throwing up her hand and reforging the shield that she'd cast asunder to strike all three. From behind it, she threw two more sharp shards of forgeiron, though each missed. Banana is about to go and strike the griffon that was close to the ground, but similarly to Mac, sees that it is already taken care of, so instead gets ready to hit a griffon that comes into range. Omolara watched closely as the griffons circled and swooped. Unlike them, her companion couldn't attack on the wing so she had to hope their flight didn't carry them too far away. I should see about teaching Amosgarn to do that, she resolved. With a whistle she signaled the eagle to wait on where he was. Fortunately their quarry's path brought it back around to nearly the same spot. She noted distantly that another of the trio had foolishly remained low to the ground but concluded that her cohort should be able to handily deal with it. A second trill cued Amosgarn to resume his attack. A brace of arrows swiftly followed, then a third. The first griffon flies past, with strafing talons at the anadi by Banana and the one by Omolara, striking both of them, and making them bloodied. Banana strikes this one with his readied action as it flies past. The second griffon wheels around in the air and begins reaching towards the anadi that Thura had cast sanctuary on, but the white light flares up, and it screeches. It makes a strafing attack on Sweet Tooth, but misses. Map Combat Everyone may act. Thura cast Bless - all allies within 15 ft of Thura get a +1 status bonus to attack rolls. If you rolled 17 or higher initiative but those actions did not resolve, you can claim them in the next post, just let me know which are the actions from before the enemies acted and which are the ones after they took their first turn. I will average the NPC initiatives. Those who roll 17 or higher may act. Then it will be npcs, then all heroes, then npcs, then all heroes etc. Takulu initiative 23 Average Griffon initiative 17 Anadi averaged initiative 10 Takulu Ot. Total damage 15. Made up of 15 talon damage from griffon 1. Griffon 1 15 damage. Made up of 9 Sorena magnetic pinions. 6 Banana readied action. Griffon 2. DAZZLED. DC 5 FLAT CHECK TO SUCCESSFULLY ATTEMPT TO ATTACK SOMEONE. Total 23 damage. ONGOING 3 persistent bleed damage. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition. Made up of 8 Omolara arrow plus 3 persistent bleed damage Amosgarn plus 12 Omolara arrow. Bleed damage does not stack, instead, take higher one. Thus is at 3 bleed. Griffon 3. 66 damage. DEAD. Made up of 34 magic missiles, and 2 from Takulu daze. 3 Sweet Tooth fling magic. 8 Banana acid. 2 Takulu daze. 2 anadi 5, 4 anadi 6. 11 Sweet Tooth. Anadi 4. Total10 damage. Made up of 10 damage from Griffon 1 talons. Used magic missile. Anadi 5. Total10 damage. Made up of 10 damage from Griffon 1 talons. Used magic missile. Anadi 6. SANCTUARY, FROM THURA. Total 11 damage. Made up of 11 damage from griffon. Used magic missile. Anadi stats Anadi, Creature 1. Perception Languages Anadi, Common Skills Acrobatics 6, Arcana 7, Athletics 4, +6 to climb in common or hybrid form, Crafting 7, +11 Weaving, Nature 5, Occultism 7 Stat modifiers. Str 1 Dex 3 Con minus 1 Int 4 Wis 2 Cha 0. Items 20 sling bulletsy Interaction Abilities concentrate, exploration, manipulate By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment. AC 15 , Fort 4 Ref 10 Will 7 Max HP 20 ; Current 20 Automatic And Reactive Abilities Speed 25 climb 25 feet Melee Strikes Fangs Attack +8, finesse 1d6+1 piercing damage plus anadi venom Ranged Strikes propulsive, range increment 50 feet, reload 1 1d6 bludgeoning damage 50 feet Offensive Or Proactive Abilities Anadi Venom poison Saving Throw: DC 15 Fortitude; Maximum Duration: 4 rounds; Stage 1: [[1d6]] (1d6) poison damage and flat-footed (1 round); Stage 2: [[1d6]] (1d6) poison damage, flat-footed, and clumsy 1 (1 round) Change Shape arcane, concentrate, polymorph, transmutation The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can’t use their fangs attack. When in spider form, they can’t use weapons. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block. Actions 1 Arcane Innate Spells DC 17; 1st color spray, magic missile, unseen servant; Cantrips (1st) dancing lights, detect magic, mage hand, read aura, shield Griffon stats Griffon stats, Creature 4. Perception 11darkvision, scent (imprecise) 60 feet Skills Acrobatics 11 Athletics 12 Survival 9 Str 4, Dex 3, Con 3, Int -4, Wis 1, Cha -1 Items Modify+Add Interaction Abilities Modify+Add AC 21 Fort 13, Ref 13, Will 7 HP 60 ; Current 60 Automatic And Reactive Abilities Modify+Add Speed 25fly 60 feet Melee Strikes Beak 14 deadly 1d10 #2 #3 damage 2d8+ 4 Piercing Talon 14 agile #2 #3 damage 2d6+ 4 Piercing Wing 14 reach 10 feet #2 #3 damage 2d6+ 4 Bludgeoning Modify+Add Ranged Strikes Modify+Add Offensive Or Proactive Abilities Flying Strafe The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Actions 2 Pounce The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. Actions 1 Takulu Ot stats Takulu Ot, creature 4. TAKULU OT CREATURE4 LGMEDIUMUNIQUE, HUMAN, HUMANOID Male human Cascade Bearer teacher Perception 11 Languages Amurrun, Common, Elven, Iruxi, Sylvan, Xanmba Skills Arcana 13 Diplomacy 11 Academia Lore 13 Library Lore 11 Nature 9 Performance 11 Str -1, Dex 2, Con 1, Int 5, Wis 3, Cha 1 Items Anteater Mask Potion Of Minor Healing Staff Interaction Abilities AC 21 Fort 9, Ref 12, Will 12 HP 60 ; Current Automatic And Reactive Abilities Quick Lesson Reaction auditory Trigger An ally Takulu can see and who can hear Takulu makes a skill check or an attack roll. Takulu grants the ally a +2 circumstance bonus to the triggering check. Speed 25 Melee Strikes Staff 9two-hand d8 #2 #3damage 1d4+ 1 Bludgeoning Ranged Strikes Offensive Or Proactive Abilities Arcane Prepared Spells DC 21, attack +13; 2nd comprehend language, glitterdust, see invisibility; 1st heal, mending, ray of enfeeblement; Cantrips (2nd) daze, detect magic, message, prestidigitation, read aura Spell attack 13 Spell DC 21 3 1st level spell slots per day 3 2nd level spell slots per day Edited February 22 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Griffon 1 talons vs anadi 4 24 1d20+14 10 Talons damage 10 2d6+4 1,5 Griffon 1 2nd attack talons vs anadi 5 24 1d20+9 15 Talons damage 10 2d6+4 1,5 Griffon 2 flat checks to attack Sweet Tooth and anadi 6 25 2d20 13,12 Griffon 2 will save to attack anadi 6 8 1d20+7 1 Griffon 2 attack Sweet Tooth 14 1d20+9 5 Link to comment Share on other sites More sharing options...
Lycar Posted February 22 Clone Share Posted February 22 %5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fog.myth-weavers.com%2Fattachment.php%3Fattachmentid%3D104483%26d%3D1649789267%5B%2FIMG2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DMac%20T%C3%ADre%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2505803%22%5DMac%20T%C3%ADre%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D%2038%2F38%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D17%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20%0A%5Bb%5DHero%20Points%3A%5B%2Fb%5D%203%20%20%20%0A%5Bb%5DSpells%20prepared%3A%5B%2Fb%5D%20Electric%20Arc%2C%20Stabilise%0A%5B%2Ffieldset%5D%5B%2Ftable%5D Mac Tíre Mac Tíre HP: 38/38 - AC: 17 Conditions: Hero Points: 3 Spells prepared: Electric Arc, Stabilise Mac was about to throw himself at the grounded griffon, but his companions mange to slay it before he gets there. At least now the two remaining ones are in range of the Electric Arc cantrip. So he casts once, assumes his Beastkin form, and casts again. Name xDiceName xDiceResult xDiceString xDiceRolls Electric Arc DC 17 4 3d4 2,1,1 Electric Arc DC 17 11 3d4 4,3,4 Link to comment Share on other sites More sharing options...
omegoku Posted February 22 Clone Share Posted February 22 Sweet Tooth - Catfolk Thaumaturge 3 HP: 24/35 | AC: 18 | Speed: 25ft | Hero: 1/3 Perception: +7 Low Light Vision | Fort: +8 | Ref: +9 | Will: +7 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC18 Damage: 2d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +8/+4/+0 Damage: 1d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +8/+4/+0 Damage: 1d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Gouging Claw, Shield | Equipment Consumables: -Jade Cat -Potency Crystal *1 Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 8gp 9sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance Other: -Wizard Dedication -Attack Potency +1 -Skill Potency (Estoric Lore) | SkillsAcrobatics: +7 (T) Arcana: +8 (T) Athletics: +5 (T) Crafting: +3 Deception: +8 (T) Diplomacy: +8 (T) Lore (Academia): +8 (T) Lore (Esoteric): +11 (E) Intimidate: +10 (E) Medicine: +0 Nature: +5 (T) Occultism: +8 (T) Performance: +3 Religion: +5 (T) Society: +8 (T) Stealth: +7 (T) Survival: +0 Thievery: +7 (T) Conditions : Fling magic recharge : 1 rounds Sweet Tooth allows herself a moment of satisfaction as her blade slits the griffons throat. She spins to face the next griffon! She sends a blast of electrical power from her wand and raises her shield again in preperation for the next swoop. Action 1 and 2 : Fling Magic at Griffon 2 - DC 18 Reflex save Action 3 : Cast Shield Reaction : Shield Block Name xDiceName xDiceResult xDiceString xDiceRolls Electric 7 2d4+3 2,2 Link to comment Share on other sites More sharing options...
TheRaconteur Posted February 22 Clone Share Posted February 22 (edited) Sorena Ortho - Traitor to Cheliax AC: (21) | HP: 32/44 | Fortitude: +11 | Reflex: +8 | Will: +7 | Perception: +5 Conditions: Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. The shield before her elongated and split, flickering with the heat of the forge as she shaped and reshaped the metal to serve her needs. It was potent ferromancy, though even as she molded it she could see the flaws in her execution. She was a talented pyromancer and ferromancer, but there was still so much for her to learn. In the press of the fight, she'd forgotten to lend more strength to her blows, her mind trying to keep track of too many things. Stupid. She needed to focus, needed to sharpen her intent into the points of the twinned arrowheads that burst to flame upon the iron Greatbow she'd made. With a whisper of her will, the arrows flew out. One, at least, struck home. Mechanics Main Hand: Empty Off Hand: Empty Conditions: Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates., Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. Action 1: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. on Griffon #1, Propulsive Action 2: Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. on Griffon #1, Propulsive Action 3: Raise Shield ACTIONS IMPULSES - DC 19, +9 attack Channel ElementsAura Kineticist Primal Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. raise aura, can combine with 1 action stance or 1 action elemental blast Base KinesisImpulse Kineticist Primal It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). 30' light bulk, generate, move or suppress Elemental BlastsHit: +8 Attack Impulse Kineticist Primal With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Fire 1d6, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. or 30' slashing or piercing d8, 60' fire d6 Flying FlameFire Impulse Kineticist Primal A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6. 30' line of 2d6 fire damage. Basic Reflex Weapon InfusionInfusion Kineticist With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. shape blasts into a weapon, add a trait Metal CarapaceImpulse, Kineticist, Metal, Primal Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC bonus +3, Dex Cap +2, Check Penalty -2, Speed Penalty -5 feet, Strength 14, Bulk 2, Group plate, Armor Traits noisy. An bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a dree hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. Hardness 5; HP (BT) 20 (10) The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HPP by 4, and its BT by 2. raise AC to 19 Edited February 22 by TheRaconteur (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Blast - Piercing - Propulsive 26; 9 1d20+10;1d8+1 [16]; [16,8] Blast 2 - Piercing - Propulsive 17; 2 1d20+5;1d8+1 [12]; [12,1] Link to comment Share on other sites More sharing options...
Ulysses Dare Posted February 22 Clone Share Posted February 22 Omolara Ancestry: Human | Heritage: Half-elf | Class: Ranger | Background: Sponsored By A Stranger Primary branch: Rain-Scribe (lvl 1) | Secondary branch: Uzunjati (lvl 1) | Application | Character sheet HP: 44/44 | Hero Points: 2 | Focus Points: 1/1 | Cantrip(s): Stabilize Condition(s): Bless (1 minute) Omolara frowned. As she'd feared, the griffon's sweeping attacks had carried them beyond Amosgarn's reach. The creatures have a bloody-minded obsession with the spider-folk, she noted. I can take advantage of that. She gave a sharp whistle to draw her companion's attention, pointed to the closest Anadi, and said, in Elvish, "guard". Shifting her attention to the griffon which had just stafed them, she studdied her target and let two more arrows fly. Tabletop Omolara Action 1: Command an animal Action 2: Hunt Prey on Griffon 1 Action 3: Hunted Shot at Griffon 1 Amosgarn Action 1: Fly 30 feet Action 2: Ready a peck at the first griffon to fly within range [10 feet above Anadi next to Omalara] Name xDiceName xDiceResult xDiceString xDiceRolls Hunted shot 1 21 1d20+11 10 Damage 1 9 1d8+1d6 8,1 Hunted shot 2 14 1d20+11 3 Readied peck 24 1d20+9 15 Peck damage 1 1d6 1 Peck precsion (if on Griffon 1) 4 1d8 4 Link to comment Share on other sites More sharing options...
Eagleheart Posted February 23 Clone Share Posted February 23 (edited) Thura HP: 35/35 AC: 17 Perception +9 Fort +7 Ref +7 Will +11 Thura moves and takes aim at one of the griffons, then summons sonic energy to attack and disorient it. Actions Stride Sound Burst vs Griffon 2 Edited February 24 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sound Burst damage 9 2d10 3,6 Link to comment Share on other sites More sharing options...
Lex Samreeth Posted February 26 Clone Share Posted February 26 Banana's eyes rove between the two griffons. Ground the prey. Force them to the earth. Where to strike? The joints. The joints are always vulnerable. The wings, where they meet the shoulders. He readies his staff, preparing to hook the next griffon that approaches and pull it down. "Remember! Try to ground them!" OOC Preparing a trip attempt on the next griffon to get within Banana's reach Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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