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allefgib

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  1. Cyntheria and Mr Mud Character Sheet N, Small, Poppet, Wishborn Poppet, Humanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +7, Athletics +0, Deception +8, Diplomacy +8, Intimidation +8, Medicine +5, Occultism +4, Stealth +7 Str +0, Dex +3, Con +2, Int +0, Wis +1, Cha +4 Items Unarmored AC 17; Fort +8, Ref +7, Will +7 HP 32; Resistances fire -1 Dutiful Retaliation Speed 25 feet Bon Mot Manifest Eidolon Act Together Share Senses Occult Known Spells DC 18, attack +8; 1st Fear, Magic Missile, Soothe (2 slots); Cantrips Prestidigitation, Protect Companion, Shield, Guidance, Telekinetic Projectile Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed. Reinforce Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either boost eidolon or reinforce eidolon, but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. Additional Feats Energy Heart, Harmless Doll, Mummy Dedication, Reinforce Eidolon, Toughness, Wishborn Poppet Additional Specials Constructed, Disease and Poison Protection, Eidolon (Devotion Phantom Eidolon), Energy Heart (sonic), Evolution Feat, Flammable, Immunity to Death Effects, Link Spells, Negative Healing, Negative Survival, Undead Hunger Cyntheria - Stalwart Guardian2 Medium, Eidolon, Stalwart Guardian, Eidolon Perception +4; Darkvision Languages None selected Skills Acrobatics +6, Athletics +4, Deception +4, Diplomacy +4, Intimidation +4, Medicine +4, Occultism +4, Stealth +6 Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0 Items Unarmored AC 18; Fort +9, Ref +6, Will +6 +1 to all (Reinforce Eidolon) HP 32 Dutiful Retaliation Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you. Requirements Your eidolon is within 15 feet of you. Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. Speed 25 feet Melee Primary Attack +8 (Shove), Damage 1d8+4 B +2 Boost Eidolon Melee Secondary Attack +8 (Agile, Finesse), Damage 1d6+4 Sonic Mud winced as the flames washed over him. One issue he had with his new form is that it burn a too easily. He patted at his arm to prevent it catching fire as he moved forward as the rats sizzled away. "Down Cyntheira. Save the boy!" Cyntheira bit the head from the last rat in her hands, dark blood burst in a splatter down her chin as she moved to the hatch and scurried after the vampire, Krott and the boy. Mud followed along as quickly as he could. OOC Exploration Activities: Action 1: Act Together: Cyntheira two action stride, Mud one action stride Action 2: Cyntheria one action stride Action 3: Cyntheria one action stride IF she was already at the ladder for the way down to the fourth AND she can - she'll jump/drop down onto the vampire hoping to do damage and/or knock him over. Let me know if you need any rolls for that. She won't care about damage to herself.
  2. HP 18/18 | AC 17 (+19 with shield raised) Perception +4 | Fort +7 | Ref +4 | Will +6 Resistances cold 1 | Speed 25 feet Statblock Languages Common Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4 Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2 Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6) Shield Block Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S Reach Spell Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn Additional Feats Pilgrim's Token, Wintertouched Human Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest) Talyn gruned as Myriawen's attempt to control the men failed. She hated when her gut feels were right - but it kept her alive. She hoped no one would suffer from this. Talyn glanced quickly at Buttercup's tied knot, drew her scimitar and rushed forward to join the others intent on closing with the nearest enemy. OOC: Exploration Activity: Defend Reaction: Action 1:Draw scimitar Action 2: stride forward to join others Action 3: strice into position to attack OR raise shield if she can't close enough OR strike if she has already closed enough
  3. Apologies team - crazy week last week. Bit of debate here - I haven't seen all teh reasons, but I'm with Kistler, if we're moving forward (ironic given I've been missing) I couldn't care less about mechanics/roleplay aspects that don't pan out as I had hoped.
  4. : 19 + 2 shield | : 40/40 | +7 | :+9 :+5 :+9 | : 20ft Conditions: expert overdrive (+2 dmg,+1 athletics) | Exploration Mode Default: Search Clankerton scowled as the griffon's stayed out of reach. "FORMUP," he bellowed like the grizzled dwarven seargeants he had trained under in his youth. He had always been distracted and thinking of his tinkering during the endless swinging and physical training. The tactics however had always piqued his interest. "MakeacirclearoundTeacher!" he yelled as he moved closer to Teacher Ot beckoning the thers to follow suit. He raised his shiled, dropped his axe and pulled out the hammer he kept tucked behind his belt on his left hip OOC Action 1: stride Action 2: Raise Shield Action 3: draw hammer Statblock 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+1, 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), Elixirs of Life (Lesser) (2) 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 + 2 Melee Light Hammer +8 (Agile, Thrown 20 ft.), Damage 1d6+3 B + 2 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.
  5. allefgib

    Ooc

    I love peole posting with a bias to action - not my preference to do the tunnel yet, but Gal is right behind Hoog. Momentum is king.
  6. - Ancient Elf, Time Traveler, Mastermind Rogue / Undead Slayer 5 Galgalion shrugged. He had long grown used to the groups less than meticulous exploration approach. He glanced back at the room not yet explored then followed Hoog towards the tunnel that clearly, if the bird was a good judge, and birds DID seem to be very judgey in this place, was boring. OOC Exploration action: Investigate Action 1: Action 2: Action 3: Stat Block Galgalion Marreen Rogue 5 CG, Medium, Elf, Ancient Elf, Humanoid Perception +11; Low-Light Vision Languages Common, Dwarven, Elven, Gnomish, Goblin, Halfling Skills Acrobatics +11, Arcana +13, Athletics +8, Crafting +11, Deception +7, Diplomacy +7, Intimidation +7, Lore: Ancient Empire +11, Medicine +9, Nature +9, Occultism +13, Performance +7, Religion +11, Society +11, Stealth +11, Survival +9, Thievery +14 Str +1, Dex +4, Con +2, Int +4, Wis +2, Cha +0 Items +1 Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Thieves' Tools (Replacement Picks) (2), Crowbar, Climbing Kit, Healer's Tools, Candle (10), Tindertwig (3), Elixir of Life (Minor) (4), Quicksilver Mutagen (Lesser), Powder (4), Playing Cards, Oil (5) AC 23; Fort +9, Ref +13, Will +11 HP 56/56 Speed 30 feet Melee +1 Striking Dagger +14 (Agile, Finesse, Thrown 10 ft., Versatile S, Magical), Damage 2d4+1 P Melee +1 Striking Mace +11 (Shove, Magical), Damage 2d6+1 B Melee +1 Striking Rapier +14 (Deadly d8, Disarm, Finesse, Magical), Damage 2d6+1 P Ranged +1 Striking Shortbow +14 (Deadly d10, Magical), Damage 2d6 P Battle Medicine Slayer's StrikeSlayer's Strike [two-actions] Feat 4 Archetype Flourish Necromancy Occult Positive Source Book of the Dead pg. 28 Archetype Undead Slayer Prerequisites Undead Slayer Dedication You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a Strike against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal one extra die of positive damage, with the same die size as the weapon or unarmed attack you used. Any further Strikes you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice. As normal, the positive damage harms only undead and creatures with negative healing. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. Slayer's Identification Precision Damage Sneak Attack 2d6 Arcane Prepared Spells DC 21, attack +11; 1st True Strike; Cantrips Shield, Electric Arc Arcane Innate Spells DC 17, attack +7; Cantrips Detect Magic Additional Feats Ageless Patience, Arcane Sense, Assured Identification, Basic Wizard Spellcasting, Dubious Knowledge, Mobility, Oddity Identification, Thorough Search, Trap Finder, Undead Slayer Dedication, Unwavering Mien, Wary Disarmament, Wizard Dedication Additional Specials 1st ABP Skill +1 (Thievery), Arcane School, Deny Advantage, Rogue's Racket (Mastermind Racket), Sneak Attack, Surprise Attack, Weapon Tricks, Wizard Archetype Arcane School (Universalist)
  7. HP 18/18 | AC 17 (+19 with shield raised) Perception +4 | Fort +7 | Ref +4 | Will +6 Resistances cold 1 | Speed 25 feet Statblock Languages Common Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4 Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2 Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6) Shield Block Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S Reach Spell Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn Additional Feats Pilgrim's Token, Wintertouched Human Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest) Talyn heard Myriawen's musical voice as she approached the strangers. The fools would no doubt be doing the graceful woman's bidding in no time. Talyn envied her gradefulness, and her easy manner. Only envied because it seemed to come so easily of course - the choice to actually be so biddable was complicated. You opened yourself up to the whims of others and you ended up hurt. Talyn shook her head to shake of the introspection and focussed on the conversation ahead as she patted buttercup's flank OOC: Exploration Activity: Defend Reaction: Action 1: Action 2: Action 3:
  8. Perception +4; Low-Light Vision Languages Common (Mwangi), Taldane, Draconic, Elven, Xanmba, Garundi Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 AC 15; Fort +3, Ref +5, Will +6 HP 14/14 Speed 25 feet Stat Block Caeliria - Witch 1 CN, Medium, Human, Half-Elf, Humanoid Perception +4; Low-Light Vision Languages Common, Draconic, Elven, Mwangi, Garundi, Sylvan Skills Acrobatics +5, Athletics +0, Crafting +7, Deception +5, Diplomacy +5, Intimidation +5, Lore: Dragon +7, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Material Component Pouch, Healing Potion (Minor) (2) AC 15; Fort +3, Ref +5, Will +6 HP 14 Speed 25 feet Melee Sickle +5 (Agile, Finesse, Trip), Damage 1d4 S Melee Staff +3 (Two-Hand d8), Damage 1d4 B Ranged Sling +5 (Propulsive), Damage 1d6 B Occult Prepared Spells DC 17, attack +7; 1st Command, Magic Missile; Cantrips GuidanceCantrip, Divination Cast verbal Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. CRB , Needle DartsAttack, Cantrip, Concentrate, Manipulate, Metal Range 60 feet; Targets 1 creature Defense AC You shape needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. RoE , Shield, Prestidigitation, Warp Step Arcane Prepared Spells DC 17; Cantrips Message Focus Spells (1 points) Evil EyeRange 30 feet; Targets 1 creature Saving Throw Will; Duration sustained up to 1 minute Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. Success The target is unaffected. Failure The target is frightened 1. Critical Failure The target is frightened 2. , Phase FamiliarRange 60 feet; Targets your familiar You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2. Additional Feats Cauldron, Half-Elf, Skill Training Additional Specials Familiar, Hexes, Patron (Curse), Skill Training (Intimidation), Witch Spellcasting Accar - Familar 1 N, Tiny, Minion, Familiar Perception +5; Darkvision Languages None selected Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 Items Unarmored AC 15; Fort +3, Ref +5, Will +6 HP 5/5 Speed 25 feet Familiar Abilities: Threat DisplayYour familiar helps you convey wordless threats through body language. Whenever you attempt an Intimidation check to Demoralize a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don’t take the normal -4 penalty on the Intimidation check if your target doesn’t understand the language you’re speaking. , Independent In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn’t work with valet or similar abilities that require a command, if you’re capable of riding your familiar, or similar situations. , FlierIt gains a fly Speed of 25 feet., The Familiar of Ongoing MiseryYour familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means.DarkvisionIt gains darkvision. Caeliria considered the symbols. Pursing her lips her brow furrowed in thought. Was this some kind of test? No, the man's unending smile whilst slightly inane was also beginning to feel charming to her. She relaxed her lips. Then gave a soft, and genuine, laught. Of course. "I will choose that which expresses how the question has made me feel and responde," she said as pointed at the pursed lips "After all, how we are made to feel is of utmost importance as it makes our response the responsibility of not just ourselves but also that which created the feeling." Actions / OOC Action 1: Action 2: Action 3: Reaction: Exploration Mode: Investigation
  9. Braz'i nodded with determination and a gleam of conviction in his eyes. "I regret we have not already.," he said the steel in his voice tinged with the frustration of someone who had failed to act and felt they needed to. "Let us do what we have said we will - and then deal with the villians. With my freedom back I won't see others submitted to such tyranny, torrture and control." OOC Action 1: Action 2: Action 3: Reaction: Stat Block Braz'i the BeaterBard 9 N, Small, Halfling, Wildwood Halfling, Humanoid Perception +16; Languages Common, Halfling Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4 Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language AC 27; Fort +15, Ref +18, Will +19; Resolve HP 96 Speed 30 feet Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P Halfling Luck Bon Mot Folding Drums Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility SphereInvisibility Sphere Spell 3 Illusion Source Core Rulebook pg. 347 4.0 Traditions arcane, occult Deities Luhar, Thamir Cast [two-actions] material, somatic Area 10-foot emanation; Targets you and any number of creatures in range Duration 10 minutes You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed. While exploring, it's easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends. Heightened (5th) The duration increases to 1 hour., Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn Focus Spells (3 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw. Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. Dirge of Doom Area 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area. Inspire Heroics You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells
  10. HP 18/18 | AC 17 (+19 with shield raised) Perception +4 | Fort +7 | Ref +4 | Will +6 Resistances cold 1 | Speed 25 feet Statblock Languages Common Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4 Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2 Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6) Shield Block Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S Reach Spell Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn Additional Feats Pilgrim's Token, Wintertouched Human Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest) Catching sight of the strangers as they came into her view, Talyn tensed. She moved quietly back to Egan and whispered. "Strangers. Take your bow up, I'll watch buttercup." The cleric tied a rope to buttercup's neck, gently, and tethered her to a nearby anchor in case she was needed ahead. OOC: Exploration Activity: Defend Reaction: Action 1: Action 2: Action 3:
  11. You definitely need to watch the video. I played WoW - but never the big guild raid level. I started having a family in 2007 and that killed off my time for video games til just recently (finished BG3 once, playing again on harder difficulty)
  12. I'm all for posting that builds momentum. If I'm ever holding us up- I empower everyone to assume Talyn's actions and ill roll with it when back
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