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Ryfte

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  1. Garrett Alexander Cook Race: Human - Size: Medium - Ability Scores: +2 to one ability score of your choice (Cha chosen) - Speed: 6 squares - Bonus Feat: ??? - Bonus Skill: ??? - Human Defense Bonus: Gain +1 racial bonus to Fortitude, Reflex and Will - Languages: ??? Ability Scores detailsStr 08 (0pts) Con 10 + 3 (3pts) + 1 (Lvl 4) Dex 10 + 6 (9pts) Int 10 + 1 (1pts) Wis 10 Cha 10 +6 (9pts) + 2 (human) + 1 (Lvl 4) Str Con Dex Int Wis Cha 11 14 16 10 08 19 +0 +2 +3 +0 -1 +4 Class: Storm Sorcerer 6 - Hit Points: Start with 12 + Constitution score = 26 +5/5 levels = 51 Hit Points total - Bonuses to Defenses: +2 to Will - Healing Surges per day: 6 + Constitution modifier = 8 Healing Surges - Armor Proficiencies: Cloth - Weapon Proficiencies: Simple melee, Simple ranged - Implements: Daggers, Staves Class Skills: +05 Arcana (Int) T +07 Athletics (Str) T +04 Bluff (Cha) U +04 Diplomacy (Cha) U -01 Dungeoneering (Wis) U +07 Endurance (Con) T +00 History (Int) U -01 Insight (Wis) U +04 Intimidate (Cha) U +04 Nature (Wis) T Class Features: - Spell Source: Storm Magic -- Storm Power: Bonus to damage rolls of arcane powers equal to your Dex Mod, +2 at 11th, and +4 at 21st. -- Storm Soul: Resist 5 thunder and 5 lightnining. Improves to 10 each at 11th and 15 at 21st. Your arcane powers ignore targets' resistance to those damage types up to the amount of your resistance. -- Storm's Embrace: When rolling a natural 20 on an attack roll for an arcane power you can push the target 1 square and then fly a number of squares equal to 1 + your Dexterity modifier after applying the attack's other effects. Powers (3AW/2E/2D/2U): Lightning StrikeSorcerer Attack 1 Lightning strikes your foe and then ricochets to another enemy. At-Will - Arcane, Implement, Lightning Standard Action - Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8 + Cha modifier lightning damage. A creature of your choice other than the target within 10 squares of the primary target takes lightning damage equal to your Dexterity modifier. Level 21: 2d8 + Cha modifier lightning damage. Storm Magic: You can apply your Storm Power bonus to only one of the targets, not both. - ??? (<type><lvl>, <source>): ??? - ??? (<type><lvl>, <source>): ??? - ??? (<type><lvl>, <source>): ??? - ??? (<type><lvl>, <source>): ??? - ??? (<type><lvl>, <source>): ??? Theme: Windlord (HoEC) - Your origin becomes elemental. For the purpose of effects relating to creature origin, you are considered to be an elemental. - Add Primordial to the languages you can read, write, and speak. - +2 power bonus to Athletics and Perception checks. - Gain the Wind Fury Assault encounter power. Feats: - Tempest Magic (Lvl 1, AP): When you use an arcane power that has the lightning or thunder keyword you gain a +1 feat bonus to damage rolls (+2 while you are bloodied). This increases to a +2/+4 at 11th level and +3/+6 at 21st levels. - Mark of Storm [Dragonmark] (Lvl 1, Human Bonus Feat, ECS): Slide enemies 1 square when hit with your lightning or thunder powers. Gain a +1 bonus to your speed when flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat. - Staff Expertise (Lvl 2): You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This increases to +2 at 11th level and +3 at 21st level. When making a ranged or area attack with a staff as an implement you don't provoke opportunity attacks and when you make a melee weapon attack with a staff the reach for that attack increases by 1. - Superior Implement Training: Quickbeam Staff (Lvl 4, PHB3): You can use a single superior implement of your choice. You can take this feat more than once and select a different superior implement each time. - ??? (Lvl 6): ??? Equipment: 1800 gp to spend -1 level 5 item WIP -1 level 6 item WIP -1 level 7 item WIP - Adventurer's kit (15 gp, 33 lbs.): Contains a backpack (empty), bedroll, flint and steel, belt pouch (empty), trail rations (10 days), hempen rope (50 ft), sunrods (2) and waterskin. - Quickbeam Staff (15 gp, 4 lbs.): Energized (Thunder): +2 damage, Forceful: +1 to slide distance Age: 34 Alignment: Unaligned Sin: Wrath - Doesn't just get even, goes WAY too far! Anger / temper issues and a "stormy" personality. Supreme Curse: WIP - Glowy lightning and thunder aura/effect/touch? "non-damaging" but disruptive? Breaks objects? Penalty to Stealth checks? Bonus to Intimidate checks? Base: ??? Appearance: ??? Personality: ??? - Dislikes enclosed places, dungeons, underground areas, caverns, etc. Prefers open areas, mountains, plains, etc. Loves to climb to the highest places he can find. Loves storms and wind. Background: ???
  2. Its all good and that seems like a fair solution. I figured I'd ask as whips actually were in the flail group originally. For a number of years before their "errata" eventually, lol. That being said the default has always been just using the spiked gain or the kusari-gama. I was trying to go more for style over mechanics and get away from the routine spiked chain build with dual whips instead. You are 100% correct about the controller-like setup with feats of course but that's baked in with the spiked chain and kusari-gama as superior weapons than the whip already. *shrug* Kusari-Gama (Superior Melee, Double Weapon, Dragon #404) Prof: +2/+2 Damage: 1d8/1d6 Range: -- Price: 10gp Weight: 3 lb. Group: Flail, Light Blade Properties: Defensive, Reach, Off-Hand Edit: All this being said I'm considering a standard wizard controller anyways, lol. :D
  3. Would you allow whips to still be in the flail group? They were originally in the flail group (Dragon 368) but later had an errata that shifted them into their own group, which removed virtually all support they had. I've got a fighter build that specializes in whips using the flail feat support to be a controller-y defender. Whip (superior melee) Prof +3 Damage 1d4 Range -- Price 10gp Weight 2 lbs. Group Flail Properties off-hand, reach Whip DetailsA whip is an off-hand weapon. A character can use a whip to make attacks even while holding another one-handed weapon in the other hand, and can use the other one-handed weapon to make attacks even if it isn't an off-hand weapon. A whip also has reach, so a character wielding it can make attacks other than opportunity attacks on enemies either 1 or 2 squares away. No class has proficiency with the whip as a class trait, but any character can become proficient by taking a Weapon Proficiency feat. Martial classes may also gain proficiency with the Whip Training multiclass feat. The whip's price in Dragon magazine issue 368 and the Dark Sun Campaign Setting was 1 gp. Mordenkainen's Magnificent Emporium increased the price to 10 gp.
  4. To all, I had a stroke. Clearly I am alive still, which is a blessing I appreciate every day as do my children and wife. However, I was in an induced coma for nearly three weeks and in the hospital for almost two months. I am now home but with partial paralysis of my left side which I'm trying to work through with physical therapy. I've got a long road to recovery ahead but the prognosis is exceptional with the possibility for full recovery, so I'm hopeful. I will not be back here to MW for at least another four months. But, I will be back! Best wishes for all in the new year! ~ Ryfte
  5. To all, I had a stroke. Clearly I am alive still, which is a blessing I appreciate every day as do my children and wife. However, I was in an induced coma for nearly three weeks and in the hospital for almost two months. I am now home but with partial paralysis of my left side which I'm trying to work through with physical therapy. I've got a long road to recovery ahead but the prognosis is exceptional with the possibility for full recovery, so I'm hopeful. I will not be back here to MW for at least another four months. But, I will be back! Best wishes for all in the new year! ~ Ryfte
  6. To all, I had a stroke. Clearly I am alive still, which is a blessing I appreciate every day as do my children and wife. However, I was in an induced coma for nearly three weeks and in the hospital for almost two months. I am now home but with partial paralysis of my left side which I'm trying to work through with physical therapy. I've got a long road to recovery ahead but the prognosis is exceptional with the possibility for full recovery, so I'm hopeful. I will not be back here to MW for at least another four months. But, I will be back! Best wishes for all in the new year! ~ Ryfte
  7. Ash peers through the window at the side of Crastug, "You're going to stick with that story? When you've clearly been moving from one house to another not only stealing items but vandalizing the houses as well. If you were actually interested in leaving you could have done so without any of that, and quite a while ago as well! I mean, look, starting a fire is clearly NOT trying to move on, as you say..." She frowned at the pair, the ones clearly responsible for the current situation and shakes her head. "Not only that, but, why ARE you in the bodies of bear cubs anyways? Is that your bodies transformed or is it actually the mother bears cubs and your bodies are somewhere else entirely?" OoC Summary: Default Exploration Activity : Investigation Reaction: ?? Action 1: ??? Action 2: ??? Action 3: ??? descriptionAsh, the shortened version of her name that she primarily uses, especially with the scaleless, is an empathetic young female lizardfolk. Always concerned with the care of those in need, particularly the wounded, she goes out of her way to assist them, even complete strangers. Its why she became a field medic and followed the Way of the Water, for which she had a marked affinity. She's quite small for a lizardfolk who are typically about the same size as a larger human. Her tribe, a cliffscale species is instead much smaller, slender and lithe, almost identical in size to that of a typical gnome but with a long slender tail of course. Her scales are a sandy tan and gray with darker mottled spots and her hands, feet, fingers, and toes allow her to scale sheer surfaces with ease. Most of her clothing is tan or a shade of gray-brown, her favorite color, and tends towards being short and non-binding or custom fitted, allowing her a freedom of movement more restrictive clothing simply won't. | | Ashara'Rusa Chua'Kaolo, a.k.a. "Ash" Female, Neutral Good, Small Lizardfolk (Cliffscale), Kineticist 2 AC: 18 | HP: 32/32 | S/D/C/I/W/C: +2/+2/+4/+0/+1/+0 | F/R/W: +10/+8/+5 | Move: 25' | Senses: Perception +5 Expert: Acrobatics +8 Trained: Athletics +6, L:Lizardfolk +4, L:Rope +4, Nature +5, Stealth +6, Society +4, Survival +5 Untrained: Arcana -1, Crafting -1, Deception +0, Diplomacy +0, Intimidate +0, Medicine +1, Occult -1, Performance +0, Religion +2, Thievery +2 Offenses: Lizardfolk Claws (+6; 1d4+2 slashing; Unarmed, Agile, Finesse, Lizardfolk) Weapon Infusion: Elemental Blast: Water: Melee (+8; 1d8+2 b, p, s, or cold; One of: agile, backswing, forceful, reach, sweep)* Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8 b, p, s, or cold; ri 100', volley 30')* Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+1 b, p, s, or cold; ri 50', propulsive)* Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+2 b, p, s, or cold; ri 20', thrown)* * Note: A weapon infusion attack made using two actions instead of a single action adds your Constitution modifier to the damage roll (i.e. +4) as a status modifier in addition to any other modifiers. A critical success with an elemental blast deals double damage. The damage improves every +4 levels by one die. Impulses (Attack +8, DC 18): Ocean's Balm (--; --; touch; --; Single willing target. Heals 1d8 hp and gains resistance 2 to fire for 1 minute. Temporarily immune to this ability for 10 minutes.) Tidal Hands (--; 1d8 b; 2 15' cones or 1 30' cone; Ref DC 18; Can push targets 5' on a critical fail.) Winter's Clutch (--; 2d4 cold; 10' burst within 60'; Ref DC 18; Area becomes difficult terrain.)
  8. Normally a summoner can ride their eidolon as long as the size difference is at least one class. That allows them to fill the same space(s) as the eidolon typically. Small or smaller summoners then able to fit in a normal medium space. They don't spend an action moving in that case as their eidolon uses their action for movement. However, the summoner has to spend one of their actions to control their eidolon. Basically you end up with 2 actions each and one action taken by the "mount" is typically a stride action. I believe in this instance the concept was that Cynthia was effectively an eidolon mount in this case. Edit: If there are "tandem" feats in play that's where things can get complicated for Summoners, heh. I used a ruler for my line, and it should technically avoid Krot although diagonals are strange in a square grid, lol. I figured the crossover point was further based on the line, avoiding Krot. Regardless, I didn't realize that Sal was there. Thus its an issue. Your solution works, I'll edit it. The one difference being that she can move across the top with a single move, launch the boomerang from F9, and then use her half stride (from the impulse gate) to move after the impulse back 10' away from the doorway to H9. That leaves the entryway clear for the others and still hits the two trolls safely. :)
  9. DESCRIPTION She wears simple clothing that an innkeeper or server in such a place might but in a more layered fashion. Her padded armor actually gives her more mass beneath her clothing and makes her appear to have actual flesh on her bones despite that simply not being true. Functional and with numerous small concealed folds that serve as hidden pockets her priority is more about not standing out in the crowd. She does keep her body wrapped and within her armor to conceal her skeletal self hidden and then wears her clothing over those, always keeping her porcelain mask in place and hood pulled up in settlements.| APPLICATION | SHEETLoreli Certes Female, Neutral Evil, Skeleton (Compact - Goblin), Kineticist 2 AC: 18 HP: 30/30 S/D/C/I/W/C: 0/+3/+4/+1/+2/+0 F/R/W: +10/+9/+6 | Move: 25' | Senses: Low-Light Vision, Perception +6 Trained: Acrobatics +7, Athletics +4, Deception +4, Diplomacy +4, Lore: Politics +5, Nature +6, Society +5, Stealth +7, Thievery +7 Untrained: Arcana +1, Crafting +1, Intimidation +0, Medicine +2, Occultism +1, Performance +0, Religion +2, Survival +2 With the odd goblinoid between them and the tower ahead Loreli reconsidered her choices quickly. Her mind whirling through them in an instant before she took action. Moving after Sal she stopped in front of the door, glancing inside for a brief moment. *Ah, a perfect opportunity.* She nodded to herself as she held her hands before her and a whirling blade of wind, spinning like a top, seemed to all but leap from her hands eagerly. Almost three feet across the spinning air blades moved through the pair of trolls nearby and hovered, spinning in the square where the second troll stood. Before the whirling blade had halted she somehow managed to seemingly almost glide through the air, back slightly to the east, away from the doorway once again. OoC Summary: Air Blast (1 action) as a melee reach slashing strike, Moved to F9 aeriel boomerang (2 actions) SW hitting the two trolls (triggering her air gate) free half stride (10') allowing her to move 10' back East to H9, moving out of the way of the entryway. Reaction: --- Action 1: +8 Elemental Blast (Air): Melee, slashing 1d6 reach  Move to F9 Action 2: Aerial Boomerang Ref DC 18 (2d6+4 slashing) Action 3: --- Free: Half Stride (10') to H9 Impulse (Attack +8 / DC 18)*: Elemental Blast (Air) (+8; 1d6; 60', electricity or slashing) Weapon of X (Weapon Infusion: Melee Weapon) +8 • Damage 1d6 bludgeoning, piercing, or slashing • One of: agile, backswing, forceful, reach, or sweep Bow of the Zephyr Winds (Weapon Infusion: Short Bow) +8 • Damage 1d6 piercing • 50' range increment, propulsive Bow of the Mountain Gale (Weapon Infusion: Long Bow) +8 • Damage 1d6 piercing • 100' range increment, volley *Note: An elemental blast (or weapon infusion) that takes 2 actions gains a +4 status bonus to the damage roll. It also can trigger your impulse junction which allows you to take a free half Stride or a Step action for free, either before or after the attack.  
  10. Glad I didn't delay things... I've been on a trip with a dead laptop, lol. Jumping in now! Edit: I mean, I got the work done that I needed but not the important stuff... posting on MW! :D Edit 2: And yeah, the extra half moves really aren't enough to help quite enough I think, not this time at least. Edit 3: Okay, Aerial Boomerang, like a ton of the Kineticist stuff, is not entirely well edited, lol. It appears it goes out to 60' period. You don't actually get to send it out to a specific point up to 60'. At least RAW you don't. Is it viable to allow an edit that grants that? i.e. "Target any square up to 60' from the kineticist." Its certainly not the end of the world if that isn't added but its going to be slamming into a lot of walls if that's the case, heh. ;) Also, I forgot to add this, the Ref DC of 18 is a basic save so no damage on a crit success, half on a success, full on a fail, and double on a crit fail, as usual.
  11. DESCRIPTION Kaida was once a powerful and beautiful creature. She had sweeping wings, full and strong, and glorious horns! Her body was a powerful killing machine through which poisonous toxins flowed to strike down her enemies with. Her body had been strong and hardy, capable of going toe to toe with devils of much higher ranks than she. Now she is but a pale echo of what she once was. She was never a hulking creature and that is still true. Not even reaching two feet in height she is as tiny as ever. Her wings are small, much less muscle supporting their frame, and her tail, as long and sinuous as ever, was tipped by a stinger that was coated in what should have been a vibrantly colored sap-like toxin. Instead it was dull, and watery, quite weak indeed. Her choice of color is always black and gray when given the option. Sometimes she'll stray from the more "bland" colors to exceedingly dark blues and purples but she does so very rarely. Clothing with folds and hidden pouches or pockets for concealed weapons are always of interest to her and she is rarely without a hooded vest.| APPLICATION | SHEETKaida Reombath Attor Female, Tiny Outsider (Baatezu, Extraplanar, Evil, Lawful), Imp, Swordsage 1 AC/TAC/FFAC: 16/15/12 HP: 10/10 S/D/C/I/W/C: 0/+4/+3/+1/+3/+0 F/R/W: +5/+6/+5 Move: 20' Init: +5 See in Darkness (Su)Kaida, like other devils, can see perfectly in any form of darkness as if it were full daylight.; Tail StingMelee Attack, 10' Reach, 1d4+StrMod, 20/x2 Poison Fort save DC 16 Dexterity 1 (primary) / Dexterity 1 (secondary) MA +3, 1d4+Poison (20/x2); Concealment 20% vs. Ranged and Melee Balance +8, Escape Artist +10, Hide +16, Listen +7, Move Silently +8, Search +5, Spot +7, Survival +7, Tumble +8 Maneuvers: Burning Blade (DW), Counter Charge (SS), Mighty Throw (SS), Shadow Blade Tech. (SH)Shadow Hand Strike 1; Supernatural Standard action melee attack vs. 1 target You create a mystical double of your attack and roll two d20's for your attack vs. the target. Select the roll you want to use. If its the higher one its a normal attack. If you use the lower attack (or if both rolls are the same result) and the attack hits then you deal an extra 1d6 points of cold damage as both strikes hit., Child of Shadow (SH, Stance)Shadow Hand 1 Stance; Supernatural If you move at least 10' during your turn you gain concealment against all melee and ranged attacks until the start of your next turn as well as the standard benefits of concealment. This cannot be used to hide in any form, you still need some other terrain feature that would normally allow you to use the Hide skill. The small devil all but breaks out in full bodied laughter at the strange scene and how its unfolded. Leaning over she gathers herself for a moment, "Considering we were going to eat you, and really everyone else in here I think, this is quite the diversion from our original intent..." Her tiny grin was clearly one of amusement given the current situation as she straightened up, folding her arms and watching the others. Obviously she didn't really care one way or another what the outcome was, as long as there was some violence and snacking along the way. "I mean, I'm fine with whatever you guys want to do... if we go for a carriage ride its at least keeping us out of sight. After we have a bit of a frolic of violence and snack of course. You could share a bit more about your world her in general perhaps as well, at least I would be interested in learning a bit more.... and our chatty one I'm sure" OoC   Summary: --- Full Round: --- Move: --- Standard: --- Swift: --- Immediate: --- 5' Step: ---   Current Effects: Concealment 20% from all ranged and melee attacks; Child of Shadows Stance        
  12. So, who hasn't gone yet? Loreli can grant a free half stride to up to 4 people within 30' of her (including herself) for better immediate positioning. Technically I believe they would get that half stride when she triggers it on her action, even if they've already taken their normal actions. I could target all 4 of us that remain outside. Would that allow us to all get into the tower in this single turn? It would still allow Loreli to take two full strides even with the Four Winds impulse since she get's a half stride from the impulse and a half stride from it being a 2 action impulse which triggers her air impulse junction along with her one remaining action. I don't know if there's actually room to get into the tower though, with the one enemy having moved in the entryway.
  13. DESCRIPTION Lilly is a small, slender fleshwarp. She mostly resembles a very young halfling lass except for her face. Her head is shorter that what normally would be expected, without having a lower jaw at all. Her eyes are half again larger than typical for the size of her head. Her nose is extremely flat and much longer than most but joined along the bottom. It works much like the gills of a fish in that it has vertical flaps of skin that resemble slender vents. She has no mouth and her voice comes through the air vents of her "nose" instead. She favors black and gray clothing colors. WiP| | Lilly and Moz Female, Neutral Good, Fleshwarp (Created), Witch 1 AC: 16 | HP: 17/17 | S/D/C/I/W/C: +0/+2/+1/+4/+1/+1 | F/R/W: +4/+5/+6 | Move: 25' | Senses: Low-Light Vision, Perception +4 Trained: Acrobatics +5, Arcana +7, Athletics +3, Intimidate +4, L:Farming +7, L:Milling +7, Occult +7, Society+7, Stealth +5, Survival +4, Thievery +5 Untrained: Crafting +4, Deception +1, Diplomacy +1, Medicine +1, Nature +1, Performance +1, Religion +1 Lilly nodded, "Sure, that sounds as good a plan as any I would think." With little other than that she shrugged before speaking once again. "You know, I'd encountered some remarkably bright rats around the farm as a child. Like, rats that were smarter than my cousin Darin! He was pretty dumb though so I guess its not really a fair comparison, still..." Her voice trailed off with a tone of amusement in it and she winked as she giggled lightly. OoC Summary: ??? Reaction: ?? Action 1: ??? Action 2: ??? Action 3: ??? Offenses (Attack +6): Dagger (+6; 1d4-1; Agile, Finesse, Thrown 10', Versatile S) Throwing Knife (+6; 1d4-1; Agile, Finesse, Thrown 20') Spells (Attack +7, DC 17): Cantrips Detect Magic (--; --; 30' emanation; --; Registers magic in the area) Electric Arc (--; 1d4+4 electricity; 30'; Ref DC 17; One or two targets) Mage Hand (--; --; 30'; --; Targets 1 unattended object of light Bulk or less) Ray of Frost (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round) Shield (--; --; --; --; Grants a shield of magical force until the start of your next turn that grants a +1 circumstance bonus to your AC and has Hardness 5) Level 1 Mage Armor (--; --; --; --; +1 item bonus to AC, max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.) ??? (--; --; --; --; --)
  14. Ash almost stumbles over her own tail when the supposed "cubs" seem to talk amongst themselves. "Well, I suppose if you're looking for anything out of the ordinary about bear cubs that would qualify now wouldn't it?" She keeps her voice quiet despite her shock, quite aware at how sound seems to carry in this place.   OoC Summary:  Default Exploration Activity : Investigation Reaction: ?? Action 1: ??? Action 2: ??? Action 3: ??? descriptionAsh, the shortened version of her name that she primarily uses, especially with the scaleless, is an empathetic young female lizardfolk. Always concerned with the care of those in need, particularly the wounded, she goes out of her way to assist them, even complete strangers. Its why she became a field medic and followed the Way of the Water, for which she had a marked affinity. She's quite small for a lizardfolk who are typically about the same size as a larger human. Her tribe, a cliffscale species is instead much smaller, slender and lithe, almost identical in size to that of a typical gnome but with a long slender tail of course. Her scales are a sandy tan and gray with darker mottled spots and her hands, feet, fingers, and toes allow her to scale sheer surfaces with ease. Most of her clothing is tan or a shade of gray-brown, her favorite color, and tends towards being short and non-binding or custom fitted, allowing her a freedom of movement more restrictive clothing simply won't. | application | pb sheetAshara'Rusa Chua'Kaolo, a.k.a. "Ash" Female, Neutral Good, Small Lizardfolk (Cliffscale), Kineticist 2 AC: 18 | HP: 32/32 | S/D/C/I/W/C: +2/+2/+4/+0/+1/+0 | F/R/W: +10/+8/+5 | Move: 25' | Senses: Perception +5 Expert: Acrobatics +8 Trained: Athletics +6, L:Lizardfolk +4, L:Rope +4, Nature +5, Stealth +6, Society +4, Survival +5 Untrained: Arcana -1, Crafting -1, Deception +0, Diplomacy +0, Intimidate +0, Medicine +1, Occult -1, Performance +0, Religion +2, Thievery +2 Offenses: Lizardfolk Claws (+6; 1d4+2 slashing; Unarmed, Agile, Finesse, Lizardfolk) Weapon Infusion: Elemental Blast: Water: Melee (+8; 1d8+2 b, p, s, or cold; One of: agile, backswing, forceful, reach, sweep)* Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8 b, p, s, or cold; ri 100', volley 30')* Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+1 b, p, s, or cold; ri 50', propulsive)* Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+2 b, p, s, or cold; ri 20', thrown)* * Note: A weapon infusion attack made using two actions instead of a single action adds your Constitution modifier to the damage roll (i.e. +4) as a status modifier in addition to any other modifiers. A critical success with an elemental blast deals double damage. The damage improves every +4 levels by one die. Impulses (Attack +8, DC 18): Ocean's Balm  (--; --; touch; --; Single willing target. Heals 1d8 hp and gains resistance 2 to fire for 1 minute. Temporarily immune to this ability for 10 minutes.) Tidal Hands  (--; 1d8 b; 2 15' cones or 1 30' cone; Ref DC 18; Can push targets 5' on a critical fail.) Winter's Clutch  (--; 2d4 cold; 10' burst within 60'; Ref DC 18; Area becomes difficult terrain.)  
  15. I am actually here! Stupid real life stuff dragged me away a bit. My manager took a vacation, leaving me with the reigns... and teaching a new programmer at the same time, heh.
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