Lost in Simulation
+2
Shinigami02
lapis-lazily
6 posters
Page 1 of 1
Lost in Simulation
The year is 21XX and the world is at the height of simulation technology. If you want to live a fantasy, there's something available for you. You and your friends are all players of a popular online fantasy game called Pathfinder. In it you take on the role of fantasy characters in the world of Golarion. There are dungeons, adventures, and plenty of magic items. One day while doing a dungeon raid however something goes weird. A strange virus has been unleashed across the internet and its melding simulations together. The net is becoming a jumbled mess of unexpected crossovers and it's only going to get weirder. Worst of all, this virus is stopping you from being able to jack out of the simulation! Now you and your friends are going to have to use your fantasy avatars to fight who knows what on your way to the source of the virus. Hopefully you can stop it before you all end up dead or worse.
This is a PF2 short adventure for level 10 characters. You'll have the expected items for level 10.
This is a PF2 short adventure for level 10 characters. You'll have the expected items for level 10.
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Lost in Simulation
- Alina:
Player Name: "Alex Smith", but everyone's pretty sure it's an alias.
CN Dhampir Elf Magus 10
Background: Noble
Languages: Common, Elven, Draconic, Sylvan, Celestial, Gnomish
Size: Medium; Gender: Female character, Unlisted player; Age: Slightly below default on the slider, Player: 26; Height: Tall; Weight: Lithe
Skin: Pale; Eyes: Blood Red; Hair: Long Raven-Black;
Distinct, long fangs
Perception: +15 (Trained)
Defenses
HP: 106; AC: 28
Armor: +1 Resilient Breastplate (Trained)
Fort: +17 (Expert); Ref: +16 (Expert); Will: +20 (Master)
Successful Will Saves are Critical Successes instead
Offenses
Speeds: 40 Land
+1 Striking Fangs (Expert): +20 (2d6+5+2 Piercing) [Grapple, Unarmed] 1d4 Persistent Bleed on a Crit
+1 Thundering Striking Longsword (Expert): +20 (2d8+5+2 Slashing + 1d6 Sonic) [Versatile (P)] Target must make DC 24 Fort to avoid being Deafened for 1 minute (1 hour on Crit Fail) on a Crit.
Stats
STR: 20 (+5)
DEX: 12 (+1)
CON: 14 (+2)
INT: 19 (+4)
WIS: 16 (+3)
CHA: 10 (+0)
Ancestry
Stats: Dex/Int/-Con/Str
Hit Points: 6
-Heritage-
Dhampir: You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the negative healing ability, which means you are harmed by positive damage and healed by negative effects as if you were undead. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from dhampir feats and feats from your ancestry whenever you gain an ancestry feat.
-Ancestral Abilities-
Negative Healing: You are healed by negative energy and harmed by positive energy as an Undead.
Low-Light Vision: Ignore the Concealed condition from Dim light.
Darkvision: Can see perfectly in areas of Darkness or Dim light, but only in black and white.
-Ancestry Feats-
Fangs: Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the grapple and unarmed traits.
Nimble Elf: Land speed increases by 5 feet.
Bloodletting Fants: Your fangs deal an additional 1d4 Persistent Bleed Damage on a Crit.
Background
Name: Noble
Stats: Str/Int
Description: To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer’s life.
Skill: Society
Lore: Genealogy
Skill Feat: Courtly Graces: You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren稚 one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.- Trained Skills:
Armor Check Penalty: -2 (ignored due to Strength)
Society (Trained) +16
Lore [Genealogy] (Trained) +16
Arcana (Master) +21
Occult (Trained) +16
Religion (Trained) +15
Nature (Trained) +15
Medicine (Master) +20
Athletics (Expert) +20
Acrobatics (Trained) +13
Class
Subclass: Slide Caster
Key Stat: Str
Class DC: 27 (Trained)
Hit Points: 8
-Class Features-
Partial Arcane Spellcasting: Can prepare and cast Arcane spells from my spellbook. Only have spell slots of highest 2 spell levels, as well as Cantrips and Focus Spells.
Battle Spells: Gain Magus Potency Focus Spell and a Focus Point pool of 1. Can Refocus by spending 10 minutes studying my spellbook.
[Free Action] Striking Spell
[Concentrate, Magus, Metamagic]
Frequency: Once Per Round
If your next action is to Cast a Spell, you can store it in a weapon or your body to use it with an Unarmed Strike.
If you hit with a Melee Strike with the spell's receptacle the spell is discharged, affecting only the target hit. The spell still requires a Spell Attack or Save as normal, but if the attack was a crit the Spell Attack is 1 step better or the target's Save is 1 step worse.
If you don't successfully discharge the spell by the end of the next round or use Striking Spell again, the stored spell dissipates harmlessly. Only you can discharge the stored spell.
Magus Synthesis (Slide Casting): When you use Striking Spell and Cast a Spell, as long as you are storing the spell in a one-handed weapon or your body and have a hand free, you can siphon some of the magic to Step or Stride as part of casting the spell. Disrupting either the movement or the casting doesn't disrupt the other. Exactly how you are propelled is up to the Magus.
Lightning Reflexes: Reflex Proficiency increases to Expert.
Weapon Expertise: Proficiency for Simple and Martial Weapons increases to Expert.
Weapon Specialization: Deal 2 additional damage with weapons and unarmed strikes with which you are an Expert. This increases to 3 if you're a Master, or 4 if you're Legendary.
Alertness: Perception Proficiency increases to Expert.
Resolve: Will Save Proficiency increases to Master. Rolling a Success on a Will Save grants a Critical Success instead.
-Class Feats-
[1A] Combat Assessment: Make a Melee Strike. On a hit you can immediately attempt a check to Recall Knowledge about the target. On a crit you gain a +2 Circumstance bonus to the check. The target is temporarily immune for 24 hours.
[Free] Bespell Strikes
[Magus]
Frequency: Once Per Turn
Requirements: Your most recent action was to cast a non-cantrip spell
You siphon spell energy into a weapon you're wielding. Until the end of your turn the weapon deals 1d6 additional damage of a type based on the school of the spell cast.
Abjuration: Force Damage
Conjuration or Transmutation: Same type as weapon
Divination, Enchantment, or Illusion: Mental Damage
Evocation: A type of damage the spell deals, or Force Damage if the spell doesn't deal damage
Necromancy: Negative damage
Medic Dedication: You become an Expert in Medicine. Successful Battle Medicine and Treat Wounds checks heal 5 more HP at DC 20, 10 at DC 30, and 15 at DC 40. Once per day can use Battle Medicine on a creature that's immune, or once per hour if Master in Medicine.
[2A] Spell Swipe: Make a Melee Strike and compare it to the AC of up to 2 foes, each of which must be adjacent to the other and within reach. Roll damage only once and apply it to each creature hit. A Spell Swipe counts as 2 hits for MAP. If you discharge a Striking Spell with a Spell Swipe, the spell applies against each target hit, not just the first. Spell Swiping with a Sweep weapon applies its bonus to all attacks, including Spell Attack Rolls.
[Free] Portal Slide
[Arcane, Conjuration, Magus, Teleportation]
Trigger: You begin casting a spell altered by Striking Spell from a Spell Slot.
You can rapidly make a portal to step through as you store
a spell. Rather than Striding or Stepping as part of your Cast
a Spell activity, you teleport up to half your Speed to a clear
space you can see (this doesn’t trigger reactions). If this would
bring another creature with you, the spell is lost. If the spell
you cast is of the conjuration or transmutation school, double
the maximum distance you can teleport.- Spellcasting:
Casting Stat: Int
Casting Tradition: Arcane
Proficiency: Trained
Spell DC: 26
Spell Attack: +16
Focus Points: 1
Cantrip/Focus Spell Level: 5
Cantrips
5/Day
-Focus Spells-- Magus Potency:
- Focus 1
[Uncommon, Evocation, Magus]
Cast: [1A] Somatic
Range: Touch; Targets: You or one weapon you're wielding
Duration: 1 Minute
---
The target gains the benefit of a +1 weapon potency rune, granting a +1 item bonus to attack rolls with the targeted weapon or your unarmed attacks, if you targeted yourself.
If cast on a weapon, this spell ends if you cease holding the weapon.
---
Heightened (3rd): The unarmed attacks or weapons are +1 striking.
Heightened (4th): The unarmed attacks or weapons are +2 striking.
Heightened (7th): The unarmed attacks or weapons are +3 greater striking.
-Level 4 Spells-
2/Day
-Level 5 Spells-
2/Day- Spellbook:
-Cantrips-
Produce Flame
Detect Magic
Read Aura
Light
Ghost Sound
Prestidigitation
Shield
Message
-Slot Spells-
[Level 1]
Magic Missile
Burning Hands
Agitate
Fear
True Strike
Snowball
[Level 2]
Web
Glitterdust
Acid Arrow
Dispel Magic
[Level 3]
Fireball
Vampiric Touch
Blindness
Lightning Bolt
[Level 4]
Weapon Storm
Resilient Sphere
Fly
Veil
[Level 5]
Mariner's Curse
Impaling Spike
Banishment
Wall of Stone
Other Feats
-Skill Feats-
[1A] Battle Medicine (Medicine): Make a Medicine Check against Treat Wounds DC to restore the same amount of HP. Target is immune for 24 hours.
Titan Wrestler (Athletics): Can attempt Disarm, Grapple, Shove, or Trip maneuvers on creatures up to 2 sizes larger. At Legendary Athletics can use them against creatures 3 sizes larger as well.
[Reaction] Recognize Spell (Multiple Skills)
Trigger: A creature, trap, or similar object within line of sight casts a spell that you don't have prepared/in your Repertoire. You must be aware of the Casting.
If you are Trained in the appropriate skill for the spell's Tradition and it's a level 2 or lower spell you automatically identify it. If you're Expert in the relevant skill you automatically identify up to level 4 spells, level 6 if you're a Master, or level 10 if you're Legendary. If you don't automatically identify it the GM makes a Secret check. If you're Untrained you can't get better than a Failure.
Crit Success: You correctly recognize the spell and gain a +1 Circumstance bonus to your Save or AC against it.
Success: You correctly recognize the spell.
Failure: You fail to recognize the spell.
Crit Failure: You misidentify the spell as another spell of the GM's choice.
Combat Climber (Athletics): You're not Flat-Footed while Climbing, and can climb with a hand occupied. Must still use the other hand and both legs to climb.
Water Sprint (Athletics): When Striding in a straight line, as long as you move at least half your speed over land, you can move any remaining distance across a level body of water. If your movement ends over water, you fall in. If you are Legendary in Athletics, as long as you start your Stride on land you can move any distance over water, even if you're not moving in a straight line. You still fall in if you end your movement over water.
-General Feat-
Continual Recovery (Skill, Medicine): Your uses of Treat Wounds only apply 10 minutes of immunity rather than 24 hours.
Fleet: Land speed increases by 5 feet.
Equipment
Encumbered: 11; Max Load: 16
-Worn Gear-
Magic Breastplate, Backpack, Belt Pouch x2, Healer's Gloves (+1 Medicine, [1A] 1/day 2d6+6 Positive Touch-Range Heal), Lifting Belt (+1 Athletics, [2A] 1/day can lift something of up to 8 Bulk as if it were weightless until end of next turn), Hat of the Magi (+1 Arcana, can cast Prestidigitation as an Innate Arcane Cantrip), Healer's Tools
-Adventuring Gear-
Magic Longsword, +1 Striking Handwraps of Mighty Blows, Bag of Holding Type 2 (50 Bulk Capacity), 10 Pieces of Chalk, Flint and Steel, 50 Feet of Rope, 2 Weeks' Rations, Soap, 5 Torches, Waterskin, Moderate Healing Potion (3d8+10) x10- Invested:
1) +1 Resilient Breastplate
2) +1 Striking Handwraps of Mighty Blows
3) Healer's Gloves
4) Lifting Belt
5) Hat of the Magi
6)
7)
8)
9)
10)
-Money-
75 Gold, 3 Silver, 0 Copper
- Prepared Spells:
- Cantrips
- Produce Flame
- Shield
- Detect Magic
- Message
- Ghost Sound
Level 4- Weapon Storm
- Magic Missile
Level 5
- Vampiric Touch- Acid Arrow
Last edited by Shinigami02 on Mon Dec 21, 2020 8:03 pm; edited 11 times in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Lost in Simulation
- Eagleheart:
- Eagleheart (he/him)
Level 10
Ancestry
Tengu (Skyborn) +DEX | +STR
Background
Scout +DEX | +CON
Class
Rogue (Thief) +DEX
Free Boosts: +STR | +DEX | +CON | +WIS
Lv5 Boosts: +DEX | +CON | +WIS | +CHA
Lv10 Boosts: +DEX | +CON | +WIS | +CHA
Stats
STR 14 (+2)
DEX 20 (+5)
CON 18 (+4)
INT 10 (+0)
WIS 16 (+3)
CHA 14 (+2)
Class Features- Rogue's Racket (Thief):
- You are trained in Thievery, and when you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
- Sneak Attack 2d6:
- If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
- Surprise Attack:
- You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
- Powerful Fist:
- You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a –2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don’t take this penalty when making a lethal attack with your fist or any other unarmed attacks.
- Deny Advantage:
- As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
- Evasion:
- You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. When you roll a success on a Reflex save, you get a critical success instead.
- Weapon Specialization:
- You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.
- Debilitating Strikes:
- Free action - When your Strike hits a flat-footed creature and deals damage, you can apply one of the following debilitations, which lasts until the end of your next turn.
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Class Feats- Nimble Dodge (Reaction):
- If a creature you can see targets you with an attack, and you are not encumbered, you can deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
- Monk Dedication:
- You become trained in unarmed attacks and gain the powerful fist class feature. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC.
- Dread Striker:
- You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.
- Skirmish Strike:
- 1 action, flourish - Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
- Monk Moves:
- You gain a +10-foot status bonus to your Speed when you’re not wearing armor.
- Light Step:
- You aren’t bothered by tricky footing. When you Stride or Step, you can ignore difficult terrain.
Ancestry Feats- Squawk! (Reaction):
- When you critically fail a Deception, Diplomacy, or Intimidation check against a creature that doesn't have the tengu trait, you can let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours.
- One-Toed Hop:
- 1 action - Assuming a peculiar stance, you make a short hop on each toe. You make a vertical Leap without triggering reactions that can be triggered by move actions or upon leaving or entering a square.
- Soaring Flight:
- 2 actions, once per day - You grow a pair of magical wings or expand your existing ones. For 5 minutes, you gain a fly Speed equal to your land Speed or 20 feet, whichever is greater.
General Feats- Fleet:
- You move more quickly on foot. Your Speed increases by 5 feet.
- Toughness:
- You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Skill Feats- Intimidating Glare:
- You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
- Alchemical Crafting:
- You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
- Quick Jump:
- You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride, nor do you fail if you don’t Stride 10 feet.
- Powerful Leap:
- When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet.
- Rapid Mantel:
- You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.
- Combat Climber:
- Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
- Quick Climber:
- When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
- Kip Up:
- You can stand up as a free action, and without triggering reactions.
- Aerobatics Mastery:
- You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5. If you're legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed.
- Battle Cry:
- When you roll initiative, you can Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.
Skills (unlisted = untrained)
(M) Acrobatics
(M) Athletics
(T) Crafting
(T) Deception
(T) Diplomacy
(M) Intimidation
(T) Forest Lore
(T) Medicine
(T) Nature
(X) Stealth
(T) Survival
(M) Thievery
Languages
Common
Tengu
Max HP: 136
Defenses
(T) Light Armor, Unarmored Defense
(M) Perception
(X) Fortitude
(M) Reflex
(X) Will
Armor
(T) Explorer's Clothing (+1 Resilient)
AC bonus: +1
DEX cap: +5
Check penalty: -0
Speed: 40 -0
Attacks
(X) Shortsword (+1 Greater Striking)
Range: Melee
Damage: 3d6+2 +DEX (Piercing or Slashing)
Traits: Agile, finesse
(X) Composite Shortbow (+1 Striking)
Range: 60
Damage: 2d6+2 +½ STR (Piercing)
Traits: Deadly d10
(X) Handwraps (+1 Striking)
Range: Melee
Damage: 2d6+2 +STR (Bludgeoning)
Traits: Agile, finesse, nonlethal, unarmed
(X) Beak (+1 Striking)
Range: Melee
Damage: 2d6+2 +STR (Piercing)
Traits: Finesse, unarmed
Currency
328 gp
7 sp
Other Items
60 arrows
Thieves' tools, infiltrator
Healer's tools, expanded
Backpack
Bedroll
2 belt pouches
10 pieces of chalk
Flint and steel
50 feet of rope
2 weeks’ rations
Soap
5 torches
Waterskin
(Owned, but not kept on his person: Alchemist's lab, expanded)
Last edited by Nimbostratus on Mon Oct 26, 2020 10:47 am; edited 2 times in total
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
Re: Lost in Simulation
- Traxex:
- Character: Traxex (She/Her)
Player: Perci Noctalisse (She/Her)
Alignment: True Neutral | Ancestry: Elf (Cavern Elf)
Background: Scout | Class: Ranger 10
Size: Medium | Speed: 30ft
Description: Purple-blue skin, piercing icy blue eyes, white hair; relatively tall yet light and nimble
Perception +20 (+22 Initiative)
Str 16 +3
Dex 20 +5
Con 14 +2
Int 14 +2
Wis 18 +4
Cha 10 +0- Combat Numbers:
- Attacks
Longbow Shot (+21, 2d8+3p 1d6c, deadly d10, propulsive, volley 30ft, range 200ft)
Class DC 26
Defenses
HP 126/126
AC 30
F +16/R +21/W +18
- Skills:
- T (+12): Survival (Wis), Forest Lore (Int), Acrobatics (Dex), Athletics (Str), Crafting (Int), Arcana (Int), Thievery (Dex)
E (+14):
M (+16): Perception (Wis), Stealth (Dex), Nature (Wis)
- Feats:
- Ancestry
Woodcraft - When in Forests and Jungles, Survival Checks to Sense Direction, Subsist, or Cover Tracks fail instead of critically failing, and critically succeed instead of succeeding
Elven Instincts - +2 to Init (Perception) and automatically win Init ties even if Perception was not used
Elf Step (One Action) - Step twice.- Class Feats/Abilities:
- Hunt Prey (One Action) - Target one creature I can see and hear in combat, or am tracking during Exploration. +2 to Perception (Seek), +2 to Survival (Track) against targeted creature, and ignore ranged penalties on second range increment. Limit 1 Target
Hunter's Edge [Flurry] - Multiple Attack Penalty reduced to -3/-6 (-2/-4 with agile weapon) against Hunt Prey target
Hunted Shot (One Action) - {Flourish} When using a ranged weapon with Reload 0, Strike twice against Hunt Prey target, applying Multiple Attack Penalty normally. If both attacks hit, combine their damage for the purposes of resistances/weaknesses.
Hunter's Aim (Two Actions) - {Concentrate} When using a ranged weapon, Strike against Hunt Prey target with +2 and ignore the target's Concealed condition
Far Shot - Double your weapon's range increments.
Trackless Step - Always Cover Tracks in natural terrains, even if moving at full speed
Ranger Weapon Expertise - Apply Critical Specialization effects when attacking Hunt Prey target
Skirmish Strike (One Action) - {Flourish} Step and then Strike, or Strike and then Step
Evasion - Reflex Successes become Critical Successes
Weapon Specialization - Deal 2 additional damage with weapons I'm Expert in. (3 if Master, 4 if Legendary)
Warden's Boon (One Action) - Grant Hunt Prey and Hunter's Edge bonuses against my selected target to an ally until the end of their turn
Nature's Edge - Foes in natural or snare-created Difficult Terrain are always considered flat-footed to me
Penetrating Shot (Two Actions) - {Open} Choose a creature that is giving lesser cover to my Hunt Prey target; Strike it and my Hunt Prey target, ignoring cover against my Hunt Prey target. Roll attack and damage once; but the attack counts as two attacks for Multiple Attack Penalties
Feather Step - You can Step into Difficult Terrain
Expeditious Search - Search twice as fast (four times if Legendary in Perception)- Skill Feats:
- Forager - Survival checks to Subsist automatically succeed, and can provide food for more people, or more food for fewer people
Natural Medicine - use Nature instead of Medicine to Treat Wounds. GM can grant +2 Circumstance if in Wilderness (access to Fresh Ingredients)
Assurance (Nature) - Forego roll to recieve fixed result (24) on Nature checks.
Shadow Mark - When attempting to Avoid Notice of a particular target, they take a -2 to their Perception DC (-3 if Master, -4 if Legend). If starting an encounter while using this feat, the penalty applies to their initiative roll and perception DC as Sneak
Foil Senses - Always considered to be taking precautions against special senses when hiding/sneaking/avoiding notice
Swift Sneak - Move at full speed when sneaking. Can sneak using alternate movement types if accessible.
Abilities
Low Light Vision
Darkvision
Proficiencies
T (+12): Light Armor, Medium Armor, Unarmored Defense
E (+14): Fortitude Saves, Will Saves, Simple Weapons, Martial Weapons, Unarmed Attacks, Ranger DC
M (+16): Reflex Saves
Languages: Common, Elven, Goblin
Inventory (Bulk: 5/8)
+2 Striking Composite Longbow of Frost
Boots of Elvenkind [+1 acrobatics, activate 1/hr ignore difficult terrain, gain +5ft speed if wearing cloak of elvenkind]
Cloak of Elvenkind [can cast ghost sound at will, interact 1 action +1 stealth, two actions 1/day invisibility; 2/day invis if wearing boots of elvenkind]
+1 Explorer's Clothing
Healer's Tools
Thieves' Tools
180 arrows
25 gp 2 sp
Last edited by Perci on Sun Oct 25, 2020 9:28 pm; edited 1 time in total
Perci- Posts : 354
Join date : 2019-08-23
Age : 31
Re: Lost in Simulation
- Cole:
- Cole Shademore a.k.a. Ian Comerleigh
Male human tiefling champion (paladin)/marshal
LG Medium humanoid
Perception +13 (T); Senses darkvision, low-light vision
--------------------
Defense
--------------------
AC 30
hp 158
Fort +20, Ref +14, Will +15
Evasions Fortitude; Situational +3 to Reflex vs. damage
Resistances 3 slashing
--------------------
Offense
--------------------
Speed 35'
Melee <A> +1 striking warhammer (magical, shove) +20 (2d8+7 bludgeoning)
Melee <A> fist (agile, finesse, nonlethal) +19 (1d4+5 bludgeoning)
--------------------
Spells
--------------------
Focus Points 1; Spell Attack +18; Spell DC 28
Divine: Expert
Focus Spells (5th level): lay on hands
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 18, Int 16, Wis 12, Cha 18
Skills Athletics +17 (T), Crafting +19 (M), Diplomacy +20 (M), Intimidation +16 (T), Performance +16 (T), Religion +13 (T), Stealth +14 (E), Thievery +12 (T), Tanagaar Lore +12 (T)- Gear:
- +1 resilient full plate, +1 striking warhammer, moderate sturdy shield, demon mask, cloak of repute, boots of bounding, adventurer's pack
Feats
--------------------
Class Feats Desperate Prayer, Marshal Dedication, Inspiring Martial Stance, Shield Warden, To Battle!, Shield of Reckoning
Skill Feats Assurance (Stealth), Pilgrim's Token, Quick Repair, Quiet Allies, Evangelize, Foil Senses
General FeatsShield Block, Fleet, Toughness
Ancestry FeatsFiendish Eyes, Skillful Tail, Fiendish Wings
Languages Common, Infernal, Elven, Orc, Tengu
Ferret- Posts : 2386
Join date : 2018-08-14
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|