DM Brainiac's Curtain Call

Game Master Brainiac

Production Points: 14



Discuss!


F HP 127 | AC 28 | F+19, R+18, W+21 | Per +19 | Halfling stage manager oracle 12

FYi, I'm on vacation through Thursday. I may have some changes to post, but I'm not sure. Feel free to bot me (GM or players) if necessary.


male twilight halfling ex-assassin 13 HP 188/188 | AC 33 | F +21 R +27 (Imp. Evasion) W +19 | Perc +20 (+22 Ini)| speed 45 ft | focus 2/2| Hero 0 | Active Conditions: +2 vs poison, disease;

Level 12:
Class Feat: Stunning Finisher
Archetype Feat: Monk's Flurry
Skill Feat: Slippery Secrets


Human Wizard (Mentalism) 12 | HP: 116 | AC: 28 | Fort: +19 Ref: +20 Will: +16 | Perception: +16 (+2 on Initiative) | Hero Point: 2/3

Wizard - Level 12

Class Feat: Magic Sense
Archetype Feat: Operatic Adventurer
Skill Feat: Fabricated Connections

New Spells:
Dragon Form
Spellwrack


F HP 127 | AC 28 | F+19, R+18, W+21 | Per +19 | Halfling stage manager oracle 12

Esirelle to level 12!
+1 to everything
+11 hp
Oracle feat: Greater Revelation: You unlock deeper revelations hidden within your mystery. You gain your mystery’s greater revelation spell. (manifold lives)

Skill feat: Terrifying Resistance: The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells. (NOTE: I screwed up earlier and took Battle Cry earlier even though I didn't qualify for it. Fortunately, I never used it. So I'll replace that with Lasting Coercion.)

Archetype feat: Trap Finder: You have an intuitive sense that alerts you to the presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

+6th level spell: Necrotize


Female Half-Azer Warrior Inventor 13 - HP 179/179| AC 35 | F +22 R +19(21) W +23 | Perception +20(22 for init) | Hero Points 2 76/76 Shield

Kharya to 12
+1 to everything
+13 hp
Feats: Boost Modulation (can shift her extra Bludgeoning damage to Fire or Cold), Spinebreaker (extra grapple options), Streetwise (Gather Information with Society


M Human Nephilim Champion 12 | HP: 188| AC: 33 (35 Hardness 15, 120HP) | Resist: 3 S | F: +22* R: +16 W: +21* | Speed: 30'| Perception: +19 | ↻: Champion's Sacrifice, Divine Grace, Flash of Grandeur, Reactive Shield, Shield Block

Champion 12!

Glad Hand:
First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

Champion's Sacrifice (Reaction):

Trigger An ally is hit by a Strike or fails a saving throw against an effect that doesn’t affect you.

Range 30 feet; Targets the triggering ally

You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the target. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect.


Shield Salvation:
You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it thoroughly, preventing you from using Shield Salvation to save the same shield until your next preparations.


male twilight halfling ex-assassin 13 HP 188/188 | AC 33 | F +21 R +27 (Imp. Evasion) W +19 | Perc +20 (+22 Ini)| speed 45 ft | focus 2/2| Hero 0 | Active Conditions: +2 vs poison, disease;

Leveled up!

Got Irrepresible (resolve for emotion effects) and raised my armor and class DCs.


F HP 127 | AC 28 | F+19, R+18, W+21 | Per +19 | Halfling stage manager oracle 12

Esirelle, level 13!
+11 hp
+1 to everything

7th-rank spells: divine decree, inexhaustible cynicism, regenerate

ancestry feat: Incredible Luck: Even other halflings consider you to be particularly lucky. You can use Halfling Luck once per hour, rather than once per day. If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck), and if you have Shared Luck, you can still use Halfling Luck on an ally instead of yourself only once per day.

light armor expertise: Armor training to expect

premonition’s reflexes: Reflex saves to expert

skill increase: Crafting to expert

weapon specialization: You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary.

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