
GM Stargin |

Ho'okepa.
You get more responsibilities as you grow older and one of them is taking care of making sure the crops are well tended and clearing the area in the places that need it. It's hard work but you've proven to be capable of it.
Go ahead and making a Farming Lore check to see if you can figure out the best place to put your efforts in the task. (Farmhand gave you proficiency in that so it should be at least +2).
Then you can actually carry out the task you've determined for yourself and since it's a DC12 task you can just do it thanks to the Assurance Athletics feat that you got..

GM Stargin |

Krrys'tall:
Unlike the first attempt at walking which you almost certainly don't remember, you've grown up to be excellent at navigating the land and the jungle around you.
Because of this sometimes you get chosen to ferry messages between Tripkee's who are working in different parts of the territory.
You can make your way through the trees without slowing down like some of your compatriots have to thanks to Jungle Strider. And you have a lot of confidence in going over narrow ledges and branches which lets you take shortcuts.
Roll an Acrobatics check to see how well you balance on the path you're choosing to use. (DC 11)
While you're crossing one of these a large seed happens to fall on you!
Seed attack! against your AC: 1d20 + 2 ⇒ (9) + 2 = 11
Thanks to Jungle Strider you don't take the off-guard condition to reduce your armor class while you're going across a ledge which most characters would suffer from. What's your AC? If it's higher than 11 then the seed misses you!
Armor Class (AC) Your character’s Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character’s Dexterity modifier (up to their armor’s Dexterity modifier cap), plus their proficiency bonus with their armor, plus their armor’s item bonus to AC and any other permanent bonuses and penalties. Everyone is trained in being unarmored, which is probably what you are at this stage.
Off-Guard means You take a –2 circumstance penalty to AC
Finally you find the Tripkee that you are to send the message too. They're at the bottom of a very large tree, and you decide to just glide down rather than climb down. You can do this without fall damage thanks to being a WindWeb Tripkee!.

Krrys'tall |

Racing through the jungle has always been exciting, one of the few activities Krrys'tall will roll out of their hammock for. They preferred doing it for fun, not for work. All the same, every tripkee had to help in the village. Krrys'tall's unparalleled agility and speed allowed them some privileges, so long as they used them for the good of the village. So with a lazy moan, Krrys'tall reluctantly accepted the job given to them.
After a lazy trudge to the edge of the village, Krrys'tall took a moment to stretch and enjoy the midday jungle humidity. Finishing the final stretch, they took a breath and bounded into the trees.
Acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14
Reaching the canopy was no easy task, but Krrys'tall was a master of the rainforest landscape. A quick climb to better vantage, a leap across a gap, even a short freefall to catch an errant branch. Krrys'tall was in the jungle and of the jungle, a spirit free as the drops of delicious water falling off the massive leaves all around.
The joy of traversing the jungle clouded Krrys'tall's mind, making them forget the dangers of seeding season...
Seed attack! against your AC: 1d20 + 2 ⇒ (9) + 2 = 11
Versus Krrys'tall's AC of 10 + 2 Proficiency + 1 Dexterity = 13
But when you are in the jungle and of the jungle, the Jungle Provides. Krrys'tall bounds off the branch they were standing on just before the massive seed smashes the branch to splinters. They make a shrill chirp signaling falling doom to any people or animals below and continue on their way. No use waiting around. If the giant seed hit anyone that far down... then Krrys'tall can't help them anyways, and cleanup is the fungi's job.
Krrys'tall hears their destination before they see it, as the croaks of a tripkee celebration dance through the towering trees. With a short freefall into a massive leaf, Krrys'tall slides the rest of the way down. They approach a large tripkee, clearly of the bullfrog lineage, and recite the message, a song penned for the newly hatched tadpoles of this village.

Ho'okepa |
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Kepa looked over the terraced lo'i and came up with an idea. The largest obstacle that they came across was getting a steady irrigation, taro needed a constant source of fresh water. Traditionally, water from the mountains was diverted through the terraced patches.
Ho'okepa looked at the plants, inspecting the leaves and stalks. The second obstacle were the insects. What if we have the taro share the space with the o'opu'u from the stream?
Spending the afternoons up in the mountain streams, he caught enough of the little fish to populate one of the lo'i and paid special attention to the health of both the taro and the o'opu'u, finding that the fish would eat many of the bugs that plagued the taro plants. It was a success! The makahiki was coming again soon! Kepa wanted to make sure that they had a great harvest!

GM Stargin |

Neppka:
As you grow up you find yourself strangely comfortable in stormy weather. One incident in particular happens when you're outside in a very rainy day with thunder and lightning booming and flashing around you. Can you tell us if you're outside alone in this weather or is someone with you?
A flash of lightning comes down and hits a tree and then flashes right at you! You're knocked back by the force, but strangely don't feel hurt at all! (Stormtossed gives you electric resistance of 1 which is enough to make this 0)
As you lie on your back staring up at the rainy sky you see the shape of a large bat, probably spooked by the lightning swooping right at you! You don't know what's happening and so you scramble for a stone to put in your sling and fire it at the bat!
(Usually because of the concealment caused by the rain you'd have to roll a flat check to even have a chance of hitting, but thanks to Stormtossed there's no such concealment. Go ahead and roll a strike for the sling!)
Right after you fling the stone though, you feel a buildup of energy that you cannot explain and you fling your hand out and lighting comes out towards the bat!
Follow the rules for the electric arc spell to cast it!

GM Stargin |

Boudoon:
You are in a workshop and have been tasked with creating a small statue.
You decide to create something that you think the person in charge of the workshop will like.
Roll a Recall Knowledge check using Guild Lore (Artisan background gives training in this) to see what kind of scultupure you should make.
And roll a Crafting check with a +1 bonus (bonus from the Specialty Crafting feat you got from Artisan plus it gives you trained proficiency in this as well) to see how well you make it!

GM Stargin |

Magnus:
You're in class and the teacher is casting a spell in the tradition of magic that you have focused on (Is it Arcana, Nature, Occultism, or Primal)? and the task is to identify the spell and write a paragraph on the history of the spell.
As this is a common spell of 2nd rank or lower, you just automatically identify it thanks to the Recognize Spell unique reaction that you gained from the background (What spell is it?). Go ahead and roll an Identify magic check though to see if you get a critical success! You got training thanks to the background.
Then Roll Academia Lore (which you have training on thanks to the background) to see how well you know the history of the spell and how well you convey it in your written assignment.

Magnus Whizzbang |

Magnus continues his studies of the arcane, watching as his instructor prepares another spell for the class. Immediately, he understands this incantation and its effects -- it is the spell Summon Animal. Quickly a giant frog appears in the room for an instant. The gnome thinks he understands the complex equations behind this spell after seeing it cast just this one time.
Magnus Identify Magic, Arcane: 1d20 + 6 ⇒ (19) + 6 = 25
As the mysteries of this magic are unraveled by the student, he tries to tie back this knowledge - the history, uses, and similarity of this spell to others. Things seem to lock into place for the young caster, and he writes this paper with apparent ease.
Magnus Academia Lore: 1d20 + 6 ⇒ (13) + 6 = 19
Magnus still has not filled all his base attributes, if I am supposed to I missed it. He would add another point to INT when that is complete, and get a final result 1 higher than shows here. Imagine that is critical success for the first and a success for the second...

GM Stargin |
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Magnus: Yup you're supposed to fill it out as you go so at this point you should have your attribute ancestry and background boosts, and the proficiency levels you've been getting along the way. Your max should be +4 at this stage, but honestly it's not a big deal if you've made yourself level 1 and picked a class as well. As long as you're enjoying the play and learning the game, it's working!
Boudoon:
Boudoon knows exactly what kind of sculpture to create and does a wonderful job of it. I imagine that he might feel that he's found his profession for life!
Magnus:
Magnus not only knows what spell it is but everything about it and he's able to incorporate that knowledge into his essay answer. He's got the reputation of being an excellent student. How does he feel about that?

Qwerk |

Qwerk:
You can decide what kind of creature is buried here that would make sense for the region of the underworld you're in. But whatever valuables it might have had have long since rotted away. There are a few gold coins though. Gold lasts.With your siblings helping you out you're able to get out and get treatment for your pretty serious injuries. You can play this out but either way. End Stage 3!
Gold? Dead people have GOLD? Why, what for? they can't use it. I can! Cupping my prize like the dragon I am kin to, or so they say, I stare at the corpse again. Human I think, or it was. There were signs of once fine garments but time had worn them through. I noticed a broken chest nearby ,there was once MORE treasure here, and it had been robbed, a life time ago I suspected.
I could only imagine the wealth that must have been here at one time but is now gone. So much that gold coins left behind was NOTHING? A sense of desire for fine things came to me. Wealth should belong to the living, right?
My siblings help get me up, I don't tell them about the gold. Not just because I don't want to share the shiny metal YET, but because I'm too thoughtful. The injuries will heal, but the lessons remain. I'll have to be careful, the traps prove the dead are protected, and some are very fussy about their ancestors, who can blame them? But, they really don't need as much wealth as they have do they?
I don't think I'll fish for a living like father after all.
Just posting to get myself back on track and to make 'grave robber' ICly chosen as well as OOCly

Neppka |

Neppka:
As you grow up you find yourself strangely comfortable in stormy weather.
My parents would often claim that we were blessed by Hei Feng on the storm-tossed voyage that brought us from Kwanlai to here. They thought that we weren't going to make it, but by Hei Feng's fickle whim, we survived.
One incident in particular happens when you're outside in a very rainy day with thunder and lightning booming and flashing around you. Can you tell us if you're outside alone in this weather or is someone with you?
I'm with an older human guardsman named Neilar. My father has befriended him, and Neilar has agreed to train me in the use of weapons commonly found in Avistan. We are practicing basic forms. If I show enough aptitude, I've been promised my own sword!
A flash of lightning comes down and hits a tree and then flashes right at you! You're knocked back by the force, but strangely don't feel hurt at all! (Stormtossed gives you electric resistance of 1 which is enough to make this 0)
As you lie on your back staring up at the rainy sky you see the shape of a large bat, probably spooked by the lightning swooping right at you! You don't know what's happening and so you scramble for a stone to put in your sling and fire it at the bat!
(Usually because of the concealment caused by the rain you'd have to roll a flat check to even have a chance of hitting, but thanks to Stormtossed there's no such concealment. Go ahead and roll a strike for the sling!)
Ranged Strike: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d6 ⇒ 3It's not surprising that I can't effectively fire my sling while lying flat on my back. The surprising part was that I could load it and fire it at all!
Right after you fling the stone though, you feel a buildup of energy that you cannot explain and you fling your hand out and lighting comes out towards the bat!
Follow the rules for the electric arc spell to cast it!
There's nothing in the spell description that says I need to make an attack roll, so I think it just hits.
Electricity damage: 2d4 ⇒ (4, 3) = 7 <-- But the target gets a basic Reflex save.
Beak hanging open in surprise, Neppka is shocked, and doesn't understand what happened....

GM Stargin |

Neppka:
BatReflex: 1d20 + 1 ⇒ (8) + 1 = 9
The Bat gets shocked, plummets for a bit and then manages to flap and speed away!
Neilar was more worried about the lightning hit you took but seeing lighting shoot *out* of your hands has his jaw hanging.
Hey.. kid... are you ok? It seems like he didn't even realize there was a bat.
You can respond and then... end scene!

GM Stargin |

Qwerk:
As you grow up, maybe inspired by your childhood experience or the knowledge that your home tunnels are close to ancient burial grounds, you start to explore and get quite good at finding these places and the treasures and traps they sometimes contain. Luckily for you, though you don't realize it, the civilization or civilizations that created these weren't very powerful and so the traps and magic aren't deadly.
How does your family feel about it? Do your siblings help or do they have their own pursuits?
Either way the trinkets you find are celebrated and it's deemed to be a good idea for you to go to the nearest above ground town or city to trade some of them for other things your family would want.
There are laws against grave robbing though so you have to get your finds past the guards and find the shady characters willing to buy them!
Roll Stealth to smuggle please and then the Underworld Lore skill to see how well you do at selling your goods!, you get trained proficiency in both thanks to Grave Robber background

GM Stargin |

Krry'stal:
Along with being excellent at navigating the wilds, you show yourself to be a frog of many interests and you always take enthusiastic part in the communal singing that happens very regularly.
One night as you're maintaining the chorus (which is how the young can start participating) a tropical thunderstorm starts and the sound of the rain and the lightning and thunder is so loud that no one can hear the singing!
You get the idea to keep people entertained in some way and you based on what you know of the music you start to try and dance to the beat!
Roll Recall Knowledge action using Music Lore, and then roll Acrobatics to Perform. You're trained in both thanks to Nimble Performer and thanks to Acrobatic Performer feat you can roll Acrobatics to perform!

Qwerk |

At first I try to do it all on my own, but it's hard to keep a secret from family. And while the traps are few, they're tricky. I try to go for easier dig ups... but sometimes I ask Alzuu and Vuld for help. Alzuu is even sneakier than I am ,and sometimes I think she's taking more than our agreed fifty percent for me, 25 for her, 25 for Vuld.
She's greedy like that.
Still, the family that crimes together has a good time together.
They have their own pursuits, Vuld explores the wilderness, Alzuu sometimes robs from the living. I tease, but I worry either could take on more than they're ready for one day.
Discovering the nearby human town was amazing! You trade things you dig up for gold, and then buy the things you really want! I get my hands on things most kobolds never will.
Of course, they're hypocrites. THEY call tomb robbers of old civilizations 'dungeons' and celebrate those who clear them out. But you dig up their mausoleums, and it's like you re-killed somebody! Bah! No sense of fair play at all in these scaleless fellows!
The guards aren't fools so when a grave gets dug up too close to town and robbed, they start looking for suspicious figures. Best to sneak past them so I can make a contact with my fixer. I wear layers, the better to hide my stuff , but let's hope it works.
Stealth Roll which is Dex +2, Trained Prof +2 for total of plus four?: 1d20 + 4 ⇒ (8) + 4 = 12
Underworld Lore Int +0, Prof +2: 1d20 + 2 ⇒ (9) + 2 = 11
And when he hits first level he'll get another +1 right?

Ho'okepa |

Ho'okepa stood his ground as the bigger man came at him with the taiaha, a hardwood staff fashioned to have a bit of a bladed end. Slapping the strike aside, Kepa countered, swinging at the man's legs.
Picking up his leg, the bigger man softened the blow and moved quickly, like a he'e (octopus), and suddenly, Kepa was wrapped up and the man's arms squeezed around his head! He started to see spots before he slapped his submission on the big man's arm...
You getting bettah at dis, bruddah Ho'omalu smiled as he helped the young trainee up, But you gotta keep moving! Find that spot and strike, even if it doesn't seem like the right move. If they no see 'um coming, hanapa'a! (You got them)
--
U'ilani sat down next to Kepa as he wolfed down his fish and poi, a pasty carbohydrate that was a staple for his people. Ho'omalu has been teaching you lua... You couldn't ask for a better kumu (teacher).
They sat in silence for a while. He knew what was coming...
I have to leave tomorrow. My quest has been chosen.
Ho'okepa dreaded this moment. His sister would sail off to find the relic that would save their people. The blight on their crop was unnatural and the gods had shown her the way. Follow ka lupe o Kawelo, Kawelo's Kite, and it will lead you what you seek...
She would not be alone, Ki'ilani, her best friend and apprentice wayfinder would be with her, but who knew what dangers awaited. They would make offerings and a ceremony to appease Kanaloa, the god of the ocean and storms, for safe passage tomorrow, then the two of them would sail off...
U'i was Kamohoali'i's champion. The shark god was the patron of their village, but Kanaloa was one of the elder gods. He would need to be placated. There would be hula and food, what little they could spare... and maybe some they could not.

Krrys'tall |

The communal songs of the tripkee often had contenders for volume among the melodies of the jungle night, but they always were heard. Even cracks of thunder did not dismay the chorus, sometimes even giving it new rhythms. Perhaps Gozrah or some other deity saw this as a challenge, for the songs of one summer night were completely overwhelmed. A massive storm, perhaps a splinter storm cell from the Eye of Abendego, rolled in from the coast. While the trees of the Mwangi Expanse protected the tripkee from the physical ravages of the storm, their songs were not as resilient.
Krrys'tall noticed the waning energy of their people and tried to think of a way to keep the precious song going.
Music Lore: 1d20 + 2 ⇒ (6) + 2 = 8
If and when they figure out that a visual is needed for the song to survive,
Acrobatics: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
They may not end up being the one that figures out the usefulness of dance for the performance, but they will almost certainly be the one who makes it come to life!

GM Stargin |

Qwerk: Thanks to Experienced Smuggler your roll would be a minimum of 10 and that's enough to get past the guards
Qwerk is able to get all of his trinkets past the guards but doesn't have the best luck in getting a good deal, but it's alright. It's still been a successful trip!
And with that you're on to the Class stage!
Krrys'tall:
While Krrys'tall's leaping and cavorting doesn't *really* fit any of the themes or characters of the tripkee songs, the enthusiasm and the skill of the young frog causes a lot of laughter and delight and until the sudden burst fades, the energy of the community is kept high!
Later the more experienced musicians, who thankfully are open to new ideas, have sessions with Krrys'tal where they incorporate his abilities in dance more with the music.
Onto the class stage for Krrys'tall as well!

GM Stargin |

Magnus:
As you progress in your studies there are a *lot* of practical tests. One of them is to see your ability to cast a spell more than once.
Prepare a spell and cast it, following the rule of the spell, then cast it again using the special Drain Bonded Item reaction to pass the test.
Questions:
• What spell did you prepare and are casting for this test? Are there any safety precautions?
• What item have you chosen to be your bonded item?
• How does it feel to succeed? Are your examiners impressed with you?
As you're finishing up, one of the examiners makes a snarky comment about you not being disciplined enough to have joined one of the established schools of magic you could have so you decide to demonstrate what your self-study has taught you!
Drain Bonded Item AGAIN and cast the spell again, you can do this because of unified theory
Then you cast the focus spell you have mastered of the hand of the apprentince to hurl a piece of chalk at a target
Follow the rules for hand of the apprentice to cast it which you got from unified theory
Then you brandish your staff and cast the spell or cantrip you've prepared in it, your choice!
Follow the rules for the spell. You got this from your Staff Nexus Thesis
Which spell do you cast? Also what does your staff look like?
How does this extra work that wasn't called for go over?
Finally as you leave the building you find your Raven sitting in the eaves waiting for you. You ask it to do something.
You can use the Command an Animal action and have a familiar thanks to the Familiar feat you got as part of unified theory
What did you ask Nevermore to do? And how did Nevermore feel about it?
You can tell because Familiar gives you an empathic connection to your familiar unlike a regular pet

Qwerk |
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Qwerk: Thanks to Experienced Smuggler your roll would be a minimum of 10 and that's enough to get past the guards
Qwerk is able to get all of his trinkets past the guards but doesn't have the best luck in getting a good deal, but it's alright. It's still been a successful trip!
And with that you're on to the Class stage!
I nearly got caught! I'm destined for great things, not jail ! But to add insult to injury, the 'fence' I spoke to did not give me my full due or the true worth of the items. Bah! If I had a human ally he might have respected my hard work more.
Mmm there's a lesson in that too.
One of the baubles I'm SURE I got cheated on a lot. It...felt tingly, like the time I was caught in the magic trap. I think? I'm too unsure to fight over it and make the trade anyway.
Just his way of showing his sorcerous potential in story. Ready for Class stage I think

Neppka |
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Neppka:
[dice=BatReflex]1d20+1The Bat gets shocked, plummets for a bit and then manages to flap and speed away!
Neilar was more worried about the lightning hit you took but seeing lighting shoot *out* of your hands has his jaw hanging.
Hey.. kid... are you ok? It seems like he didn't even realize there was a bat.
You can respond and then...
Neppka doesn't respond at first as he's too busy staring at his clawed finger that emitted the bolt of lightning, his beak half-open in surprise.
"Hey... kid," Neilar repeats.
"I'm fine. I mean... yeah, I'm fine. Did you see that?" Neilar nods in response.
"My parents," Nepka continues, "they always said that we were blessed by Hei Feng because of how we survived so many storms on the voyage here. I always thought it was just words, but now..."
"There's no telling what the gods are thinking," Neliar responds before switching to more practical matters. "But that's a nice little tool to have in your pocket. It's unexpected, and it's a way to zap an enemy at range without having to string a bow or winch a crossbow. We'll make a warrior out of you yet!"
end scene!

Magnus Whizzbang |
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Magnus is very confident entering his the final exam phase of his practical magic coursework. On this day, he is supposed to use summon animal to bring a creature from another plane to work at his command. Magnus has spent long hours copying, studying, and practicing the components of this spell but now its time to prove it. He begins casting the spell, making the somatic and verbal maneuvers required. Soon a blue glow appears in the air overhead, and instantly an eagle appears where before there was nothing. Magnus sustains the spell, keeping the eagle under his control even though the strain is incredible. Finally, he releases the beast, and it disappears back from wherever it came.
Magnus feels quite proud of himself, but his instructor is not so impressed. "Now, do it again!" shouts the archmage, and Magnus wonders how to accomplish that. Surely the mage knows he only has this prepared to cast once...Then he remembers one of the other important things he learned -- in times of need he can rely on his staff from the First World, a gnarled branch of orange-pink hardwood, and cast a memorized spell again. With a broad grin, he begins casting again,, this time summoning a small dinosaur who scampers about playfully before being sent back into the ether.
"Not bad work for someone who would not choose a school," says the mage professor sarcastically. "Maybe you should've focused on summoning instead of being undecided..." Magnus focuses his magical energy, and sends his staff magically next to the professor, using his focus spell to knock the hat off the grumpy teacher. Unfortunately, while the staff appears there, control over its sweep is less than expected, and it bumps the old man in the head, rather than just his hat.
The now angry teacher casts a cantrip back at Magnus, who uses his back-in-his-hand staff to cast Mystic Armor on himself, protecting his person from the counter-attack. "Leave!" shouts the magician. "Just leave now, before I turn you into a newt!"
Not pressing his luck, Magnus leaves the laboratory, and soon his pet raven, Nevermore, lands on his shoulder, whispering in his ear in the speech of the Fey.
"I know, I know," says Magnus with a sigh. "Learning the magic is easy, but controlling myself proves to the the hardest part of this study..."
Hand of the Apprentice melee attack: 1d20 + 6 ⇒ (1) + 6 = 7

Krrys'tall |
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Krrys'tall accepts the good-natured laughing with a shrug and a smile, but they make a personal note to brush up on their musical knowledge. A dance is just a wiggle without meaning.
Dance and song flow together for Krrys'tall and even come easy for most of the other tripkee that attempt this new style. The tripkee find that by stretching and bouncing around, they can make new and interesting sounds, too!

GM Stargin |
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Boudoon:
Despite your success as a craftsman and an artist you find yourself with a wanderlust that compels you to explore the surrounding wilds. It's in one of these days that you are walking through the forest that you hear a snarl and see, to your horror, a wolf coming straight for you!
1st round:
Something... shifts in your mind... and you throw your hands out and utter a short shout... and feel... faster! and you take off running!
Follow the rules of Warp Step and spend a focus point to Amp it. Not only does Psychic give you this spell but it also gives you a better version that you can make even better by spending a focus point! You're running faster than the usual spell AND it only took you an action to cast it.
How do you feel about what's happening and the energies you are able to command? Are you even thinking about it or just panicked for your life?
2nd round
To your horror the wolf is keeping pace with you and your mind opens up even more and you use the Psychic's unique Unleash Psyche free action. Can you describe this?
Whether you notice it or not, your body becomes hazy as you use the Fade into Daydreams special psychic action.
These are special abilities that are provided by the Psychic class!

Boudoon |
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The wolf.
I've known that its tracking me.
I'm pretending I don't notice it. Maybe it will go away.
No!
It's coming for me. I panic and turn to run away. I'm running.
Everything is speeding by me. How am I so fast.
Now, I'm even faster. As fast as the wolf!
The wolf. It is almost upon me.
This can't go on!!
The area around me starts to shimmer. As if it were distorted by water or the heat rising from a cobbled road.
I can't go on.
I stop. Fear and panic fill my being.
The wolf stops. Do I see fear in its eyes. Or wonder.
The wolf howls and runs away.

GM Stargin |
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Ho'okepa:
You miss U'ilani after she leaves on her trip but you focus that energy into making her proud of you.
You're facing Ho'omalu again and he nods at you. Before we begin, show me that you are truly a follower of Kamohoali'i, channel their power!
He's asking you to do something that you've started to feel within you... the aura of your deity which is the Champion's Aura special ability.
Then he calls over another one of your fellow trainees and gets them to stand next to you (can you describe who they are and your relationship with them?)
You can defend yourself bruddah, but show how you protect OTHERS he says and lashes out at the trainee and it's a solid hit! You've learned Ho'omalu can basically land hits on you at will but this is the first time he's asking you to put all of your training drills as a champion into live practice!
Use your Retributive Strike Reaction which is a special reaction for the Justice Cause, it lets you reduce the damage by your level+2 (so 2) AND you get to roll an attack against Ho'omalu!
Then it's your turn you look at the wince on your fellow's face and know they're still hurting.
Keep them in the fight. Ho'omalu orders. You are being trained to protect and heal so the Lay on Hands spell is a part of your education and training, but... as you go to do it, you feel another aspect of your deity come rushing up!.
Follow the rules of casing Vibrant Thorns, then follow the rules for casting Lay on Hands on your friend. Finally you can attack again as both of these were single action spells (though they did cost focus points!).
Ho'omalu's eyebrows raise and the first of the spell and lands a hit on you. It earns him 1d6 ⇒ 4 damage. Casting Lay on Hands made Vibrant Thorns more powerful
Hah, that stings. You're full of surprises today. Good ones though!

Ho'okepa |
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Retributive Strike, nonlethal: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Kepa swings, but cannot land that counterstrike on Ho'omalu, but still with the tenacity of a tiger shark, thrashes, softening the blow on Keali'ikoa. The younger son of the chief, winces in pain, but realizes that it was softer than it should have been.
Stepping between the young warrior and Ho'omalu, Kepa tips the gourd canteen at his side, coating his hand with the water within before reaching back to grasp Keali'i's shoulder, infusing him with vitality! Then calls upon Kamohoali'i, coating himself in spectral shark's teeth!
EDIT: I prayed to the Father of Sharks to protect me, and he did not disappoint... His waters of life are potent, Kepa grinned at his kumu as he nodded to Keali'i...

GM Stargin |

Neppka:
You've grown up and have focused a lot of your time in honing your martial skills. In a moment of rest you're thinking about why it is you've thought it so important to do this.
Roll your newly trained warfare lore skill, and based on the roll, if you wish, elaborate on the kind of threats that you're training yourself to face! DC12 will get you a success!
As you do so you hear a growl and turn to see a large hunting cat slowly coming towards you. You can tell it's not in good shape but it's still a threat. You've grown up to be strong and intimidating so you decide to just scare it off!
Roll your now trained Intimidation skill to use the Demoralize action! DC10 as the animal is already nervous. Because of your fancy Intimidating Glare skill feat you don't get a penalty as most people need to make themselves understood in order to be threatening, but you don't!

GM Stargin |

Krrystal:
You continue to expand the breadth of your abilities, not only are you an amazing walker of the wilds, and a delightful performer, but as you've grown you have entered into being a practitioner of the martial arts of your people.
This comes with a lot of training and sweat. You are going through a drill today. The first involves a sprint through the undergrowth (which is second nature to you) and then right after the expectation of hitting a set of hanging coconuts that are there for this very purpose.
Spend two actions moving to the targets and then attack the coconuts with unarmed melee attacks twice. The Monk Flurry of Blows special action allows you to attack twice with one action! MAP applies though. DC12 to hit. Roll damage to hit which will be a 1d6 instead of a 1d4 for most people thanks to the Monk's powerful fist class feature
Then you are to pick up a shortbow and a quiver climb up a tree to sight a target 30 feet away and fire two arrows in quick succession at the target.
Spend an action picking up the bow, another climbing up the tree and then fire twice at the target. Monastic Archer Stance allows to use Flurry of Blows with bow weapons like a shortbow
This all takes only 12 seconds, but... how out of your four attacks, how many landed?

Neppka |
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Neppka:
You've grown up and have focused a lot of your time in honing your martial skills. In a moment of rest you're thinking about why it is you've thought it so important to do this.
Roll your newly trained warfare lore skill, and based on the roll, if you wish, elaborate on the kind of threats that you're training yourself to face! DC12 will get you a success!
Warfare Lore: 1d20 + 2 ⇒ (4) + 2 = 6
Sitting on a tree stump with his sword resting across his knees, Neppka considered his life. His direction. His father had wanted him to train in a combat style of this land, that much he knew. He had told Neppka that he wanted him to be able to defend himself and never be forced to take his family and flee his home, like Neppka's parents had to flee Kwanlai. But is a threat from a generation ago and left on the other side of the world reason enough to define his own life today?
Still, Neppka knew that he would continue his combat training, even though he had no desire to be a town guardsman or join an army. He was getting good at it. It seemed a shame to throw that away.
Perhaps that's why he gambled so much? To take his mind off of these weighty thoughts.
As you do so you hear a growl and turn to see a large hunting cat slowly coming towards you. You can tell it's not in good shape but it's still a threat. You've grown up to be strong and intimidating so you decide to just scare it off!
Roll your now trained Intimidation skill to use the Demoralize action! DC10 as the animal is already nervous. Because of your fancy Intimidating Glare skill feat you don't get a penalty as most people need to make themselves understood in order to be threatening, but you don't!
Neppka's head snaps up as he hears gentle rustling of leaves and a low growl. He sees a stalking hunting cat dangerously close. What was it doing this close to civilization? Was it lost? Rabid, perhaps?
No matter. Standing tall and meeting the beast's eyes with his own, Neppka found that his glare often intimidated the other warriors he trained with. Tengu are not humanoids most in this part of the world are familiar with.
Intimidation/Demoralize: 1d20 + 2 ⇒ (6) + 2 = 8
But of course, this isn't a humanoid warrior. And it's still coming closer.
Oh shit.

GM Stargin |
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Neppka: Perhaps it's the peaceful life he has enjoyed ever since they settled down that has made Neppka feel distracted. Maybe that's also why he's not able to muster the necessary force of will on the advancing cat.
Neppka, you there! Neilar's voice comes from down the trail. The cat almost jumps out of it's skin and dashes away from the young Tengu.
Not the best day for Neppka! But End Scene!

GM Stargin |
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Qwerk:
You've had a very good day, dungeon delving or grave robbing or however you wish to describe it. A tip you got from one of your fences led you to an obscure barrow with a very narrow entry recently revealed during a heavy rainstorm. You're able to squeeze in and find some very valuable trinkets with no protection for a change.
Squirming your way back out with a full sack is a little bit frustrating, but the real problem is the small gang of smelly humans that is waiting for you outside. Seems like you're not the only one who found out about the place or... were you followed?
Qwerk the golden kobold, full of things to sell, maybe if we beat him up, we'll get rich as well! The leader sneers Now hand your little sack over and we'll give you a copper for going in there and saving us the trouble. Keep our clothes from getting all muddy.
Do you know this joker?
The situation is serious, you can't really tell how many of them there are but they all seem armed and you're all alone!
The tingles you've been feeling from time to time suddenly comes back but with a level of force that almost makes you pass out from the intensity, the almost overwhelming emotion that you're feeling though is one of outrage and wounded pride. How Dare They?
Your choice, either follow the rules and cast the fear spell on the leader which you get from your bloodline, or the flurry of claws focus spell which you also get! All your spellcasting is also coming from the sorcerer class features such as Spell DC, Spell attack etc.
Either way you feel your scales get harder and shinier as this completely unprecedented and unexpected flood of magic bursts out through you and onto the would be robbers!

Qwerk |
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You've had a very good day, dungeon delving or grave robbing or however you wish to describe it.
I've grown fond of relic reclamation and merchant dealing in discarded goods as well but yes, this is a great day. It was a good lead, so many rainstorms had softened the earth, made things easy to dig up and get to. When your only problem is having MORE when you return than when you left well, that's not so much a problem as nice. So no problems here!
small gang of smelly humans that is waiting for you
Okay, one problem... then I start counting numbers. More than one problem.
Qwerk the golden kobold, full of things to sell, maybe if we beat him up, we'll get rich as well! The leader sneers Now hand your little sack over and we'll give you a copper for going in there and saving us the trouble. Keep our clothes from getting all muddy.
Do you know this joker?
Let's say so! Never too soon to have a hated rival ;)
"Hello again, Cazlan," I sneer , trying not to show my fear. He calls me golden because heis jealous I make gold where he makes coppers, but his deeds are no more 'noble' than mine. By himself I'd have a chance but... then there are the odd tingles, the shivers of 'more' that touch me. I remember who I am. I am special, one of a kind, and like all kobolds I have a heritage of dragons! No dragon lets his hoard be taken without a fight.Suddenly, my white scales do gleam gold in truth, edging with the precious metal's hue as if I were a work of art! Power flows from me, and I let it loose.. I need not fear Cazlan, he should fear ME!
Let's go with Fear on Cazlan. I think at this point the DC is 16?

GM Stargin |
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Cazlan is going to make his Will Save at +3
Cazlan Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
The very obvious display of spellcasting completely shocks Cazlan and his crew. They were expecting to jump a solo graverobber, not a magic user.
As this happens an arrow comes flying out from the trees towards the humans and one of them nearer the back cries out in pain as her knees buckle and she goes down. You see Alzuu not only causing damage but also taking coin purses
Hey, you leave our brother alone! she says as she backs off and brandishes a throwing dagger.
Seems like Vuld and Alzuu were watching out for you and Cazlan's group is not ready for anything like this.
They scatter.
Vuld comes out from his hiding spot and gives you a look. You throwing glitter at people now? And why d'you look different? Did you get cursed?
After your reaction it'll be End Scene!

Qwerk |
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HA, they're running, all of them? I must be more powerful than I...
okay, the arrow might have helped.
And my sister's knife
but also me!!
Vuld comes out from his hiding spot and gives you a look. You throwing glitter at people now? And why d'you look different? Did you get cursed?
I stare at my skin, the ridges of my scales with the gold already receding a bit, but not entirely. "Cursed? Vuld, I'm not cursed. I'm AMAZING..." It's true!! I could try that again, easy. Even now, somehow i know I could send more than fear after the fleeing cowards!
Where I some soft skinned mammal, I might cry 'woe' and feel sorry for myself for strange things happening to me, but I'm a Kobold, and when we get more power we don't whine about it like some human overly fond of bad poetry and black garb.. we celebrate and glory in it!
I notice sister rolling her eyes even as she loots ,and Vuld giving me his own look, "I have magic, power.. it explains so much. Come on you two. Let me sell this stuff and I'll treat us to a fancy meal and more, we'll bring back somethings for mother and father too."
We also still look after family, particularly when they jumped to our defense.
Alzuu sniffs, Vuld coughs.
"FINE, A quarter for you, a quarter for you, and fifty percent for me... it's MY Hoard. I dug it up fair and square."
That seems to appease them. Good. Other people's greed disgusts me!

Krrys'tall |

As the young tripkee that began their journey in the precious pond years ago settle into the responsibilities of adulthood, some among them are taught the methods of combat. Krrys'tall, ever searching for new ways to laze about, somehow found themselves walking the enlightened path of the monk. In a roundabout way, the way of bodily perfection actually did help them find more time for lounging. Such is the way of the lazy frog.
To others, the long training regiments would seem to take all of one's time, but Krrys'tall knew that diligence now meant a fat nap later. Daydreams of their massive jungle leaf hammock, adorned with sweet-smelling flowers, drifted in and out of Krrys'tall's warm up exercises. To truly enjoy their rest, they would have to show what they had learned to the chief.
The change from slow stretching to full sprinting was explosive. Running through the undergrowth and quickly bouncing up to a better vantage point proved easy. Now it was time to hit the targets, a couple of coconuts, hard fruit from the coast that would prove a delicacy for the chief.
Unarmed Attack: 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 111d6 - 1 ⇒ (5) - 1 = 4
Unarmed Attack: 1d20 + 3 + 4 - 4 ⇒ (9) + 3 + 4 - 4 = 121d6 - 1 ⇒ (6) - 1 = 5
The first hit missed. Not a great start, but the lightning fast follow up connected! Although, the coconut cracked, it wasn't a full break. No problem. I'm better with the bow, anyways. I will get that uninterrupted nap!
A quick glide to a further branch followed by pulling out the training bow they had been provided was the set up for the flurry of shots. Technically, with the last action being entering the stance, this set up would take 2 turns. Get ready to eat some hard fruit, Chief. Krrys'tall smirked.
Shortbow Attack: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 251d6 ⇒ 6
Shortbow Attack: 1d20 + 3 + 4 - 5 ⇒ (17) + 3 + 4 - 5 = 191d6 ⇒ 5
Two solid hits from the ranged flurry! Can the coconuts survive such an onslaught?

GM Stargin |
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Neppka continues his martial training and as he grows up he shows a lot of aptitude and Nellar is glad to teach the young tengu everything he knows.
You're using a one handed weapon and a wooden shield as Nellar moves around you, are you using a sword?
In the first round of training Nellar suddenly moves faster than his usual cautious steps and leaves an opening!
Use the Reactive strike reaction that you get as a Fighter to get a hit in!
In the second round
Nellar instructs Neppak to raise his shield and accept a hit from Nellar and absorb the damge with a Block!
Club damage: 1d6 + 4 ⇒ (5) + 4 = 9
Fighters also get the Shield Block reaction, which in this case will allow Neppak to reduce the damge by 3 as that's the hardness of the wooden shield.
Finally in the third round Nellar raises his own shield and challenges Neppka to get through his guard.
Use the Snagging Strike special action that you get from your feat choice

Neppka |
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Neppka continues his martial training and as he grows up he shows a lot of aptitude and Nellar is glad to teach the young tengu everything he knows.
You're using a one handed weapon and a wooden shield as Nellar moves around you, are you using a sword?
Yes, a bastard sword, specifically. Neilar has trained me in many different types of weapons, but I prefer swords, usually the biggest sword that I can wield in one hand. I like to keep the other hand free to harass my opponent, but Neilar often has me practice with a variety of weapons, shields, and armor so that I don't become rusty in any particular proficiency. Today, that means keeping a shield on my arm.
In the first round of training Nellar suddenly moves faster than his usual cautious steps and leaves an opening!
Use the Reactive strike reaction that you get as a Fighter to get a hit in!
Even though he's young, Neppka is experienced enough at this point that he can understand what's happening, tactically. Neilar is trying to move around the tengu's shield to strike from the side, but the old warrior overextended his steps in his haste to move, leaving an opening that Neppka is only to happy to take advantage of.
Reactive Strike/nonlethal: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
In the second round
Nellar instructs Neppak to raise his shield and accept a hit from Nellar and absorb the damge with a Block!Club damage: 9 = 9
Fighters also get the Shield Block reaction, which in this case will allow Neppak to reduce the damge by 3 as that's the hardness of the wooden shield.
Neppka's triumphant chortle at thwacking his instructor is cut short as he sees the look of vengeance in his eyes. He barks an order for the tengu to raise his shield, and barely gives him enough time to do so. Neilar is using a club instead of a deadlier weapon, but the force of the blow on Neppka's shield is jarring.
Finally in the third round Nellar raises his own shield and challenges Neppka to get through his guard.
Use the Snagging Strike special action that you get from your feat choice
Neppka dances around and swings his sword and Neilar for a bit, but the old man's shield always seems to be in the wrong place to land a hit. Finally, Neppka quickly undoes the straps binding his shield to his arm, letting it fall. He then reaches out with his free hand to grab Neilar's shield in an attempt to yank it out of the way as he swings with his sword.
Snagging Strike/nonlethal: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

GM Stargin |

Krrystall: You hit one of the two hanging coconuts with your melee abilities and hit both of your archery targets with one of the absolutely shattering into pieces! (Crit hit AND max damage roll. Nice.)
It earns you a nod of approval but also you have to replace the shattered coconut so it's more work for you!
End scene
Neppka: Neliar grunts as Neppka delivers two very hard hits and also throws him off guard!
You can roll another strike on an off guard Neilar to end scene. Snagging Strike gets you that so the DC to hit will only be 10.
Then End Scene.

Neppka |

Neppka: Neliar grunts as Neppka delivers two very hard hits and also throws him off guard!
You can roll another strike on an off guard Neilar to end scene. Snagging Strike gets you that so the DC to hit will only be 10.
Then End Scene.
As Neilar struggles with his shield, Neppka swings his sword in a tight circle and...
Reactive Strike/nonlethal: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
...he stops his swing just as his heavy sword works its way between two sections of Neilar's armor, its point just touching the flesh of his torso.
Both combatants freeze, Neilar's eyes wide at the perfectly executed strike.
"What organs do humans have right here? Lungs? Stomach? Kidney?" Neppka says lightly, holding the sword (and his opponent's shield) steady.
Neilar chuckles at Neppka's teasing and also to break himself out of his surprise.
"Ha ha, the kidney's in the back, kid! I'll show you tomorrow when we break out the flails.
"Excellent maneuver! Well done! You've earned the right to buy the first round. Let's pack up."
*********
Just for fun, here's the damage for that critical hit:
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Crit Damage: 1d8 + 4 ⇒ (2) + 4 = 6

GM Stargin |

Perfect way to end is with the first nat 20 and a final teaching moment.
While mostly critical fails and successes happen when the roll for a check fails or succeeds by 10 or more, the natural 20 and natural 1 are special as they change the degree of success by 1 (up 1 for the 20 and down 1 for the 1)!