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![]() If it gets around to my turn... Arnie stares at the stone slung at him which floats inches from his forehead. His face begins to furrow in anger as the stone bullet, and all the pebbles around, begin to orbit Arnie. "THAT WASN'T NICE!" Arnie yells as the aforementioned stone races at blinding speed at the remaining kobold. Gather power (move action), apply extended range blast: 1d20 + 5 ⇒ (20) + 5 = 25
confirm: 1d20 + 5 ⇒ (8) + 5 = 13
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![]() "Mr Bugman! Your lance!" Arnie yells as he gestures to the lance and t begins rising into the air. A second after raising it shoots off, but not at Kardas, it flies toward a skeleton in the back (the red one). blast: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
"Oh! I'm sorry mister bugman!" ![]()
![]() I have 4 temp hp that come back at a rate of 2 per minute. Despite being surrounded by angry and splashed by alchemist's fire, Arnie seems completely unscathed. With a "That was scary, but exciting" , Arnie is quickly back in good spirits and begins asking Dolora and Janira the most random questions. Survival: 1d20 - 1 ⇒ (2) - 1 = 1 Annie looks dumfounded. ![]()
![]() Is it one or two saves? Normally there is a distraction for swarms. On second thought the snakes technically missed because of Force Ward. Would Arnie still have to make a fort save? Force Ward: Element aether; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive. |