Holy Guide

Glorne Varsson's page

19 posts. Organized Play character for philipjcormier.


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Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Glorne healed 2 pt. Now 13/18

Grand Archive

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M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

"You dare attack Me?" , cries out Glorne, slightly bewildered. The swirling snow around him increases as a Morningstar made of ice forms in his hand which he swings at one of the goblins. The Morningstar then smashes into small chunks of ice...

Elemental Blast (Melee; 2-actions) vs. Green: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
possible Cold damage vs. Green: 1d8 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9
Added Courageous Anthem, and 2 action elemental blast bonuses. If strike hits, then Water Impulse Injunction takes effect and I will be moving the target next to Purple.

....Glorne then touches his wounds and tries to heal them.

Ocean's Balm vs. Self: 1d8 ⇒ 2 Healing and Fire Resistance: 2.

Elemental Blast (Melee; 2 actions); Ocean's Balm (1 action).

Elemental Blast:
one-2 actions; Attack; Impulse; Kineticist; Primal
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.

The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
Air 1d6 electricity or slashing, 60 feet
Earth 1d8 bludgeoning or piercing, 30 feet
Fire 1d6 fire, 60 feet
Metal 1d8 piercing or slashing, 30 feet
Water 1d8 bludgeoning or cold, 30 feet
Wood 1d8 bludgeoning or vitality, 30 feet

Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.

Water Impulse Junction:

When you use a water impulse that takes 2 actions or more, after the impulse’s other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it’s in a body of water. This can’t move the creature into the air. You can choose only a creature that’s willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.

Ocean's Balm:
one-action; Healing ;Impulse; Kineticist; Manipulate; Primal Vitality Water
A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Level (+2) The healing increases by 1d8, and the resistance increases by 1.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

In position. Looks like more room for moving around.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

If I can I will use this to put out fires/

Base Kinesis:
2 actions; Impulse; Kineticist; Primal
It’s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can’t affect an element that’s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can’t deal damage or cause conditions unless otherwise noted.
Generate: You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.

Move: Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Glorne calls out "All remaining Dockworkers, get to safety before you get hurt!"

Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9

Hero Point that roll, please,

Diplomacy: 1d2 + 5 ⇒ (1) + 5 = 6

He then send another Burst towards Blue.

Winter's Clutch vs. Blue (Reflex vs. DC:15): 2d4 ⇒ (1, 4) = 5 Cold damage plus difficult terrain.

Save the Shipyard (1 action); Winter's Clutch ( 2 actions)

Spoiler:
=Winter's Clutch] two-actions; Cold; Impulse; Kineticist; Primal; Water
Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.
Level (+2) The damage increases by 1d4.

Grand Archive

1 person marked this as a favorite.
M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Glorne reaches out and gently touches Brother Nyoka saying, "Steady yourself, Brother Nyoka.", as moist, cooling air briefly surrounds the Priest.

Ocean's Balm vs. Brother Nyoka: 1d8 ⇒ 7 Healing and Fire Resistance:2 for 1 minute.

Glorne then points across the harbor saying, "I think this is as far as I can get." Please verify someone., as a burst of snow flurries appear around Blue and Red Goblins.

Winter's Clutch vs. Blue and Red Goblins (Reflex=DC: 15): 2d4 ⇒ (4, 3) = 7 Cold damage and now difficult terrain.

NOTE: I did NOT apply Courageous Anthem or Frightened: 1 to Dice rolls. Please adjust accordingly.

Ocean's Balm:
one-action; Healing; Impulse; Kineticist; Manipulate; Primal; Vitality; Water
A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Level (+2) The healing increases by 1d8, and the resistance increases by 1.

Winter's Clutch:
two-actions; Cold; Impulse; Kineticist; Primal Water
Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.
Level (+2) The damage increases by 1d4.

QUESTION: Is the Gorillas attack a FEAR effect? Ceragoes Anthem grans a +1 bonus against it. Not sure if it was applied.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Between Dark Blue and Red would be good place to target Light Blue Burst instead since it might get both but not sure if it will. Power only has a 60' range. My single target blast is only 30'.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Went to a different game and copy/pasted a 10' burst.

Light Green is the area of the 1st round Winter's Clutch area affected with damage/difficult terrain

Light Blue is the area of the 2nd round one.

I couldn't find the spell templets.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Noticing Malark getting hit next to him, Glorne reaches out to touch him gently, allowing the moist, cooling air to ingulf his companion...

Ocean's Balm vs. Malark: 1d8 ⇒ 4
Healing effect. Please read spoiler carefully.

....he then says, "A chilling reception indeed." as he points across the waters once again.

Winter's Clutch vs. Blue and Purple: 2d4 ⇒ (2, 4) = 6
possible Cold damage on the new "X".

NOTE: did not apply Courageous Anthem or Frightened: 2 modifiers.

Ocean's Balm:
one-action; Healing; Impulse; Kineticist; Manipulate; Primal; Vitality; Water
A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Level (+2) The healing increases by 1d8, and the resistance increases by 1.
Level (+2) The healing increases by 1d8, and the resistance increases by 1.

Winter's Clutch:
two-actions; Cold; Impulse; Kineticist; Primal; Water
Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.
Level (+2) The damage increases by 1d4.
Level (+2) The damage increases by 1d4.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Yes I know about the 1 action blast but nothing in melee and ranged attack is 30'

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

"Bloody Goblins and Pirates, great." mutters Glorne. He raises his hands and a light flurry of snow starts swirling 10' around him. Channel Elements.

He then points to the pair across the way on the other dock. A 10' burst of gleaming snow appears around the 2 creatures and the ground gets covered in a now drift. Target point is the "X".

possible Cold damage vs. Purple/Orange (Reflex DC: 15): 2d4 ⇒ (1, 4) = 5

Channel Elements (1 action); Winter's Clutch (2 actions).

Channel Elements:
1 Action; Aura; Kineticist; Primal
Requirements: Your kinetic gate isn’t active.
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can’t damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.
Your kinetic aura automatically deactivates if you’re knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can’t use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Winter’s Clutch:
2 actions; Cold; Impulse; Kineticist; Primal;
Water
Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. Each creature in the area takes 2d4 cold damage with a basic Reflex save against your class DC. The ground in the area is covered in a snow drift, which is difficult terrain. Each square of the drift lasts until it melts, either naturally or until fire damage is dealt in that square.
Level (+2) The damage increases by 1d4.

NOTE: 1st time with this toon. If I make a mistake please speak up.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Glorne looks around the ship assessing as he goes...

Warfare Lore (T): 1d20 + 5 ⇒ (19) + 5 = 24

"Rats. Not a bad sign. Old saying about rats fleeing a sinking ship and all."

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Glorne looks around carefully as he thinks of ships he has been on before...

Warfare Lore (T): 1d20 + 5 ⇒ (15) + 5 = 20

"Interesting, but I'm not sure." says Glorne as he goes back towards the dockside and scans the workers nearby.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Glorne whispers back, "Agreed."

Warfare Lore (T): 1d20 + 5 ⇒ (13) + 5 = 18

Gloren "mutters" loudly, "They will see and smell that ship from miles away."

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Just a minor heal potions for me, please.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Glorne looks at Brother Kyoka to catch his eye. When he does he simply shakes his head No.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Earlier Glorne asks for water from the server.

"I am called Glorne Varsson. I primarily hail from the town of Galdt."

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Standing 6'2", 200# is a Ulfen male. Wearing leather armor and a dark green cloak, his weathered face searches around the room. "I am called Glorne Varsson. Scrimshaw Carver and master of water and cold. It pleases me to be with you here today." Glorne says in a slightly raspy voice.

Grand Archive

M (6'2"; 200#) Human Ulfen) Hydrokineticist/1 [HP: 13/18] [AC: 16] [Fort: +7; Reflex: +7; Will: +4] [Perception: +4; Imitative: +4] Hero Points: 0/3]

Yes, the slides need to be changed for access to all, please.