|
Takarias Higharrow's page
98 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).
|


male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Takarias continues rallying his allies, firing arrows to aid the cause. His first leads the way for his next, which slams home.
Defiant Banner, Fortunate Blow (for Idari), Strike x2
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (13) + 25 = 38
Piercing (ghost touch): 3d6 + 4 ⇒ (6, 1, 6) + 4 = 17
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 - 5 ⇒ (20) + 25 - 5 = 40
Piercing (ghost touch): 3d6 + 4 ⇒ (2, 6, 5) + 4 = 17
Or crit! (holy spirit damage): 2d4 ⇒ (3, 4) = 7
Deadly!: 1d10 ⇒ 8
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Crit! If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid, or could otherwise escape without effort (such as by being large enough that the missile would not be an impediment.)
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Fortitude (expert): 1d20 + 20 ⇒ (14) + 20 = 34 JUST got it!
Takarias coughs momentarily as the gas rolls over him, but then realizes it's not that bad. "Quickly, everyone get them!" he urges,
Quickening Banner (Each ally within the aura of your commander’s banner is quickened for 1 round and can use this extra action to Strike or Stride), Fortunate Blow, Defiant Banner (resistance 12 to bludgeoning, piercing, and slashing damage for everyone)
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (14) + 25 = 39
Piercing (ghost touch): 3d6 + 4 ⇒ (1, 4, 6) + 4 = 15
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Takarias rushes after his companions, bow out.
"Hold on, help is coming!" he calls.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Of course! Let's go!" Takarias says, hefting his bow as he immediately is ready to depart.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Neat mechanic! Takarias is going to be very cavalier about spending TP.
"Of course we have to save them!" Takarias exclaims.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Takarias, level 14
+10 HP
+ commander feat: Quickening Banner [one-action, 1/10 minutes] (Brandish, Visual) The sight of your banner urges your allies to strike now. Each ally within the aura of your commander’s banner is quickened for 1 round and can use this extra action to Strike or Stride. I expect to use this the first round of each combat, so plan to be hasted to start if I go in Round 1; similarly, I'll likely open with Buckle-Cut Blitz or Stupefying Raid to let people advance quickly and impose some conditions
+ skill feat: Underwater Marauder: You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
+ archetype feat: Mortal Ascension: Your power uplifts you, breaking the bonds between you and the ground. You gain a fly Speed equal to your Speed.
Helps I accidentally leveled up to 14 previously and had to backtrack!
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Of course we'll held stop Treerazer!" Takarias says. He thanks Alzarius but urges him to keep the staff -- "it's a family heirloom!"
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Alkabah! You did it!" Takarias congratulates his companion.
He looks around at the disintegrating fungus, before looking back at the other elves (and conrasu). "It didn't sound like Treerazer is done..."
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Takarias realizes he can help!
Religion (trained) to Aid: 1d20 + 16 ⇒ (18) + 16 = 34 +2
Religion (trained) to Aid: 1d20 + 16 ⇒ (14) + 16 = 30 +2
Religion (trained) to Aid: 1d20 + 16 ⇒ (1) + 16 = 17 Whoops. -1
Religion (trained): 1d20 + 16 ⇒ (1) + 16 = 17 And again
Religion (trained): 1d20 + 16 ⇒ (6) + 16 = 22 How about some +1s
Religion (trained): 1d20 + 16 ⇒ (7) + 16 = 23 How about some +1s
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Takarias waits a beat to see if Alkabah can prune the fungal ball. If not, he prepares some arrows to burn it away.
"You can do it, Alkabah!" he eggs on the conrasu.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Oh, you almost flew, Idari! Try again! And Raneshi, you've got this!" Takarias urges.
Fortunate Blow, Strike Hard! (Idari!)
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (13) + 25 = 38
Piercing (ghost touch): 3d6 + 4 ⇒ (6, 3, 4) + 4 = 17
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (1) + 1 = 2
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Fortitude (expert): 1d20 + 19 ⇒ (6) + 19 = 25
Oh, neat, I'm a frog. I wonder if anyone can understand me if I tell them what happened!
"Ribbit! Ribbit ribbit RIBBIT!"
He concentrates on returning to his own form, event though it's very neat being a frog. I wonder if I can hold my breath for longer. I'm smaller, but I think frogs are good at that.
Will (master), commanding will: 1d20 + 20 ⇒ (13) + 20 = 33
He returns to his normal form. "You guys, I was a frog! I thought I'd need a princess to return me to me, but I did it all by myself!"

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Births are wonderful things," Takarias, says, "but I don't think we're interested in this one! And this is elven land, not Treerazer's!"
He bolsters his enemies and fires an arrow to guide Idari's blade.
Defiant Banner, Fortunate Blow (for Idari), RK
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (16) + 25 = 41
Piercing (ghost touch): 3d6 + 4 ⇒ (5, 5, 4) + 4 = 18
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)
Lore (warfare) (master): 1d20 + 24 ⇒ (17) + 24 = 41
Warfare expertise: You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak..
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Once more, Idari," Takarias urges. "Follow the arrow!"
Fortunate Blow, Strike Hard
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (15) + 25 = 40
Piercing (ghost touch): 3d6 + 4 ⇒ (4, 5, 3) + 4 = 16
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Idari can get a reaction to Strike, and roll twice

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Takarias fires a couple of quick arrows, guiding future attacks against one of the moles. Idari can roll twice on his next attack.
Defiant Banner, Fortunate Blow, Arrow Splits Arrow
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (4) + 25 = 29
Piercing (ghost touch): 3d6 + 4 ⇒ (6, 6, 2) + 4 = 18
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
Or crit? (holy spirit damage): 2d4 ⇒ (2, 3) = 5
Deadly?: 1d10 ⇒ 4
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Crit? If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid, or could otherwise escape without effort (such as by being large enough that the missile would not be an impediment.)
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Transcendence—Arrow Splits Arrow [one-action] (transcendence) Requirements Your previous action was to Strike with the unfailing bow; Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.
+2 greater striking astral vitalizing composite shortbow: 18 + 25 - 5 = 38
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 4, 1) + 4 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Defiant Banner, Fortunate Blow, Arrow Splits Arrow
RECONFIGURE ARMOR?
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (18) + 25 = 43
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 3, 2) + 4 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
Or crit? (holy spirit damage): 2d4 ⇒ (4, 2) = 6
Deadly?: 1d10 ⇒ 8
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Crit? If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid, or could otherwise escape without effort (such as by being large enough that the missile would not be an impediment.)
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Transcendence—Arrow Splits Arrow [one-action] (transcendence) Requirements Your previous action was to Strike with the unfailing bow; Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.
+2 greater striking astral vitalizing composite shortbow: 18 + 25 - 5 = 38
Piercing (ghost touch): 3d6 + 4 ⇒ (4, 1, 1) + 4 = 10
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Yes!" Takarias enthuses, "We should all try to catch up on sleep or meditation and then go free Calistria's temple!"
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"That was so bright, Raneshi! Good job!" Takarias cheers.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Your turn now, Rakeshi!" Takarias cries, urging her on as two arrows fly toward the more badly injured demon. Fortunate blow to you
Defiant Banner, Fortunate Blow, Arrow Splits Arrow
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (16) + 25 = 41
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 3, 3) + 4 = 13
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (5) + 1 = 6
+2 greater striking astral vitalizing composite shortbow: 16 + 25 - 5 = 36
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 4, 4) + 4 = 15
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Transcendence—Arrow Splits Arrow [one-action] (transcendence) Requirements Your previous action was to Strike with the unfailing bow; Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Get it, Idari!" Takarias cries, words followed by an immediate arrow shot.
Fortunate Blow, Strike Hard, Idari
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (13) + 25 = 38
Piercing (ghost touch): 3d6 + 4 ⇒ (4, 4, 5) + 4 = 17
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (5) + 1 = 6
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
[free-action] Trigger: You roll initiative. You quickly evaluate the strengths and weaknesses of your enemies. Attempt a check to Recall Knowledge against one creature you are observing. Lore (warfare) (master): 1d20 + 24 ⇒ (3) + 24 = 27
Warfare expertise: You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation. In addition, as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll.
"Bee demons!" Takarias calls out, quickly firing arrows as he waves his banner to rally his companions.
Defiant Banner (grants us all resistance 12 to bludgeoning, piercing, and slashing damage ), Fortunate Blow (for Idari), Strike
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (5) + 25 = 30
Piercing (ghost touch): 3d6 + 4 ⇒ (4, 5, 2) + 4 = 15
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (5) + 1 = 6
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 - 5 ⇒ (1) + 25 - 5 = 21

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Waving his banner again, Takarias shifts his immanence back into his bow and fires an arrow right into the center mass of the attacking horror!
Shift Immanence, Defiant Banner, Fortunate Blow
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (20) + 25 = 45
Piercing (ghost touch): 3d6 + 4 ⇒ (6, 2, 1) + 4 = 13
+1d6 extra persistent vitality damage to undead; plus enfeebled 1 until the end of my next turn on a crit
Crit (holy spirit damage): 2d4 ⇒ (1, 3) = 4
Deadly: 1d10 ⇒ 10
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Crit! If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid, or could otherwise escape without effort (such as by being large enough that the missile would not be an impediment.)
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Blooms in Darkness!" Takarias cries, waving his banner for inspiration before firing two arrows in rapid succession, the second piercing right through the first!
Defiant Banner, Fortunate Blow, Arrow Splits Arrow
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (14) + 25 = 39
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 3, 6) + 4 = 16
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Transcendence—Arrow Splits Arrow [one-action] (transcendence) Requirements Your previous action was to Strike with the unfailing bow; Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.
+2 greater striking astral vitalizing composite shortbow: 14 + 25 - 5 = 34
Piercing (ghost touch): 3d6 + 4 ⇒ (3, 5, 3) + 4 = 15
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Reflex (expert): 1d20 + 21 ⇒ (13) + 21 = 34 15 damage; 5 with the resistance
Reflex (expert): 1d20 + 21 ⇒ (19) + 21 = 40 14, 12 with my own resistance
Reflex (expert): 1d20 + 21 ⇒ (9) + 21 = 30 26, 14 with my own resistance
"I love sharing meals with new people, but not like that!" Takarias says, wiping grubs off his face as he fires wildly. "Get them!"
Fortunate Shot, Buckle Cut Blitz
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (2) + 25 = 27
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Blooms! That's a great idea! And Idari, I think that shield would look just amazing floating around you!"

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"To arms!" Takarias yells, encouraging his companions forward as he fires an arrow.
Buckle Cut Blitz, Fortunate Blow
+2 greater striking astral vitalizing composite shortbow: 1d20 + 25 ⇒ (12) + 25 = 37
Piercing (ghost touch): 3d6 + 4 ⇒ (6, 3, 4) + 4 = 17
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (6) + 1 = 7
Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Buckle-Cut Blitz [two-actions] Your squad dashes past enemies, slicing their boot laces and breaking their belt buckles. Signal up to two squadmates within the aura of your commander’s banner; these squadmates can Stride up to their Speed as a reaction. Each enemy they are adjacent to at any point during this movement must attempt a Reflex save against your class DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure).
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Gorion the Glad! This bow is so nice! Will you take mine as a thank you?" he asks, offering to swap (but not before having the astral rune transferred).
"The inn sounds like a great idea, Raneshi! You're always thinking of the less capable!"
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Great treasure drop. :D
"We're lucky to have your flames too, Raneshi!" Takarias says. "Oh, that poor thief and Tyrannosporeus. It never even got to finish its meal. That's why I always say you should take full bites, chew 40 times, and then swallow, so you don't choke to death!"

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Now, get it!" Takarias cries, urging his companions forward as he fires another arrow.
Fortunate Blow for Idari, Buckle-Cut Blitz
+1 striking astral composite shortbow: 1d20 + 24 ⇒ (9) + 24 = 33
Piercing (ghost touch): 2d6 + 4 ⇒ (3, 6) + 4 = 13
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (6) + 1 = 7
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Fortunate Blow [one-action] You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Buckle-Cut Blitz [two-actions] Your squad dashes past enemies, slicing their boot laces and breaking their belt buckles. Signal up to two squadmates within the aura of your commander’s banner; these squadmates can Stride up to their Speed as a reaction. Each enemy they are adjacent to at any point during this movement must attempt a Reflex save against your class DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure).

|
1 person marked this as a favorite.
|
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Oh, it's a sporesaur!" Takarias exclaims. "No, wait, a Tyrannosporus rex!"
He fires an arrow into it, and then another in the same direction.
Defiant Banner, Fortunate Blow (Raneshi), Strike
+1 striking astral composite shortbow: 1d20 + 24 ⇒ (19) + 24 = 43
Piercing (ghost touch): 2d6 + 4 ⇒ (6, 3) + 4 = 13
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
Or crit? (holy spirit damage): 2d4 ⇒ (4, 2) = 6 Deadly?: 1d10 ⇒ 9
Crit? If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid, or could otherwise escape without effort (such as by being large enough that the missile would not be an impediment.)
+1 striking astral composite shortbow: 1d20 + 24 - 5 ⇒ (9) + 24 - 5 = 28
Piercing (ghost touch): 2d6 + 4 ⇒ (1, 3) + 4 = 8
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Will do Buckle-Cut Blitz next round if they haven't closed in. I figured it was better to have them use their actions to move.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"That wasn't so bad!" Takarias says. "And we got some nice new toys out of it!"
That whip's nice, at the very least to harvest runes.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Takarias continues firing arrows and encouraging his allies.
Fortunate Blow, Defiant Banner, Strike
+1 striking astral composite shortbow: 1d20 + 24 ⇒ (11) + 24 = 35
Piercing (ghost touch): 2d6 + 4 ⇒ (4, 1) + 4 = 9
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
+1 striking astral composite shortbow: 1d20 + 24 - 5 ⇒ (12) + 24 - 5 = 31
Piercing (ghost touch): 2d6 + 4 ⇒ (4, 1) + 4 = 9
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (2) + 1 = 3
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Fortunate BlowL You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Takarias fires a couple of quick arrows in succession. "That's it! We're doing it! Don't let the zombies get you down!" he calls out, waving his bow.
Fortunate Blow, Defiant Banner, Strike
+1 striking astral composite shortbow: 1d20 + 24 ⇒ (6) + 24 = 30
Piercing (ghost touch): 2d6 + 4 ⇒ (4, 6) + 4 = 14
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (6) + 1 = 7
+1 striking astral composite shortbow: 1d20 + 24 - 5 ⇒ (11) + 24 - 5 = 30
Piercing (ghost touch): 2d6 + 4 ⇒ (4, 5) + 4 = 13
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Reflex (expert): 1d20 + 21 ⇒ (17) + 21 = 38
"Look out!" Takarias cries, nimbly avoiding the roots as urges his companions on, firing an arrow in the general appropriate direction.
Fortunate Blow, Buckle-Cut Blitz (Idari and Raneshi)
+1 striking astral composite shortbow: 1d20 + 24 ⇒ (4) + 24 = 28
Piercing (ghost touch): 2d6 + 4 ⇒ (3, 1) + 4 = 8
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (1) + 1 = 2
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Buckle-Cut Blitz [two-actions] Your squad dashes past enemies, slicing their boot laces and breaking their belt buckles. Signal up to two squadmates within the aura of your commander’s banner; these squadmates can Stride up to their Speed as a reaction. Each enemy they are adjacent to at any point during this movement must attempt a Reflex save against your class DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure).

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
OK, I think Takarias is rebuilt. Not too many changes from previous, though I'm better with my weapons and I changed out a few tactics. Oh, and I can fly now! (That's from my free archetype.)
I'll try to give everyone quickened in the first round or two. I also plan to use an initial tactic that allows folks to charge in -- and can potentially leave foes stupefied/clumsy. Once combat's going, I'm more likely to use Strike Hard to let Idari get an extra attack, but that depend on if I use Defiant Banner (giving everyone resistance!)
--
As a reminder, Brainy, as long as I am observing at least one opponent when initiative is rolled, I use Warfare Lore for my initiative roll (currently +24; Perception for other times is +20).
In addition, as a free action when I roll initiative, I get to attempt a check to Recall Knowledge against one creature you are observing. My standard question will be if they have any reactions, followed by weaknesses.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Of course, we'd be happy to have you!" Takarias says, pulling his bow out as they plan to head to Calistria's temple.
I think let's save the major antifungal salve until we really need it. Then greaters should probably go to those with the worst Fort saves (or maybe Will). I agree using them now makes sense. Same with the other elixirs
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Help won't arrive too late," Takarias exclaims. "It's already here! We'll cut this off at its roots?"
He pauses for a moment.
"Do mushrooms have roots?"
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Fortitude (expert): 1d20 + 18 ⇒ (10) + 18 = 28 +2 vs. poison, if that counts, but I don't think it'll matter given where we are in the story and my current HP.
Takarias paces, wishing he could do something to urge the shop on more quickly. He hopes the trip won't take years, like he heard happens sometimes in Iblydos.
Going to wait until I get Battlecry to level up.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Well, we can't allow that!" Takarias declares. "We should head back to Greengold right now, and make sure the town is safe!"

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Idari!" Takarias cries. He fires and arrow, then rushes to the elf's side to help save him.
Fortunate Blow, Stride, Battle Medicine
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (7) + 21 = 28
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 4) + 3 = 8
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Medicine (trained): 1d20 + 19 ⇒ (6) + 19 = 25
HP restored: 4d8 ⇒ (5, 1, 6, 7) = 19

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
Just like three weeks before I can make Takarias official! I really hope there are more one-action tactics!
Takarias fires another arrow and encourages Idari to keep striking.
Fortunate Blow, Strike Hard
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (9) + 21 = 30
Piercing (ghost touch): 2d6 + 3 ⇒ (2, 2) + 3 = 7
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Strike Hard for Idari! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction. Remember you get an extra reaction for this.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"They spore want to be friends!" Takarias exclaims, putting an exclamation point on the comment with a pair of arrows. "Show it how you make friends, Idari!"
Fortunate Blow vs. Strike Hard
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (7) + 21 = 28
Piercing (ghost touch): 2d6 + 3 ⇒ (4, 5) + 3 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (6) + 1 = 7
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Strike Hard for Idari! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction. Remember you get an extra reaction for this.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Oh, this is all so fascinating! Look at all of the things here," Takarias says as he approaches the two cautiously.
I'm trained, and decent at it. I'll post behind a spoiler, to be used if no one else is better than trained.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Well, they weren't very nice at all!" Takarias says. "Are you OK, Idari?"
He looks around the shrine. "They really seem to like Razmir, don't they? And mycology!"

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"They really like you, Idari!" Takarias says, continuing to fire arrows, but distracted by the cluster of foes surrounding his friend.
Fortunate Blow vs. cultist, Through the Needle's Eye
+1 striking astral composite shortbow: 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 24
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
+1 striking astral composite shortbow: 1d20 + 21 + 1 - 5 ⇒ (8) + 21 + 1 - 5 = 25
Piercing (ghost touch): 2d6 + 3 + 1 ⇒ (6, 1) + 3 + 1 = 11
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (6) + 1 = 7
Through the Needle’s Eye [two-actions] Transcendence—Blinding of the Needle [two-actions] (transcendence) You aim your weapon in a superficial cut above your opponent’s eye. Make a Strike with the imbued ikon. If that Strike is successful, the target must succeed at a Fortitude save against your class DC or become blinded for 1 round or until it uses an Interact action to clear the blood from its vision.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Follow my arrow, Idari!" Takarias says, shooting the more injured of the two cultists.
Fortunate Blow vs. more injured cultist, Strike Hard!
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (13) + 21 = 34
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 4) + 3 = 8
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Strike Hard! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction. (Remember I also grant an ADDITIONAL reaction.)

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"OH! Looks like we're fighting now!" Takarias says, firing a pair of arrows. The first goes wide, but the second is more on target. Then he waves his banner in defiance! "Lorris guide us!"
Fortunate Blow vs. the chatty alchemist, Strike
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (2) + 21 = 23
Piercing (ghost touch): 2d6 + 3 ⇒ (5, 3) + 3 = 11
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (5) + 1 = 6
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
+1 striking astral composite shortbow: 1d20 + 21 - 5 ⇒ (15) + 21 - 5 = 31
Piercing (ghost touch): 2d6 + 3 ⇒ (5, 4) + 3 = 12
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (6) + 1 = 7
Defiant Banner [one-action] You vigorously wave your banner to remind yourself and your allies that you can and must endure. You and all allies affected by your commander’s banner when you use this action gain resistance to bludgeoning, piercing, and slashing damage equal to your Intelligence modifier until the start of your next turn. At 14th level, the value of this resistance increases to your Intelligence modifier + half.
male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"Oh, neat!" Takarias exclaims. "I thought Razmir was the living god, but I don't know who the Rotting God is. Can you tell us more about him?"

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
"That's it! Catch them between you!" Takarias instructs, arrows flying.
Pincer Attack, Fortunate Blow, Strike
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (15) + 21 = 36
Piercing (ghost touch): 2d6 + 3 ⇒ (5, 6) + 3 = 14
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (3) + 1 = 4
+1 striking astral composite shortbow, iterative: 1d20 + 21 - 5 ⇒ (19) + 21 - 5 = 35
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 2) + 3 = 6
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (1) + 1 = 2
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
Pincer Attack [one-action] You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

male elf HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20 Commander 13
With the air cleared, Takarias fires another arrow as he urges Idari on. "Hit them again!"
Fortunate Blow vs. omox, Strike Hard!
+1 striking astral composite shortbow: 1d20 + 21 ⇒ (14) + 21 = 35
Piercing (ghost touch): 2d6 + 3 ⇒ (1, 6) + 3 = 10
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Fortunate Blow [one-action] (flourish) You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.
* Strike Hard! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction.
|