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Foundry VTT Setup Guide

The document provides instructions for new users of Foundry Virtual Tabletop, an online roleplaying game platform. It explains how to add players, create characters and maps, store notes and handouts. It also describes how to invite players to the game and configure settings for 3D dice rolling. Players are directed to the website or Discord server for additional help.

Uploaded by

Pedro Rocha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
87 views170 pages

Foundry VTT Setup Guide

The document provides instructions for new users of Foundry Virtual Tabletop, an online roleplaying game platform. It explains how to add players, create characters and maps, store notes and handouts. It also describes how to invite players to the game and configure settings for 3D dice rolling. Players are directed to the website or Discord server for additional help.

Uploaded by

Pedro Rocha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 170

[2/18/2023, 6:24:44 PM] Foundry Virtual Tabletop

Getting Started It looks like this is a new world. To get started, you should first
add any additional players you might need via the User Management configuration.
From there, you can create Actors for them, as well as any other important personas
you need to represent. Maps and other visuals can be set up using Scenes, and
handouts, notes, and other information can be stored in Journal Entries. Be sure to
investigate all of the tabs available in this sidebar, and for more in-depth
information, you can review the Gamemaster Tutorial series in our Knowledge Base.
This chat card can be popped out by right-clicking it, or you can pop out the
entire chat tab by right-clicking the speech bubble icon at the top. You can do the
same thing to popout any of the other sidebar tabs as well.
---------------------------
[2/18/2023, 6:24:44 PM] Foundry Virtual Tabletop
Inviting Your Players When everything is set up and you're ready to invite your
players, you can send them a link to your world from the Invitation Links. If the
Invitation Links dialog indicates that your connection is closed, you may need to
set up port forwarding. You can find instructions on how to do this in our Port
Forwarding Guide. If you still need help, you are welcome to join our Discord and
make a post in #install-and-connection for invite issues, #troubleshooting for
general issues with the software, or #core-how-to to find out how to do something
in Foundry VTT. This chat card can be popped out by right-clicking it, or you can
pop out the entire chat tab by right-clicking the speech bubble icon at the top.
You can do the same thing to popout any of the other sidebar tabs as well.
---------------------------
[2/18/2023, 6:33:55 PM] Gamemaster
All you need to know should be on our website. Feel free to join our Discord for
more help !  Website Discord
This chat card will only be shown once. Activate once more in the settings if
needed.
---------------------------
[2/18/2023, 6:33:56 PM] Dice So Nice!
Dice So Nice - Your 3D dice It seems like you're using 3D dice for the first time
in this world. You can configure (or disable) your 3D dice by clicking this button:
3D Dice Settings You can always change these settings later under 'Configure
Settings > Module Settings > Dice So Nice!' To take a quick tour of Dice So Nice
features, check your Tour Management window or click this button. Take the tour
(45s) You won't see this message again. Happy rolling! This chat card can be
popped out by right-clicking it, or you can pop out the entire chat tab by right-
clicking the speech bubble icon at the top. You can do the same thing to popout any
of the other sidebar tabs as well.
---------------------------
[2/18/2023, 6:58:45 PM] Dice So Nice!
Dice So Nice - Your 3D dice It seems like you're using 3D dice for the first time
in this world. You can configure (or disable) your 3D dice by clicking this button:
3D Dice Settings You can always change these settings later under 'Configure
Settings > Module Settings > Dice So Nice!' To take a quick tour of Dice So Nice
features, check your Tour Management window or click this button. Take the tour
(45s) You won't see this message again. Happy rolling! This chat card can be
popped out by right-clicking it, or you can pop out the entire chat tab by right-
clicking the speech bubble icon at the top. You can do the same thing to popout any
of the other sidebar tabs as well.
---------------------------
[2/19/2023, 9:12:42 PM] Dice So Nice!
Dice So Nice - Your 3D dice It seems like you're using 3D dice for the first time
in this world. You can configure (or disable) your 3D dice by clicking this button:
3D Dice Settings You can always change these settings later under 'Configure
Settings > Module Settings > Dice So Nice!' To take a quick tour of Dice So Nice
features, check your Tour Management window or click this button. Take the tour
(45s) You won't see this message again. Happy rolling! This chat card can be
popped out by right-clicking it, or you can pop out the entire chat tab by right-
clicking the speech bubble icon at the top. You can do the same thing to popout any
of the other sidebar tabs as well.
---------------------------
[2/19/2023, 9:35:47 PM] bruno
bruno awakens well-rested.Focus points restored.
---------------------------
[2/20/2023, 8:12:57 AM] Dice So Nice!
Dice So Nice - Your 3D dice It seems like you're using 3D dice for the first time
in this world. You can configure (or disable) your 3D dice by clicking this button:
3D Dice Settings You can always change these settings later under 'Configure
Settings > Module Settings > Dice So Nice!' To take a quick tour of Dice So Nice
features, check your Tour Management window or click this button. Take the tour
(45s) You won't see this message again. Happy rolling! This chat card can be
popped out by right-clicking it, or you can pop out the entire chat tab by right-
clicking the speech bubble icon at the top. You can do the same thing to popout any
of the other sidebar tabs as well.
---------------------------
[2/20/2023, 11:14:14 PM] Dice So Nice!
Dice So Nice - Your 3D dice It seems like you're using 3D dice for the first time
in this world. You can configure (or disable) your 3D dice by clicking this button:
3D Dice Settings You can always change these settings later under 'Configure
Settings > Module Settings > Dice So Nice!' To take a quick tour of Dice So Nice
features, check your Tour Management window or click this button. Take the tour
(45s) You won't see this message again. Happy rolling! This chat card can be
popped out by right-clicking it, or you can pop out the entire chat tab by right-
clicking the speech bubble icon at the top. You can do the same thing to popout any
of the other sidebar tabs as well.
---------------------------
[2/20/2023, 11:55:05 PM] Dice So Nice!
Dice So Nice - Your 3D dice It seems like you're using 3D dice for the first time
in this world. You can configure (or disable) your 3D dice by clicking this button:
3D Dice Settings You can always change these settings later under 'Configure
Settings > Module Settings > Dice So Nice!' To take a quick tour of Dice So Nice
features, check your Tour Management window or click this button. Take the tour
(45s) You won't see this message again. Happy rolling! This chat card can be
popped out by right-clicking it, or you can pop out the entire chat tab by right-
clicking the speech bubble icon at the top. You can do the same thing to popout any
of the other sidebar tabs as well.
---------------------------
[2/21/2023, 1:21:26 AM] Kordon
Kordon awakens well-rested.
---------------------------
[2/21/2023, 1:33:50 AM] D'angelo Makali
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[2/21/2023, 11:59:47 AM] Dice So Nice!
Dice So Nice - Your 3D dice It seems like you're using 3D dice for the first time
in this world. You can configure (or disable) your 3D dice by clicking this button:
3D Dice Settings You can always change these settings later under 'Configure
Settings > Module Settings > Dice So Nice!' To take a quick tour of Dice So Nice
features, check your Tour Management window or click this button. Take the tour
(45s) You won't see this message again. Happy rolling! This chat card can be
popped out by right-clicking it, or you can pop out the entire chat tab by right-
clicking the speech bubble icon at the top. You can do the same thing to popout any
of the other sidebar tabs as well.
---------------------------
[2/21/2023, 1:29:02 PM] Palzu
34
1d20 + 18 = 16 + 18 = 34
---------------------------
[2/21/2023, 1:31:17 PM] Amir Makali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[2/21/2023, 1:31:27 PM] Amir
12
2 * 2d6 piercing = 12 = 12
---------------------------
[2/21/2023, 1:31:37 PM] Amir
Cast a Spell General
You cast a spell you have prepared or in your repertoire. Casting a Spell is a
special activity that takes a variable number of actions depending on the spell, as
listed in each spell's stat block. As soon as the spellcasting actions are
complete, the spell effect occurs.Some spells are cast as a reaction or free
action. In those cases, you Cast the Spell as a reaction or free action (as
appropriate) instead of as an activity. Such cases will be noted in the spell's
stat block-for example, "[reaction] verbal."Long Casting Times Some spells take
minutes or hours to cast. The Cast a Spell activity for these spells includes a mix
of the listed spell components, but it's not necessary to break down which one
you're providing at a given time. You can't use other actions or reactions while
casting such a spell, though at the GM's discretion, you might be able to speak a
few sentences. As with other activities that take a long time, these spells have
the exploration trait, and you can't cast them in an encounter. If combat breaks
out while you're casting one, your spell is disrupted.Spell Components Each spell
lists the spell components required to cast it after the action icons or text, such
as "[three-actions] material, somatic, verbal." The spell components, described in
detail below, add traits and requirements to the Cast a Spell activity. If you
can't provide the components, you fail to Cast the Spell.Material
(manipulate)Somatic (manipulate)Verbal (concentrate)Focus (manipulate)Disrupted and
Lost Spells Some abilities and spells can disrupt a spell, causing it to have no
effect and be lost. When you lose a spell, you've already expended the spell slot,
spent the spell's costs and actions, and used the Cast a Spell activity. If a spell
is disrupted during a @UUID[Compendium.pf2e.actionspf2e.3f5DMFu8fPiqHpRg]{Sustain a
Spell} action, the spell immediately ends.
Passive
---------------------------
[2/21/2023, 3:15:17 PM] Amir Makali
Amir Makali raises their shield.
---------------------------
[2/21/2023, 3:15:32 PM] Amir Makali
Amir Makali raises their shield.
---------------------------
[2/21/2023, 4:35:21 PM] Amir
Flaming Star Evocation Fire Magical Spellheart
A sheen of red crosses the surface of this star-shaped goldstone medallion when the
light hits it. The affixed armor or weapon is warm to the touch. The spell attack
roll of any spell cast by Activating this item is [[/r 1d20+7 #spell attack roll]]
{+7}, and the spell DC is 17.Armor You gain resistance 2 to fire.Weapon After you
cast a fire spell by Activating the star, your Strikes with the weapon deal an
additional 1d4 fire damage until the end of your next
turn.@UUID[Compendium.pf2e.equipment-effects.PuWZyFzJCkbq1Inj]{Effect: Flaming Star
- Armor}@UUID[Compendium.pf2e.equipment-effects.OxCVZSvWVJsOGAZN]{Effect: Flaming
Star - Weapon}Activate Cast a SpellEffect You cast @UUID[Compendium.pf2e.spells-
srd.O9w7r4BKgPogYDDe]{Produce Flame}.
Item 3 Price: 55 gp
---------------------------
[2/21/2023, 4:37:10 PM] Amir Makali
25
1d20 + 11 = 14 + 11 = 25
---------------------------
[2/21/2023, 4:42:41 PM] Amir
Dancing Shield Spell 2 Concentrate Manipulate Divine Evocation You levitate the
touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[2/21/2023, 4:44:31 PM] Amir Makali
Amir Makali awakens well-rested.All spell slots restored.
---------------------------
[2/21/2023, 4:45:06 PM] Amir Makali
21
1d20 + 11 = 10 + 11 = 21
---------------------------
[2/21/2023, 4:45:26 PM] Amir Makali
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[2/21/2023, 4:45:34 PM] Amir
14
2d6 + 3 bludgeoning = 14 = 14
---------------------------
[2/21/2023, 4:45:56 PM] Amir Makali
Amir Makali raises their shield.
---------------------------
[2/21/2023, 4:46:10 PM] Amir
Produce Flame Cantrip 3 Concentrate Manipulate Attack Cantrip Divine Evocation Fire
A small ball of flame appears in the palm of your hand, and you lash out with it
either in melee or at range. Make a spell attack roll against your target's AC.
This is normally a ranged attack, but you can also make a melee attack against a
creature in your unarmed reach.On a success, you deal 1d4 fire damage plus your
spellcasting ability modifier. On a critical success, the target takes double
damage and 1d4 persistent fire damage.Heightened (+1) Increase the damage by 1d4
and the Persistent Damage on a critical hit by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 creature Cast
Time: 2
---------------------------
[2/21/2023, 4:46:16 PM] Amir Makali
29
1d20 + 11 = 18 + 11 = 29
---------------------------
[2/21/2023, 4:46:21 PM] Amir Makali
12
3d4 + 4 fire = 12 = 12
---------------------------
[2/21/2023, 4:46:40 PM] Amir
Searing Light Spell 3 Concentrate Manipulate Attack Divine Evocation Fire Good
Light You shoot a blazing ray of light tinged with holy energy. Make a ranged spell
attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal
an extra 5d6 good damage.If the light passes through an area of magical darkness or
targets a creature affected by magical darkness, searing light attempts to
counteract the darkness. If you need to determine whether the light passes through
an area of darkness, draw a line between yourself and the spell's targetCritical
Success The target takes double fire damage, as well as double good damage if a
fiend or undead.Success The target takes full damageHeightened (+1) The fire damage
increases by 2d6, and the good damage against fiends and undead increases by
2d6.Leveled Good Damage Attack MAP -5 MAP -10
Damage
Counteract
Components: SV Range: 120 feet Targets: 1 creature Cast Time: 2
---------------------------
[2/21/2023, 4:46:48 PM] Amir Makali
25
2d20kh + 11 = 14 + 11 = 25
---------------------------
[2/21/2023, 4:46:59 PM] Amir
hehe
---------------------------
[2/21/2023, 4:47:03 PM] Pedro
Roll Streak!@Actor[Amir Makali] rolled a 14 2 times in a row!
---------------------------
[2/21/2023, 4:47:05 PM] Amir Makali
25
2d20kh + 11 = 14 + 11 = 25
---------------------------
[2/21/2023, 4:47:06 PM] Justifer
31
1d20 + 14 = 17 + 14 = 31
---------------------------
[2/21/2023, 4:47:11 PM] Justifer
24
2d12 + 4 bludgeoning = 24 = 24
---------------------------
[2/21/2023, 4:47:23 PM] Amir
Shield Block General
Trigger While you have your shield raised, you would take damage from a physical
attackYou snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield
each take any remaining damage, possibly breaking or destroying the shield.
Level 1 Reaction
---------------------------
[2/21/2023, 4:47:33 PM] Amir
tira 14 de dano
---------------------------
[2/21/2023, 4:47:35 PM] Amir
hehe
---------------------------
[2/21/2023, 4:47:51 PM] Amir
12*
---------------------------
[2/21/2023, 4:47:51 PM] Justifer
hahaha
---------------------------
[2/21/2023, 4:47:58 PM] Amir
8 do escudo com 4 da resistencia
---------------------------
[2/21/2023, 4:48:09 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1st Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 4:48:16 PM] Amir
16
1d20 + 12 = 4 + 12 = 16
---------------------------
[2/21/2023, 4:48:23 PM] Amir
caralho
---------------------------
[2/21/2023, 4:48:30 PM] Justifer
não apareceu a aura
---------------------------
[2/21/2023, 4:48:31 PM] Justifer
hmmm
---------------------------
[2/21/2023, 4:48:37 PM] Amir
quase derrubo vc com um 4
---------------------------
[2/21/2023, 4:48:44 PM] Amir
20
1d20 + 12 = 8 + 12 = 20
---------------------------
[2/21/2023, 4:49:04 PM] Amir
22
1d20 + 12 = 10 + 12 = 22
---------------------------
[2/21/2023, 4:54:45 PM] Amir
Sound Burst Spell 2 Concentrate Manipulate Divine Evocation Sonic A cacophonous
noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude
save.Critical Success The creature is unaffected.Success The creature takes half
damage.Failure The creature takes full damage and is Deafened for 1 round.Critical
Failure The creature takes double damage, is Deafened for 1 minute, and is Stunned
1.Heightened (+1) The damage increases by 1d10. Save DC 21 Fortitude Damage
Place 10-Foot Burst
Components: SV Range: 30 feet Area: 10 Foot Burst Cast Time: 2
---------------------------
[2/21/2023, 4:54:56 PM] Amir Makali
17
2d10 sonic = 17 = 17
---------------------------
[2/21/2023, 4:55:02 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1st Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 4:55:25 PM] Amir Makali
14
1d20 + 11 = 3 + 11 = 14
---------------------------
[2/21/2023, 4:56:35 PM] Amir
Haunting Hymn Cantrip 3 Concentrate Manipulate Auditory Cantrip Divine Evocation
Sonic You echo a jarring hymn that only creatures in the area can hear. The hymn
deals sonic damage equal to your spellcasting ability modifier, with a basic
Fortitude save. If a target critically fails the save, it's also Deafened for 1
minute.Heightened (+2) The damage increases by 1d6. Save DC 21 basic Fortitude
Damage
Place 15-Foot Cone
Base: 1st Heightened: +2 Components: SV Area: 15 Foot Cone Cast Time: 2
---------------------------
[2/21/2023, 4:56:41 PM] Amir Makali
5
1d6 + 4 sonic = 5 = 5
---------------------------
[2/21/2023, 4:56:46 PM] Amir
kkkkkkk
---------------------------
[2/21/2023, 4:56:51 PM] Amir Makali
8
1d6 + 4 sonic = 8 = 8
---------------------------
[2/21/2023, 4:57:01 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1st Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 4:58:37 PM] Amir
Electric Arc Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[2/21/2023, 4:58:39 PM] Amir Makali
14
3d4 + 4 electricity = 14 = 14
---------------------------
[2/21/2023, 4:58:53 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Components: SV Targets: you and allies in the area Area: 5 Foot Emanation Cast
Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:00:07 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1st Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:00:38 PM] Amir Makali
17
1d20 + 11 = 6 + 11 = 17
---------------------------
[2/21/2023, 5:00:43 PM] Amir Makali
28
1d20 + 11 = 17 + 11 = 28
---------------------------
[2/21/2023, 5:00:48 PM] Amir
15
2d6 + 3 bludgeoning = 15 = 15
---------------------------
[2/21/2023, 5:00:52 PM] Amir
tome
---------------------------
[2/21/2023, 5:01:26 PM] Amir
22
1d20 + 12 = 10 + 12 = 22
---------------------------
[2/21/2023, 5:01:41 PM] Amir
21
1d20 + 12 = 9 + 12 = 21
---------------------------
[2/21/2023, 5:01:55 PM] Amir
ja tem rpg hj?
---------------------------
[2/21/2023, 5:02:06 PM] Amir Makali
Amir Makali raises their shield.
---------------------------
[2/21/2023, 5:02:40 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 10-Foot Emanation
Components: SV Targets: you and allies in the area Area: 10 Foot Emanation Cast
Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:03:07 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 1000-Foot Emanation
Components: SV Targets: you and allies in the area Area: 1000 Foot Emanation Cast
Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:04:25 PM] Amir
Sanctuary Spell 1 Concentrate Manipulate Abjuration Divine You ward a creature with
protective energy that deters enemy attacks. Creatures attempting to attack the
target must attempt a Will save each time. If the target uses a hostile action, the
spell ends.Critical Success Sanctuary ends.Success The creature can attempt its
attack and any other attacks against the target this turn.Failure The creature
can't attack the target and wastes the action. It can't attempt further attacks
against the target this turn.Critical Failure The creature wastes the action and
can't attempt to attack the target for the rest of sanctuary's duration.
Components: SV Range: touch Targets: 1 creature Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:04:43 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Bless Components: SV Targets: you and allies in the area Area: 10 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:06:01 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Bless Components: SV Targets: you and allies in the area Area: 10 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:07:24 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 5
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:08:18 PM] Pedro
n00b
---------------------------
[2/21/2023, 5:08:51 PM] Amir
nunca usei isso
---------------------------
[2/21/2023, 5:08:51 PM] Teste
kkkkkkkk
---------------------------
[2/21/2023, 5:10:36 PM] Amir
tem alguma forma de aumentar a aura com algum macro ou tenho q fazer na mão?
---------------------------
[2/21/2023, 5:10:56 PM] Pedro
segura shift e clica no ícone no canto superior direito
---------------------------
[2/21/2023, 5:11:07 PM] Pedro
a emanação é igual ao contador
---------------------------
[2/21/2023, 5:11:09 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 5
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:13:14 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 5
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:17:37 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Bless Bless Bless Components: SV Targets: you and allies in the area Area: 5
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:18:02 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 20-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 20
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:18:59 PM] Amir
deixei 3 variantes
---------------------------
[2/21/2023, 5:19:01 PM] Amir
ta bom
---------------------------
[2/21/2023, 5:19:05 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Bless Bless Bless Components: SV Targets: you and allies in the area Area: 5
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 5:19:15 PM] Amir
Dancing Shield Spell 2 Concentrate Manipulate Divine Evocation You levitate the
touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[2/21/2023, 5:19:31 PM] Amir
Faerie Fire Spell 2 Concentrate Manipulate Divine Evocation Light All creatures in
the area when you cast the spell are limned in colorful, heatless fire of a color
of your choice for the duration. Visible creatures can't be Concealed while
affected by faerie fire. If the creatures are Invisible, they are Concealed while
affected by faerie fire, rather than being Undetected. Place 10-Foot Burst
Components: SV Range: 120 feet Area: 10 Foot Burst Cast Time: 2 Duration: 5 minutes
---------------------------
[2/21/2023, 5:20:03 PM] Amir
Produce Flame Cantrip 3 Concentrate Manipulate Attack Cantrip Divine Evocation Fire
A small ball of flame appears in the palm of your hand, and you lash out with it
either in melee or at range. Make a spell attack roll against your target's AC.
This is normally a ranged attack, but you can also make a melee attack against a
creature in your unarmed reach.On a success, you deal 1d4 fire damage plus your
spellcasting ability modifier. On a critical success, the target takes double
damage and 1d4 persistent fire damage.Heightened (+1) Increase the damage by 1d4
and the Persistent Damage on a critical hit by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 creature Cast
Time: 2
---------------------------
[2/21/2023, 5:20:14 PM] Amir Makali
12
1d20 + 11 = 1 + 11 = 12
---------------------------
[2/21/2023, 5:20:19 PM] Amir Makali
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[2/21/2023, 5:20:24 PM] Amir Makali
12
3d4 + 4 fire = 12 = 12
---------------------------
[2/21/2023, 5:21:00 PM] Pedro
Roll Streak!@Actor[Amir Makali] rolled a 8 2 times in a row!
---------------------------
[2/21/2023, 5:21:03 PM] Amir Makali
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[2/21/2023, 5:21:13 PM] Amir
9
2d4 + 3 bludgeoning = 9 = 9
---------------------------
[2/21/2023, 5:21:23 PM] Amir
24
2 * (2d6 + 3) bludgeoning = 24 = 24
---------------------------
[2/21/2023, 5:22:39 PM] Amir Makali
27
2d20kh + 11 = 16 + 11 = 27
---------------------------
[2/21/2023, 5:22:50 PM] Amir Makali
30
2d20kh + 11 = 19 + 11 = 30
---------------------------
[2/21/2023, 5:22:57 PM] Amir
a ca desse bixo
---------------------------
[2/21/2023, 5:23:05 PM] Pedro
Roll Streak!@Actor[Amir Makali] rolled a 19 2 times in a row!
---------------------------
[2/21/2023, 5:23:08 PM] Amir Makali
30
2d20kh + 11 = 19 + 11 = 30
---------------------------
[2/21/2023, 5:23:31 PM] Amir Makali
14
2d20kh + 11 = 3 + 11 = 14
---------------------------
[2/21/2023, 5:23:37 PM] Amir Makali
25
2d20kh + 11 = 14 + 11 = 25
---------------------------
[2/21/2023, 5:23:41 PM] Amir
10
2d6 + 3 bludgeoning = 10 = 10
---------------------------
[2/21/2023, 5:29:10 PM] Amir Makali
26
1d20 + 11 = 15 + 11 = 26
---------------------------
[2/21/2023, 5:29:16 PM] Amir Makali
12
3d4 + 4 evil = 12 = 12
---------------------------
[2/21/2023, 5:29:21 PM] Amir
Amir takes 24 damage.
---------------------------
[2/21/2023, 5:29:26 PM] Amir
Amir is healed for 12 damage.
---------------------------
[2/21/2023, 5:29:28 PM] Amir
Amir is healed for 12 damage.
---------------------------
[2/21/2023, 5:29:38 PM] Amir
Divine Lance (Good) Cantrip 3 Concentrate Manipulate Attack Cantrip Divine
Evocation Good You unleash a beam of divine energy. Choose an alignment your deity
has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a
deity or if your deity is true neutral. Make a ranged spell attack roll against the
target's AC. On a hit, the target takes damage of the chosen alignment type equal
to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The
spell gains the trait of the alignment you chose.Heightened (+1) The damage
increases by 1d4. Attack MAP -5 MAP -10
Damage
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 creature Cast Time: 2
---------------------------
[2/21/2023, 5:29:42 PM] Amir Makali
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[2/21/2023, 5:29:55 PM] Amir Makali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[2/21/2023, 5:30:02 PM] Amir Makali
8
3d4 + 4 good = 8 = 8
---------------------------
[2/21/2023, 5:54:40 PM] Amir Makali
Amir Makali raises their shield.
---------------------------
[2/21/2023, 6:59:52 PM] Gamemaster
1d20
1d20 11 11
11
Temperatura suportável
1d20 = 11 = 11
---------------------------
[2/21/2023, 6:59:56 PM] Gamemaster
1d20
1d20 3 3
3
Temperatura suportável
1d20 = 3 = 3
---------------------------
[2/21/2023, 6:59:59 PM] Gamemaster
1d20
1d20 14 14
14
Temperatura insuportável - @UUID[Compendium.pf2e.conditionitems.HL2l2VRSaQHu9lUw]
{Fadigado} até realizar um descanso em um lugar com clima suportável
1d20 = 14 = 14
---------------------------
[2/21/2023, 8:19:27 PM] Pedro

---------------------------
[2/21/2023, 8:19:30 PM] Pedro

---------------------------
[2/21/2023, 10:47:11 PM] Amir Makali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[2/21/2023, 10:47:18 PM] Amir Makali
21
1d20 + 11 = 10 + 11 = 21
---------------------------
[2/21/2023, 10:47:25 PM] Amir Makali
22
1d20 + 11 = 11 + 11 = 22
---------------------------
[2/21/2023, 10:47:31 PM] Amir Makali
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[2/21/2023, 10:47:36 PM] Amir
16
2 * (2d6 + 3) bludgeoning = 16 = 16
---------------------------
[2/21/2023, 10:47:50 PM] Amir
36
10d6 = 36 = 36
---------------------------
[2/21/2023, 10:47:59 PM] Amir
39
10d8 = 39 = 39
---------------------------
[2/21/2023, 10:48:08 PM] Amir
41
10d10 = 41 = 41
---------------------------
[2/21/2023, 10:48:16 PM] Amir
79
10d12 = 79 = 79
---------------------------
[2/21/2023, 10:48:23 PM] Amir
99
10d20 = 99 = 99
---------------------------
[2/21/2023, 10:56:37 PM] Amir Makali
Amir Makali raises their shield.
---------------------------
[2/21/2023, 10:56:43 PM] Amir
17
1d20 = 17 = 17
---------------------------
[2/21/2023, 10:56:48 PM] Amir
18
1d20 = 18 = 18
---------------------------
[2/21/2023, 10:57:17 PM] Amir Makali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[2/21/2023, 10:57:42 PM] Amir
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 5
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[2/21/2023, 10:57:57 PM] Amir Makali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[2/21/2023, 10:58:04 PM] Amir Makali
26
1d20 + 11 = 15 + 11 = 26
---------------------------
[2/21/2023, 10:58:16 PM] Amir
8
2d6 = 8 = 8
---------------------------
[2/21/2023, 11:10:15 PM] Amir
sem querer tirei
---------------------------
[2/21/2023, 11:15:35 PM] Amir
Interstellar Void Focus 3 Concentrate Manipulate Cold Cursebound Divine Evocation
Oracle You call upon the frigid depths of outer space to bring a terrible chill to
your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage
immediately and the first time each round you Sustain the Spell on future turns,
with a basic Fortitude save.The target is Fatigued for as long as the effect
persists.Heightened (+1) The cold damage increases by 1d6. Save DC 22 basic
Fortitude Damage
Components: SV Targets: 1 creature Cast Time: 2 Duration: sustained up to 1 minute
---------------------------
[2/21/2023, 11:18:33 PM] Amir Makali
13
1d20 + 10 = 3 + 10 = 13
---------------------------
[2/21/2023, 11:18:39 PM] Amir Makali
13
3d6 cold = 13 = 13
---------------------------
[2/21/2023, 11:38:24 PM] Amir
19
1d20 = 19 = 19
---------------------------
[2/21/2023, 11:38:37 PM] Amir Makali
14
1d20 + 11 = 3 + 11 = 14
---------------------------
[2/21/2023, 11:38:42 PM] Amir Makali
22
1d20 + 11 = 11 + 11 = 22
---------------------------
[2/21/2023, 11:39:27 PM] Amir
Spray of Stars Focus 3 Concentrate Manipulate Cursebound Divine Evocation Fire
Light Oracle You fling a spray of tiny shooting stars, dealing 1d4 fire damage.
Each creature in the area must attempt a Reflex save.Critical Success The creature
is unaffected.Success The creature takes half damage and is Dazzled for 1
round.Failure The creature takes full damage and is Dazzled for 3 rounds.Critical
Failure The creature takes double damage and is Dazzled for 1 minute.Heightened
(+1) Increase the damage by 1d4. Save DC 21 Reflex Damage
Place 15-Foot Cone
Base: 1st Heightened: +2 Components: SV Area: 15 Foot Cone Cast Time: 2
---------------------------
[2/21/2023, 11:39:40 PM] Amir Makali
3
3d4 fire = 3 = 3
---------------------------
[2/21/2023, 11:39:45 PM] Amir
kkkkkkkkkkk
---------------------------
[2/21/2023, 11:39:59 PM] Amir Makali
8
3d4 fire = 8 = 8
---------------------------
[2/21/2023, 11:40:37 PM] Amir
Cloak of Shadow Focus 3 Manipulate Cleric Darkness Divine Evocation Shadow You
drape the target in a mantle of swirling shadows that make it harder to see. The
cloak reduces bright light within a 20-foot emanation to dim light. This is a form
of magical darkness and can therefore overcome non-magical light or attempt to
counteract magical light. The target can use Concealed condition gained from the
shadows to Hide, though observant creatures can still follow the moving aura of
shadow, making it difficult for the target to become completely Undetected. The
target can use an Interact action to remove the cloak and leave it behind as a
decoy, where it remains, reducing light for the rest of the spell's duration. If
anyone picks up the cloak after it's been removed by the original target, the cloak
evaporates and the spell ends. Counteract
Base: 1st Heightened: +2 Components: S Range: touch Targets: 1 willing creature
Cast Time: 1 Duration: 1 minute
---------------------------
[2/21/2023, 11:40:47 PM] Amir Makali
17
1d20 + 11 = 6 + 11 = 17
---------------------------
[2/22/2023, 12:04:27 AM] Amir
Produce Flame Cantrip 3 Concentrate Manipulate Attack Cantrip Divine Evocation Fire
A small ball of flame appears in the palm of your hand, and you lash out with it
either in melee or at range. Make a spell attack roll against your target's AC.
This is normally a ranged attack, but you can also make a melee attack against a
creature in your unarmed reach.On a success, you deal 1d4 fire damage plus your
spellcasting ability modifier. On a critical success, the target takes double
damage and 1d4 persistent fire damage.Heightened (+1) Increase the damage by 1d4
and the Persistent Damage on a critical hit by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 creature Cast
Time: 2
---------------------------
[2/22/2023, 12:04:32 AM] Amir Makali
15
1d20 + 11 = 4 + 11 = 15
---------------------------
[2/22/2023, 12:04:38 AM] Amir Makali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[2/22/2023, 12:05:06 AM] Amir Makali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[2/22/2023, 12:05:12 AM] Amir Makali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[2/22/2023, 12:05:45 AM] Amir
Produce Flame Cantrip 3 Concentrate Manipulate Attack Cantrip Divine Evocation Fire
A small ball of flame appears in the palm of your hand, and you lash out with it
either in melee or at range. Make a spell attack roll against your target's AC.
This is normally a ranged attack, but you can also make a melee attack against a
creature in your unarmed reach.On a success, you deal 1d4 fire damage plus your
spellcasting ability modifier. On a critical success, the target takes double
damage and 1d4 persistent fire damage.Heightened (+1) Increase the damage by 1d4
and the Persistent Damage on a critical hit by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 creature Cast
Time: 2
---------------------------
[2/22/2023, 12:05:50 AM] Amir Makali
21
1d20 + 11 = 10 + 11 = 21
---------------------------
[2/22/2023, 12:05:59 AM] Amir
Electric Arc Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[2/22/2023, 12:06:03 AM] Amir Makali
25
1d20 + 7 = 18 + 7 = 25
---------------------------
[2/22/2023, 12:06:07 AM] Amir Makali
9
3d4 + 4 electricity = 9 = 9
---------------------------
[2/22/2023, 12:06:17 AM] Amir Makali
9
3d4 + 4 electricity = 9 = 9
---------------------------
[2/22/2023, 12:06:25 AM] Amir Makali
13
3d4 + 4 electricity = 13 = 13
---------------------------
[2/22/2023, 12:06:50 AM] Amir
Searing Light Spell 3 Concentrate Manipulate Attack Divine Evocation Fire Good
Light You shoot a blazing ray of light tinged with holy energy. Make a ranged spell
attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal
an extra 5d6 good damage.If the light passes through an area of magical darkness or
targets a creature affected by magical darkness, searing light attempts to
counteract the darkness. If you need to determine whether the light passes through
an area of darkness, draw a line between yourself and the spell's targetCritical
Success The target takes double fire damage, as well as double good damage if a
fiend or undead.Success The target takes full damageHeightened (+1) The fire damage
increases by 2d6, and the good damage against fiends and undead increases by
2d6.Leveled Good Damage Attack MAP -5 MAP -10
Damage
Counteract
Components: SV Range: 120 feet Targets: 1 creature Cast Time: 2
---------------------------
[2/22/2023, 12:06:53 AM] Amir Makali
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[2/22/2023, 12:06:56 AM] Amir Makali
16
5d6 fire = 16 = 16
---------------------------
[2/22/2023, 12:07:21 AM] Amir
Divine Lance (Good) Cantrip 3 Concentrate Manipulate Attack Cantrip Divine
Evocation Good You unleash a beam of divine energy. Choose an alignment your deity
has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a
deity or if your deity is true neutral. Make a ranged spell attack roll against the
target's AC. On a hit, the target takes damage of the chosen alignment type equal
to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The
spell gains the trait of the alignment you chose.Heightened (+1) The damage
increases by 1d4. Attack MAP -5 MAP -10
Damage
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 creature Cast Time: 2
---------------------------
[2/22/2023, 12:07:23 AM] Amir Makali
30
1d20 + 11 = 19 + 11 = 30
---------------------------
[2/22/2023, 12:07:26 AM] Amir Makali
11
3d4 + 4 good = 11 = 11
---------------------------
[2/22/2023, 12:09:04 AM] Amir
Dancing Shield Spell 2 Concentrate Manipulate Divine Evocation You levitate the
touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[2/22/2023, 12:09:25 AM] Amir
Soothing Blossoms Spell 3 Concentrate Manipulate Conjuration Divine Plant Blossoms
grow from the ground in a small area, soothing away afflictions and persistent
pains and harm. When any creature in that area rolls a successful save against a
poison or disease effect, it gets a critical success instead. The blossoms grant
assisted recovery to everyone in the area to end their persistent damage, both when
the spell is cast and at the start of each of your turns. Once the duration ends,
the flowers lose their magical effect, but a few of them might survive in the area
as long as they can naturally. This spell doesn't give a benefit on a save against
an affliction unless the stage lasts 10 minutes or less.Spell Effect: Soothing
Blossoms Place 10-Foot Burst
Components: SV Range: 30 feet Area: 10 Foot Burst Cast Time: 2 Duration: 10 minutes
---------------------------
[2/22/2023, 12:10:28 AM] Amir
Dispel Magic Spell 2 Concentrate Manipulate Abjuration Divine You unravel the magic
behind a spell or effect. Attempt a counteract check against the target. If you
successfully counteract a magic item, the item becomes a mundane item of its type
for 10 minutes. This doesn't change the item's non-magical properties. If the
target is an artifact or similar item, you automatically fail. Counteract
Components: SV Range: 120 feet Targets: 1 spell effect or unattended magic item
Cast Time: 2
---------------------------
[2/22/2023, 12:11:21 AM] Amir Makali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[2/22/2023, 12:11:22 AM] Amir Makali
2d8 = 9 = 9
---------------------------
[2/22/2023, 12:12:54 AM] Amir Makali
16
2d20kh + 11 = 5 + 11 = 16
---------------------------
[2/22/2023, 1:05:13 AM] Amir Makali
Amir Makali awakens well-rested.Focus points restored.All spell slots restored.
---------------------------
[2/24/2023, 5:02:59 PM] Amir Makali
16
1d20 + 14 = 2 + 14 = 16
---------------------------
[2/24/2023, 5:05:11 PM] Amir Makali
15
1d20 + 13 = 2 + 13 = 15
---------------------------
[2/24/2023, 5:05:43 PM] Amir Makali
22
1d20 + 14 = 8 + 14 = 22
---------------------------
[2/24/2023, 5:05:43 PM] Amir Makali
2d8 + 15 = 26 = 26
---------------------------
[2/24/2023, 5:06:21 PM] Amir
Battle Medic's Baton Magical Necromancy
This short bronze rod has the form of a serpent coiled around it. While you hold
it, you gain a +1 item bonus to Medicine checks.Activate 2 command,
InteractFrequency once per hourRequirements You have the Battle Medicine
actionEffect You use Battle Medicine. The target is temporarily immune to your
Battle Medicine for 1 hour instead of 1 day.
Item 3 Price: 60 gp
---------------------------
[2/24/2023, 5:27:14 PM] Amir Makali
15
1d20 + 14 = 1 + 14 = 15
---------------------------
[2/24/2023, 5:27:14 PM] Amir Makali
1d8 = 8 = 8
---------------------------
[2/24/2023, 5:27:32 PM] Amir Makali
18
1d20 + 14 = 4 + 14 = 18
---------------------------
[2/24/2023, 5:27:47 PM] Amir Makali
23
1d20 + 14 = 9 + 14 = 23
---------------------------
[2/24/2023, 5:27:48 PM] Amir Makali
2d8 + 15 = 22 = 22
---------------------------
[2/24/2023, 5:27:58 PM] Amir
4
1d8 = 4 = 4
---------------------------
[2/24/2023, 6:59:43 PM] Amir Makali
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[2/24/2023, 6:59:43 PM] Amir Makali
2d8 + 15 = 23 = 23
---------------------------
[2/24/2023, 7:10:59 PM] Amir Makali
15
1d20 + 12 = 3 + 12 = 15
---------------------------
[2/24/2023, 7:10:59 PM] Amir Makali
2d8 = 12 = 12
---------------------------
[2/24/2023, 7:11:19 PM] Amir Makali
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[2/24/2023, 7:11:19 PM] Amir Makali
2d8 + 15 = 28 = 28
---------------------------
[2/25/2023, 11:26:43 PM] Teste2
Quicksilver Mutagen (Lesser) 1/1 Charges Alchemical Consumable Elixir Mutagen
Polymorph
Activate A InteractYour features become thin and angular. You become swifter and
nimbler, but your body also becomes fragile.Benefit You gain a +1 item bonus to
Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-
based attack rolls, and you gain a +5 foot status bonus to your Speed.Drawback You
take damage equal to twice your level; you can't recover Hit Points lost this way
by any means while the mutagen lasts. You take a -2 penalty to Fortitude
saves.Duration 1 minute.@UUID[Compendium.pf2e.equipment-effects.6PNLBIdlqqWNCFMy]
{Effect: Quicksilver Mutagen (Lesser)}
Use
Item 1 Price: 4 gp
---------------------------
[2/25/2023, 11:26:44 PM] Teste2
Uses Quicksilver Mutagen (Lesser)
---------------------------
[2/25/2023, 11:27:28 PM] Teste2
15
1d20 + 3 = 12 + 3 = 15
---------------------------
[2/25/2023, 11:28:06 PM] Teste2
16
1d20 + 3 = 13 + 3 = 16
---------------------------
[2/25/2023, 11:28:19 PM] Teste2
12
1d20 + 3 = 9 + 3 = 12
---------------------------
[2/25/2023, 11:35:14 PM] Teste2
20
1d20 + 3 = 17 + 3 = 20
---------------------------
[2/25/2023, 11:35:27 PM] Teste2
6
1d20 + 3 = 3 + 3 = 6
---------------------------
[2/25/2023, 11:36:03 PM] Teste2
7
1d20 + 4 = 3 + 4 = 7
---------------------------
[2/25/2023, 11:36:03 PM] Pedro
Roll Streak!@Actor[Teste2] rolled a 3 2 times in a row!
---------------------------
[2/25/2023, 11:36:20 PM] Teste2
11
1d20 + 4 = 7 + 4 = 11
---------------------------
[2/25/2023, 11:56:32 PM] Teste2
17
1d20 + 3 = 14 + 3 = 17
---------------------------
[2/26/2023, 3:54:19 PM] Amir Makali
33
1d20 + 13 = 20 + 13 = 33
---------------------------
[2/26/2023, 3:54:19 PM] Amir Makali
4d8 + 15 = 30 = 30
---------------------------
[2/28/2023, 4:59:51 AM] ???
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[2/28/2023, 5:00:06 AM] ???
29
1d20 + 10 = 19 + 10 = 29
---------------------------
[2/28/2023, 5:00:15 AM] ???
27
1d20 + 10 = 17 + 10 = 27
---------------------------
[2/28/2023, 5:27:36 AM] ???
27
1d20 + 10 = 17 + 10 = 27
---------------------------
[2/28/2023, 5:38:33 AM] ???
13
1d20 + 10 = 3 + 10 = 13
---------------------------
[2/28/2023, 5:38:45 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 5:39:01 AM] ???
26
1d20 + 10 = 16 + 10 = 26
---------------------------
[2/28/2023, 5:41:10 AM] ???
19
1d20 + 10 = 9 + 10 = 19
---------------------------
[2/28/2023, 5:41:33 AM] ???
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[2/28/2023, 5:41:42 AM] ???
19
1d20 + 10 = 9 + 10 = 19
---------------------------
[2/28/2023, 5:41:52 AM] ???
19
1d20 + 10 = 9 + 10 = 19
---------------------------
[2/28/2023, 5:42:17 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 5:42:41 AM] ???
12
1d20 + 10 = 2 + 10 = 12
---------------------------
[2/28/2023, 5:42:53 AM] ???
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[2/28/2023, 5:43:25 AM] ???
29
1d20 + 10 = 19 + 10 = 29
---------------------------
[2/28/2023, 5:43:43 AM] ???
21
1d20 + 10 = 11 + 10 = 21
---------------------------
[2/28/2023, 5:43:56 AM] ???
29
1d20 + 10 = 19 + 10 = 29
---------------------------
[2/28/2023, 5:44:07 AM] ???
30
1d20 + 10 = 20 + 10 = 30
---------------------------
[2/28/2023, 5:44:26 AM] ???
18
1d20 + 10 = 8 + 10 = 18
---------------------------
[2/28/2023, 5:44:37 AM] ???
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[2/28/2023, 5:44:50 AM] ???
14
1d20 + 10 = 4 + 10 = 14
---------------------------
[2/28/2023, 5:45:03 AM] ???
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[2/28/2023, 5:45:27 AM] ???
1d20 + 10
1d20 15 15
25
1d20 + 10
1d20 1 1
11
1d20 + 10 = 1 + 10 = 11
---------------------------
[2/28/2023, 5:45:48 AM] ???
21
1d20 + 10 = 11 + 10 = 21
---------------------------
[2/28/2023, 5:47:49 AM] ???
18
1d20 + 10 = 8 + 10 = 18
---------------------------
[2/28/2023, 5:48:04 AM] ???
13
1d20 + 10 = 3 + 10 = 13
---------------------------
[2/28/2023, 5:48:37 AM] ???
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[2/28/2023, 5:48:51 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 5:49:04 AM] ???
13
1d20 + 10 = 3 + 10 = 13
---------------------------
[2/28/2023, 5:49:15 AM] ???
30
1d20 + 10 = 20 + 10 = 30
---------------------------
[2/28/2023, 5:49:25 AM] ???
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[2/28/2023, 5:49:34 AM] ???
16
1d20 + 10 = 6 + 10 = 16
---------------------------
[2/28/2023, 5:49:45 AM] ???
11
1d20 + 10 = 1 + 10 = 11
---------------------------
[2/28/2023, 5:51:06 AM] ???
12
1d20 + 10 = 2 + 10 = 12
---------------------------
[2/28/2023, 5:51:16 AM] ???
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[2/28/2023, 5:51:49 AM] ???
20
1d20 + 10 = 10 + 10 = 20
---------------------------
[2/28/2023, 5:52:00 AM] ???
11
1d20 + 10 = 1 + 10 = 11
---------------------------
[2/28/2023, 5:52:14 AM] ???
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[2/28/2023, 5:53:19 AM] ???
20
1d20 + 10 = 10 + 10 = 20
---------------------------
[2/28/2023, 5:53:36 AM] ???
19
1d20 + 10 = 9 + 10 = 19
---------------------------
[2/28/2023, 5:53:44 AM] ???
16
1d20 + 10 = 6 + 10 = 16
---------------------------
[2/28/2023, 5:54:08 AM] ???
27
1d20 + 10 = 17 + 10 = 27
---------------------------
[2/28/2023, 5:54:21 AM] ???
13
1d20 + 10 = 3 + 10 = 13
---------------------------
[2/28/2023, 5:54:38 AM] ???
11
1d20 + 10 = 1 + 10 = 11
---------------------------
[2/28/2023, 5:54:59 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 5:55:09 AM] ???
21
1d20 + 10 = 11 + 10 = 21
---------------------------
[2/28/2023, 5:55:26 AM] ???
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[2/28/2023, 5:58:48 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 5:59:13 AM] ???
19
1d20 + 10 = 9 + 10 = 19
---------------------------
[2/28/2023, 5:59:22 AM] ???
29
1d20 + 10 = 19 + 10 = 29
---------------------------
[2/28/2023, 5:59:42 AM] ???
16
1d20 + 10 = 6 + 10 = 16
---------------------------
[2/28/2023, 5:59:56 AM] ???
11
1d20 + 10 = 1 + 10 = 11
---------------------------
[2/28/2023, 6:00:04 AM] ???
16
1d20 + 10 = 6 + 10 = 16
---------------------------
[2/28/2023, 6:00:17 AM] ???
12
1d20 + 10 = 2 + 10 = 12
---------------------------
[2/28/2023, 6:00:27 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 6:16:21 AM] ???
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[2/28/2023, 6:16:34 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 6:16:47 AM] ???
13
1d20 + 10 = 3 + 10 = 13
---------------------------
[2/28/2023, 6:16:53 AM] ???
12
1d20 + 10 = 2 + 10 = 12
---------------------------
[2/28/2023, 6:17:03 AM] ???
27
1d20 + 10 = 17 + 10 = 27
---------------------------
[2/28/2023, 6:17:11 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 6:19:03 AM] ???
21
1d20 + 10 = 11 + 10 = 21
---------------------------
[2/28/2023, 6:19:32 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 6:19:54 AM] ???
16
1d20 + 10 = 6 + 10 = 16
---------------------------
[2/28/2023, 6:20:24 AM] ???
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[2/28/2023, 6:20:34 AM] ???
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[2/28/2023, 6:20:42 AM] ???
21
1d20 + 10 = 11 + 10 = 21
---------------------------
[2/28/2023, 6:21:01 AM] ???
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[2/28/2023, 6:21:24 AM] ???
12
1d20 + 10 = 2 + 10 = 12
---------------------------
[2/28/2023, 6:21:47 AM] ???
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[2/28/2023, 6:22:05 AM] ???
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[2/28/2023, 6:22:31 AM] ???
12
1d20 + 10 = 2 + 10 = 12
---------------------------
[2/28/2023, 6:22:44 AM] ???
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[2/28/2023, 6:22:53 AM] ???
27
1d20 + 10 = 17 + 10 = 27
---------------------------
[2/28/2023, 6:23:23 AM] ???
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[2/28/2023, 7:10:41 AM] ???
16
3d6 + 2 positive = 16 = 16
---------------------------
[2/28/2023, 7:11:10 AM] ???
15
3d6 + 2 positive = 15 = 15
---------------------------
[2/28/2023, 7:11:30 AM] ???
16
3d6 + 2 positive = 16 = 16
---------------------------
[2/28/2023, 7:12:19 AM] ???
12
3d6 + 2 positive = 12 = 12
---------------------------
[2/28/2023, 7:12:27 AM] ???
15
3d6 + 2 positive = 15 = 15
---------------------------
[2/28/2023, 7:12:48 AM] ???
11
3d6 + 2 positive = 11 = 11
---------------------------
[2/28/2023, 7:12:55 AM] ???
8
3d6 + 2 positive = 8 = 8
---------------------------
[2/28/2023, 7:13:07 AM] ???
12
3d6 + 2 positive = 12 = 12
---------------------------
[2/28/2023, 7:13:20 AM] ???
10
3d6 + 2 positive = 10 = 10
---------------------------
[2/28/2023, 7:13:28 AM] ???
13
3d6 + 2 positive = 13 = 13
---------------------------
[2/28/2023, 7:13:35 AM] ???
13
3d6 + 2 positive = 13 = 13
---------------------------
[2/28/2023, 7:13:50 AM] ???
13
3d6 + 2 positive = 13 = 13
---------------------------
[2/28/2023, 7:13:57 AM] ???
14
3d6 + 2 positive = 14 = 14
---------------------------
[2/28/2023, 7:13:58 AM] ???
17
3d6 + 2 positive = 17 = 17
---------------------------
[2/28/2023, 7:14:03 AM] ???
14
3d6 + 2 positive = 14 = 14
---------------------------
[2/28/2023, 7:15:52 AM] ???
23
1d20 + 9 = 14 + 9 = 23
---------------------------
[2/28/2023, 7:16:06 AM] ???
23
1d20 + 9 = 14 + 9 = 23
---------------------------
[2/28/2023, 7:16:17 AM] ???
17
1d20 + 9 = 8 + 9 = 17
---------------------------
[2/28/2023, 7:16:32 AM] ???
27
1d20 + 9 = 18 + 9 = 27
---------------------------
[2/28/2023, 7:16:41 AM] ???
10
3d4 + 2 good = 10 = 10
---------------------------
[2/28/2023, 7:19:06 AM] ???
4
4 sonic = 4 = 4
---------------------------
[2/28/2023, 7:22:25 AM] ???
4
4 sonic = 4 = 4
---------------------------
[2/28/2023, 7:24:18 AM] ???
4
4 sonic = 4 = 4
---------------------------
[3/3/2023, 10:16:30 AM] Gamemaster
@Check[type:perception|dc:30|traits:action]
---------------------------
[3/3/2023, 10:17:21 AM] Amir Makali
25
1d20 + 9 = 16 + 9 = 25
---------------------------
[3/3/2023, 11:28:03 AM] Amir
@Check[type:perception|dc:30|traits:action]
---------------------------
[3/3/2023, 11:31:50 AM] Amir
Recall Knowledge Roll: 15 Skill Prof Mod Result Arcana Untrained
0 15Crafting Trained
7 22Medicine Expert
13 28Nature Trained
9 24Occultism Untrained
0 15Religion Expert
11 26Society Untrained
0 15Warfare-lore Trained
7 22
---------------------------
[3/4/2023, 9:40:48 PM] Salt Stalker
@UUID[Compendium.xdy-pf2e-workbench.asymonous-benefactor-macros.xhz2QgJsFvkCSRth]
{weaponshifting}
---------------------------
[3/4/2023, 9:44:28 PM] Justifer
32
1d20 + 14 = 18 + 14 = 32
---------------------------
[3/4/2023, 9:44:50 PM] Justifer
Shifting Weapon Manipulate
Magical Transmutation
The weapon takes the shape of another melee weapon that
requires the same number of hands to wield. The weapon's runes and any precious
material it's made of apply to the weapon's new shape. Any property runes that
can't apply to the new form are suppressed until the item takes a shape to which
they can apply.
+1 Striking Maul shifts into Long Hammer.
---------------------------
[3/4/2023, 9:45:00 PM] Justifer
21
1d20 + 14 = 7 + 14 = 21
---------------------------
[3/4/2023, 9:45:05 PM] Justifer
16
2d8 + 4 bludgeoning = 16 = 16
---------------------------
[3/4/2023, 9:47:02 PM] Justifer
Shifting Weapon Manipulate
Magical Transmutation
The weapon takes the shape of another melee weapon that
requires the same number of hands to wield. The weapon's runes and any precious
material it's made of apply to the weapon's new shape. Any property runes that
can't apply to the new form are suppressed until the item takes a shape to which
they can apply.
Long Hammer shifts into Maul.
---------------------------
[3/4/2023, 10:31:00 PM] Amir
Wand of Jump (Level 1) 1/1 Charges Arcane Magical Primal Wand
@Compendium[pf2e.spells-srd.Q7QQ91vQtyi1Ux36]This baton is about a foot long and
contains a single spell. The appearance typically relates to the spell
within.Activate Cast a SpellFrequency once per day, plus overchargeEffect You Cast
the Spell at the indicated level.Craft Requirements Supply a listed-level casting
of the spell.Note: To create a scroll or wand of a specific spell, drag the spell
from the compendium or compendium browser into the inventory of a PC, NPC, or loot
actor.
Use
Item 3 Price: 60 gp
---------------------------
[3/4/2023, 10:32:56 PM] Amir
essa wand eh minha? rs
---------------------------
[3/4/2023, 10:36:31 PM] Amir
Wand of Jump (Level 1) 1/1 Charges Arcane Magical Primal Wand
@Compendium[pf2e.spells-srd.Q7QQ91vQtyi1Ux36]This baton is about a foot long and
contains a single spell. The appearance typically relates to the spell
within.Activate Cast a SpellFrequency once per day, plus overchargeEffect You Cast
the Spell at the indicated level.Craft Requirements Supply a listed-level casting
of the spell.Note: To create a scroll or wand of a specific spell, drag the spell
from the compendium or compendium browser into the inventory of a PC, NPC, or loot
actor.
Use
Item 3 Price: 60 gp
---------------------------
[3/4/2023, 10:40:50 PM] Makhali
Produce Flame Cantrip 3 Concentrate Manipulate Attack Cantrip Divine Evocation Fire
A small ball of flame appears in the palm of your hand, and you lash out with it
either in melee or at range. Make a spell attack roll against your target's AC.
This is normally a ranged attack, but you can also make a melee attack against a
creature in your unarmed reach.On a success, you deal 1d4 fire damage plus your
spellcasting ability modifier. On a critical success, the target takes double
damage and 1d4 persistent fire damage.Heightened (+1) Increase the damage by 1d4
and the Persistent Damage on a critical hit by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/4/2023, 10:40:53 PM] Amir Makhali
14
1d20 + 11 = 3 + 11 = 14
---------------------------
[3/4/2023, 10:41:39 PM] Makhali
Produce Flame Cantrip 3 Concentrate Manipulate Attack Cantrip Divine Evocation Fire
A small ball of flame appears in the palm of your hand, and you lash out with it
either in melee or at range. Make a spell attack roll against your target's AC.
This is normally a ranged attack, but you can also make a melee attack against a
creature in your unarmed reach.On a success, you deal 1d4 fire damage plus your
spellcasting ability modifier. On a critical success, the target takes double
damage and 1d4 persistent fire damage.Heightened (+1) Increase the damage by 1d4
and the Persistent Damage on a critical hit by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/4/2023, 10:41:52 PM] Amir Makhali
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[3/4/2023, 10:42:00 PM] Amir Makhali
9
3d4 + 4 fire = 9 = 9
---------------------------
[3/4/2023, 10:43:36 PM] Amir Makhali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[3/4/2023, 10:43:49 PM] Amir Makhali
10
3d6 + 4 piercing = 10 = 10
---------------------------
[3/4/2023, 10:43:55 PM] Makhali
Makhali takes 16 damage.
---------------------------
[3/4/2023, 10:43:59 PM] Makhali
Makhali is healed for 10 damage.
---------------------------
[3/4/2023, 10:44:00 PM] Makhali
Makhali is healed for 6 damage.
---------------------------
[3/4/2023, 10:44:10 PM] Makhali
Telekinetic Projectile (Slashing) Cantrip 3 Concentrate Manipulate Attack Cantrip
Divine Evocation You hurl a loose, unattended object that is within range and that
has 1 Bulk or less at the target. Make a spell attack roll against the target. If
you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the
object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific
traits or magic properties of the hurled item affect the attack or the
damage.Critical Success You deal double damage.Success You deal full
damage.Heightened (+1) The damage increases by 1d6. Attack MAP -5 MAP -10
Damage
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 creature Cast Time: 2
---------------------------
[3/4/2023, 10:44:13 PM] Amir Makhali
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/4/2023, 10:44:29 PM] Amir Makhali
18
3d6 + 4 slashing = 18 = 18
---------------------------
[3/4/2023, 10:44:48 PM] Makhali
Electric Arc Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/4/2023, 10:44:50 PM] Amir Makhali
9
3d4 + 4 electricity = 9 = 9
---------------------------
[3/4/2023, 10:45:01 PM] Amir Makhali
10
3d4 + 4 electricity = 10 = 10
---------------------------
[3/4/2023, 10:45:20 PM] Amir Makhali
14
3d4 + 4 electricity = 14 = 14
---------------------------
[3/4/2023, 10:45:35 PM] Makhali
Dancing Lights Cantrip 3 Concentrate Manipulate Cantrip Divine Evocation Light You
create up to four floating lights, no two of which are more than 10 feet apart.
Each sheds light like a torch. When you Sustain the Spell, you can move any number
of lights up to 60 feet. Each light must remain within 120 feet of you and within
10 feet of all others, or it winks out. Base: 1st Heightened: +2 Components: SV
Range: 120 feet Cast Time: 2 Duration: sustained
---------------------------
[3/4/2023, 10:46:51 PM] Makhali
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 15-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 15
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/4/2023, 10:47:22 PM] Makhali
Dancing Shield Spell 2 Concentrate Manipulate Divine Evocation You levitate the
touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/4/2023, 10:47:40 PM] Makhali
Sound Burst Spell 2 Concentrate Manipulate Divine Evocation Sonic A cacophonous
noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude
save.Critical Success The creature is unaffected.Success The creature takes half
damage.Failure The creature takes full damage and is Deafened for 1 round.Critical
Failure The creature takes double damage, is Deafened for 1 minute, and is Stunned
1.Heightened (+1) The damage increases by 1d10. Save DC 21 Fortitude Damage
Place 10-Foot Burst
Components: SV Range: 30 feet Area: 10 Foot Burst Cast Time: 2
---------------------------
[3/4/2023, 10:47:47 PM] Amir Makhali
4
2d10 sonic = 4 = 4
---------------------------
[3/4/2023, 10:47:52 PM] Amir Makhali
9
2d10 sonic = 9 = 9
---------------------------
[3/4/2023, 10:48:11 PM] Makhali
Searing Light Spell 3 Concentrate Manipulate Attack Divine Evocation Fire Good
Light You shoot a blazing ray of light tinged with holy energy. Make a ranged spell
attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal
an extra 5d6 good damage.If the light passes through an area of magical darkness or
targets a creature affected by magical darkness, searing light attempts to
counteract the darkness. If you need to determine whether the light passes through
an area of darkness, draw a line between yourself and the spell's targetCritical
Success The target takes double fire damage, as well as double good damage if a
fiend or undead.Success The target takes full damageHeightened (+1) The fire damage
increases by 2d6, and the good damage against fiends and undead increases by
2d6.Leveled Good Damage Attack MAP -5 MAP -10
Damage
Counteract
Components: SV Range: 120 feet Targets: 1 creature Cast Time: 2
---------------------------
[3/4/2023, 10:48:13 PM] Makhali
não se usa magia de dano se n for elevada
---------------------------
[3/4/2023, 10:48:14 PM] Makhali
kkkk
---------------------------
[3/4/2023, 10:48:24 PM] Makhali
dano podi da mizéra ome
---------------------------
[3/4/2023, 10:48:35 PM] Makhali
arco elétrico é melhor heim
---------------------------
[3/4/2023, 10:48:43 PM] Makhali
tou testando
---------------------------
[3/4/2023, 10:48:49 PM] Makhali
Electric Arc Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1th Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/4/2023, 10:48:50 PM] Amir Makhali
10
3d4 + 4 electricity = 10 = 10
---------------------------
[3/4/2023, 10:48:59 PM] Makhali
eita foi mais eheh
---------------------------
[3/4/2023, 10:49:02 PM] Amir Makhali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[3/4/2023, 10:49:11 PM] Amir Makhali
23
5d6 fire = 23 = 23
---------------------------
[3/4/2023, 10:49:26 PM] Makhali
Sound Burst Spell 3 Concentrate Manipulate Divine Evocation Sonic A cacophonous
noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude
save.Critical Success The creature is unaffected.Success The creature takes half
damage.Failure The creature takes full damage and is Deafened for 1 round.Critical
Failure The creature takes double damage, is Deafened for 1 minute, and is Stunned
1.Heightened (+1) The damage increases by 1d10. Save DC 21 Fortitude Damage
Place 10-Foot Burst
Base: 2nd Heightened: +1 Components: SV Range: 30 feet Area: 10 Foot Burst Cast
Time: 2
---------------------------
[3/4/2023, 10:49:32 PM] Amir Makhali
24
3d10 sonic = 24 = 24
---------------------------
[3/4/2023, 10:49:38 PM] Makhali
aí foi top
---------------------------
[3/4/2023, 10:49:52 PM] Makhali
bom eh esse
---------------------------
[3/4/2023, 10:49:52 PM] Makhali
Interstellar Void Focus 3 Concentrate Manipulate Cold Cursebound Divine Evocation
Oracle You call upon the frigid depths of outer space to bring a terrible chill to
your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage
immediately and the first time each round you Sustain the Spell on future turns,
with a basic Fortitude save.The target is Fatigued for as long as the effect
persists.Heightened (+1) The cold damage increases by 1d6. Save DC 21 basic
Fortitude Damage
Components: SV Targets: 1 creature Cast Time: 2 Duration: sustained up to 1 minute
---------------------------
[3/4/2023, 10:49:56 PM] Amir Makhali
8
3d6 cold = 8 = 8
---------------------------
[3/4/2023, 10:50:06 PM] Makhali
1 e 1 eh foda
---------------------------
[3/4/2023, 10:50:10 PM] Makhali
mas toda rodada
---------------------------
[3/4/2023, 10:50:14 PM] Amir Makhali
15
3d6 cold = 15 = 15
---------------------------
[3/4/2023, 10:50:41 PM] Makhali
esse gnomo ta sem roupa, ca 10
---------------------------
[3/4/2023, 10:50:57 PM] Makhali
Sound Burst Spell 10 Concentrate Manipulate Divine Evocation Sonic A cacophonous
noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude
save.Critical Success The creature is unaffected.Success The creature takes half
damage.Failure The creature takes full damage and is Deafened for 1 round.Critical
Failure The creature takes double damage, is Deafened for 1 minute, and is Stunned
1.Heightened (+1) The damage increases by 1d10. Save DC 44 Fortitude Damage
Place 10-Foot Burst
Base: 2nd Heightened: +8 Components: SV Range: 30 feet Area: 10 Foot Burst Cast
Time: 2
---------------------------
[3/4/2023, 10:51:05 PM] Amir Makhali
55
10d10 sonic = 55 = 55
---------------------------
[3/4/2023, 10:51:45 PM] Amir Makhali
28
1d20 + 11 = 17 + 11 = 28
---------------------------
[3/4/2023, 10:51:51 PM] Makhali
20
2 * (2d6 + 3) bludgeoning = 20 = 20
---------------------------
[3/4/2023, 10:52:17 PM] Amir Makhali
21
1d20 + 13 = 8 + 13 = 21
---------------------------
[3/4/2023, 10:52:17 PM] Amir Makhali
2d8 + 15 = 26 = 26
---------------------------
[3/4/2023, 10:52:32 PM] Amir Makhali
15
1d20 + 13 = 2 + 13 = 15
---------------------------
[3/4/2023, 10:52:32 PM] Amir Makhali
2d8 = 10 = 10
---------------------------
[3/4/2023, 10:52:41 PM] Amir Makhali
32
1d20 + 13 = 19 + 13 = 32
---------------------------
[3/4/2023, 10:52:41 PM] Amir Makhali
4d8 + 15 = 31 = 31
---------------------------
[3/4/2023, 10:52:58 PM] Makhali
26
1d20 + 12 = 14 + 12 = 26
---------------------------
[3/4/2023, 10:53:05 PM] Amir Makhali
2
1d6 bludgeoning = 2 = 2
---------------------------
[3/4/2023, 10:53:12 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/4/2023, 10:53:37 PM] Pedro
rola medicina de batalha de novo
---------------------------
[3/4/2023, 10:54:02 PM] Pedro
Roll Streak!@Actor[Amir Makhali] rolled a 14 2 times in a row!
---------------------------
[3/4/2023, 10:54:04 PM] Amir Makhali
25
1d20 + 11 = 14 + 11 = 25
---------------------------
[3/4/2023, 10:54:09 PM] Makhali
13
2d6 + 3 bludgeoning = 13 = 13
---------------------------
[3/4/2023, 10:54:23 PM] Amir Makhali
14
1d20 + 11 = 3 + 11 = 14
---------------------------
[3/4/2023, 10:54:28 PM] Amir Makhali
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[3/4/2023, 10:54:37 PM] Amir Makhali
15
1d20 + 11 = 4 + 11 = 15
---------------------------
[3/4/2023, 10:54:41 PM] Amir Makhali
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/4/2023, 10:54:44 PM] Makhali
18
2 * (2d6 + 3) bludgeoning = 18 = 18
---------------------------
[3/4/2023, 10:55:03 PM] Pedro
rola aí medicina de batalha de novo por favor
---------------------------
[3/4/2023, 10:55:15 PM] Amir Makhali
27
1d20 + 13 = 14 + 13 = 27
---------------------------
[3/4/2023, 10:55:15 PM] Amir Makhali
2d8 + 15 = 26 = 26
---------------------------
[3/4/2023, 10:55:40 PM] Makhali
22
1d20 + 12 = 10 + 12 = 22
---------------------------
[3/4/2023, 10:55:59 PM] Pedro
repete pf
---------------------------
[3/4/2023, 10:56:04 PM] Pedro
medicina de batalha
---------------------------
[3/4/2023, 10:56:07 PM] Amir Makhali
19
1d20 + 13 = 6 + 13 = 19
---------------------------
[3/4/2023, 10:56:15 PM] Amir Makhali
31
1d20 + 13 = 18 + 13 = 31
---------------------------
[3/4/2023, 10:56:15 PM] Amir Makhali
4d8 + 15 = 39 = 39
---------------------------
[3/4/2023, 10:56:18 PM] Pedro
tá botando bonus que não deveria
---------------------------
[3/4/2023, 10:56:37 PM] Makhali
o potency?
---------------------------
[3/4/2023, 10:56:40 PM] Pedro
o item
---------------------------
[3/4/2023, 10:56:46 PM] Makhali
xo ver
---------------------------
[3/4/2023, 10:56:57 PM] Makhali
Healer's Tools (Expanded)
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to
Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Expanded
healer's tools provide a +1 item bonus to such checks. If you wear your healer's
tools, you can draw and replace them as part of the action that uses them.
Item 3 Price: 50 gp
---------------------------
[3/4/2023, 10:56:57 PM] Pedro
o potency vc deve ter colocado na perícia, tá certo se for isso
---------------------------
[3/4/2023, 10:57:57 PM] Makhali
vou retirar aki, ta errado msm neh?
---------------------------
[3/4/2023, 10:58:13 PM] Pedro
vc n precisa desse expanded
---------------------------
[3/4/2023, 10:58:20 PM] Pedro
pq não existe mais bonus de item
---------------------------
[3/4/2023, 10:58:31 PM] Pedro
usa o básico só msm
---------------------------
[3/4/2023, 10:58:35 PM] Makhali
n sabia
---------------------------
[3/4/2023, 10:58:42 PM] Pedro
a não ser que tenha outr benefício
---------------------------
[3/4/2023, 10:58:56 PM] Pedro
vou aproveitar pra testar os outros
---------------------------
[3/4/2023, 10:59:14 PM] Makhali
@UUID[Compendium.pf2e.equipment-srd.8kv4fmpE1geu4bFx]{Battle Medic's Baton}
---------------------------
[3/4/2023, 10:59:24 PM] Makhali
esse tb n usa neh?
---------------------------
[3/4/2023, 10:59:35 PM] Justifer
bonus de item nenhum usa
---------------------------
[3/4/2023, 10:59:35 PM] Makhali
o Battle Medic's Baton?
---------------------------
[3/4/2023, 10:59:42 PM] Makhali
entendi
---------------------------
[3/4/2023, 10:59:43 PM] Justifer
não existe mais
---------------------------
[3/4/2023, 10:59:49 PM] Justifer
Divine Lance (Good) Cantrip 3 Concentrate Manipulate Attack Cantrip Divine
Evocation Good You unleash a beam of divine energy. Choose an alignment your deity
has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a
deity or if your deity is true neutral. Make a ranged spell attack roll against the
target's AC. On a hit, the target takes damage of the chosen alignment type equal
to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The
spell gains the trait of the alignment you chose.Heightened (+1) The damage
increases by 1d4. Attack MAP -5 MAP -10
Damage
Select Other Variant Base: 1th Heightened: +2 Components: SV Range: 30 feet
Targets: 1 creature Cast Time: 2
---------------------------
[3/4/2023, 10:59:52 PM] Makhali
no seu rpg ou no geral?
---------------------------
[3/4/2023, 10:59:53 PM] Justifer
14
1d20 + 10 = 4 + 10 = 14
---------------------------
[3/4/2023, 11:00:01 PM] Justifer
19
1d20 + 14 = 5 + 14 = 19
---------------------------
[3/4/2023, 11:00:11 PM] Justifer
23
2d12 + 4 bludgeoning = 23 = 23
---------------------------
[3/4/2023, 11:01:45 PM] Amir Makhali
29
1d20 + 12 = 17 + 12 = 29
---------------------------
[3/4/2023, 11:01:56 PM] Amir Makhali
17
1d20 + 12 = 5 + 12 = 17
---------------------------
[3/4/2023, 11:02:02 PM] Amir Makhali
20
1d20 + 12 = 8 + 12 = 20
---------------------------
[3/4/2023, 11:02:02 PM] Amir Makhali
2d8 + 15 = 22 = 22
---------------------------
[3/4/2023, 11:03:11 PM] Amir Makhali
24
1d20 + 13 = 11 + 13 = 24
---------------------------
[3/4/2023, 11:03:11 PM] Amir Makhali
2d8 + 15 = 22 = 22
---------------------------
[3/4/2023, 11:04:24 PM] Makhali
Battle Medicine General Healing Manipulate Skill
Requirements You are holding or wearing healer's tools.You can patch up yourself or
an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, and restore a
corresponding amount of Hit Points; this does not remove the
@UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2]{Wounded} condition. As with
Treat Wounds, you can attempt checks against higher DCs if you have the minimum
proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-
effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.Editors note
Paizo has clarified the usage of worn tools:Worn tools should only take 1 hand to
use, as you only draw the things you need from the kit and not the entire kit. This
has been marked for future errata.
Level 1 Action
---------------------------
[3/4/2023, 11:04:31 PM] Amir Makhali
20
1d20 + 12 = 8 + 12 = 20
---------------------------
[3/4/2023, 11:04:31 PM] Amir Makhali
2d8 + 15 = 29 = 29
---------------------------
[3/4/2023, 11:04:33 PM] Amir Makhali
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[3/4/2023, 11:04:48 PM] Amir Makhali
13
1d20 + 12 = 1 + 12 = 13
---------------------------
[3/4/2023, 11:04:48 PM] Makhali

---------------------------
[3/4/2023, 11:19:20 PM] Unknown Adventurer
16
1d20 + 12 = 4 + 12 = 16
---------------------------
[3/4/2023, 11:27:47 PM] Pedro
Roll Streak!@Actor[Unknown Adventurer] rolled a 4 2 times in a row!
---------------------------
[3/4/2023, 11:27:52 PM] Unknown Adventurer
16
1d20 + 12 = 4 + 12 = 16
---------------------------
[3/4/2023, 11:28:01 PM] Unknown Adventurer
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/4/2023, 11:28:29 PM] Unknown Adventurer
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/4/2023, 11:28:42 PM] Unknown Adventurer
33
1d20 + 14 = 19 + 14 = 33
---------------------------
[3/4/2023, 11:28:48 PM] Unknown Adventurer
20
2 * (2d8 + 3) bludgeoning = 20 = 20
---------------------------
[3/4/2023, 11:29:10 PM] Unknown Adventurer
Confident Finisher Finisher Swashbuckler
You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike
with a weapon or unarmed attack that would apply your precise strike damage, with
the following failure effect.Failure You deal half your
@UUID[Compendium.pf2e.classfeatures.RQH6vigvhmiYKKjg]{Precise Strike} damage to the
target. This damage type is that of the weapon or unarmed attack you used for the
Strike.
Action
---------------------------
[3/4/2023, 11:29:18 PM] Unknown Adventurer
13
2d8 + 3 bludgeoning = 13 = 13
---------------------------
[3/4/2023, 11:29:56 PM] Unknown Adventurer
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[3/4/2023, 11:30:03 PM] Unknown Adventurer
16
2d8 + 3 bludgeoning = 16 = 16
---------------------------
[3/4/2023, 11:33:15 PM] Unknown Adventurer
Panache Swashbuckler
You care as much about the way you accomplish something as whether you actually
accomplish it in the first place. When you perform an action with particular
bravado, you can leverage this moment of verve to perform spectacular, deadly
maneuvers. This state of flair is called panache, and you are either in a state of
panache or you are not.@UUID[Compendium.pf2e.feat-effects.uBJsxCzNhje8m8jj]{Effect:
Panache}You gain panache by successfully performing the skill check associated with
specific actions that have a bit of flair, including
@UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8]{Tumble Through} and additional
actions determined by your swashbuckler's style (see below). At the GM's
discretion, after succeeding at a check to perform a particularly daring action,
such as swinging on a chandelier or sliding down a drapery, you also gain panache
if your result is high enough (typically the very hard DC for your level, but the
GM can choose a different threshold).While you have panache, you gain a +5-foot
status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble
Through or to take any actions that give you panache due to your style. The precise
strike class feature also causes you to deal extra precision damage while you have
panache. Powerful finisher actions, including Confident Finisher, can be used only
while you have panache and cause you to lose your panache.Normally, you gain and
use panache only in combat encounters; when an encounter ends, you lose panache
Level 1 Passive
---------------------------
[3/4/2023, 11:33:48 PM] Unknown Adventurer
22
1d20 + 14 = 8 + 14 = 22
---------------------------
[3/4/2023, 11:33:57 PM] Unknown Adventurer
15
2d8 + 3 + 3 bludgeoning = 15 = 15
---------------------------
[3/4/2023, 11:34:06 PM] Unknown Adventurer
19
2d8 + 3 + 3d6 bludgeoning = 19 = 19
---------------------------
[3/4/2023, 11:34:10 PM] Unknown Adventurer
18
2d8 + 3 + 3d6 bludgeoning = 18 = 18
---------------------------
[3/4/2023, 11:34:14 PM] Unknown Adventurer
25
2d8 + 3 + 3d6 bludgeoning = 25 = 25
---------------------------
[3/4/2023, 11:34:18 PM] Unknown Adventurer
21
2d8 + 3 + 3d6 bludgeoning = 21 = 21
---------------------------
[3/4/2023, 11:36:36 PM] Unknown Adventurer
29
1d20 + 14 = 15 + 14 = 29
---------------------------
[3/4/2023, 11:36:44 PM] Unknown Adventurer
21
2d8 + 3 + 3 bludgeoning = 21 = 21
---------------------------
[3/4/2023, 11:36:54 PM] Unknown Adventurer
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/4/2023, 11:44:39 PM] Unknown Adventurer
Panache Swashbuckler
You care as much about the way you accomplish something as whether you actually
accomplish it in the first place. When you perform an action with particular
bravado, you can leverage this moment of verve to perform spectacular, deadly
maneuvers. This state of flair is called panache, and you are either in a state of
panache or you are not.@UUID[Compendium.pf2e.feat-effects.uBJsxCzNhje8m8jj]{Effect:
Panache}You gain panache by successfully performing the skill check associated with
specific actions that have a bit of flair, including
@UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8]{Tumble Through} and additional
actions determined by your swashbuckler's style (see below). At the GM's
discretion, after succeeding at a check to perform a particularly daring action,
such as swinging on a chandelier or sliding down a drapery, you also gain panache
if your result is high enough (typically the very hard DC for your level, but the
GM can choose a different threshold).While you have panache, you gain a +5-foot
status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble
Through or to take any actions that give you panache due to your style. The precise
strike class feature also causes you to deal extra precision damage while you have
panache. Powerful finisher actions, including Confident Finisher, can be used only
while you have panache and cause you to lose your panache.Normally, you gain and
use panache only in combat encounters; when an encounter ends, you lose panache
Level 1 Passive
---------------------------
[3/4/2023, 11:44:39 PM] Unknown Adventurer
Panache Swashbuckler
You care as much about the way you accomplish something as whether you actually
accomplish it in the first place. When you perform an action with particular
bravado, you can leverage this moment of verve to perform spectacular, deadly
maneuvers. This state of flair is called panache, and you are either in a state of
panache or you are not.@UUID[Compendium.pf2e.feat-effects.uBJsxCzNhje8m8jj]{Effect:
Panache}You gain panache by successfully performing the skill check associated with
specific actions that have a bit of flair, including
@UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8]{Tumble Through} and additional
actions determined by your swashbuckler's style (see below). At the GM's
discretion, after succeeding at a check to perform a particularly daring action,
such as swinging on a chandelier or sliding down a drapery, you also gain panache
if your result is high enough (typically the very hard DC for your level, but the
GM can choose a different threshold).While you have panache, you gain a +5-foot
status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble
Through or to take any actions that give you panache due to your style. The precise
strike class feature also causes you to deal extra precision damage while you have
panache. Powerful finisher actions, including Confident Finisher, can be used only
while you have panache and cause you to lose your panache.Normally, you gain and
use panache only in combat encounters; when an encounter ends, you lose panache
Level 1 Passive
---------------------------
[3/4/2023, 11:54:28 PM] Gamemaster
@Check[type:nature|dc:20|traits:action]
---------------------------
[3/5/2023, 12:08:13 AM] Makhali
32
1d20 + 12 = 20 + 12 = 32
---------------------------
[3/5/2023, 12:08:25 AM] Makhali
30
1d20 + 11 = 19 + 11 = 30
---------------------------
[3/5/2023, 12:08:40 AM] Makhali
27
1d20 + 12 = 15 + 12 = 27
---------------------------
[3/5/2023, 12:08:54 AM] Makhali
32
1d20 + 12 = 20 + 12 = 32
---------------------------
[3/5/2023, 12:09:05 AM] Makhali
4
1d6 = 4 = 4
---------------------------
[3/5/2023, 12:09:23 AM] Makhali
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/5/2023, 12:20:04 AM] Justifer
Ray of Frost Cantrip 3 Concentrate Manipulate Attack Cantrip Cold Divine Evocation
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to
1d4 + your spellcasting ability modifier.Critical Success The target takes double
damage and takes a -10-foot status penalty to its Speeds for 1 round.Spell Effect:
Ray of FrostSuccess The target takes normal damage.Heightened (+1) The damage
increases by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1th Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/5/2023, 12:20:11 AM] Justifer
26
1d20 + 10 = 16 + 10 = 26
---------------------------
[3/5/2023, 12:20:30 AM] Makhali
Searing Light Spell 3 Concentrate Manipulate Attack Divine Evocation Fire Good
Light You shoot a blazing ray of light tinged with holy energy. Make a ranged spell
attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal
an extra 5d6 good damage.If the light passes through an area of magical darkness or
targets a creature affected by magical darkness, searing light attempts to
counteract the darkness. If you need to determine whether the light passes through
an area of darkness, draw a line between yourself and the spell's targetCritical
Success The target takes double fire damage, as well as double good damage if a
fiend or undead.Success The target takes full damageHeightened (+1) The fire damage
increases by 2d6, and the good damage against fiends and undead increases by
2d6.Leveled Good Damage Attack MAP -5 MAP -10
Damage
Counteract
Components: SV Range: 120 feet Targets: 1 creature Cast Time: 2
---------------------------
[3/5/2023, 12:20:32 AM] Amir Makhali
12
1d20 + 11 = 1 + 11 = 12
---------------------------
[3/5/2023, 12:20:42 AM] Amir Makhali
29
2d20kh + 11 = 18 + 11 = 29
---------------------------
[3/5/2023, 12:20:47 AM] Amir Makhali
14
5d6 fire = 14 = 14
---------------------------
[3/5/2023, 12:22:39 AM] Makhali
Electric Arc Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/5/2023, 12:22:40 AM] Amir Makhali
9
3d4 + 4 electricity = 9 = 9
---------------------------
[3/5/2023, 12:22:45 AM] Amir Makhali
13
3d4 + 4 electricity = 13 = 13
---------------------------
[3/5/2023, 12:28:54 AM] Justifer
27
1d20 + 13 = 14 + 13 = 27
---------------------------
[3/5/2023, 12:29:19 AM] Makhali
Dancing Shield Spell 2 Concentrate Manipulate Divine Evocation You levitate the
touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/5/2023, 4:46:45 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/5/2023, 7:30:08 PM] ???
16
2d20 = 16 = 16
---------------------------
[3/5/2023, 7:30:20 PM] ???
6
1d6 = 6 = 6
---------------------------
[3/5/2023, 7:30:27 PM] ???
30
2d20 = 30 = 30
---------------------------
[3/5/2023, 7:30:46 PM] ???
5
1d6 = 5 = 5
---------------------------
[3/5/2023, 7:31:05 PM] Makhali
60
1d100 = 60 = 60
---------------------------
[3/5/2023, 7:37:02 PM] Makhali
Light Cantrip 3 Concentrate Manipulate Cantrip Divine Evocation Light The object
glows, casting bright light in a 20-foot radius (and dim light for the next 20
feet) like a torch. If you cast this spell again on a second object, the light
spell on the first object ends.Spell Effect: LightHeightened (4th) The object sheds
bright light in a 60-foot radius (and dim light for the next 60 feet). Base: 1st
Heightened: +2 Components: SV Range: touch Targets: 1 object of 1 Bulk or less,
either unattended or possessed by you or a willing ally Cast Time: 2 Duration:
until the next time you make your daily preparations
---------------------------
[3/5/2023, 7:42:56 PM] F. Drake II
32
1d20 + 14 = 18 + 14 = 32
---------------------------
[3/5/2023, 7:46:39 PM] Makhali
13
1d20 + 9 = 4 + 9 = 13
---------------------------
[3/5/2023, 7:53:03 PM] F. Drake II
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/5/2023, 7:53:33 PM] F. Drake II
20
1d20 + 12 = 8 + 12 = 20
---------------------------
[3/5/2023, 8:13:08 PM] F. Drake II
29
1d20 + 12 = 17 + 12 = 29
---------------------------
[3/5/2023, 8:13:30 PM] Makhali
26
1d20 + 12 = 14 + 12 = 26
---------------------------
[3/5/2023, 8:13:47 PM] F. Drake II
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/5/2023, 8:13:48 PM] Makhali
14
1d20 + 12 = 2 + 12 = 14
---------------------------
[3/5/2023, 8:13:55 PM] Makhali
30
1d20 + 12 = 18 + 12 = 30
---------------------------
[3/5/2023, 8:18:55 PM] Makhali
23
6d6 = 23 = 23
---------------------------
[3/5/2023, 8:19:08 PM] Makhali
24
6d6 = 24 = 24
---------------------------
[3/5/2023, 8:19:18 PM] F. Drake II
Panache Swashbuckler
You care as much about the way you accomplish something as whether you actually
accomplish it in the first place. When you perform an action with particular
bravado, you can leverage this moment of verve to perform spectacular, deadly
maneuvers. This state of flair is called panache, and you are either in a state of
panache or you are not.@UUID[Compendium.pf2e.feat-effects.uBJsxCzNhje8m8jj]{Effect:
Panache}You gain panache by successfully performing the skill check associated with
specific actions that have a bit of flair, including
@UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8]{Tumble Through} and additional
actions determined by your swashbuckler's style (see below). At the GM's
discretion, after succeeding at a check to perform a particularly daring action,
such as swinging on a chandelier or sliding down a drapery, you also gain panache
if your result is high enough (typically the very hard DC for your level, but the
GM can choose a different threshold).While you have panache, you gain a +5-foot
status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble
Through or to take any actions that give you panache due to your style. The precise
strike class feature also causes you to deal extra precision damage while you have
panache. Powerful finisher actions, including Confident Finisher, can be used only
while you have panache and cause you to lose your panache.Normally, you gain and
use panache only in combat encounters; when an encounter ends, you lose panache
Level 1 Passive
---------------------------
[3/5/2023, 8:19:19 PM] Makhali
4
1d6 = 4 = 4
---------------------------
[3/5/2023, 8:19:23 PM] Makhali
6
1d6 = 6 = 6
---------------------------
[3/5/2023, 8:19:33 PM] F. Drake II
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/5/2023, 8:19:40 PM] Makhali
3
1d20 = 3 = 3
---------------------------
[3/5/2023, 8:19:48 PM] Makhali
106
10d20 = 106 = 106
---------------------------
[3/5/2023, 8:21:00 PM] F. Drake II
Panache Swashbuckler
You care as much about the way you accomplish something as whether you actually
accomplish it in the first place. When you perform an action with particular
bravado, you can leverage this moment of verve to perform spectacular, deadly
maneuvers. This state of flair is called panache, and you are either in a state of
panache or you are not.@UUID[Compendium.pf2e.feat-effects.uBJsxCzNhje8m8jj]{Effect:
Panache}You gain panache by successfully performing the skill check associated with
specific actions that have a bit of flair, including
@UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8]{Tumble Through} and additional
actions determined by your swashbuckler's style (see below). At the GM's
discretion, after succeeding at a check to perform a particularly daring action,
such as swinging on a chandelier or sliding down a drapery, you also gain panache
if your result is high enough (typically the very hard DC for your level, but the
GM can choose a different threshold).While you have panache, you gain a +5-foot
status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble
Through or to take any actions that give you panache due to your style. The precise
strike class feature also causes you to deal extra precision damage while you have
panache. Powerful finisher actions, including Confident Finisher, can be used only
while you have panache and cause you to lose your panache.Normally, you gain and
use panache only in combat encounters; when an encounter ends, you lose panache
Level 1 Passive
---------------------------
[3/5/2023, 8:21:21 PM] F. Drake II
31
1d20 + 13 = 18 + 13 = 31
---------------------------
[3/5/2023, 8:21:25 PM] F. Drake II
24
1d20 + 12 = 12 + 12 = 24
---------------------------
[3/5/2023, 8:21:42 PM] F. Drake II
19
1d20 + 13 = 6 + 13 = 19
---------------------------
[3/5/2023, 8:21:55 PM] F. Drake II
16
1d20 + 12 = 4 + 12 = 16
---------------------------
[3/5/2023, 8:21:57 PM] Peregrina
27
1d20 + 14 = 13 + 14 = 27
---------------------------
[3/5/2023, 8:21:57 PM] ???
8
2d8 + 4 slashing = 8 = 8
---------------------------
[3/5/2023, 8:21:57 PM] ???
8
3d4 + 2 good = 8 = 8
---------------------------
[3/5/2023, 8:26:11 PM] ???
20
20 = 20 = 20
---------------------------
[3/5/2023, 8:26:16 PM] ???
10
1d20 = 10 = 10
---------------------------
[3/5/2023, 8:27:07 PM] Makhali
40
5d20 = 40 = 40
---------------------------
[3/5/2023, 8:27:15 PM] Makhali
92
1d100 = 92 = 92
---------------------------
[3/5/2023, 8:27:16 PM] ???
3
1d8 = 3 = 3
---------------------------
[3/5/2023, 8:27:21 PM] ???
8
1d8 = 8 = 8
---------------------------
[3/5/2023, 8:27:30 PM] ???
8
8 = 8 = 8
---------------------------
[3/5/2023, 8:27:42 PM] ???
7
1d8 = 7 = 7
---------------------------
[3/5/2023, 8:27:46 PM] ???
2
1d8 = 2 = 2
---------------------------
[3/5/2023, 8:27:49 PM] ???
3
1d8 = 3 = 3
---------------------------
[3/5/2023, 8:27:54 PM] ???
7
1d8 = 7 = 7
---------------------------
[3/5/2023, 8:27:57 PM] ???
2
1d8 = 2 = 2
---------------------------
[3/5/2023, 8:28:01 PM] ???
1
1d8 = 1 = 1
---------------------------
[3/5/2023, 8:28:03 PM] Makhali
29
1d20 + 12 = 17 + 12 = 29
---------------------------
[3/5/2023, 8:28:05 PM] ???
8
1d8 = 8 = 8
---------------------------
[3/5/2023, 8:29:07 PM] ???
1
1d2 = 1 = 1
---------------------------
[3/5/2023, 8:29:27 PM] ???
1
1d2 = 1 = 1
---------------------------
[3/5/2023, 8:30:15 PM] ???
1
1d2 = 1 = 1
---------------------------
[3/5/2023, 8:30:29 PM] ???
1
1d2 = 1 = 1
---------------------------
[3/5/2023, 8:34:00 PM] Makhali
1
1d12 = 1 = 1
---------------------------
[3/5/2023, 8:34:11 PM] Makhali
1
1d6 = 1 = 1
---------------------------
[3/5/2023, 8:37:15 PM] ???
16
1d20 = 16 = 16
---------------------------
[3/5/2023, 8:40:05 PM] ???
8
1d20 = 8 = 8
---------------------------
[3/5/2023, 8:40:33 PM] F. Drake II
50 de tons de cinza
---------------------------
[3/5/2023, 8:53:28 PM] Peregrina
Peregrina awakens well-rested.Focus points restored.All spell slots restored.
---------------------------
[3/5/2023, 9:01:26 PM] Justifer
7
1d8 = 7 = 7
---------------------------
[3/5/2023, 9:20:22 PM] ???
28
2d20 = 28 = 28
---------------------------
[3/5/2023, 9:20:31 PM] Peregrina
3
1d6 = 3 = 3
---------------------------
[3/5/2023, 9:43:16 PM] Ranminsquien, o Esquecível
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/5/2023, 9:47:14 PM] Peregrina
20
1d20 + 9 = 11 + 9 = 20
---------------------------
[3/5/2023, 9:47:31 PM] Justifer
11
1d20 + 9 = 2 + 9 = 11
---------------------------
[3/5/2023, 9:47:33 PM] Amir Makhali
11
1d20 + 9 = 2 + 9 = 11
---------------------------
[3/5/2023, 9:53:02 PM] Justifer
Camelo
Item 0 Price: 8 gp
---------------------------
[3/5/2023, 9:53:13 PM] Amir Makhali
Camel capado
camelo doido
Item 0 Price: 8 gp
---------------------------
[3/5/2023, 9:53:54 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/5/2023, 9:55:33 PM] Bruno
antes da gente sair eu fico prestando atenção na taverna se o Gnoll Mib segue a
gente..
---------------------------
[3/5/2023, 9:59:55 PM] Peregrina
15
1d20 + 11 = 4 + 11 = 15
---------------------------
[3/5/2023, 10:01:29 PM] Ranminsquien, o Esquecível
16
1d20 + 13 = 3 + 13 = 16
---------------------------
[3/5/2023, 10:01:54 PM] Amir Makhali
27
1d20 + 9 = 18 + 9 = 27
---------------------------
[3/5/2023, 10:01:59 PM] F. Drake II
15
1d20 + 9 = 6 + 9 = 15
---------------------------
[3/5/2023, 10:02:35 PM] Justifer
28
1d20 + 9 = 19 + 9 = 28
---------------------------
[3/5/2023, 10:11:04 PM] F. Drake II
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[3/5/2023, 10:11:21 PM] Justifer
24
1d20 + 9 = 15 + 9 = 24
---------------------------
[3/5/2023, 10:11:22 PM] Ranminsquien, o Esquecível
24
1d20 + 13 = 11 + 13 = 24
---------------------------
[3/5/2023, 10:11:24 PM] Peregrina
22
1d20 + 11 = 11 + 11 = 22
---------------------------
[3/5/2023, 10:11:37 PM] Amir Makhali
17
1d20 + 9 = 8 + 9 = 17
---------------------------
[3/5/2023, 10:15:50 PM] Pedro
@UUID[RollTable.OZwrBYSsYhkL8d1a]{Clima no Deserto}
---------------------------
[3/5/2023, 10:16:32 PM] Ranminsquien, o Esquecível
1d20
1d20 3 3
3
Temperatura suportável
1d20 = 3 = 3
---------------------------
[3/5/2023, 10:16:33 PM] Peregrina
1d20
1d20 17 17
17
Tempestade de areia, visão restrita
1d20 = 17 = 17
---------------------------
[3/5/2023, 10:18:03 PM] Justifer
11
1d20 = 11 = 11
---------------------------
[3/5/2023, 10:18:04 PM] Peregrina
18
1d20 = 18 = 18
---------------------------
[3/5/2023, 10:18:10 PM] Justifer
10
1d20 + 9 = 1 + 9 = 10
---------------------------
[3/5/2023, 10:18:12 PM] Amir Makhali
19
1d20 = 19 = 19
---------------------------
[3/5/2023, 10:18:12 PM] Peregrina
16
1d20 + 9 = 7 + 9 = 16
---------------------------
[3/5/2023, 10:18:25 PM] Amir Makhali
26
1d20 + 9 = 17 + 9 = 26
---------------------------
[3/5/2023, 10:18:30 PM] Amir Makhali
22
1d20 + 9 = 13 + 9 = 22
---------------------------
[3/5/2023, 10:20:30 PM] F. Drake II
25
1d20 + 9 = 16 + 9 = 25
---------------------------
[3/5/2023, 10:20:43 PM] F. Drake II
1
1d20 = 1 = 1
---------------------------
[3/5/2023, 10:21:11 PM] Ranminsquien, o Esquecível
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[3/5/2023, 10:21:16 PM] Ranminsquien, o Esquecível
6
1d20 = 6 = 6
---------------------------
[3/5/2023, 10:21:50 PM] Bruno
RAM MESQUINHO
---------------------------
[3/5/2023, 10:23:33 PM] Peregrina
19
1d20 = 19 = 19
---------------------------
[3/5/2023, 10:23:35 PM] Amir Makhali
12
1d20 = 12 = 12
---------------------------
[3/5/2023, 10:25:03 PM] F. Drake II
28
1d20 + 9 = 19 + 9 = 28
---------------------------
[3/5/2023, 10:25:05 PM] Amir Makhali
11
1d20 + 9 = 2 + 9 = 11
---------------------------
[3/5/2023, 10:25:05 PM] Peregrina
23
1d20 + 11 = 12 + 11 = 23
---------------------------
[3/5/2023, 10:25:05 PM] Justifer
13
1d20 + 9 = 4 + 9 = 13
---------------------------
[3/5/2023, 10:25:19 PM] Ranminsquien, o Esquecível
18
1d20 + 10 = 8 + 10 = 18
---------------------------
[3/5/2023, 10:27:04 PM] Amir Makhali
21
1d20 + 12 = 9 + 12 = 21
---------------------------
[3/5/2023, 10:27:19 PM] Justifer
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[3/5/2023, 10:27:33 PM] Peregrina
15
1d20 + 9 = 6 + 9 = 15
---------------------------
[3/5/2023, 10:27:47 PM] Ranminsquien, o Esquecível
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/5/2023, 10:28:45 PM] Ranminsquien, o Esquecível
24
1d20 + 10 = 14 + 10 = 24
---------------------------
[3/5/2023, 10:28:52 PM] Amir Makhali
26
1d20 + 9 = 17 + 9 = 26
---------------------------
[3/5/2023, 10:30:18 PM] Peregrina
21
1d20 + 9 = 12 + 9 = 21
---------------------------
[3/5/2023, 10:32:41 PM] Renato
fui mijar
---------------------------
[3/5/2023, 10:32:42 PM] Amir Makhali
27
1d20 + 9 = 18 + 9 = 27
---------------------------
[3/5/2023, 10:34:39 PM] Justifer
19
1d20 + 9 = 10 + 9 = 19
---------------------------
[3/5/2023, 10:34:41 PM] Peregrina
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[3/5/2023, 10:35:05 PM] F. Drake II
26
1d20 + 9 = 17 + 9 = 26
---------------------------
[3/5/2023, 10:35:11 PM] Ranminsquien, o Esquecível
22
1d20 + 13 = 9 + 13 = 22
---------------------------
[3/5/2023, 10:39:14 PM] Amir Makhali
22
1d20 + 9 = 13 + 9 = 22
---------------------------
[3/5/2023, 10:39:21 PM] Justifer
21
1d20 + 9 = 12 + 9 = 21
---------------------------
[3/5/2023, 10:39:30 PM] F. Drake II
23
1d20 + 11 = 12 + 11 = 23
---------------------------
[3/5/2023, 10:39:45 PM] Peregrina
13
1d20 + 9 = 4 + 9 = 13
---------------------------
[3/5/2023, 10:40:33 PM] Amir Makhali
Light Cantrip 3 Concentrate Manipulate Cantrip Divine Evocation Light The object
glows, casting bright light in a 20-foot radius (and dim light for the next 20
feet) like a torch. If you cast this spell again on a second object, the light
spell on the first object ends.Spell Effect: LightHeightened (4th) The object sheds
bright light in a 60-foot radius (and dim light for the next 60 feet). Base: 1st
Heightened: +2 Components: SV Range: touch Targets: 1 object of 1 Bulk or less,
either unattended or possessed by you or a willing ally Cast Time: 2 Duration:
until the next time you make your daily preparations
---------------------------
[3/5/2023, 10:41:51 PM] Camel
22
1d20 + 4 = 18 + 4 = 22
---------------------------
[3/5/2023, 10:41:52 PM] Camel
9
1d20 + 4 = 5 + 4 = 9
---------------------------
[3/5/2023, 10:41:52 PM] Camel
9
1d20 + 4 = 5 + 4 = 9
---------------------------
[3/5/2023, 10:41:53 PM] Camel
8
1d20 + 4 = 4 + 4 = 8
---------------------------
[3/5/2023, 10:41:53 PM] Salt Stalker
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/5/2023, 10:41:54 PM] Salt Stalker
13
1d20 + 12 = 1 + 12 = 13
---------------------------
[3/5/2023, 10:41:55 PM] Salt Stalker
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[3/5/2023, 10:41:55 PM] Medium Beast
18
1d20 + 12 = 6 + 12 = 18
---------------------------
[3/5/2023, 10:42:24 PM] Ranminsquien, o Esquecível
1
1 piercing = 1 = 1
---------------------------
[3/5/2023, 10:42:35 PM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível takes 1 damage.
---------------------------
[3/5/2023, 10:43:35 PM] Makhali
8
1d10 = 8 = 8
---------------------------
[3/5/2023, 10:46:58 PM] F. Drake II
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/5/2023, 10:47:27 PM] Peregrina
Peregrina raises their shield.
---------------------------
[3/5/2023, 10:48:31 PM] Makhali
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 10-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 10
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/5/2023, 10:49:00 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/5/2023, 10:51:27 PM] Peregrina
Peregrina raises their shield.
---------------------------
[3/5/2023, 10:52:03 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/5/2023, 10:53:47 PM] Peregrina
11
1d20 = 11 = 11
---------------------------
[3/5/2023, 10:54:05 PM] Peregrina
Correnteza Invernal Cantrip 3 Concentrate Manipulate Arcane Attack Cantrip Cold
Evocation You blast an icy ray. Make a spell attack roll. The ray deals cold damage
equal to 1d4 + your spellcasting ability modifier.Critical Success The target takes
double damage and takes a -10-foot status penalty to its Speeds for 1 round.Spell
Effect: Ray of FrostSuccess The target takes normal damage.Heightened (+1) The
damage increases by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1th Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/5/2023, 10:54:08 PM] Peregrina
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/5/2023, 10:54:17 PM] Peregrina
11
3d4 + 3 cold = 11 = 11
---------------------------
[3/5/2023, 10:54:48 PM] Salt Stalker
Salt Stalker takes 22 damage.
---------------------------
[3/5/2023, 10:55:40 PM] Salt Stalker
28
1d20 + 15 = 13 + 15 = 28
---------------------------
[3/5/2023, 10:55:45 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/5/2023, 10:55:49 PM] Justifer
29
1d20 + 12 = 17 + 12 = 29
---------------------------
[3/5/2023, 10:55:56 PM] Salt Stalker
7
2d4 + 4 piercing = 7 = 7
---------------------------
[3/5/2023, 10:56:00 PM] Justifer
Justifer takes 7 damage.
---------------------------
[3/5/2023, 10:56:07 PM] Salt Stalker
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/5/2023, 10:56:31 PM] Salt Stalker
2
1d4 = 2 = 2
---------------------------
[3/5/2023, 10:56:40 PM] Salt Stalker
20
1d20 + 15 = 5 + 15 = 20
---------------------------
[3/5/2023, 10:56:43 PM] Salt Stalker
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[3/5/2023, 10:56:50 PM] Salt Stalker
7
2d4 + 4 piercing = 7 = 7
---------------------------
[3/5/2023, 10:56:56 PM] Makhali
Makhali is unscathed, their shield completely absorbing 3 damage.
---------------------------
[3/5/2023, 10:57:16 PM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível sheathes their +1 Striking Longbow.
---------------------------
[3/5/2023, 10:57:17 PM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível draws their +1 Striking Longbow.
---------------------------
[3/5/2023, 10:58:47 PM] F. Drake II
24
1d20 + 12 = 12 + 12 = 24
---------------------------
[3/5/2023, 11:02:40 PM] Ranminsquien, o Esquecível
23
1d20 + 13 = 10 + 13 = 23
---------------------------
[3/5/2023, 11:02:57 PM] Ranminsquien, o Esquecível
10
2d8 piercing = 10 = 10
---------------------------
[3/5/2023, 11:03:23 PM] Ranminsquien, o Esquecível
6
2d4[persistent,[damageType] = 6 = 6
---------------------------
[3/5/2023, 11:03:24 PM] Salt Stalker
Salt Stalker takes 10 damage.
---------------------------
[3/5/2023, 11:04:10 PM] Ranminsquien, o Esquecível
Hunting Spider Venom 1/1 Charges Alchemical Consumable Injury Poison
This venom erodes its target's defenses, aiding the spider in securing
prey.Activate D Interact (Injury)Saving Throw @Check[type:fortitude|dc:21]Maximum
Duration 6 roundsStage 1 [[/r 1d10[poison]]] damage and
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} (1 round)Stage
2 [[/r 1d12[poison]]] damage,
@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1}, and flat-footed
(1 round)Stage 3 [[/r 2d6[poison]]] damage, clumsy 2, and flat-footed (1 round)
Use
Item 5 Price: 25 gp
---------------------------
[3/5/2023, 11:04:15 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Fire Alchemical Consumable Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r 2d4[persistent,
[damageType]]] acid, cold, electricity, fire, or poison damage to the target and
[[/r (2[splash])[damageType]]]{2 splash damage} in addition to the damage the
attack normally deals. Each damage type requires a different formula, and the
ammunition gains a trait matching the damage type.
Item 5 Price: 21 gp
---------------------------
[3/5/2023, 11:04:32 PM] Salt Stalker
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/5/2023, 11:04:46 PM] Ranminsquien, o Esquecível
1
1d10 poison = 1 = 1
---------------------------
[3/5/2023, 11:04:55 PM] Salt Stalker
Salt Stalker takes 1 damage.
---------------------------
[3/5/2023, 11:05:40 PM] Ranminsquien, o Esquecível
Assisting Shot Fighter Press
Requirements You are wielding a ranged weapon.With a quick shot, you interfere with
a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next
creature other than you to attack the same target before the start of your next
turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if
your Strike was a critical hit.@UUID[Compendium.pf2e.feat-effects.zcJii1XyOne9EvMr]
{Effect: Assisting Shot}@UUID[Compendium.pf2e.feat-effects.AAgoUuwMvHzqNhIN]
{Effect: Assisting Shot (Critical Hit)}
Level 2 Action
---------------------------
[3/5/2023, 11:05:59 PM] Ranminsquien, o Esquecível
25
1d20 + 8 = 17 + 8 = 25
---------------------------
[3/5/2023, 11:06:14 PM] Salt Stalker
26
1d20 + 10 = 16 + 10 = 26
---------------------------
[3/5/2023, 11:06:24 PM] Ranminsquien, o Esquecível
3
2d8 piercing = 3 = 3
---------------------------
[3/5/2023, 11:06:30 PM] Salt Stalker
Salt Stalker takes 3 damage.
---------------------------
[3/5/2023, 11:06:57 PM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/5/2023, 11:07:37 PM] Salt Stalker
22
1d20 + 15 = 7 + 15 = 22
---------------------------
[3/5/2023, 11:08:36 PM] Salt Stalker
23
1d20 + 15 = 8 + 15 = 23
---------------------------
[3/5/2023, 11:08:44 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/5/2023, 11:08:49 PM] F. Drake II
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[3/5/2023, 11:09:15 PM] Salt Stalker
8
2d4 + 4 poison = 8 = 8
---------------------------
[3/5/2023, 11:09:19 PM] F. Drake II
F. Drake II takes 8 damage.
---------------------------
[3/5/2023, 11:09:35 PM] Salt Stalker
Desiccation Venom Injury Poison
A salt stalker's teeth and spines inflict a terrible, toxic bile that violently
dehydrates the target, making them more susceptible to heat. The sickened condition
and weakness to fire can't end or be reduced until the poison is cured;Saving Throw
@Check[type:fortitude|dc:20
ame:Desiccation Venom DC|traits:injury,poison|showDC:gm]{Fortitude};Maximum
Duration 1 hour;Stage 1 [[/r (2d4+4)[poison]]] damage plus weakness to fire 3 (1
minute);Stage 2 [[/r (2d6+4)[poison]]] damage plus weakness to fire 6 (1
minute);Stage 3 [[/r (2d8+4)[poison]]] damage plus
@Compendium[pf2e.conditionitems.Sickened]{Sickened 1} and weakness to fire 9 (10
minutes)
Passive
---------------------------
[3/5/2023, 11:09:48 PM] Salt Stalker
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/5/2023, 11:10:08 PM] Peregrina
Sol Nascente Spell 3 Concentrate Manipulate Air Arcane Evocation Fire Superheated
air collects under you, buoying you high into the sky before you plummet back down
in a fiery comet. You Fly 15 feet straight up into the air, then Fly in a straight
line to an empty space of your choice on the ground within 60 feet. When you land,
the blistering air blasts out from you, dealing 3d4 bludgeoning damage and 3d6 fire
damage (basic Reflex save) to all creatures in a 10-foot emanation.Heightened (+1)
The damage increases by 1d4 bludgeoning and 1d6 fire. Save DC 20 basic Reflex
Damage
Place 60-Foot Line
Components: SV Area: 60 Foot Line Cast Time: 2
---------------------------
[3/5/2023, 11:10:31 PM] Salt Stalker
16
1d20 + 13 = 3 + 13 = 16
---------------------------
[3/5/2023, 11:10:38 PM] Salt Stalker
26
1d20 + 13 = 13 + 13 = 26
---------------------------
[3/5/2023, 11:10:43 PM] Peregrina
24
3d4 bludgeoning + 3d6 fire = 24 = 24
---------------------------
[3/5/2023, 11:10:50 PM] Salt Stalker
Salt Stalker takes 24 damage.
---------------------------
[3/5/2023, 11:10:54 PM] Salt Stalker
Salt Stalker takes 12 damage.
---------------------------
[3/5/2023, 11:10:58 PM] Peregrina
Florescer Focus 3 Concentrate Abjuration Arcane Magus As you attack a foe, warding
magic transforms your momentum into action and lifts your shield. Make a melee
Strike. You can then either Raise a Shield if you're wielding one or cast Shield if
you have the spell.Note: Conflux spells refresh Spellstrike. Base: 1th Heightened:
+2 Components: V Cast Time: 1
---------------------------
[3/5/2023, 11:11:07 PM] Peregrina
23
1d20 + 14 = 9 + 14 = 23
---------------------------
[3/5/2023, 11:11:12 PM] Peregrina
18
(2d8 + 4) slashing + 1 cold = 18 = 18
---------------------------
[3/5/2023, 11:11:22 PM] Peregrina
Pétalas Dançantes Cantrip 3 Concentrate Abjuration Arcane Cantrip Force You raise a
magical shield of force. This counts as using the Raise a Shield action, giving you
a +1 circumstance bonus to AC until the start of your next turn, but it doesn't
require a hand to use.While the spell is in effect, you can use the Shield Block
reaction with your magic shield. The shield has Hardness 5. After you use Shield
Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal
Shield Block, you can use the spell's reaction against the Magic Missile
spell.Heightening the spell increases the shield's Hardness.Spell Effect:
ShieldEffect: Shield ImmunityHeightened (3rd) The shield has Hardness 10.Heightened
(5th) The shield has Hardness 15.Heightened (7th) The shield has Hardness
20.Heightened (9th) The shield has Hardness 25. Base: 1th Heightened: +2
Components: V Cast Time: 1 Duration: until the start of your next turn
---------------------------
[3/5/2023, 11:11:27 PM] Peregrina
Peregrina raises their shield.
---------------------------
[3/5/2023, 11:11:32 PM] Salt Stalker
Salt Stalker takes 18 damage.
---------------------------
[3/5/2023, 11:11:59 PM] Salt Stalker
25
1d20 + 14 = 11 + 14 = 25
---------------------------
[3/5/2023, 11:12:10 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/5/2023, 11:12:13 PM] Peregrina
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/5/2023, 11:12:14 PM] Salt Stalker
21
2d8 + 6 piercing = 21 = 21
---------------------------
[3/5/2023, 11:12:19 PM] Peregrina
Peregrina takes 21 damage.
---------------------------
[3/5/2023, 11:12:27 PM] Salt Stalker
21
1d20 + 9 = 12 + 9 = 21
---------------------------
[3/5/2023, 11:12:37 PM] Salt Stalker
11
11 = 11 = 11
---------------------------
[3/5/2023, 11:12:41 PM] Peregrina
Peregrina is healed for 11 damage.
---------------------------
[3/5/2023, 11:12:47 PM] Salt Stalker's status effects:
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
Persistent Damage (2d4+1 fire) Persistent Damage (2d4+1 fire)Persistent damage
comes from effects like acid, being on fire, or many other situations. It appears
as "X persistent [type] damage," where "X" is the amount of damage dealt and
"[type]" is the damage type. Like normal damage, it can be doubled or halved based
on the results of an attack roll or saving throw. Instead of taking persistent
damage immediately, you take it at the end of each of your turns as long as you
have the condition, rolling any damage dice anew each time. After you take
persistent damage, roll a @Check[type:flat|dc:15] check to see if you recover from
the persistent damage. If you succeed, the condition ends.
---------------------------
[3/5/2023, 11:12:58 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/5/2023, 11:13:02 PM] Salt Stalker
20
1d20 + 10 = 10 + 10 = 20
---------------------------
[3/5/2023, 11:13:10 PM] Justifer
10
3d4 mental = 10 = 10
---------------------------
[3/5/2023, 11:13:15 PM] Salt Stalker
Salt Stalker takes 5 damage.
---------------------------
[3/5/2023, 11:13:32 PM] Salt Stalker
20
1d20 + 14 = 6 + 14 = 20
---------------------------
[3/5/2023, 11:13:36 PM] Salt Stalker
25
1d20 + 9 = 16 + 9 = 25
---------------------------
[3/5/2023, 11:13:41 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/5/2023, 11:15:02 PM] Salt Stalker
16
2d8 + 1d6 + 6 piercing = 16 = 16
---------------------------
[3/5/2023, 11:15:12 PM] Salt Stalker
Salt Stalker takes 9 damage.
---------------------------
[3/5/2023, 11:15:17 PM] Peregrina
16
1d20 + 10 = 6 + 10 = 16
---------------------------
[3/5/2023, 11:15:25 PM] Salt Stalker
6
2d4 + 4 poison = 6 = 6
---------------------------
[3/5/2023, 11:15:29 PM] Peregrina
Peregrina takes 6 damage.
---------------------------
[3/5/2023, 11:15:39 PM] Salt Stalker
Desiccation Venom Injury Poison
A salt stalker's teeth and spines inflict a terrible, toxic bile that violently
dehydrates the target, making them more susceptible to heat. The sickened condition
and weakness to fire can't end or be reduced until the poison is cured;Saving Throw
@Check[type:fortitude|dc:20
ame:Desiccation Venom DC|traits:injury,poison|showDC:gm]{Fortitude};Maximum
Duration 1 hour;Stage 1 [[/r (2d4+4)[poison]]] damage plus weakness to fire 3 (1
minute);Stage 2 [[/r (2d6+4)[poison]]] damage plus weakness to fire 6 (1
minute);Stage 3 [[/r (2d8+4)[poison]]] damage plus
@Compendium[pf2e.conditionitems.Sickened]{Sickened 1} and weakness to fire 9 (10
minutes)
Passive
---------------------------
[3/5/2023, 11:15:48 PM] Salt Stalker
4
2d4 + 1 persistent fire = 4 = 4
---------------------------
[3/5/2023, 11:16:00 PM] Salt Stalker
Salt Stalker takes 4 damage.
---------------------------
[3/5/2023, 11:16:01 PM] Salt Stalker
18
1d20 = 18 = 18
---------------------------
[3/5/2023, 11:16:12 PM] Salt Stalker
24
1d20 + 10 = 14 + 10 = 24
---------------------------
[3/5/2023, 11:16:54 PM] F. Drake II
35
1d20 + 15 = 20 + 15 = 35
---------------------------
[3/5/2023, 11:17:01 PM] F. Drake II
24
2 * (2d8 + 3 + 4) bludgeoning = 24 = 24
---------------------------
[3/5/2023, 11:17:06 PM] Salt Stalker
Salt Stalker takes 8 damage.
---------------------------
[3/5/2023, 11:17:35 PM] F. Drake II
Confident Finisher Finisher Swashbuckler
You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike
with a weapon or unarmed attack that would apply your precise strike damage, with
the following failure effect.Failure You deal half your
@UUID[Compendium.pf2e.classfeatures.RQH6vigvhmiYKKjg]{Precise Strike} damage to the
target. This damage type is that of the weapon or unarmed attack you used for the
Strike.
Action
---------------------------
[3/5/2023, 11:17:37 PM] F. Drake II
22
1d20 + 11 = 11 + 11 = 22
---------------------------
[3/5/2023, 11:17:43 PM] F. Drake II
19
2d8 + 3 + 3d6 bludgeoning = 19 = 19
---------------------------
[3/5/2023, 11:17:50 PM] Medium Beast
Medium Beast takes 19 damage.
---------------------------
[3/5/2023, 11:17:58 PM] Makhali
Electric Arc Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/5/2023, 11:18:08 PM] Medium Beast
19
1d20 + 13 = 6 + 13 = 19
---------------------------
[3/5/2023, 11:18:13 PM] Salt Stalker
20
1d20 + 13 = 7 + 13 = 20
---------------------------
[3/5/2023, 11:18:18 PM] Amir Makhali
12
3d4 + 4 electricity = 12 = 12
---------------------------
[3/5/2023, 11:18:22 PM] Salt Stalker
Salt Stalker takes 12 damage.
---------------------------
[3/5/2023, 11:18:22 PM] Medium Beast
Medium Beast takes 12 damage.
---------------------------
[3/5/2023, 11:19:25 PM] Ranminsquien, o Esquecível
32
1d20 + 13 = 19 + 13 = 32
---------------------------
[3/5/2023, 11:19:59 PM] Ranminsquien, o Esquecível
Hunting Spider Venom 1/1 Charges Alchemical Consumable Injury Poison
This venom erodes its target's defenses, aiding the spider in securing
prey.Activate D Interact (Injury)Saving Throw @Check[type:fortitude|dc:21]Maximum
Duration 6 roundsStage 1 [[/r 1d10[poison]]] damage and
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} (1 round)Stage
2 [[/r 1d12[poison]]] damage,
@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1}, and flat-footed
(1 round)Stage 3 [[/r 2d6[poison]]] damage, clumsy 2, and flat-footed (1 round)
Use
Item 5 Price: 25 gp
---------------------------
[3/5/2023, 11:20:04 PM] Ranminsquien, o Esquecível
6
2d4[persistent,[damageType] = 6 = 6
---------------------------
[3/5/2023, 11:20:09 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Fire + Poison Alchemical Consumable Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r 2d4[persistent,
[damageType]]] acid, cold, electricity, fire, or poison damage to the target and
[[/r (2[splash])[damageType]]]{2 splash damage} in addition to the damage the
attack normally deals. Each damage type requires a different formula, and the
ammunition gains a trait matching the damage type.
Item 5 Price: 21 gp
---------------------------
[3/5/2023, 11:20:26 PM] Ranminsquien, o Esquecível
22
2 * 2d8 + 1d10 piercing = 22 = 22
---------------------------
[3/5/2023, 11:20:33 PM] Medium Beast
Medium Beast takes 22 damage.
---------------------------
[3/5/2023, 11:20:40 PM] Medium Beast
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/5/2023, 11:20:40 PM] Pedro
Roll Streak!@Actor[Salt Stalker] rolled a 7 2 times in a row!
---------------------------
[3/5/2023, 11:20:50 PM] Ranminsquien, o Esquecível
4
1d10 poison = 4 = 4
---------------------------
[3/5/2023, 11:20:56 PM] Medium Beast
Medium Beast takes 4 damage.
---------------------------
[3/5/2023, 11:21:56 PM] Ranminsquien, o Esquecível
9
1d20 + 8 = 1 + 8 = 9
---------------------------
[3/5/2023, 11:22:06 PM] Ranminsquien, o Esquecível
11
1d20 + 8 = 3 + 8 = 11
---------------------------
[3/5/2023, 11:23:21 PM] Justifer
Shifting Weapon Manipulate
Magical Transmutation
The weapon takes the shape of another melee weapon that
requires the same number of hands to wield. The weapon's runes and any precious
material it's made of apply to the weapon's new shape. Any property runes that
can't apply to the new form are suppressed until the item takes a shape to which
they can apply.
Maul shifts into Long Hammer.
---------------------------
[3/5/2023, 11:23:45 PM] Justifer
35
1d20 + 15 = 20 + 15 = 35
---------------------------
[3/5/2023, 11:23:52 PM] Justifer
24
2 * (2d8 + 4) bludgeoning = 24 = 24
---------------------------
[3/5/2023, 11:24:06 PM] Salt Stalker
Salt Stalker takes 24 damage.
---------------------------
[3/5/2023, 11:24:44 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/5/2023, 11:24:46 PM] Medium Beast's status effects:
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
Persistent Damage (4d4+2 fire) Persistent Damage (4d4+2 fire)Persistent damage
comes from effects like acid, being on fire, or many other situations. It appears
as "X persistent [type] damage," where "X" is the amount of damage dealt and
"[type]" is the damage type. Like normal damage, it can be doubled or halved based
on the results of an attack roll or saving throw. Instead of taking persistent
damage immediately, you take it at the end of each of your turns as long as you
have the condition, rolling any damage dice anew each time. After you take
persistent damage, roll a @Check[type:flat|dc:15] check to see if you recover from
the persistent damage. If you succeed, the condition ends.
---------------------------
[3/5/2023, 11:24:52 PM] Medium Beast
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[3/5/2023, 11:24:56 PM] Justifer
8
3d4 mental = 8 = 8
---------------------------
[3/5/2023, 11:25:01 PM] Medium Beast
Medium Beast takes 4 damage.
---------------------------
[3/5/2023, 11:25:16 PM] Medium Beast
3
1d3 = 3 = 3
---------------------------
[3/5/2023, 11:25:26 PM] Medium Beast
19
1d20 + 14 = 5 + 14 = 19
---------------------------
[3/5/2023, 11:25:33 PM] Medium Beast
20
1d20 + 9 = 11 + 9 = 20
---------------------------
[3/5/2023, 11:26:02 PM] Salt Stalker's status effects:
Prone ProneYou're lying on the ground. You are
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} and take a -2
circumstance penalty to attack rolls. The only move actions you can use while
you're prone are @UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg]{Crawl} and
@UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj]{Stand}. Standing up ends the
prone condition. You can @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz]{Take
Cover} while prone to hunker down and gain cover against ranged attacks, even if
you don't have an object to get behind, gaining a +4 circumstance bonus to AC
against ranged attacks (but you remain flat-footed).If you would be knocked prone
while you're @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} or
@UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p]{Flying}, you fall. You can't be
knocked prone when @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx]{Swimming}.
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
---------------------------
[3/5/2023, 11:26:02 PM] Medium Beast
12
4d4 + 2 persistent fire = 12 = 12
---------------------------
[3/5/2023, 11:26:06 PM] Medium Beast
Medium Beast takes 9 damage.
---------------------------
[3/5/2023, 11:26:27 PM] Salt Stalker
16
1d20 + 10 = 6 + 10 = 16
---------------------------
[3/5/2023, 11:26:31 PM] Justifer
7
3d4 mental = 7 = 7
---------------------------
[3/5/2023, 11:26:35 PM] Salt Stalker
Salt Stalker takes 7 damage.
---------------------------
[3/5/2023, 11:26:47 PM] Gamemaster
3
1d3 = 3 = 3
---------------------------
[3/5/2023, 11:26:56 PM] Salt Stalker
31
1d20 + 15 = 16 + 15 = 31
---------------------------
[3/5/2023, 11:26:59 PM] Justifer
29
1d20 + 15 = 14 + 15 = 29
---------------------------
[3/5/2023, 11:27:06 PM] Salt Stalker
9
2d4 + 4 piercing = 9 = 9
---------------------------
[3/5/2023, 11:27:10 PM] Justifer
12
2d8 + 4 bludgeoning = 12 = 12
---------------------------
[3/5/2023, 11:27:22 PM] Makhali
Makhali takes no damage.
---------------------------
[3/5/2023, 11:27:26 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/5/2023, 11:27:35 PM] Pedro
Roll Streak!@Actor[Amir Makhali] rolled a 18 2 times in a row!
---------------------------
[3/5/2023, 11:27:36 PM] Amir Makhali
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[3/5/2023, 11:27:42 PM] Salt Stalker
Salt Stalker takes 5 damage.
---------------------------
[3/5/2023, 11:27:49 PM] Peregrina
25
1d20 + 14 = 11 + 14 = 25
---------------------------
[3/5/2023, 11:27:49 PM] Peregrina
21
(2d8 + 4) slashing + 1 cold = 21 = 21
---------------------------
[3/5/2023, 11:27:49 PM] Peregrina
11
3d4 + 3 fire = 11 = 11
---------------------------
[3/5/2023, 11:28:00 PM] Salt Stalker
Salt Stalker takes 21 damage.
---------------------------
[3/5/2023, 11:28:02 PM] Salt Stalker
Salt Stalker takes 11 damage.
---------------------------
[3/5/2023, 11:28:23 PM] Salt Glider
18
1d20 + 16 = 2 + 16 = 18
---------------------------
[3/5/2023, 11:29:06 PM] Salt Stalker
2
1d2 = 2 = 2
---------------------------
[3/5/2023, 11:29:21 PM] Salt Stalker
21
1d20 + 15 = 6 + 15 = 21
---------------------------
[3/5/2023, 11:29:24 PM] Salt Stalker
20
1d20 + 10 = 10 + 10 = 20
---------------------------
[3/5/2023, 11:29:26 PM] Salt Stalker
15
1d20 + 5 = 10 + 5 = 15
---------------------------
[3/5/2023, 11:29:26 PM] Pedro
Roll Streak!@Actor[Salt Stalker] rolled a 10 2 times in a row!
---------------------------
[3/5/2023, 11:30:15 PM] F. Drake II
26
1d20 + 12 = 14 + 12 = 26
---------------------------
[3/5/2023, 11:30:41 PM] Pedro
Roll Streak!@Actor[F. Drake II] rolled a 14 2 times in a row!
---------------------------
[3/5/2023, 11:30:41 PM] F. Drake II
28
1d20 + 14 = 14 + 14 = 28
---------------------------
[3/5/2023, 11:30:46 PM] F. Drake II
22
2d8 + 3 + 3d6 bludgeoning = 22 = 22
---------------------------
[3/5/2023, 11:30:53 PM] Salt Stalker
Salt Stalker takes 14 damage.
---------------------------
[3/5/2023, 11:30:53 PM] Makhali
Telekinetic Projectile (Piercing) Cantrip 3 Concentrate Manipulate Attack Cantrip
Divine Evocation You hurl a loose, unattended object that is within range and that
has 1 Bulk or less at the target. Make a spell attack roll against the target. If
you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the
object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific
traits or magic properties of the hurled item affect the attack or the
damage.Critical Success You deal double damage.Success You deal full
damage.Heightened (+1) The damage increases by 1d6. Attack MAP -5 MAP -10
Damage
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 creature Cast Time: 2
---------------------------
[3/5/2023, 11:30:56 PM] Amir Makhali
15
3d6 + 4 piercing = 15 = 15
---------------------------
[3/5/2023, 11:31:01 PM] Amir Makhali
22
1d20 + 12 = 10 + 12 = 22
---------------------------
[3/5/2023, 11:31:06 PM] Justifer
Shifting Weapon Manipulate
Magical Transmutation
The weapon takes the shape of another melee weapon that
requires the same number of hands to wield. The weapon's runes and any precious
material it's made of apply to the weapon's new shape. Any property runes that
can't apply to the new form are suppressed until the item takes a shape to which
they can apply.
Long Hammer shifts into Long Hammer.
---------------------------
[3/5/2023, 11:31:59 PM] Justifer
Shifting Weapon Manipulate
Magical Transmutation
The weapon takes the shape of another melee weapon that
requires the same number of hands to wield. The weapon's runes and any precious
material it's made of apply to the weapon's new shape. Any property runes that
can't apply to the new form are suppressed until the item takes a shape to which
they can apply.
Maul shifts into Long Hammer.
---------------------------
[3/5/2023, 11:32:08 PM] Makhali
Dancing Lights Cantrip 3 Concentrate Manipulate Cantrip Divine Evocation Light You
create up to four floating lights, no two of which are more than 10 feet apart.
Each sheds light like a torch. When you Sustain the Spell, you can move any number
of lights up to 60 feet. Each light must remain within 120 feet of you and within
10 feet of all others, or it winks out. Base: 1st Heightened: +2 Components: SV
Range: 120 feet Cast Time: 2 Duration: sustained
---------------------------
[3/5/2023, 11:35:11 PM] Salt Stalker
30
1d20 + 12 = 18 + 12 = 30
---------------------------
[3/5/2023, 11:36:12 PM] Justifer
Ray of Frost Cantrip 3 Concentrate Manipulate Attack Cantrip Cold Divine Evocation
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to
1d4 + your spellcasting ability modifier.Critical Success The target takes double
damage and takes a -10-foot status penalty to its Speeds for 1 round.Spell Effect:
Ray of FrostSuccess The target takes normal damage.Heightened (+1) The damage
increases by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1th Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/5/2023, 11:36:14 PM] Justifer
21
1d20 + 10 = 11 + 10 = 21
---------------------------
[3/5/2023, 11:36:21 PM] Justifer
6
3d4 + 3 cold = 6 = 6
---------------------------
[3/5/2023, 11:36:26 PM] Salt Glider
Salt Glider takes 6 damage.
---------------------------
[3/5/2023, 11:36:43 PM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/5/2023, 11:38:17 PM] Salt Stalker
18
1d20 + 14 = 4 + 14 = 18
---------------------------
[3/5/2023, 11:39:01 PM] Peregrina
30
1d20 + 14 = 16 + 14 = 30
---------------------------
[3/5/2023, 11:39:05 PM] Peregrina
40
(2 * (2d8 + 4) + 1d12) slashing + 2 cold = 40 = 40
---------------------------
[3/5/2023, 11:39:14 PM] Salt Stalker
Salt Stalker takes 40 damage.
---------------------------
[3/5/2023, 11:39:59 PM] Salt Stalker
22
1d20 + 14 = 8 + 14 = 22
---------------------------
[3/5/2023, 11:40:06 PM] Salt Stalker
28
1d20 + 9 = 19 + 9 = 28
---------------------------
[3/5/2023, 11:40:10 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/5/2023, 11:40:15 PM] Amir Makhali
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/5/2023, 11:40:18 PM] Salt Stalker
18
2d8 + 1d6 + 6 piercing = 18 = 18
---------------------------
[3/5/2023, 11:40:22 PM] Makhali
Makhali takes 14 damage.
---------------------------
[3/5/2023, 11:40:40 PM] Salt Stalker
17
1d20 + 6 = 11 + 6 = 17
---------------------------
[3/5/2023, 11:40:58 PM] F. Drake II
15
1d20 + 12 = 3 + 12 = 15
---------------------------
[3/5/2023, 11:41:27 PM] F. Drake II
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/5/2023, 11:41:55 PM] Makhali
Electric Arc Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/5/2023, 11:42:09 PM] Salt Glider
37
1d20 + 20 = 17 + 20 = 37
---------------------------
[3/5/2023, 11:42:11 PM] Salt Stalker
17
1d20 + 13 = 4 + 13 = 17
---------------------------
[3/5/2023, 11:42:16 PM] Amir Makhali
7
3d4 + 4 electricity = 7 = 7
---------------------------
[3/5/2023, 11:42:19 PM] Salt Stalker
Salt Stalker takes 7 damage.
---------------------------
[3/5/2023, 11:43:02 PM] Ranminsquien, o Esquecível
18
1d20 + 13 = 5 + 13 = 18
---------------------------
[3/5/2023, 11:43:22 PM] Ranminsquien, o Esquecível
26
1d20 + 13 = 13 + 13 = 26
---------------------------
[3/5/2023, 11:43:52 PM] Ranminsquien, o Esquecível
17
1d20 + 8 = 9 + 8 = 17
---------------------------
[3/5/2023, 11:44:28 PM] Justifer
15
1d20 + 14 = 1 + 14 = 15
---------------------------
[3/5/2023, 11:44:39 PM] Justifer
24
1d20 + 10 = 14 + 10 = 24
---------------------------
[3/5/2023, 11:44:44 PM] Justifer
9
2d4 + 4 bludgeoning = 9 = 9
---------------------------
[3/5/2023, 11:44:56 PM] Justifer
18
2d8 + 4 bludgeoning = 18 = 18
---------------------------
[3/5/2023, 11:45:02 PM] Salt Stalker
Salt Stalker takes 18 damage.
---------------------------
[3/5/2023, 11:45:11 PM] Makhali
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 15-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 15
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/5/2023, 11:45:22 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/5/2023, 11:45:39 PM] Salt Glider
34
1d20 + 17 = 17 + 17 = 34
---------------------------
[3/5/2023, 11:45:39 PM] Pedro
Roll Streak!@Actor[Salt Glider] rolled a 17 2 times in a row!
---------------------------
[3/5/2023, 11:46:05 PM] Makhali
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Select Other Variant Components: SV Targets: you and allies in the area Area: 5
Foot Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/5/2023, 11:46:43 PM] F. Drake II
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/5/2023, 11:46:49 PM] Salt Glider
34
1d20 + 19 = 15 + 19 = 34
---------------------------
[3/5/2023, 11:47:01 PM] Salt Glider
38
2 * (2d8 + 8) piercing = 38 = 38
---------------------------
[3/5/2023, 11:47:05 PM] Justifer
35
1d20 + 15 = 20 + 15 = 35
---------------------------
[3/5/2023, 11:47:11 PM] F. Drake II
F. Drake II takes 31 damage.
---------------------------
[3/5/2023, 11:47:13 PM] Justifer
30
2 * (2d8 + 4) bludgeoning = 30 = 30
---------------------------
[3/5/2023, 11:47:21 PM] Salt Glider
Salt Glider takes 30 damage.
---------------------------
[3/5/2023, 11:47:55 PM] Salt Glider
14
1d20 + 12 = 2 + 12 = 14
---------------------------
[3/5/2023, 11:48:07 PM] Salt Glider
22
2d8 + 8 piercing = 22 = 22
---------------------------
[3/5/2023, 11:48:12 PM] Justifer
Justifer takes 22 damage.
---------------------------
[3/5/2023, 11:48:26 PM] Salt Glider
Desiccation Venom DC DC 24 Fortitude
---------------------------
[3/5/2023, 11:48:29 PM] Justifer
17
1d20 + 12 = 5 + 12 = 17
---------------------------
[3/5/2023, 11:48:50 PM] F. Drake II
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[3/5/2023, 11:48:59 PM] Salt Glider
7
2d6 + 4 poison = 7 = 7
---------------------------
[3/5/2023, 11:49:02 PM] F. Drake II
F. Drake II takes 7 damage.
---------------------------
[3/5/2023, 11:49:05 PM] Salt Glider
7
2d4 + 4 poison = 7 = 7
---------------------------
[3/5/2023, 11:49:09 PM] Justifer
Justifer takes 7 damage.
---------------------------
[3/5/2023, 11:49:12 PM] Salt Glider
Desiccation Venom Injury Poison
A salt stalker's teeth and spines inflict a terrible, toxic bile that violently
dehydrates the target, making them more susceptible to heat. The sickened condition
and weakness to fire can't end or be reduced until the poison is cured;Saving Throw
@Check[type:fortitude|dc:24
ame:Desiccation Venom DC|traits:injury,poison|showDC:gm]{Fortitude};Maximum
Duration 1 hour;Stage 1 [[/r (2d4+4)[poison]]] damage plus weakness to fire 3 (1
minute);Stage 2 [[/r (2d6+4)[poison]]] damage plus weakness to fire 6 (1
minute);Stage 3 [[/r (2d8+4)[poison]]] damage plus
@Compendium[pf2e.conditionitems.Sickened]{Sickened 1} and weakness to fire 9 (10
minutes)
Passive
---------------------------
[3/5/2023, 11:49:41 PM] Salt Glider
27
1d20 + 17 = 10 + 17 = 27
---------------------------
[3/5/2023, 11:49:46 PM] Salt Glider
14
2d8 + 8 piercing = 14 = 14
---------------------------
[3/5/2023, 11:49:48 PM] Salt Glider
Desiccation Venom DC DC 24 Fortitude
---------------------------
[3/5/2023, 11:49:50 PM] Peregrina
24
1d20 + 10 = 14 + 10 = 24
---------------------------
[3/5/2023, 11:49:56 PM] Peregrina
Peregrina takes 14 damage.
---------------------------
[3/5/2023, 11:50:59 PM] Peregrina
31
1d20 + 15 = 16 + 15 = 31
---------------------------
[3/5/2023, 11:51:04 PM] Peregrina
35
(2 * (2d8 + 4) + 1d12) slashing + 2 cold = 35 = 35
---------------------------
[3/5/2023, 11:51:09 PM] Salt Stalker
Salt Stalker takes 5 damage.
---------------------------
[3/5/2023, 11:52:00 PM] F. Drake II
17
1d20 + 13 = 4 + 13 = 17
---------------------------
[3/5/2023, 11:52:24 PM] F. Drake II
27
1d20 + 13 = 14 + 13 = 27
---------------------------
[3/5/2023, 11:52:55 PM] F. Drake II
15
1d20 + 14 = 1 + 14 = 15
---------------------------
[3/5/2023, 11:53:29 PM] Amir Makhali
18
1d20 + 12 = 6 + 12 = 18
---------------------------
[3/5/2023, 11:54:38 PM] Amir Makhali
31
3d8 + 24 positive = 31 = 31
---------------------------
[3/5/2023, 11:54:42 PM] F. Drake II
F. Drake II is healed for 31 damage.
---------------------------
[3/5/2023, 11:54:57 PM] Ranminsquien, o Esquecível
32
1d20 + 13 = 19 + 13 = 32
---------------------------
[3/5/2023, 11:55:06 PM] Ranminsquien, o Esquecível
3
2d8 piercing = 3 = 3
---------------------------
[3/5/2023, 11:55:13 PM] Salt Glider
Salt Glider takes 3 damage.
---------------------------
[3/5/2023, 11:55:14 PM] Ranminsquien, o Esquecível
Hunting Spider Venom 1/1 Charges Alchemical Consumable Injury Poison
This venom erodes its target's defenses, aiding the spider in securing
prey.Activate D Interact (Injury)Saving Throw @Check[type:fortitude|dc:21]Maximum
Duration 6 roundsStage 1 [[/r 1d10[poison]]] damage and
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} (1 round)Stage
2 [[/r 1d12[poison]]] damage,
@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1}, and flat-footed
(1 round)Stage 3 [[/r 2d6[poison]]] damage, clumsy 2, and flat-footed (1 round)
Use
Item 5 Price: 25 gp
---------------------------
[3/5/2023, 11:55:18 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Fire Alchemical Consumable Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r 2d4[persistent,
[damageType]]] acid, cold, electricity, fire, or poison damage to the target and
[[/r (2[splash])[damageType]]]{2 splash damage} in addition to the damage the
attack normally deals. Each damage type requires a different formula, and the
ammunition gains a trait matching the damage type.
Item 5 Price: 21 gp
---------------------------
[3/5/2023, 11:55:42 PM] Salt Glider
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[3/5/2023, 11:55:58 PM] Ranminsquien, o Esquecível
14
1d20 + 8 = 6 + 8 = 14
---------------------------
[3/5/2023, 11:56:27 PM] Salt Glider
2
2 = 2 = 2
---------------------------
[3/5/2023, 11:56:31 PM] F. Drake II
F. Drake II takes 2 damage.
---------------------------
[3/5/2023, 11:56:32 PM] Makhali
Makhali takes 2 damage.
---------------------------
[3/5/2023, 11:56:44 PM] Justifer
33
1d20 + 13 = 20 + 13 = 33
---------------------------
[3/5/2023, 11:56:56 PM] Salt Glider
Salt Glider takes 2 damage.
---------------------------
[3/5/2023, 11:57:04 PM] Justifer
18
1d20 + 15 = 3 + 15 = 18
---------------------------
[3/5/2023, 11:57:08 PM] Justifer
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[3/5/2023, 11:57:17 PM] Salt Glider's status effects:
Frightened 2 FrightenedYou're gripped by fear and struggle to control your nerves.
The frightened condition always includes a value. You take a status penalty equal
to this value to all your checks and DCs. Unless specified otherwise, at the end of
each of your turns, the value of your frightened condition decreases by 1.
Persistent Damage (2d4+1 acid) Persistent Damage (2d4+1 acid)Persistent damage
comes from effects like acid, being on fire, or many other situations. It appears
as "X persistent [type] damage," where "X" is the amount of damage dealt and
"[type]" is the damage type. Like normal damage, it can be doubled or halved based
on the results of an attack roll or saving throw. Instead of taking persistent
damage immediately, you take it at the end of each of your turns as long as you
have the condition, rolling any damage dice anew each time. After you take
persistent damage, roll a @Check[type:flat|dc:15] check to see if you recover from
the persistent damage. If you succeed, the condition ends.
---------------------------
[3/5/2023, 11:57:26 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/5/2023, 11:57:32 PM] Salt Glider
26
1d20 + 15 = 11 + 15 = 26
---------------------------
[3/5/2023, 11:57:35 PM] Justifer
9
3d4 mental = 9 = 9
---------------------------
[3/5/2023, 11:57:40 PM] Salt Glider
Salt Glider takes 4 damage.
---------------------------
[3/5/2023, 11:57:58 PM] Gamemaster
4
1d4 = 4 = 4
---------------------------
[3/5/2023, 11:58:10 PM] Salt Glider
26
1d20 + 17 = 9 + 17 = 26
---------------------------
[3/5/2023, 11:58:14 PM] Salt Glider
23
2d12 + 8 piercing = 23 = 23
---------------------------
[3/5/2023, 11:58:18 PM] Justifer
26
1d20 + 15 = 11 + 15 = 26
---------------------------
[3/5/2023, 11:58:23 PM] Justifer
11
2d8 + 4 bludgeoning = 11 = 11
---------------------------
[3/5/2023, 11:58:29 PM] Salt Glider
Salt Glider takes 11 damage.
---------------------------
[3/5/2023, 11:58:37 PM] Peregrina
Peregrina takes 16 damage.
---------------------------
[3/5/2023, 11:58:42 PM] Salt Glider
Desiccation Venom DC DC 22 Fortitude
---------------------------
[3/5/2023, 11:58:45 PM] Peregrina
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/5/2023, 11:59:24 PM] Salt Glider
16
1d20 + 12 = 4 + 12 = 16
---------------------------
[3/5/2023, 11:59:28 PM] Salt Glider
27
1d20 + 12 = 15 + 12 = 27
---------------------------
[3/5/2023, 11:59:33 PM] Salt Glider
18
2d8 + 8 piercing = 18 = 18
---------------------------
[3/5/2023, 11:59:34 PM] Salt Glider
Desiccation Venom DC DC 22 Fortitude
---------------------------
[3/5/2023, 11:59:38 PM] Amir Makhali
14
1d20 + 10 = 4 + 10 = 14
---------------------------
[3/5/2023, 11:59:38 PM] Makhali
Makhali takes 14 damage.
---------------------------
[3/5/2023, 11:59:47 PM] Salt Glider
Desiccation Venom DC DC 22 Fortitude
---------------------------
[3/5/2023, 11:59:54 PM] Salt Glider
31
1d20 + 12 = 19 + 12 = 31
---------------------------
[3/6/2023, 12:00:02 AM] Salt Glider
14
2d8 + 8 piercing = 14 = 14
---------------------------
[3/6/2023, 12:00:07 AM] Peregrina
Peregrina takes 7 damage.
---------------------------
[3/6/2023, 12:00:09 AM] Salt Glider
Desiccation Venom DC DC 22 Fortitude
---------------------------
[3/6/2023, 12:00:13 AM] Peregrina
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/6/2023, 12:00:13 AM] Pedro
Roll Streak!@Actor[Peregrina] rolled a 13 2 times in a row!
---------------------------
[3/6/2023, 12:00:23 AM] Salt Glider
Desiccation Venom Injury Poison
A salt stalker's teeth and spines inflict a terrible, toxic bile that violently
dehydrates the target, making them more susceptible to heat. The sickened condition
and weakness to fire can't end or be reduced until the poison is cured;Saving Throw
@Check[type:fortitude|dc:24
ame:Desiccation Venom DC|traits:injury,poison|showDC:gm]{Fortitude};Maximum
Duration 1 hour;Stage 1 [[/r (2d4+4)[poison]]] damage plus weakness to fire 3 (1
minute);Stage 2 [[/r (2d6+4)[poison]]] damage plus weakness to fire 6 (1
minute);Stage 3 [[/r (2d8+4)[poison]]] damage plus
@Compendium[pf2e.conditionitems.Sickened]{Sickened 1} and weakness to fire 9 (10
minutes)
Passive
---------------------------
[3/6/2023, 12:00:40 AM] Salt Glider
5
2d4 + 1 persistent acid = 5 = 5
---------------------------
[3/6/2023, 12:00:47 AM] Salt Glider
Salt Glider takes 5 damage.
---------------------------
[3/6/2023, 12:00:49 AM] Salt Glider
4
1d20 = 4 = 4
---------------------------
[3/6/2023, 12:00:54 AM] F. Drake II
19
1d20 + 14 = 5 + 14 = 19
---------------------------
[3/6/2023, 12:01:01 AM] F. Drake II
29
1d20 + 10 = 19 + 10 = 29
---------------------------
[3/6/2023, 12:01:15 AM] F. Drake II
18
2d8 + 3 + 3 bludgeoning = 18 = 18
---------------------------
[3/6/2023, 12:01:19 AM] Salt Glider
Salt Glider takes 18 damage.
---------------------------
[3/6/2023, 12:01:25 AM] F. Drake II
12
1d20 + 6 = 6 + 6 = 12
---------------------------
[3/6/2023, 12:02:05 AM] Amir Makhali
37
3d8 + 24 positive = 37 = 37
---------------------------
[3/6/2023, 12:02:09 AM] Peregrina
Peregrina is healed for 37 damage.
---------------------------
[3/6/2023, 12:02:22 AM] Amir Makhali
22
1d20 + 12 = 10 + 12 = 22
---------------------------
[3/6/2023, 12:02:22 AM] Amir Makhali
2d8 + 15 = 30 = 30
---------------------------
[3/6/2023, 12:02:27 AM] Peregrina
Peregrina is healed for 16 damage.
---------------------------
[3/6/2023, 12:03:36 AM] Ranminsquien, o Esquecível
29
1d20 + 13 = 16 + 13 = 29
---------------------------
[3/6/2023, 12:03:41 AM] Ranminsquien, o Esquecível
9
2d8 piercing = 9 = 9
---------------------------
[3/6/2023, 12:03:48 AM] Ranminsquien, o Esquecível
20
1d20 + 8 = 12 + 8 = 20
---------------------------
[3/6/2023, 12:03:49 AM] Salt Glider
Salt Glider takes 9 damage.
---------------------------
[3/6/2023, 12:04:38 AM] Justifer
30
1d20 + 15 = 15 + 15 = 30
---------------------------
[3/6/2023, 12:04:42 AM] Justifer
13
2d8 + 4 bludgeoning = 13 = 13
---------------------------
[3/6/2023, 12:04:46 AM] Salt Glider
Salt Glider takes 12 damage.
---------------------------
[3/6/2023, 12:05:00 AM] Justifer
Shifting Weapon Manipulate
Magical Transmutation
The weapon takes the shape of another melee weapon that
requires the same number of hands to wield. The weapon's runes and any precious
material it's made of apply to the weapon's new shape. Any property runes that
can't apply to the new form are suppressed until the item takes a shape to which
they can apply.
Long Hammer shifts into Maul.
---------------------------
[3/6/2023, 12:07:06 AM] Peregrina
19
1d20 + 10 = 9 + 10 = 19
---------------------------
[3/6/2023, 12:07:14 AM] Peregrina
26
1d20 + 10 = 16 + 10 = 26
---------------------------
[3/6/2023, 4:06:34 AM] Makhali
Trompete Hymn Cantrip 3 Concentrate Manipulate Auditory Cantrip Divine Evocation
Sonic You echo a jarring hymn that only creatures in the area can hear. The hymn
deals sonic damage equal to your spellcasting ability modifier, with a basic
Fortitude save. If a target critically fails the save, it's also Deafened for 1
minute.Heightened (+2) The damage increases by 1d6. Save DC 21 basic Fortitude
Damage
Place 15-Foot Cone
Base: 1st Heightened: +2 Components: SV Area: 15 Foot Cone Cast Time: 2
---------------------------
[3/6/2023, 4:06:41 AM] Amir Makhali
8
1d6 + 4 sonic = 8 = 8
---------------------------
[3/6/2023, 4:11:59 AM] Makhali
Trompete Hymn Cantrip 3 Concentrate Manipulate Auditory Cantrip Divine Evocation
Sonic You echo a jarring hymn that only creatures in the area can hear. The hymn
deals sonic damage equal to your spellcasting ability modifier, with a basic
Fortitude save. If a target critically fails the save, it's also Deafened for 1
minute.Heightened (+2) The damage increases by 1d6. Save DC 21 basic Fortitude
Damage
Place 15-Foot Cone
Base: 1st Heightened: +2 Components: SV Area: 15 Foot Cone Cast Time: 2
---------------------------
[3/6/2023, 4:12:05 AM] Amir Makhali
10
1d6 + 4 sonic = 10 = 10
---------------------------
[3/6/2023, 1:57:55 PM] F. Drake II
19
2d6 + 3 + 3d6 bludgeoning = 19 = 19
---------------------------
[3/6/2023, 2:15:54 PM] Ranminsquien, o Esquecível
7
2d4[persistent,[damageType] = 7 = 7
---------------------------
[3/6/2023, 2:17:06 PM] Justifer
@UUID[Macro.9KXQzH1dRzlxne3p]{Champion Resistance}
---------------------------
[3/6/2023, 2:17:38 PM] Ranminsquien, o Esquecível
2
2 fire = 2 = 2
---------------------------
[3/6/2023, 2:17:41 PM] Ranminsquien, o Esquecível
5
2d4[persistent,[fire] = 5 = 5
---------------------------
[3/6/2023, 2:17:50 PM] Ranminsquien, o Esquecível
2
2 fire = 2 = 2
---------------------------
[3/6/2023, 2:18:05 PM] Ranminsquien, o Esquecível
0
2d4 persistent fire = 0 = 0
---------------------------
[3/6/2023, 2:18:36 PM] Justifer
@UUID[Macro.9KXQzH1dRzlxne3p]{Champion Resistance}
---------------------------
[3/6/2023, 2:19:13 PM] Ranminsquien, o Esquecível
5
2d4 + 1 = 5 = 5
---------------------------
[3/6/2023, 2:19:20 PM] Ranminsquien, o Esquecível
2
2 fire = 2 = 2
---------------------------
[3/6/2023, 2:20:21 PM] Ranminsquien, o Esquecível
6
2d4 + 1 = 6 = 6
---------------------------
[3/6/2023, 2:21:09 PM] Ranminsquien, o Esquecível
7
2d4 + 1 = 7 = 7
---------------------------
[3/6/2023, 2:21:42 PM] Ranminsquien, o Esquecível
6
2d4 + 1 = 6 = 6
---------------------------
[3/6/2023, 2:22:00 PM] Ranminsquien, o Esquecível
6
2d4 + 1 = 6 = 6
---------------------------
[3/6/2023, 2:22:34 PM] Ranminsquien, o Esquecível
9
2d4 + 1 = 9 = 9
---------------------------
[3/6/2023, 2:22:45 PM] Ranminsquien, o Esquecível
7
2d4 + 1 = 7 = 7
---------------------------
[3/6/2023, 2:23:43 PM] Ranminsquien, o Esquecível
7
2d4 + 1 = 7 = 7
---------------------------
[3/6/2023, 2:23:45 PM] Ranminsquien, o Esquecível
2
2 fire = 2 = 2
---------------------------
[3/6/2023, 2:24:37 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Fire Alchemical Consumable Fire Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r
2d4+1[persistent,fire]]] to the target and [[/r (2[splash])[fire]]]{2 splash
damage} in addition to the damage the attack normally deals.
Item 5 Price: 21 gp
---------------------------
[3/6/2023, 2:26:50 PM] Ranminsquien, o Esquecível
7
2d4[persistent,[damageType] = 7 = 7
---------------------------
[3/6/2023, 2:32:05 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Fire Alchemical Consumable Fire Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r
2d4+1[persistent,fire]]] to the target and [[/r (2[splash])[fire]]]{2 splash
damage} in addition to the damage the attack normally deals.
Item 5 Price: 21 gp
---------------------------
[3/6/2023, 2:32:07 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Cold Alchemical Cold Consumable Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r
2d4[persistent,cold]]] to the target and [[/r (2[splash])[cold]]]{2 splash damage}
in addition to the damage the attack normally deals.
Item 5 Price: 21 gp
---------------------------
[3/6/2023, 2:32:10 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Acid Acid Alchemical Consumable Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r
2d4[persistent,acid]]] to the target and [[/r (2[splash])[acid]]]{2 splash damage}
in addition to the damage the attack normally deals.
Item 5 Price: 21 gp
---------------------------
[3/6/2023, 2:32:54 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Acid Acid Alchemical Consumable Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r
2d4[persistent,acid]]] to the target and [[/r (2[splash])[acid]]]{2 splash damage}
in addition to the damage the attack normally deals.
Item 5 Price: 21 gp
---------------------------
[3/6/2023, 2:34:05 PM] Ranminsquien, o Esquecível
@UUID[Actor.f8gd86t8HQG3oNKk.Item.a9Jt3wYZtkQ1cKjy]{Elemental Ammunition (Moderate)
Fire}
---------------------------
[3/6/2023, 3:46:22 PM] Makhali
Laser Lunar Focus 3 Concentrate Manipulate Attack Cleric Divine Evocation Fire
Light You shine a ray of moonlight. Make a spell attack roll. The beam of light
deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses,
resistances, and the like.Critical Success The beam deals double damage, and the
target is Dazzled for 1 minute.Success The beam deals full damage, and the target
is Dazzled for 1 round.Heightened (+1) The ray's damage increases by 1d6. Attack
MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/6/2023, 3:46:36 PM] Amir Makhali
24
1d20 + 21 = 3 + 21 = 24
---------------------------
[3/6/2023, 3:46:41 PM] Amir Makhali
15
3d6 fire = 15 = 15
---------------------------
[3/6/2023, 3:49:21 PM] Makhali
Laser Lunar Focus 3 Concentrate Manipulate Attack Cleric Divine Evocation Fire
Light You shine a ray of moonlight. Make a spell attack roll. The beam of light
deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses,
resistances, and the like.Critical Success The beam deals double damage, and the
target is Dazzled for 1 minute.Success The beam deals full damage, and the target
is Dazzled for 1 round.Heightened (+1) The ray's damage increases by 1d6. Attack
MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/6/2023, 3:49:32 PM] Amir Makhali
252
1d20 + 233 = 19 + 233 = 252
---------------------------
[3/6/2023, 3:49:37 PM] Amir Makhali
12
3d6 fire = 12 = 12
---------------------------
[3/6/2023, 3:49:46 PM] Amir Makhali
15
1d20 + 11 = 4 + 11 = 15
---------------------------
[3/6/2023, 3:49:56 PM] Amir Makhali
21
1d20 + 11 = 10 + 11 = 21
---------------------------
[3/6/2023, 3:50:02 PM] Amir Makhali
15
1d20 + 11 = 4 + 11 = 15
---------------------------
[3/6/2023, 3:50:18 PM] Amir Makhali
37
1d20 + 33 = 4 + 33 = 37
---------------------------
[3/6/2023, 3:50:25 PM] Amir Makhali
9
3d6 fire = 9 = 9
---------------------------
[3/6/2023, 3:50:36 PM] Makhali
Telekinetic Projectile (Slashing) Cantrip 3 Concentrate Manipulate Attack Cantrip
Divine Evocation You hurl a loose, unattended object that is within range and that
has 1 Bulk or less at the target. Make a spell attack roll against the target. If
you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the
object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific
traits or magic properties of the hurled item affect the attack or the
damage.Critical Success You deal double damage.Success You deal full
damage.Heightened (+1) The damage increases by 1d6. Attack MAP -5 MAP -10
Damage
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 creature Cast Time: 2
---------------------------
[3/6/2023, 3:50:43 PM] Amir Makhali
34
1d20 + 33 = 1 + 33 = 34
---------------------------
[3/6/2023, 3:50:49 PM] Amir Makhali
14
3d6 + 4 slashing = 14 = 14
---------------------------
[3/6/2023, 3:51:29 PM] Makhali
Luz laçinante Spell 3 Concentrate Manipulate Attack Divine Evocation Fire Good
Light You shoot a blazing ray of light tinged with holy energy. Make a ranged spell
attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal
an extra 5d6 good damage.If the light passes through an area of magical darkness or
targets a creature affected by magical darkness, searing light attempts to
counteract the darkness. If you need to determine whether the light passes through
an area of darkness, draw a line between yourself and the spell's targetCritical
Success The target takes double fire damage, as well as double good damage if a
fiend or undead.Success The target takes full damageHeightened (+1) The fire damage
increases by 2d6, and the good damage against fiends and undead increases by
2d6.Leveled Good Damage Attack MAP -5 MAP -10
Damage
Counteract
Components: SV Range: 120 feet Targets: 1 creature Cast Time: 2
---------------------------
[3/6/2023, 3:51:36 PM] Amir Makhali
40
1d20 + 33 = 7 + 33 = 40
---------------------------
[3/6/2023, 3:51:39 PM] Amir Makhali
13
5d6 fire = 13 = 13
---------------------------
[3/6/2023, 3:51:50 PM] Amir Makhali
29
1d20 + 11 = 18 + 11 = 29
---------------------------
[3/6/2023, 3:51:58 PM] Amir Makhali
10
5d6 fire = 10 = 10
---------------------------
[3/6/2023, 3:53:54 PM] Makhali
Laser Lunar Focus 3 Concentrate Manipulate Attack Cleric Divine Evocation Fire
Light You shine a ray of moonlight. Make a spell attack roll. The beam of light
deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses,
resistances, and the like.Critical Success The beam deals double damage, and the
target is Dazzled for 1 minute.Success The beam deals full damage, and the target
is Dazzled for 1 round.Heightened (+1) The ray's damage increases by 1d6. Attack
MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/6/2023, 3:54:01 PM] Amir Makhali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[3/6/2023, 3:57:39 PM] Makhali
Luz laçinante Spell 3 Concentrate Manipulate Attack Divine Evocation Fire Good
Light You shoot a blazing ray of light tinged with holy energy. Make a ranged spell
attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal
an extra 5d6 good damage.If the light passes through an area of magical darkness or
targets a creature affected by magical darkness, searing light attempts to
counteract the darkness. If you need to determine whether the light passes through
an area of darkness, draw a line between yourself and the spell's targetCritical
Success The target takes double fire damage, as well as double good damage if a
fiend or undead.Success The target takes full damageHeightened (+1) The fire damage
increases by 2d6, and the good damage against fiends and undead increases by
2d6.Leveled Good Damage Attack MAP -5 MAP -10
Damage
Counteract
Components: SV Range: 120 feet Targets: 1 creature Cast Time: 2
---------------------------
[3/6/2023, 3:57:46 PM] Amir Makhali
26
1d20 + 11 = 15 + 11 = 26
---------------------------
[3/6/2023, 3:57:51 PM] Amir Makhali
14
5d6 fire = 14 = 14
---------------------------
[3/6/2023, 3:57:59 PM] Makhali
13
5d6 = 13 = 13
---------------------------
[3/6/2023, 3:58:45 PM] Makhali
Roaring Applause Spell 3 Concentrate Manipulate Divine Emotion Enchantment Mental
Your flamboyant flourish invokes such powerful feelings in your audience that you
incite cheers and applause. Targets of this spell must be able to see, hear, or
otherwise understand you. The targets must attempt a Will save.Critical Success The
target is unaffected.Success The target becomes mildly distracted by your display
and applauds while it isn't fully occupied. It can't use reactions.Failure The
target applauds you so vigorously that it can't use reactions and is Slowed 1. The
applause is so involved that it has the manipulate trait. This triggers reactions
based on the manipulate trait at the start of the target's turn.Critical Failure As
failure, plus the target is so distracted by its vigorous applauding of you that
it's Fascinated with you.Heightened (6th) You can target up to 10 creatures. Save
DC 21 Will Components: SV Range: 60 feet Targets: 1 creature Cast Time: 2 Duration:
sustained
---------------------------
[3/6/2023, 3:58:49 PM] Amir Makhali
15
1d20 + 11 = 4 + 11 = 15
---------------------------
[3/6/2023, 4:01:42 PM] Makhali
Shield Block General
Trigger While you have your shield raised, you would take damage from a physical
attackYou snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield
each take any remaining damage, possibly breaking or destroying the shield.
Level 1 Reaction
---------------------------
[3/6/2023, 4:01:51 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/6/2023, 4:10:24 PM] Makhali
Battle Medicine General Healing Manipulate Skill
Requirements You are holding or wearing healer's tools.You can patch up yourself or
an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, and restore a
corresponding amount of Hit Points; this does not remove the
@UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2]{Wounded} condition. As with
Treat Wounds, you can attempt checks against higher DCs if you have the minimum
proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-
effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.Editors note
Paizo has clarified the usage of worn tools:Worn tools should only take 1 hand to
use, as you only draw the things you need from the kit and not the entire kit. This
has been marked for future errata.
Level 1 Action
---------------------------
[3/6/2023, 4:14:48 PM] Makhali
Battle Medicine General Healing Manipulate Skill
Requirements You are holding or wearing healer's tools.You can patch up yourself or
an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, and restore a
corresponding amount of Hit Points; this does not remove the
@UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2]{Wounded} condition. As with
Treat Wounds, you can attempt checks against higher DCs if you have the minimum
proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-
effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.Editors note
Paizo has clarified the usage of worn tools:Worn tools should only take 1 hand to
use, as you only draw the things you need from the kit and not the entire kit. This
has been marked for future errata.
Level 1 Action
---------------------------
[3/6/2023, 4:15:03 PM] Makhali
Shield Block General
Trigger While you have your shield raised, you would take damage from a physical
attackYou snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield
each take any remaining damage, possibly breaking or destroying the shield.
Level 1 Reaction
---------------------------
[3/6/2023, 4:15:17 PM] Makhali
Battle Medicine General Healing Manipulate Skill
Requirements You are holding or wearing healer's tools.You can patch up yourself or
an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, and restore a
corresponding amount of Hit Points; this does not remove the
@UUID[Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2]{Wounded} condition. As with
Treat Wounds, you can attempt checks against higher DCs if you have the minimum
proficiency rank. The target is then temporarily @UUID[Compendium.pf2e.feat-
effects.2XEYQNZTCGpdkyR6]{immune} to your Battle Medicine for 1 day.Editors note
Paizo has clarified the usage of worn tools:Worn tools should only take 1 hand to
use, as you only draw the things you need from the kit and not the entire kit. This
has been marked for future errata.
Level 1 Action
---------------------------
[3/6/2023, 4:15:22 PM] Amir Makhali
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/6/2023, 4:15:22 PM] Amir Makhali
2d8 + 15 = 19 = 19
---------------------------
[3/6/2023, 4:18:25 PM] Makhali
Telekinetic Projectile (Piercing) Cantrip 3 Concentrate Manipulate Attack Cantrip
Divine Evocation You hurl a loose, unattended object that is within range and that
has 1 Bulk or less at the target. Make a spell attack roll against the target. If
you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the
object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific
traits or magic properties of the hurled item affect the attack or the
damage.Critical Success You deal double damage.Success You deal full
damage.Heightened (+1) The damage increases by 1d6. Attack MAP -5 MAP -10
Damage
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 creature Cast Time: 2
---------------------------
[3/6/2023, 4:18:31 PM] Amir Makhali
43
1d20 + 33 = 10 + 33 = 43
---------------------------
[3/6/2023, 4:19:02 PM] Amir Makhali
18
1d20 + 11 = 7 + 11 = 18
---------------------------
[3/6/2023, 4:19:15 PM] Amir Makhali
26
1d20 + 11 = 15 + 11 = 26
---------------------------
[3/6/2023, 4:19:28 PM] Amir Makhali
12
1d20 + 11 = 1 + 11 = 12
---------------------------
[3/6/2023, 4:19:46 PM] Amir Makhali
16
1d20 + 11 = 5 + 11 = 16
---------------------------
[3/6/2023, 4:20:10 PM] Amir Makhali
18
1d20 + 11 = 7 + 11 = 18
---------------------------
[3/6/2023, 4:20:53 PM] Amir Makhali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[3/6/2023, 4:21:05 PM] Amir Makhali
17
1d20 + 11 = 6 + 11 = 17
---------------------------
[3/6/2023, 4:21:23 PM] Amir Makhali
29
1d20 + 11 = 18 + 11 = 29
---------------------------
[3/6/2023, 4:22:18 PM] Makhali
Electric Arc Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/6/2023, 4:22:20 PM] Amir Makhali
10
3d4 + 4 electricity = 10 = 10
---------------------------
[3/6/2023, 4:22:47 PM] Makhali
Vazio planetário Focus 3 Concentrate Manipulate Cold Cursebound Divine Evocation
Oracle You call upon the frigid depths of outer space to bring a terrible chill to
your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage
immediately and the first time each round you Sustain the Spell on future turns,
with a basic Fortitude save.The target is Fatigued for as long as the effect
persists.Heightened (+1) The cold damage increases by 1d6. Save DC 21 basic
Fortitude Damage
Components: SV Targets: 1 creature Cast Time: 2 Duration: sustained up to 1 minute
---------------------------
[3/6/2023, 4:22:48 PM] Amir Makhali
8
3d6 cold = 8 = 8
---------------------------
[3/6/2023, 4:23:58 PM] Amir Makhali
7
3d6 cold = 7 = 7
---------------------------
[3/6/2023, 4:30:59 PM] Makhali
Roaring Applause Spell 3 Concentrate Manipulate Divine Emotion Enchantment Mental
Your flamboyant flourish invokes such powerful feelings in your audience that you
incite cheers and applause. Targets of this spell must be able to see, hear, or
otherwise understand you. The targets must attempt a Will save.Critical Success The
target is unaffected.Success The target becomes mildly distracted by your display
and applauds while it isn't fully occupied. It can't use reactions.Failure The
target applauds you so vigorously that it can't use reactions and is Slowed 1. The
applause is so involved that it has the manipulate trait. This triggers reactions
based on the manipulate trait at the start of the target's turn.Critical Failure As
failure, plus the target is so distracted by its vigorous applauding of you that
it's Fascinated with you.Heightened (6th) You can target up to 10 creatures. Save
DC 21 Will Components: SV Range: 60 feet Targets: 1 creature Cast Time: 2 Duration:
sustained
---------------------------
[3/6/2023, 4:31:20 PM] Amir Makhali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[3/6/2023, 4:31:49 PM] Amir Makhali
16
1d20 + 11 = 5 + 11 = 16
---------------------------
[3/6/2023, 4:32:24 PM] Amir Makhali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[3/6/2023, 4:32:45 PM] Amir Makhali
12
1d20 + 11 = 1 + 11 = 12
---------------------------
[3/6/2023, 4:33:21 PM] Amir Makhali
22
1d20 + 11 = 11 + 11 = 22
---------------------------
[3/6/2023, 4:33:45 PM] Amir Makhali
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[3/6/2023, 4:34:06 PM] Amir Makhali
24
1d20 + 11 = 13 + 11 = 24
---------------------------
[3/6/2023, 4:34:25 PM] Amir Makhali
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[3/6/2023, 4:34:35 PM] Amir Makhali
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[3/6/2023, 4:34:52 PM] Amir Makhali
18
1d20 + 11 = 7 + 11 = 18
---------------------------
[3/6/2023, 4:35:18 PM] Amir Makhali
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[3/6/2023, 4:35:29 PM] Amir Makhali
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[3/6/2023, 4:35:49 PM] Amir Makhali
25
1d20 + 11 = 14 + 11 = 25
---------------------------
[3/6/2023, 4:38:06 PM] Makhali
Escudo compartilhado Spell 2 Concentrate Manipulate Divine Evocation You levitate
the touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/6/2023, 4:41:16 PM] Makhali
Escudo compartilhado Spell 2 Concentrate Manipulate Divine Evocation You levitate
the touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/6/2023, 4:41:59 PM] Makhali
Escudo compartilhado Spell 2 Concentrate Manipulate Divine Evocation You levitate
the touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/6/2023, 4:43:25 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/6/2023, 4:43:47 PM] Makhali
Escudo compartilhado Spell 2 Concentrate Manipulate Divine Evocation You levitate
the touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/6/2023, 4:44:53 PM] Makhali
Escudo compartilhado Spell 2 Concentrate Manipulate Divine Evocation You levitate
the touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/6/2023, 4:51:11 PM] Makhali
Luz laçinante Spell 3 Concentrate Manipulate Attack Divine Evocation Fire Good
Light You shoot a blazing ray of light tinged with holy energy. Make a ranged spell
attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal
an extra 5d6 good damage.If the light passes through an area of magical darkness or
targets a creature affected by magical darkness, searing light attempts to
counteract the darkness. If you need to determine whether the light passes through
an area of darkness, draw a line between yourself and the spell's targetCritical
Success The target takes double fire damage, as well as double good damage if a
fiend or undead.Success The target takes full damageHeightened (+1) The fire damage
increases by 2d6, and the good damage against fiends and undead increases by
2d6.Leveled Good Damage Attack MAP -5 MAP -10
Damage
Counteract
Components: SV Range: 120 feet Targets: 1 creature Cast Time: 2
---------------------------
[3/6/2023, 4:51:13 PM] Amir Makhali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[3/6/2023, 4:51:19 PM] Makhali
Apláuso maldito Spell 3 Concentrate Manipulate Divine Emotion Enchantment Mental
Your flamboyant flourish invokes such powerful feelings in your audience that you
incite cheers and applause. Targets of this spell must be able to see, hear, or
otherwise understand you. The targets must attempt a Will save.Critical Success The
target is unaffected.Success The target becomes mildly distracted by your display
and applauds while it isn't fully occupied. It can't use reactions.Failure The
target applauds you so vigorously that it can't use reactions and is Slowed 1. The
applause is so involved that it has the manipulate trait. This triggers reactions
based on the manipulate trait at the start of the target's turn.Critical Failure As
failure, plus the target is so distracted by its vigorous applauding of you that
it's Fascinated with you.Heightened (6th) You can target up to 10 creatures. Save
DC 21 Will Components: SV Range: 60 feet Targets: 1 creature Cast Time: 2 Duration:
sustained
---------------------------
[3/6/2023, 4:51:21 PM] Amir Makhali
14
1d20 + 11 = 3 + 11 = 14
---------------------------
[3/6/2023, 4:51:33 PM] Makhali
Escudo compartilhado Spell 2 Concentrate Manipulate Divine Evocation You levitate
the touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/6/2023, 4:51:43 PM] Makhali
Estrondo ensurdecedor Spell 2 Concentrate Manipulate Divine Evocation Sonic A
cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt
a Fortitude save.Critical Success The creature is unaffected.Success The creature
takes half damage.Failure The creature takes full damage and is Deafened for 1
round.Critical Failure The creature takes double damage, is Deafened for 1 minute,
and is Stunned 1.Heightened (+1) The damage increases by 1d10. Save DC 21 Fortitude
Damage
Place 10-Foot Burst
Components: SV Range: 30 feet Area: 10 Foot Burst Cast Time: 2
---------------------------
[3/6/2023, 4:51:48 PM] Amir Makhali
18
2d10 sonic = 18 = 18
---------------------------
[3/6/2023, 4:53:45 PM] Amir Makhali
11
2d10 sonic = 11 = 11
---------------------------
[3/6/2023, 4:54:43 PM] Amir Makhali
7
2d10 sonic = 7 = 7
---------------------------
[3/6/2023, 4:54:59 PM] Amir Makhali
8
2d10 sonic = 8 = 8
---------------------------
[3/6/2023, 4:55:04 PM] Amir Makhali
4
2d10 sonic = 4 = 4
---------------------------
[3/6/2023, 4:55:31 PM] Makhali
Heal (vs. Living) Spell 1 Concentrate Manipulate Divine Healing Necromancy Positive
You channel positive energy to heal the living or damage the undead. If the target
is a willing living creature, you restore 1d8 Hit Points. If the target is undead,
you deal that amount of positive damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets,
range, area, and other parameters.1 (somatic) The spell has a range of touch.2
(verbal, somatic) The spell has a range of 30 feet. If you're healing a living
creature, increase the Hit Points restored by 83 (material, somatic, verbal) You
disperse positive energy in a 30-foot emanation. This targets all living and undead
creatures in the burst.Heightened (+1) The amount of healing or damage increases by
1d8, and the extra healing for the 2-action version increases by 8. Healing
Select Other Variant Components: SV Range: 30 feet Targets: 1 willing living
creature or 1 undead Cast Time: 2
---------------------------
[3/6/2023, 4:55:33 PM] Amir Makhali
15
1d8 + 8 positive = 15 = 15
---------------------------
[3/6/2023, 4:57:52 PM] Makhali
Heal (vs. Living) Spell 3 Concentrate Manipulate Divine Healing Necromancy Positive
You channel positive energy to heal the living or damage the undead. If the target
is a willing living creature, you restore 1d8 Hit Points. If the target is undead,
you deal that amount of positive damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets,
range, area, and other parameters.1 (somatic) The spell has a range of touch.2
(verbal, somatic) The spell has a range of 30 feet. If you're healing a living
creature, increase the Hit Points restored by 83 (material, somatic, verbal) You
disperse positive energy in a 30-foot emanation. This targets all living and undead
creatures in the burst.Heightened (+1) The amount of healing or damage increases by
1d8, and the extra healing for the 2-action version increases by 8. Healing
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 willing living creature or 1 undead Cast Time: 2
---------------------------
[3/6/2023, 4:57:53 PM] Amir Makhali
36
3d8 + 24 positive = 36 = 36
---------------------------
[3/6/2023, 4:58:41 PM] Makhali
Fonte da vida Spell 2 Manipulate Divine Healing Necromancy Positive You channel
positive energy to heal the living or damage the undead. If the target is a willing
living creature, you restore 1d8 Hit Points. If the target is undead, you deal that
amount of positive damage to it, and it gets a basic Fortitude save. The number of
actions you spend when Casting this Spell determines its targets, range, area, and
other parameters.1 (somatic) The spell has a range of touch.2 (verbal, somatic) The
spell has a range of 30 feet. If you're healing a living creature, increase the Hit
Points restored by 83 (material, somatic, verbal) You disperse positive energy in a
30-foot emanation. This targets all living and undead creatures in the
burst.Heightened (+1) The amount of healing or damage increases by 1d8, and the
extra healing for the 2-action version increases by 8. Save DC 21 basic Fortitude
Healing
Select Other Variant Base: 1st Heightened: +1 Components: S Range: touch Targets: 1
willing living creature or 1 undead Cast Time: 1
---------------------------
[3/6/2023, 4:58:43 PM] Amir Makhali
9
2d8 positive = 9 = 9
---------------------------
[3/6/2023, 4:58:52 PM] F. Drake II
=]
---------------------------
[3/6/2023, 4:58:56 PM] Makhali
hehe
---------------------------
[3/6/2023, 4:59:23 PM] Amir Makhali
7
2d8 positive = 7 = 7
---------------------------
[3/6/2023, 5:00:28 PM] Amir Makhali
14
2d8 positive = 14 = 14
---------------------------
[3/6/2023, 5:00:40 PM] Amir Makhali
12
2d8 positive = 12 = 12
---------------------------
[3/6/2023, 5:01:04 PM] F. Drake II
19
1d20 = 19 = 19
---------------------------
[3/6/2023, 5:01:32 PM] Makhali
Visão das trevas Spell 1 Concentrate Manipulate Divine Emotion Enchantment Fear
Mental You plant fear in the target; it must attempt a Will save.Critical Success
The target is unaffected.Success The target is Frightened 1.Failure The target is
Frightened 2.Critical Failure The target is Frightened 3 and Fleeing for 1
round.Heightened (3rd) You can target up to five creatures. Save DC 21 Will
Components: SV Range: 30 feet Targets: 1 creature Cast Time: 2 Duration: varies
---------------------------
[3/6/2023, 5:01:35 PM] Amir Makhali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[3/6/2023, 5:01:42 PM] Amir Makhali
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[3/6/2023, 5:02:00 PM] Amir Makhali
28
1d20 + 11 = 17 + 11 = 28
---------------------------
[3/6/2023, 5:03:01 PM] Makhali
Não morra Cantrip 3 Concentrate Manipulate Cantrip Divine Healing Necromancy
Positive Positive energy shuts death's door. The target loses the Dying condition,
though it remains Unconscious at 0 Hit Points. Base: 1st Heightened: +2 Components:
SV Range: 30 feet Targets: 1 dying creature Cast Time: 2
---------------------------
[3/6/2023, 5:03:13 PM] Makhali
Não morra Cantrip 3 Concentrate Manipulate Cantrip Divine Healing Necromancy
Positive Positive energy shuts death's door. The target loses the Dying condition,
though it remains Unconscious at 0 Hit Points. Base: 1st Heightened: +2 Components:
SV Range: 30 feet Targets: 1 dying creature Cast Time: 2
---------------------------
[3/6/2023, 5:03:18 PM] Makhali
Não morra Cantrip 3 Concentrate Manipulate Cantrip Divine Healing Necromancy
Positive Positive energy shuts death's door. The target loses the Dying condition,
though it remains Unconscious at 0 Hit Points. Base: 1st Heightened: +2 Components:
SV Range: 30 feet Targets: 1 dying creature Cast Time: 2
---------------------------
[3/6/2023, 5:03:45 PM] Makhali
Raios gêmeos Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/6/2023, 5:03:47 PM] Amir Makhali
11
3d4 + 4 electricity = 11 = 11
---------------------------
[3/6/2023, 5:04:02 PM] Makhali
Estrondo ensurdecedor Spell 2 Concentrate Manipulate Divine Evocation Sonic A
cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt
a Fortitude save.Critical Success The creature is unaffected.Success The creature
takes half damage.Failure The creature takes full damage and is Deafened for 1
round.Critical Failure The creature takes double damage, is Deafened for 1 minute,
and is Stunned 1.Heightened (+1) The damage increases by 1d10. Save DC 21 Fortitude
Damage
Place 10-Foot Burst
Components: SV Range: 30 feet Area: 10 Foot Burst Cast Time: 2
---------------------------
[3/6/2023, 5:04:05 PM] F. Drake II
5
1d20 = 5 = 5
---------------------------
[3/6/2023, 5:04:07 PM] Amir Makhali
13
2d10 sonic = 13 = 13
---------------------------
[3/6/2023, 5:04:16 PM] Makhali
Telekinetic Projectile (Slashing) Cantrip 3 Concentrate Manipulate Attack Cantrip
Divine Evocation You hurl a loose, unattended object that is within range and that
has 1 Bulk or less at the target. Make a spell attack roll against the target. If
you hit, you deal bludgeoning, piercing, or slashing damage-as appropriate for the
object you hurled-equal to 1d6 plus your spellcasting ability modifier. No specific
traits or magic properties of the hurled item affect the attack or the
damage.Critical Success You deal double damage.Success You deal full
damage.Heightened (+1) The damage increases by 1d6. Attack MAP -5 MAP -10
Damage
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 creature Cast Time: 2
---------------------------
[3/6/2023, 5:04:20 PM] Amir Makhali
26
1d20 + 11 = 15 + 11 = 26
---------------------------
[3/6/2023, 5:04:23 PM] F. Drake II
5
1d20 = 5 = 5
---------------------------
[3/6/2023, 5:04:32 PM] Amir Makhali
20
3d6 + 4 slashing = 20 = 20
---------------------------
[3/6/2023, 5:04:43 PM] Makhali
Vazio planetário Focus 3 Concentrate Manipulate Cold Cursebound Divine Evocation
Oracle You call upon the frigid depths of outer space to bring a terrible chill to
your enemy. The target is cloaked in the freezing void, which deals 3d6 cold damage
immediately and the first time each round you Sustain the Spell on future turns,
with a basic Fortitude save.The target is Fatigued for as long as the effect
persists.Heightened (+1) The cold damage increases by 1d6. Save DC 21 basic
Fortitude Damage
Components: SV Targets: 1 creature Cast Time: 2 Duration: sustained up to 1 minute
---------------------------
[3/6/2023, 5:04:46 PM] Amir Makhali
15
3d6 cold = 15 = 15
---------------------------
[3/6/2023, 5:05:00 PM] Makhali
Laser Lunar Focus 3 Concentrate Manipulate Attack Cleric Divine Evocation Fire
Light You shine a ray of moonlight. Make a spell attack roll. The beam of light
deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses,
resistances, and the like.Critical Success The beam deals double damage, and the
target is Dazzled for 1 minute.Success The beam deals full damage, and the target
is Dazzled for 1 round.Heightened (+1) The ray's damage increases by 1d6. Attack
MAP -5 MAP -10
Damage
Base: 1st Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/6/2023, 5:05:02 PM] Amir Makhali
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/6/2023, 5:05:07 PM] Amir Makhali
16
3d6 fire = 16 = 16
---------------------------
[3/6/2023, 5:05:13 PM] Makhali
Luz laçinante Spell 3 Concentrate Manipulate Attack Divine Evocation Fire Good
Light You shoot a blazing ray of light tinged with holy energy. Make a ranged spell
attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal
an extra 5d6 good damage.If the light passes through an area of magical darkness or
targets a creature affected by magical darkness, searing light attempts to
counteract the darkness. If you need to determine whether the light passes through
an area of darkness, draw a line between yourself and the spell's targetCritical
Success The target takes double fire damage, as well as double good damage if a
fiend or undead.Success The target takes full damageHeightened (+1) The fire damage
increases by 2d6, and the good damage against fiends and undead increases by
2d6.Leveled Good Damage Attack MAP -5 MAP -10
Damage
Counteract
Components: SV Range: 120 feet Targets: 1 creature Cast Time: 2
---------------------------
[3/6/2023, 5:05:15 PM] Amir Makhali
24
1d20 + 11 = 13 + 11 = 24
---------------------------
[3/6/2023, 5:05:18 PM] Amir Makhali
20
5d6 fire = 20 = 20
---------------------------
[3/6/2023, 5:05:25 PM] Makhali
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Components: SV Targets: you and allies in the area Area: 5 Foot Emanation Cast
Time: 2 Duration: 1 minute
---------------------------
[3/6/2023, 5:06:24 PM] F. Drake II
12
1d20 = 12 = 12
---------------------------
[3/6/2023, 5:06:33 PM] Makhali
Haunting Hymn Cantrip 3 Concentrate Manipulate Auditory Cantrip Divine Evocation
Sonic You echo a jarring hymn that only creatures in the area can hear. The hymn
deals sonic damage equal to your spellcasting ability modifier, with a basic
Fortitude save. If a target critically fails the save, it's also Deafened for 1
minute.Heightened (+2) The damage increases by 1d6. Save DC 21 basic Fortitude
Damage
Place 15-Foot Cone
Base: 1st Heightened: +2 Components: SV Area: 15 Foot Cone Cast Time: 2
---------------------------
[3/6/2023, 5:06:46 PM] Amir Makhali
10
1d6 + 4 sonic = 10 = 10
---------------------------
[3/6/2023, 5:08:02 PM] Makhali
Heal (vs. Living) Spell 3 Concentrate Manipulate Divine Healing Necromancy Positive
You channel positive energy to heal the living or damage the undead. If the target
is a willing living creature, you restore 1d8 Hit Points. If the target is undead,
you deal that amount of positive damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets,
range, area, and other parameters.1 (somatic) The spell has a range of touch.2
(verbal, somatic) The spell has a range of 30 feet. If you're healing a living
creature, increase the Hit Points restored by 83 (material, somatic, verbal) You
disperse positive energy in a 30-foot emanation. This targets all living and undead
creatures in the burst.Heightened (+1) The amount of healing or damage increases by
1d8, and the extra healing for the 2-action version increases by 8. Healing
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 willing living creature or 1 undead Cast Time: 2
---------------------------
[3/6/2023, 5:08:04 PM] Amir Makhali
40
3d8 + 24 positive = 40 = 40
---------------------------
[3/6/2023, 5:08:11 PM] F. Drake II
20
1d20 = 20 = 20
---------------------------
[3/6/2023, 5:08:20 PM] Amir Makhali
35
3d8 + 24 positive = 35 = 35
---------------------------
[3/6/2023, 5:08:49 PM] Makhali
Luz de Chorar Cantrip 3 Concentrate Manipulate Cantrip Divine Evocation Light The
object glows, casting bright light in a 20-foot radius (and dim light for the next
20 feet) like a torch. If you cast this spell again on a second object, the light
spell on the first object ends.Spell Effect: LightHeightened (4th) The object sheds
bright light in a 60-foot radius (and dim light for the next 60 feet). Base: 1st
Heightened: +2 Components: SV Range: touch Targets: 1 object of 1 Bulk or less,
either unattended or possessed by you or a willing ally Cast Time: 2 Duration:
until the next time you make your daily preparations
---------------------------
[3/6/2023, 5:08:50 PM] F. Drake II
9
3d6 = 9 = 9
---------------------------
[3/6/2023, 5:09:18 PM] Makhali
Apláuso maldito Spell 3 Concentrate Manipulate Divine Emotion Enchantment Mental
Your flamboyant flourish invokes such powerful feelings in your audience that you
incite cheers and applause. Targets of this spell must be able to see, hear, or
otherwise understand you. The targets must attempt a Will save.Critical Success The
target is unaffected.Success The target becomes mildly distracted by your display
and applauds while it isn't fully occupied. It can't use reactions.Failure The
target applauds you so vigorously that it can't use reactions and is Slowed 1. The
applause is so involved that it has the manipulate trait. This triggers reactions
based on the manipulate trait at the start of the target's turn.Critical Failure As
failure, plus the target is so distracted by its vigorous applauding of you that
it's Fascinated with you.Heightened (6th) You can target up to 10 creatures. Save
DC 21 Will Components: SV Range: 60 feet Targets: 1 creature Cast Time: 2 Duration:
sustained
---------------------------
[3/6/2023, 5:09:37 PM] Makhali
Cone de purpurina Focus 3 Concentrate Manipulate Cursebound Divine Evocation Fire
Light Oracle You fling a spray of tiny shooting stars, dealing 1d4 fire damage.
Each creature in the area must attempt a Reflex save.Critical Success The creature
is unaffected.Success The creature takes half damage and is Dazzled for 1
round.Failure The creature takes full damage and is Dazzled for 3 rounds.Critical
Failure The creature takes double damage and is Dazzled for 1 minute.Heightened
(+1) Increase the damage by 1d4. Save DC 21 Reflex Damage
Place 15-Foot Cone
Base: 1st Heightened: +2 Components: SV Area: 15 Foot Cone Cast Time: 2
---------------------------
[3/6/2023, 5:09:40 PM] F. Drake II
5
1d20 = 5 = 5
---------------------------
[3/6/2023, 5:09:50 PM] Amir Makhali
7
3d4 fire = 7 = 7
---------------------------
[3/6/2023, 5:10:08 PM] F. Drake II
23
6d6 = 23 = 23
---------------------------
[3/6/2023, 5:11:43 PM] F. Drake II
1
1d20 = 1 = 1
---------------------------
[3/6/2023, 5:13:49 PM] F. Drake II
18
1d20 = 18 = 18
---------------------------
[3/6/2023, 5:14:29 PM] F. Drake II
5
1d6 = 5 = 5
---------------------------
[3/6/2023, 5:16:48 PM] F. Drake II
12
1d20 = 12 = 12
---------------------------
[3/6/2023, 5:16:53 PM] F. Drake II
5
1d20 = 5 = 5
---------------------------
[3/6/2023, 5:17:01 PM] F. Drake II
10
1d20 = 10 = 10
---------------------------
[3/6/2023, 5:17:28 PM] F. Drake II
15
3d6 = 15 = 15
---------------------------
[3/6/2023, 5:18:13 PM] F. Drake II
3
1d20 = 3 = 3
---------------------------
[3/6/2023, 5:19:09 PM] F. Drake II
11
1d20 = 11 = 11
---------------------------
[3/6/2023, 5:19:58 PM] F. Drake II
15
1d20 = 15 = 15
---------------------------
[3/6/2023, 5:20:04 PM] F. Drake II
19
1d20 = 19 = 19
---------------------------
[3/6/2023, 5:20:08 PM] F. Drake II
14
1d20 = 14 = 14
---------------------------
[3/6/2023, 5:20:40 PM] F. Drake II
22
6d6 = 22 = 22
---------------------------
[3/6/2023, 5:21:03 PM] F. Drake II
11
1d20 = 11 = 11
---------------------------
[3/6/2023, 5:22:33 PM] F. Drake II
14
1d20 = 14 = 14
---------------------------
[3/6/2023, 5:22:37 PM] F. Drake II
12
1d20 = 12 = 12
---------------------------
[3/6/2023, 5:22:43 PM] F. Drake II
2
1d20 = 2 = 2
---------------------------
[3/6/2023, 5:23:23 PM] F. Drake II
12
3d6 = 12 = 12
---------------------------
[3/6/2023, 5:24:52 PM] F. Drake II
14
1d20 = 14 = 14
---------------------------
[3/6/2023, 5:24:57 PM] F. Drake II
1
1d20 = 1 = 1
---------------------------
[3/6/2023, 5:25:01 PM] F. Drake II
19
1d20 = 19 = 19
---------------------------
[3/6/2023, 5:25:09 PM] F. Drake II
12
6d6 = 12 = 12
---------------------------
[3/6/2023, 5:37:04 PM] F. Drake II
16
1d20 = 16 = 16
---------------------------
[3/6/2023, 5:37:15 PM] F. Drake II
4
1d20 = 4 = 4
---------------------------
[3/6/2023, 5:37:33 PM] F. Drake II
3
1d20 = 3 = 3
---------------------------
[3/6/2023, 5:38:38 PM] F. Drake II
11
1d20 = 11 = 11
---------------------------
[3/6/2023, 5:41:36 PM] F. Drake II
13
4d6 = 13 = 13
---------------------------
[3/6/2023, 5:42:00 PM] F. Drake II
11
1d20 = 11 = 11
---------------------------
[3/6/2023, 5:42:06 PM] F. Drake II
20
1d20 = 20 = 20
---------------------------
[3/6/2023, 5:42:11 PM] F. Drake II
5
1d20 = 5 = 5
---------------------------
[3/6/2023, 5:43:33 PM] F. Drake II
56
6d10 + 26 = 56 = 56
---------------------------
[3/6/2023, 5:44:02 PM] F. Drake II
26
3d8 + 13 = 26 = 26
---------------------------
[3/6/2023, 5:46:01 PM] F. Drake II
4
1d20 = 4 = 4
---------------------------
[3/6/2023, 5:46:12 PM] F. Drake II
8
1d20 = 8 = 8
---------------------------
[3/6/2023, 5:46:17 PM] F. Drake II
10
1d20 = 10 = 10
---------------------------
[3/6/2023, 5:48:11 PM] F. Drake II
8
1d20 = 8 = 8
---------------------------
[3/6/2023, 5:48:19 PM] F. Drake II
1
1d20 = 1 = 1
---------------------------
[3/6/2023, 5:48:51 PM] F. Drake II
12
1d20 = 12 = 12
---------------------------
[3/7/2023, 3:01:52 PM] Makhali
Shield Block General
Trigger While you have your shield raised, you would take damage from a physical
attackYou snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield
each take any remaining damage, possibly breaking or destroying the shield.
Level 1 Reaction
---------------------------
[3/7/2023, 3:02:10 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/12/2023, 8:36:51 PM] Justifer
@UUID[Macro.9KXQzH1dRzlxne3p]{Champion Resistance}
---------------------------
[3/12/2023, 8:43:38 PM] Amir Makhali
12
1d20 + 9 = 3 + 9 = 12
---------------------------
[3/12/2023, 8:44:15 PM] Makhali
Spell Effect: Light Granted by @UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]
{Light}The object glows, casting bright light in a 20-foot radius (and dim light
for the next 20 feet) like a torch. If you cast this spell again on a second
object, the light spell on the first object ends.Heightened (4th) The object sheds
bright light in a 60-foot radius (and dim light for the next 60 feet).
---------------------------
[3/12/2023, 8:45:50 PM] Makhali
Shield Block General
Trigger While you have your shield raised, you would take damage from a physical
attackYou snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield
each take any remaining damage, possibly breaking or destroying the shield.
Level 1 Reaction
---------------------------
[3/12/2023, 8:46:13 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/12/2023, 8:48:02 PM] Ranminsquien, o Esquecível
29
1d20 + 11 = 18 + 11 = 29
---------------------------
[3/12/2023, 8:49:09 PM] Makhali
vamos nos recuperar
---------------------------
[3/12/2023, 8:49:59 PM] Amir Makhali
31
1d20 + 12 = 19 + 12 = 31
---------------------------
[3/12/2023, 8:49:59 PM] Amir Makhali
4d8 + 15 = 36 = 36
---------------------------
[3/12/2023, 8:55:22 PM] Justifer
Justifer is healed for 36 damage.
---------------------------
[3/12/2023, 8:55:26 PM] Makhali
Makhali is healed for 21 damage.
---------------------------
[3/12/2023, 8:55:28 PM] F. Drake II
F. Drake II is healed for 12 damage.
---------------------------
[3/12/2023, 8:55:31 PM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível is healed for 11 damage.
---------------------------
[3/12/2023, 8:55:48 PM] Justifer
Regains 1 focus points.
---------------------------
[3/12/2023, 8:56:34 PM] Justifer
Wayfinder Uncommon Evocation Invested Magical
This compact compass repurposes ancient technology to draw fantastic powers from
the mysterious magical items called aeon stones. It serves as a badge of office for
agents of the Pathfinder Society and as a status symbol among adventurers of any
stripe. A wayfinder functions as a compass.An indentation in the middle of the
wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation
provides you all the benefits of having the aeon stone orbiting your head, but it
protects the stone from being noticed or stolen as easily. You invest a wayfinder
and the aeon stone within it simultaneously, and they count as only one item toward
your investiture limit. An invested aeon stone slotted in a wayfinder also grants
its resonant power.If you have more than one wayfinder with an invested aeon stone
on your person at a given time, destructive interference from their resonance
prevents you from gaining benefits from any of them. You can still benefit from
additional aeon stones orbiting your head, just not in wayfinders.Activate A
commandEffect The wayfinder is targeted by a 1st-level
@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]{Light} spell.
Item 2 Price: 28 gp
---------------------------
[3/12/2023, 8:57:08 PM] Makhali
Luz de Chorar Cantrip 3 Concentrate Manipulate Cantrip Divine Evocation Light The
object glows, casting bright light in a 20-foot radius (and dim light for the next
20 feet) like a torch. If you cast this spell again on a second object, the light
spell on the first object ends.Spell Effect: LightHeightened (4th) The object sheds
bright light in a 60-foot radius (and dim light for the next 60 feet). Base: 1st
Heightened: +2 Components: SV Range: touch Targets: 1 object of 1 Bulk or less,
either unattended or possessed by you or a willing ally Cast Time: 2 Duration:
until the next time you make your daily preparations
---------------------------
[3/12/2023, 8:57:25 PM] Justifer
Wayfinder Uncommon Evocation Invested Magical
This compact compass repurposes ancient technology to draw fantastic powers from
the mysterious magical items called aeon stones. It serves as a badge of office for
agents of the Pathfinder Society and as a status symbol among adventurers of any
stripe. A wayfinder functions as a compass.An indentation in the middle of the
wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation
provides you all the benefits of having the aeon stone orbiting your head, but it
protects the stone from being noticed or stolen as easily. You invest a wayfinder
and the aeon stone within it simultaneously, and they count as only one item toward
your investiture limit. An invested aeon stone slotted in a wayfinder also grants
its resonant power.If you have more than one wayfinder with an invested aeon stone
on your person at a given time, destructive interference from their resonance
prevents you from gaining benefits from any of them. You can still benefit from
additional aeon stones orbiting your head, just not in wayfinders.Activate A
commandEffect The wayfinder is targeted by a 1st-level
@UUID[Compendium.pf2e.spells-srd.WBmvzNDfpwka3qT4]{Light} spell.
Item 2 Price: 28 gp
---------------------------
[3/12/2023, 9:01:35 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/12/2023, 9:02:51 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/12/2023, 9:03:45 PM] Justifer
@UUID[Macro.WuFaradFRQoS17Zv]{Exploration Activities}
---------------------------
[3/12/2023, 9:06:23 PM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/12/2023, 9:07:59 PM] Justifer
29
1d20 + 9 = 20 + 9 = 29
---------------------------
[3/12/2023, 9:10:03 PM] Amir Makhali
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/12/2023, 9:10:12 PM] Salt Stalker
26
1d20 + 14 = 12 + 14 = 26
---------------------------
[3/12/2023, 9:10:12 PM] F. Drake II
23
1d20 + 11 = 12 + 11 = 23
---------------------------
[3/12/2023, 9:10:12 PM] Justifer
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[3/12/2023, 9:10:12 PM] Salt Stalker
24
1d20 + 12 = 12 + 12 = 24
---------------------------
[3/12/2023, 9:10:13 PM] Salt Stalker
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/12/2023, 9:10:14 PM] Salt Stalker
32
1d20 + 12 = 20 + 12 = 32
---------------------------
[3/12/2023, 9:10:14 PM] Salt Scorcher
33
1d20 + 14 = 19 + 14 = 33
---------------------------
[3/12/2023, 9:10:26 PM] Ranminsquien, o Esquecível
25
1d20 + 14 = 11 + 14 = 25
---------------------------
[3/12/2023, 9:10:49 PM] Peregrina
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[3/12/2023, 9:12:02 PM] Salt Stalker
34
1d20 + 15 = 19 + 15 = 34
---------------------------
[3/12/2023, 9:12:10 PM] Salt Stalker
16
2 * (2d4 + 4) piercing = 16 = 16
---------------------------
[3/12/2023, 9:12:14 PM] lucas
lucas takes 16 damage.
---------------------------
[3/12/2023, 9:12:29 PM] Salt Stalker
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[3/12/2023, 9:14:52 PM] Salt Stalker
31
1d20 + 14 = 17 + 14 = 31
---------------------------
[3/12/2023, 9:15:01 PM] Salt Stalker
20
2d8 + 6 piercing = 20 = 20
---------------------------
[3/12/2023, 9:15:39 PM] Justifer
Justifer takes 20 damage.
---------------------------
[3/12/2023, 9:15:43 PM] Justifer
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/12/2023, 9:18:11 PM] Ranminsquien, o Esquecível
12
1d20 = 12 = 12
---------------------------
[3/12/2023, 9:18:34 PM] Ranminsquien, o Esquecível
15
1d20 + 12 = 3 + 12 = 15
---------------------------
[3/12/2023, 9:18:36 PM] Ranminsquien, o Esquecível
2
2d6 piercing = 2 = 2
---------------------------
[3/12/2023, 9:18:44 PM] Salt Stalker
Salt Stalker takes 2 damage.
---------------------------
[3/12/2023, 9:18:52 PM] Ranminsquien, o Esquecível
16
1d20 + 7 = 9 + 7 = 16
---------------------------
[3/12/2023, 9:19:48 PM] Ranminsquien, o Esquecível
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[3/12/2023, 9:21:04 PM] Ranminsquien, o Esquecível
18
1d20 + 2 = 16 + 2 = 18
---------------------------
[3/12/2023, 9:22:19 PM] F. Drake II
20
1d20 + 11 = 9 + 11 = 20
---------------------------
[3/12/2023, 9:23:11 PM] Pedro
Roll Streak!F. Drake II rolled a 9 2 times in a row!
---------------------------
[3/12/2023, 9:23:11 PM] F. Drake II
21
1d20 + 12 = 9 + 12 = 21
---------------------------
[3/12/2023, 9:23:46 PM] F. Drake II
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/12/2023, 9:24:22 PM] Peregrina
15
1d20 + 14 = 1 + 14 = 15
---------------------------
[3/12/2023, 9:24:47 PM] lucas
Pétalas Dançantes Cantrip 3 Concentrate Abjuration Arcane Cantrip Force You raise a
magical shield of force. This counts as using the Raise a Shield action, giving you
a +1 circumstance bonus to AC until the start of your next turn, but it doesn't
require a hand to use.While the spell is in effect, you can use the Shield Block
reaction with your magic shield. The shield has Hardness 5. After you use Shield
Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal
Shield Block, you can use the spell's reaction against the Magic Missile
spell.Heightening the spell increases the shield's Hardness.Spell Effect:
ShieldEffect: Shield ImmunityHeightened (3rd) The shield has Hardness 10.Heightened
(5th) The shield has Hardness 15.Heightened (7th) The shield has Hardness
20.Heightened (9th) The shield has Hardness 25. Base: 1th Heightened: +2
Components: V Cast Time: 1 Duration: until the start of your next turn
---------------------------
[3/12/2023, 9:24:58 PM] Makhali
Raios gêmeos Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/12/2023, 9:25:14 PM] Salt Stalker
28
1d20 + 13 = 15 + 13 = 28
---------------------------
[3/12/2023, 9:25:19 PM] Salt Stalker
18
1d20 + 13 = 5 + 13 = 18
---------------------------
[3/12/2023, 9:25:24 PM] Amir Makhali
12
3d4 + 4 electricity = 12 = 12
---------------------------
[3/12/2023, 9:25:29 PM] Salt Stalker
Salt Stalker takes 6 damage.
---------------------------
[3/12/2023, 9:25:33 PM] Salt Stalker
Salt Stalker takes 12 damage.
---------------------------
[3/12/2023, 9:26:29 PM] Amir Makhali
20
1d20 + 12 = 8 + 12 = 20
---------------------------
[3/12/2023, 9:26:29 PM] Amir Makhali
2d8 + 15 = 22 = 22
---------------------------
[3/12/2023, 9:26:34 PM] Justifer
Justifer is healed for 20 damage.
---------------------------
[3/12/2023, 9:27:13 PM] Justifer
18
1d20 + 14 = 4 + 14 = 18
---------------------------
[3/12/2023, 9:27:51 PM] Justifer
16
1d20 + 14 = 2 + 14 = 16
---------------------------
[3/12/2023, 9:27:57 PM] Justifer
16
1d20 + 9 = 7 + 9 = 16
---------------------------
[3/12/2023, 9:29:02 PM] Salt Scorcher
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/12/2023, 9:29:40 PM] Salt Scorcher
19
1d20 + 16 = 3 + 16 = 19
---------------------------
[3/12/2023, 9:30:20 PM] Salt Stalker
16
1d20 + 12 = 4 + 12 = 16
---------------------------
[3/12/2023, 9:30:33 PM] Salt Stalker
23
1d20 + 9 = 14 + 9 = 23
---------------------------
[3/12/2023, 9:31:16 PM] Salt Stalker
18
1d20 + 15 = 3 + 15 = 18
---------------------------
[3/12/2023, 9:31:37 PM] Salt Stalker
18
1d20 + 17 = 1 + 17 = 18
---------------------------
[3/12/2023, 9:31:54 PM] Salt Stalker
18
1d20 + 11 = 7 + 11 = 18
---------------------------
[3/12/2023, 9:32:03 PM] Salt Stalker
17
1d20 + 14 = 3 + 14 = 17
---------------------------
[3/12/2023, 9:32:06 PM] Salt Stalker
28
1d20 + 9 = 19 + 9 = 28
---------------------------
[3/12/2023, 9:32:11 PM] Salt Stalker
13
2d8 + 6 piercing = 13 = 13
---------------------------
[3/12/2023, 9:32:26 PM] Justifer
Justifer takes 13 damage.
---------------------------
[3/12/2023, 9:32:29 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/12/2023, 9:32:39 PM] Justifer
24
1d20 + 12 = 12 + 12 = 24
---------------------------
[3/12/2023, 9:32:47 PM] Makhali
Cone de purpurina Focus 3 Concentrate Manipulate Cursebound Divine Evocation Fire
Light Oracle You fling a spray of tiny shooting stars, dealing 1d4 fire damage.
Each creature in the area must attempt a Reflex save.Critical Success The creature
is unaffected.Success The creature takes half damage and is Dazzled for 1
round.Failure The creature takes full damage and is Dazzled for 3 rounds.Critical
Failure The creature takes double damage and is Dazzled for 1 minute.Heightened
(+1) Increase the damage by 1d4. Save DC 21 Reflex Damage
Place 15-Foot Cone
Base: 1st Heightened: +2 Components: SV Area: 15 Foot Cone Cast Time: 2
---------------------------
[3/12/2023, 9:33:14 PM] Salt Stalker
23
1d20 + 14 = 9 + 14 = 23
---------------------------
[3/12/2023, 9:33:17 PM] Salt Stalker
23
1d20 + 9 = 14 + 9 = 23
---------------------------
[3/12/2023, 9:33:30 PM] Salt Stalker
15
2d8 + 6 piercing = 15 = 15
---------------------------
[3/12/2023, 9:33:41 PM] F. Drake II
F. Drake II takes 15 damage.
---------------------------
[3/12/2023, 9:33:42 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/12/2023, 9:33:45 PM] Salt Stalker
17
2d8 + 6 piercing = 17 = 17
---------------------------
[3/12/2023, 9:33:45 PM] F. Drake II
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[3/12/2023, 9:33:53 PM] F. Drake II
F. Drake II takes 17 damage.
---------------------------
[3/12/2023, 9:33:56 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/12/2023, 9:34:00 PM] F. Drake II
24
1d20 + 11 = 13 + 11 = 24
---------------------------
[3/12/2023, 9:34:07 PM] Salt Stalker
11
2d4 + 4 poison = 11 = 11
---------------------------
[3/12/2023, 9:34:12 PM] F. Drake II
F. Drake II takes 11 damage.
---------------------------
[3/12/2023, 9:36:36 PM] Ranminsquien, o Esquecível
18
1d20 = 18 = 18
---------------------------
[3/12/2023, 9:36:58 PM] Ranminsquien, o Esquecível
3
1d4 = 3 = 3
---------------------------
[3/12/2023, 9:37:26 PM] Ranminsquien, o Esquecível
19
1d20 + 11 = 8 + 11 = 19
---------------------------
[3/12/2023, 9:38:17 PM] Ranminsquien, o Esquecível
17
1d20 + 12 = 5 + 12 = 17
---------------------------
[3/12/2023, 9:38:26 PM] Ranminsquien, o Esquecível
20
2 * 2d6 + 1d10 piercing = 20 = 20
---------------------------
[3/12/2023, 9:39:10 PM] Ranminsquien, o Esquecível
7
2d6 piercing = 7 = 7
---------------------------
[3/12/2023, 9:39:18 PM] Salt Scorcher
Salt Scorcher takes 7 damage.
---------------------------
[3/12/2023, 9:39:27 PM] Gamemaster
2
2 = 2 = 2
---------------------------
[3/12/2023, 9:39:30 PM] Salt Stalker
Salt Stalker takes 2 damage.
---------------------------
[3/12/2023, 9:39:31 PM] Salt Stalker
Salt Stalker takes 2 damage.
---------------------------
[3/12/2023, 9:39:32 PM] Salt Scorcher
Salt Scorcher takes 2 damage.
---------------------------
[3/12/2023, 9:39:49 PM] Ranminsquien, o Esquecível
4
2d4 + 1 = 4 = 4
---------------------------
[3/12/2023, 9:39:54 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Fire Alchemical Consumable Fire Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r
2d4+1[persistent,fire]]] to the target and [[/r (2[splash])[fire]]]{2 splash
damage} in addition to the damage the attack normally deals.
Item 5 Price: 21 gp
---------------------------
[3/12/2023, 9:39:59 PM] Ranminsquien, o Esquecível
8
2d4 + 1 = 8 = 8
---------------------------
[3/12/2023, 9:40:11 PM] Ranminsquien, o Esquecível
7
2d4 + 1 = 7 = 7
---------------------------
[3/12/2023, 9:41:16 PM] F. Drake II
32
1d20 + 13 = 19 + 13 = 32
---------------------------
[3/12/2023, 9:41:55 PM] F. Drake II
Goading Feint Swashbuckler
When you trick a foe, you can goad them into overextending their next attack.On a
@UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}, you can use the
following success and critical success effects instead of any other effects you
would gain when you Feint; if you do, other abilities that adjust the normal
effects of your Feint no longer apply. You can choose whether to use the Goading
Feint benefits or the normal benefits each time you Feint a given foe.Critical
Success The target takes a -2 circumstance penalty toall attack rolls against you
before the end of its next turn.Success The target takes a -2 circumstance penalty
to its nextattack roll against you before the end of its next turn.
Level 1 Passive
---------------------------
[3/12/2023, 9:42:16 PM] F. Drake II
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/12/2023, 9:42:40 PM] F. Drake II
21
1d20 + 14 = 7 + 14 = 21
---------------------------
[3/12/2023, 9:43:04 PM] F. Drake II
Panache Swashbuckler
You care as much about the way you accomplish something as whether you actually
accomplish it in the first place. When you perform an action with particular
bravado, you can leverage this moment of verve to perform spectacular, deadly
maneuvers. This state of flair is called panache, and you are either in a state of
panache or you are not.@UUID[Compendium.pf2e.feat-effects.uBJsxCzNhje8m8jj]{Effect:
Panache}You gain panache by successfully performing the skill check associated with
specific actions that have a bit of flair, including
@UUID[Compendium.pf2e.actionspf2e.21WIfSu7Xd7uKqV8]{Tumble Through} and additional
actions determined by your swashbuckler's style (see below). At the GM's
discretion, after succeeding at a check to perform a particularly daring action,
such as swinging on a chandelier or sliding down a drapery, you also gain panache
if your result is high enough (typically the very hard DC for your level, but the
GM can choose a different threshold).While you have panache, you gain a +5-foot
status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble
Through or to take any actions that give you panache due to your style. The precise
strike class feature also causes you to deal extra precision damage while you have
panache. Powerful finisher actions, including Confident Finisher, can be used only
while you have panache and cause you to lose your panache.Normally, you gain and
use panache only in combat encounters; when an encounter ends, you lose panache
Level 1 Passive
---------------------------
[3/12/2023, 9:43:11 PM] F. Drake II
10
2d8 + 3 + 4 bludgeoning = 10 = 10
---------------------------
[3/12/2023, 9:43:16 PM] Salt Stalker
Salt Stalker takes 10 damage.
---------------------------
[3/12/2023, 9:43:32 PM] F. Drake II
26
1d20 + 10 = 16 + 10 = 26
---------------------------
[3/12/2023, 9:43:38 PM] F. Drake II
24
2d8 + 3 + 3d6 bludgeoning = 24 = 24
---------------------------
[3/12/2023, 9:43:42 PM] Salt Stalker
Salt Stalker takes 24 damage.
---------------------------
[3/12/2023, 9:44:31 PM] Peregrina
34
1d20 + 14 = 20 + 14 = 34
---------------------------
[3/12/2023, 9:44:36 PM] lucas
46
2 * (2d8 + 4) + 1d12 slashing = 46 = 46
---------------------------
[3/12/2023, 9:44:44 PM] Salt Stalker
Salt Stalker takes 22 damage.
---------------------------
[3/12/2023, 9:44:57 PM] lucas
Prólogo: Garoa Cantrip 3 Concentrate Manipulate Arcane Cantrip Evocation Water Area
5-foot cube or 5-foot burstWater blasts upward, coming out of the ground, rising
from a pool, or even manifesting from thin air. Any creatures in the area take
bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a
basic Reflex saving throw.You can change this spell's area to a 5-foot burst,
provided you center the burst in a body of water. This body of water can be as
small as a pond or creek, but not as small as a puddle or bathtub.Heightened (+1)
The damage increases by 1d4. Save DC 20 basic Reflex Damage
Place 5-Foot Cube
Base: 1th Heightened: +2 Components: SV Range: 30 feet Area: 5 Foot Cube Cast Time:
2
---------------------------
[3/12/2023, 9:45:14 PM] Salt Stalker
14
1d20 + 13 = 1 + 13 = 14
---------------------------
[3/12/2023, 9:45:19 PM] Peregrina
7
3d4 + 3 bludgeoning = 7 = 7
---------------------------
[3/12/2023, 9:45:25 PM] Salt Stalker
Salt Stalker takes 14 damage.
---------------------------
[3/12/2023, 9:46:05 PM] Makhali
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Components: SV Targets: you and allies in the area Area: 5 Foot Emanation Cast
Time: 2 Duration: 1 minute
---------------------------
[3/12/2023, 9:47:38 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/12/2023, 9:47:53 PM] Salt Stalker
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[3/12/2023, 9:48:00 PM] Salt Scorcher
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[3/12/2023, 9:48:04 PM] Salt Stalker
26
1d20 + 12 = 14 + 12 = 26
---------------------------
[3/12/2023, 9:48:08 PM] Justifer
6
3d4 mental = 6 = 6
---------------------------
[3/12/2023, 9:48:12 PM] Salt Stalker
Salt Stalker takes 3 damage.
---------------------------
[3/12/2023, 9:48:13 PM] Salt Scorcher
Salt Scorcher takes 3 damage.
---------------------------
[3/12/2023, 9:48:13 PM] Salt Stalker
Salt Stalker takes 3 damage.
---------------------------
[3/12/2023, 9:48:33 PM] Justifer
22
1d20 + 15 = 7 + 15 = 22
---------------------------
[3/12/2023, 9:48:38 PM] Justifer
7
2d12 + 4 bludgeoning = 7 = 7
---------------------------
[3/12/2023, 9:48:42 PM] Salt Stalker
Salt Stalker takes 7 damage.
---------------------------
[3/12/2023, 9:49:25 PM] Salt Scorcher
25
1d20 + 10 = 15 + 10 = 25
---------------------------
[3/12/2023, 9:49:42 PM] Salt Scorcher
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[3/12/2023, 9:49:48 PM] Justifer
10
3d4 = 10 = 10
---------------------------
[3/12/2023, 9:49:54 PM] Salt Scorcher
Salt Scorcher takes 5 damage.
---------------------------
[3/12/2023, 9:50:11 PM] Salt Scorcher
28
1d20 + 17 = 11 + 17 = 28
---------------------------
[3/12/2023, 9:50:15 PM] Salt Scorcher
17
2d8 + 8 piercing = 17 = 17
---------------------------
[3/12/2023, 9:50:28 PM] Justifer
Justifer takes 17 damage.
---------------------------
[3/12/2023, 9:50:29 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 9:50:31 PM] Justifer
13
1d20 + 12 = 1 + 12 = 13
---------------------------
[3/12/2023, 9:50:39 PM] Justifer
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[3/12/2023, 9:50:48 PM] Salt Scorcher
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/12/2023, 9:50:48 PM] Pedro
Roll Streak!Salt Scorcher rolled a 11 2 times in a row!
---------------------------
[3/12/2023, 9:50:58 PM] Salt Scorcher
14
2d8 + 8 piercing = 14 = 14
---------------------------
[3/12/2023, 9:51:03 PM] Justifer
Justifer takes 14 damage.
---------------------------
[3/12/2023, 9:51:06 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 9:51:08 PM] Justifer
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/12/2023, 9:51:15 PM] Salt Stalker's status effects:
Slowed 1 1 Slowed 1You have fewer actions. Slowed always includes a value. When you
regain your actions at the start of your turn, reduce the number of actions you
regain by your slowed value. Because slowed has its effect at the start of your
turn, you don't immediately lose actions if you become slowed during your turn.
---------------------------
[3/12/2023, 9:51:16 PM] Pedro

---------------------------
[3/12/2023, 9:51:26 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/12/2023, 9:51:35 PM] Salt Stalker
20
1d20 + 14 = 6 + 14 = 20
---------------------------
[3/12/2023, 9:51:42 PM] Salt Stalker
17
1d20 + 9 = 8 + 9 = 17
---------------------------
[3/12/2023, 9:51:47 PM] Ranminsquien, o Esquecível
When activated, the reservoir of alchemical reagents in elemental ammunition
atomizes on impact, dealing [[/r 2d4+1[persistent,fire]]] to the target and [[/r
(2[splash])[fire]]]{2 splash damage} in addition to the damage the attack normally
deals.
---------------------------
[3/12/2023, 9:51:58 PM] Ranminsquien, o Esquecível
'[[/r 2d4+1[persistent,fire]]]
---------------------------
[3/12/2023, 9:52:01 PM] Ranminsquien, o Esquecível
6
2d4 + 1 = 6 = 6
---------------------------
[3/12/2023, 9:52:15 PM] Salt Stalker
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[3/12/2023, 9:52:19 PM] Ranminsquien, o Esquecível
0
2d4 persistent fire = 0 = 0
---------------------------
[3/12/2023, 9:52:21 PM] Justifer
7
3d4 = 7 = 7
---------------------------
[3/12/2023, 9:52:27 PM] Salt Stalker
Salt Stalker takes 3 damage.
---------------------------
[3/12/2023, 9:52:44 PM] Salt Stalker
17
1d20 + 16 = 1 + 16 = 17
---------------------------
[3/12/2023, 9:52:48 PM] Salt Stalker
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/12/2023, 9:52:52 PM] Salt Stalker
42
2 * (2d8 + 1d6 + 8) piercing = 42 = 42
---------------------------
[3/12/2023, 9:52:57 PM] F. Drake II
F. Drake II takes 29 damage.
---------------------------
[3/12/2023, 9:53:13 PM] Salt Stalker
Desiccation Venom DC DC 22 Fortitude
---------------------------
[3/12/2023, 9:53:16 PM] F. Drake II
22
1d20 + 11 = 11 + 11 = 22
---------------------------
[3/12/2023, 9:53:44 PM] Salt Stalker
12
1d20 + 10 = 2 + 10 = 12
---------------------------
[3/12/2023, 9:53:50 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/12/2023, 9:53:53 PM] Justifer
5
3d4 mental = 5 = 5
---------------------------
[3/12/2023, 9:53:57 PM] Salt Stalker
Salt Stalker takes 5 damage.
---------------------------
[3/12/2023, 9:54:18 PM] Salt Stalker
30
1d20 + 14 = 16 + 14 = 30
---------------------------
[3/12/2023, 9:54:21 PM] Salt Stalker
15
2d8 + 6 piercing = 15 = 15
---------------------------
[3/12/2023, 9:54:28 PM] Justifer
Justifer takes 15 damage.
---------------------------
[3/12/2023, 9:54:30 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/12/2023, 9:54:33 PM] Justifer
18
1d20 + 12 = 6 + 12 = 18
---------------------------
[3/12/2023, 9:54:43 PM] Salt Stalker
10
2d4 + 4 poison = 10 = 10
---------------------------
[3/12/2023, 9:54:51 PM] Justifer
Justifer takes 10 damage.
---------------------------
[3/12/2023, 9:54:59 PM] Salt Stalker
12
1d20 + 9 = 3 + 9 = 12
---------------------------
[3/12/2023, 9:55:05 PM] Salt Stalker
17
1d20 + 4 = 13 + 4 = 17
---------------------------
[3/12/2023, 9:56:24 PM] Bruno
se liga
---------------------------
[3/12/2023, 9:56:30 PM] Makhali
tu vai ter q gastar um lay on hands
---------------------------
[3/12/2023, 9:56:31 PM] Justifer
sim
---------------------------
[3/12/2023, 9:56:44 PM] Ranminsquien, o Esquecível
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[3/12/2023, 9:56:45 PM] Makhali
eu uso medicina de batalha em vc e a cura no Renato
---------------------------
[3/12/2023, 9:57:05 PM] Ranminsquien, o Esquecível
7
2d6 piercing = 7 = 7
---------------------------
[3/12/2023, 9:57:15 PM] Ranminsquien, o Esquecível
30
1d20 + 11 = 19 + 11 = 30
---------------------------
[3/12/2023, 9:58:50 PM] Salt Stalker
Salt Stalker takes 7 damage.
---------------------------
[3/12/2023, 9:59:11 PM] Salt Stalker
2
2 = 2 = 2
---------------------------
[3/12/2023, 9:59:16 PM] Justifer
Justifer takes 2 damage.
---------------------------
[3/12/2023, 9:59:16 PM] Salt Stalker
Salt Stalker takes 2 damage.
---------------------------
[3/12/2023, 9:59:32 PM] Ranminsquien, o Esquecível
13
1d20 + 7 = 6 + 7 = 13
---------------------------
[3/12/2023, 9:59:50 PM] Ranminsquien, o Esquecível
15
1d20 + 2 = 13 + 2 = 15
---------------------------
[3/12/2023, 10:00:17 PM] lucas
Forma Perfeita Spell 1 Concentrate Divination Divine Fortune A glimpse into the
future ensures your next blow strikes true. The next time you make an attack roll
before the end of your turn, roll the attack twice and use the better result. The
attack ignores circumstance penalties to the attack roll and any flat check
required due to the target being Concealed or Hidden.Spell Effect: True Strike
Components: V Cast Time: 1 Duration: until the end of your turn
---------------------------
[3/12/2023, 10:01:17 PM] Peregrina
34
2d20kh + 14 = 20 + 14 = 34
---------------------------
[3/12/2023, 10:01:17 PM] Pedro
Roll Streak!lucas rolled a 20 2 times in a row!
---------------------------
[3/12/2023, 10:01:24 PM] lucas
37
2 * (2d8 + 4) + 1d12 slashing = 37 = 37
---------------------------
[3/12/2023, 10:01:28 PM] Salt Stalker
Salt Stalker takes 37 damage.
---------------------------
[3/12/2023, 10:01:32 PM] lucas
Chamado do Mar de Fantasmas Spell 1 Arcane Attack Evocation Water You hurl a bolt
of saltwater from your extended hand. Make a ranged spell attack against a target
within range.Critical Success The creature takes 4d6 bludgeoning damage and is
Blinded for 1 round and Dazzled for 1 minute as saltwater sprays into its eyes. The
creature can spend an Interact action to rub its eyes and end the blinded
condition, but not the dazzled condition.Success The creature takes 2d6 bludgeoning
damage and is blinded for 1 round. The creature can spend an Interact action wiping
the salt water from its eyes to end the blinded condition.Heightened (+1) The
damage increases by 2d6. Attack MAP -5 MAP -10
Damage
Components: Range: 60 feet Targets: 1 creature Cast Time: 2
---------------------------
[3/12/2023, 10:01:34 PM] Peregrina
4
2d6 bludgeoning = 4 = 4
---------------------------
[3/12/2023, 10:01:40 PM] Salt Stalker
Salt Stalker takes 8 damage.
---------------------------
[3/12/2023, 10:02:30 PM] Makhali
Heal (vs. Living) Spell 3 Concentrate Manipulate Divine Healing Necromancy Positive
You channel positive energy to heal the living or damage the undead. If the target
is a willing living creature, you restore 1d8 Hit Points. If the target is undead,
you deal that amount of positive damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets,
range, area, and other parameters.1 (somatic) The spell has a range of touch.2
(verbal, somatic) The spell has a range of 30 feet. If you're healing a living
creature, increase the Hit Points restored by 83 (material, somatic, verbal) You
disperse positive energy in a 30-foot emanation. This targets all living and undead
creatures in the burst.Heightened (+1) The amount of healing or damage increases by
1d8, and the extra healing for the 2-action version increases by 8. Healing
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 willing living creature or 1 undead Cast Time: 2
---------------------------
[3/12/2023, 10:02:31 PM] Amir Makhali
36
3d8 + 24 positive = 36 = 36
---------------------------
[3/12/2023, 10:02:36 PM] Justifer
Justifer is healed for 36 damage.
---------------------------
[3/12/2023, 10:02:59 PM] Amir Makhali
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[3/12/2023, 10:02:59 PM] Amir Makhali
2d8 + 15 = 30 = 30
---------------------------
[3/12/2023, 10:03:04 PM] F. Drake II
F. Drake II is healed for 30 damage.
---------------------------
[3/12/2023, 10:03:38 PM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/12/2023, 10:03:57 PM] Justifer
19
1d20 + 14 = 5 + 14 = 19
---------------------------
[3/12/2023, 10:04:17 PM] Justifer
20
2d12 + 4 bludgeoning = 20 = 20
---------------------------
[3/12/2023, 10:04:22 PM] Salt Stalker
Salt Stalker takes 20 damage.
---------------------------
[3/12/2023, 10:04:43 PM] Justifer
28
1d20 + 9 = 19 + 9 = 28
---------------------------
[3/12/2023, 10:04:49 PM] Justifer
24
2d12 + 4 bludgeoning = 24 = 24
---------------------------
[3/12/2023, 10:04:54 PM] Salt Stalker
Salt Stalker takes 18 damage.
---------------------------
[3/12/2023, 10:05:29 PM] Salt Scorcher
30
1d20 + 17 = 13 + 17 = 30
---------------------------
[3/12/2023, 10:05:33 PM] Salt Scorcher
17
2d8 + 8 piercing = 17 = 17
---------------------------
[3/12/2023, 10:05:38 PM] Justifer
Justifer takes 17 damage.
---------------------------
[3/12/2023, 10:05:40 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 10:05:43 PM] Justifer
30
1d20 + 12 = 18 + 12 = 30
---------------------------
[3/12/2023, 10:06:16 PM] Salt Scorcher
Spew Fiery Grease DC DC 23 Reflex
---------------------------
[3/12/2023, 10:06:21 PM] Amir Makhali
10
1d20 + 7 = 3 + 7 = 10
---------------------------
[3/12/2023, 10:06:33 PM] Peregrina
28
1d20 + 11 = 17 + 11 = 28
---------------------------
[3/12/2023, 10:06:52 PM] Justifer
30
1d20 + 14 = 16 + 14 = 30
---------------------------
[3/12/2023, 10:06:59 PM] Justifer
17
2d12 + 4 bludgeoning = 17 = 17
---------------------------
[3/12/2023, 10:07:23 PM] Salt Scorcher
3
1d4 = 3 = 3
---------------------------
[3/12/2023, 10:07:45 PM] Salt Stalker's status effects:
Slowed 1 1 Slowed 1You have fewer actions. Slowed always includes a value. When you
regain your actions at the start of your turn, reduce the number of actions you
regain by your slowed value. Because slowed has its effect at the start of your
turn, you don't immediately lose actions if you become slowed during your turn.
---------------------------
[3/12/2023, 10:07:45 PM] Pedro

---------------------------
[3/12/2023, 10:09:05 PM] Salt Stalker
18
1d20 + 14 = 4 + 14 = 18
---------------------------
[3/12/2023, 10:09:09 PM] Salt Stalker
15
2d8 + 6 piercing = 15 = 15
---------------------------
[3/12/2023, 10:09:53 PM] Salt Stalker
26
1d20 + 9 = 17 + 9 = 26
---------------------------
[3/12/2023, 10:10:01 PM] Salt Stalker
14
2d8 + 6 piercing = 14 = 14
---------------------------
[3/12/2023, 10:10:06 PM] F. Drake II
F. Drake II takes 14 damage.
---------------------------
[3/12/2023, 10:10:07 PM] Salt Stalker
Desiccation Venom DC DC 20 Fortitude
---------------------------
[3/12/2023, 10:10:12 PM] F. Drake II
18
1d20 + 11 = 7 + 11 = 18
---------------------------
[3/12/2023, 10:10:18 PM] Salt Stalker
14
2d6 + 4 poison = 14 = 14
---------------------------
[3/12/2023, 10:10:24 PM] F. Drake II
F. Drake II takes 14 damage.
---------------------------
[3/12/2023, 10:10:28 PM] F. Drake II's status effects:
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
Prone ProneYou're lying on the ground. You are
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} and take a -2
circumstance penalty to attack rolls. The only move actions you can use while
you're prone are @UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg]{Crawl} and
@UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj]{Stand}. Standing up ends the
prone condition. You can @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz]{Take
Cover} while prone to hunker down and gain cover against ranged attacks, even if
you don't have an object to get behind, gaining a +4 circumstance bonus to AC
against ranged attacks (but you remain flat-footed).If you would be knocked prone
while you're @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} or
@UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p]{Flying}, you fall. You can't be
knocked prone when @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx]{Swimming}.
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/12/2023, 10:12:05 PM] Makhali
Healer's Tools Common
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to
Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear
your healer's tools, you can draw and replace them as part of the action that uses
them.
Item 0 Price: 5 gp
---------------------------
[3/12/2023, 10:12:24 PM] F. Drake II
22
1d20 + 13 = 9 + 13 = 22
---------------------------
[3/12/2023, 10:12:31 PM] F. Drake II
8
2d8 + 3 bludgeoning = 8 = 8
---------------------------
[3/12/2023, 10:12:36 PM] Salt Stalker
Salt Stalker takes 8 damage.
---------------------------
[3/12/2023, 10:12:41 PM] F. Drake II
20
1d20 + 9 = 11 + 9 = 20
---------------------------
[3/12/2023, 10:13:12 PM] Salt Stalker
Desiccation Venom DC DC 22 Fortitude
---------------------------
[3/12/2023, 10:13:15 PM] F. Drake II
12
1d20 + 11 = 1 + 11 = 12
---------------------------
[3/12/2023, 10:13:41 PM] F. Drake II
F. Drake II takes 2 damage.
---------------------------
[3/12/2023, 10:13:50 PM] Salt Stalker's status effects:
Blinded BlindedYou can't see. All normal terrain is difficult terrain to you. You
can't detect anything using vision. You automatically critically fail Perception
checks that require you to be able to see, and if vision is your only precise
sense, you take a -4 status penalty to Perception checks. You are immune to visual
effects. Blinded overrides @UUID[Compendium.pf2e.conditionitems.TkIyaNPgTZFBCCuh]
{Dazzled}.
Slowed 1 1 Slowed 1You have fewer actions. Slowed always includes a value. When you
regain your actions at the start of your turn, reduce the number of actions you
regain by your slowed value. Because slowed has its effect at the start of your
turn, you don't immediately lose actions if you become slowed during your turn.
---------------------------
[3/12/2023, 10:13:51 PM] Pedro

---------------------------
[3/12/2023, 10:14:16 PM] Salt Stalker
33
1d20 + 16 = 17 + 16 = 33
---------------------------
[3/12/2023, 10:14:16 PM] Pedro
Roll Streak!Salt Stalker rolled a 17 2 times in a row!
---------------------------
[3/12/2023, 10:14:20 PM] Salt Stalker
Salt Stalker is Dazzled. Target 1 is Hidden to attacker. Flat Check DC is 11.
3
---------------------------
[3/12/2023, 10:14:28 PM] Salt Stalker
22
1d20 + 11 = 11 + 11 = 22
---------------------------
[3/12/2023, 10:14:31 PM] Salt Stalker
Salt Stalker is Dazzled. Target 1 is Hidden to attacker. Flat Check DC is 11.
14
---------------------------
[3/12/2023, 10:14:38 PM] Salt Stalker
20
1d20 + 6 = 14 + 6 = 20
---------------------------
[3/12/2023, 10:14:41 PM] Salt Stalker
Salt Stalker is Dazzled. Target 1 is Hidden to attacker. Flat Check DC is 11.
19
---------------------------
[3/12/2023, 10:15:09 PM] Ranminsquien, o Esquecível
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[3/12/2023, 10:15:16 PM] Ranminsquien, o Esquecível
7
2d6 piercing = 7 = 7
---------------------------
[3/12/2023, 10:15:23 PM] Salt Stalker
Salt Stalker takes 7 damage.
---------------------------
[3/12/2023, 10:15:34 PM] Ranminsquien, o Esquecível
14
1d20 + 11 = 3 + 11 = 14
---------------------------
[3/12/2023, 10:15:47 PM] Ranminsquien, o Esquecível
27
1d20 + 7 = 20 + 7 = 27
---------------------------
[3/12/2023, 10:15:53 PM] Ranminsquien, o Esquecível
19
2 * 2d6 + 1d10 piercing = 19 = 19
---------------------------
[3/12/2023, 10:16:00 PM] Salt Stalker
Salt Stalker takes 17 damage.
---------------------------
[3/12/2023, 10:17:26 PM] Peregrina
21
1d20 + 14 = 7 + 14 = 21
---------------------------
[3/12/2023, 10:17:29 PM] Peregrina
13
1d20 + 9 = 4 + 9 = 13
---------------------------
[3/12/2023, 10:17:31 PM] lucas
8
2d8 + 4 slashing = 8 = 8
---------------------------
[3/12/2023, 10:17:35 PM] Salt Stalker
Salt Stalker takes 8 damage.
---------------------------
[3/12/2023, 10:17:39 PM] Makhali's status effects:
Persistent Damage (2d6 fire) Persistent Damage (2d6 fire)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/12/2023, 10:17:59 PM] Makhali
Heal (vs. Living) Spell 2 Concentrate Manipulate Divine Healing Necromancy Positive
You channel positive energy to heal the living or damage the undead. If the target
is a willing living creature, you restore 1d8 Hit Points. If the target is undead,
you deal that amount of positive damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets,
range, area, and other parameters.1 (somatic) The spell has a range of touch.2
(verbal, somatic) The spell has a range of 30 feet. If you're healing a living
creature, increase the Hit Points restored by 83 (material, somatic, verbal) You
disperse positive energy in a 30-foot emanation. This targets all living and undead
creatures in the burst.Heightened (+1) The amount of healing or damage increases by
1d8, and the extra healing for the 2-action version increases by 8. Healing
Select Other Variant Base: 1st Heightened: +1 Components: SV Range: 30 feet
Targets: 1 willing living creature or 1 undead Cast Time: 2
---------------------------
[3/12/2023, 10:18:01 PM] Amir Makhali
29
2d8 + 16 positive = 29 = 29
---------------------------
[3/12/2023, 10:18:06 PM] F. Drake II
F. Drake II is healed for 29 damage.
---------------------------
[3/12/2023, 10:19:11 PM] Makhali
11
2d6 persistent fire = 11 = 11
---------------------------
[3/12/2023, 10:19:16 PM] Makhali
Makhali takes 11 damage.
---------------------------
[3/12/2023, 10:19:26 PM] Justifer
17
1d20 + 14 = 3 + 14 = 17
---------------------------
[3/12/2023, 10:19:43 PM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/12/2023, 10:20:09 PM] Makhali
10
2d6 persistent fire = 10 = 10
---------------------------
[3/12/2023, 10:20:16 PM] Amir Makhali
12
1d20 = 12 = 12
---------------------------
[3/12/2023, 10:20:24 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/12/2023, 10:20:30 PM] Salt Scorcher
15
1d20 + 12 = 3 + 12 = 15
---------------------------
[3/12/2023, 10:20:34 PM] Justifer
9
3d4 mental = 9 = 9
---------------------------
[3/12/2023, 10:20:38 PM] Salt Scorcher
Salt Scorcher takes 9 damage.
---------------------------
[3/12/2023, 10:21:14 PM] Salt Scorcher
35
1d20 + 17 = 18 + 17 = 35
---------------------------
[3/12/2023, 10:21:18 PM] Salt Scorcher
24
2 * (2d8 + 8) piercing = 24 = 24
---------------------------
[3/12/2023, 10:21:36 PM] Makhali
Makhali takes 20 damage.
---------------------------
[3/12/2023, 10:21:39 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 10:21:43 PM] Amir Makhali
12
1d20 + 10 = 2 + 10 = 12
---------------------------
[3/12/2023, 10:21:50 PM] Salt Scorcher
10
2d6 + 4 poison = 10 = 10
---------------------------
[3/12/2023, 10:21:54 PM] Makhali
Makhali takes 10 damage.
---------------------------
[3/12/2023, 10:22:03 PM] Salt Scorcher
16
1d20 + 12 = 4 + 12 = 16
---------------------------
[3/12/2023, 10:22:08 PM] Salt Stalker's status effects:
Slowed 1 1 Slowed 1You have fewer actions. Slowed always includes a value. When you
regain your actions at the start of your turn, reduce the number of actions you
regain by your slowed value. Because slowed has its effect at the start of your
turn, you don't immediately lose actions if you become slowed during your turn.
---------------------------
[3/12/2023, 10:22:08 PM] Pedro

---------------------------
[3/12/2023, 10:22:29 PM] Salt Stalker
30
1d20 + 14 = 16 + 14 = 30
---------------------------
[3/12/2023, 10:22:33 PM] Salt Stalker
17
2d8 + 6 piercing = 17 = 17
---------------------------
[3/12/2023, 10:22:37 PM] Salt Stalker
11
1d20 + 9 = 2 + 9 = 11
---------------------------
[3/12/2023, 10:22:42 PM] lucas
lucas takes 17 damage.
---------------------------
[3/12/2023, 10:22:48 PM] Peregrina
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[3/12/2023, 10:22:54 PM] F. Drake II's status effects:
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
Prone ProneYou're lying on the ground. You are
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} and take a -2
circumstance penalty to attack rolls. The only move actions you can use while
you're prone are @UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg]{Crawl} and
@UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj]{Stand}. Standing up ends the
prone condition. You can @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz]{Take
Cover} while prone to hunker down and gain cover against ranged attacks, even if
you don't have an object to get behind, gaining a +4 circumstance bonus to AC
against ranged attacks (but you remain flat-footed).If you would be knocked prone
while you're @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} or
@UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p]{Flying}, you fall. You can't be
knocked prone when @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx]{Swimming}.
Wounded 2 2 Wounded 2You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
Sickened 1 1 Sickened 1You feel ill. Sickened always includes a value. You take a
status penalty equal to this value on all your checks and DCs. You can't willingly
ingest anything-including elixirs and potions-while sickened.You can spend a single
action retching in an attempt to recover, which lets you immediately attempt a
Fortitude save against the DC of the effect that made you sickened. On a success,
you reduce your sickened value by 1 (or by 2 on a critical success).
---------------------------
[3/12/2023, 10:23:23 PM] F. Drake II
29
1d20 + 14 = 15 + 14 = 29
---------------------------
[3/12/2023, 10:23:30 PM] F. Drake II
18
2d8 + 3 + 1 bludgeoning = 18 = 18
---------------------------
[3/12/2023, 10:23:50 PM] Salt Stalker
Salt Stalker takes 36 damage.
---------------------------
[3/12/2023, 10:23:56 PM] F. Drake II
38
2 * (2d8 + 3 + 1) bludgeoning = 38 = 38
---------------------------
[3/12/2023, 10:25:55 PM] Ranminsquien, o Esquecível
6
1d20 = 6 = 6
---------------------------
[3/12/2023, 10:26:08 PM] Ranminsquien, o Esquecível
21
1d20 + 13 = 8 + 13 = 21
---------------------------
[3/12/2023, 10:26:12 PM] Ranminsquien, o Esquecível
8
2d6 piercing = 8 = 8
---------------------------
[3/12/2023, 10:26:20 PM] Salt Stalker
Salt Stalker takes 8 damage.
---------------------------
[3/12/2023, 10:26:26 PM] Ranminsquien, o Esquecível
28
1d20 + 8 = 20 + 8 = 28
---------------------------
[3/12/2023, 10:26:30 PM] Ranminsquien, o Esquecível
13
2 * 2d6 + 1d10 piercing = 13 = 13
---------------------------
[3/12/2023, 10:26:37 PM] Salt Stalker
Salt Stalker takes 4 damage.
---------------------------
[3/12/2023, 10:27:12 PM] Peregrina
29
1d20 + 15 = 14 + 15 = 29
---------------------------
[3/12/2023, 10:27:16 PM] lucas
16
2d8 + 4 slashing = 16 = 16
---------------------------
[3/12/2023, 10:27:20 PM] Salt Scorcher
Salt Scorcher takes 16 damage.
---------------------------
[3/12/2023, 10:27:25 PM] Makhali's status effects:
Persistent Damage (2d6 fire) Persistent Damage (2d6 fire)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/12/2023, 10:27:29 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/12/2023, 10:27:38 PM] Amir Makhali
27
1d20 + 12 = 15 + 12 = 27
---------------------------
[3/12/2023, 10:27:38 PM] Amir Makhali
2d8 + 15 = 27 = 27
---------------------------
[3/12/2023, 10:27:44 PM] Makhali
Makhali is healed for 27 damage.
---------------------------
[3/12/2023, 10:27:57 PM] Makhali
Shield Augmentation (Shove / Trip) Uncommon Adjustment
There are numerous methods to modify shields-snarling rods to catch weapons, bladed
edges, padding for nonlethal strikes, and so on-but all share basic functionality.
A shield augmentation can be etched with weapon runes, much like a shield boss or
shield spikes, but doesn't otherwise alter your shield's statistics. A shield
bearing an augmentation can't be combined with an attached weapon, like shield
spikes.A shield augmentation grants your shield one or more weapon traits, chosen
when the augmentation is created. You can either choose to add the backswing or
forceful trait, or you can choose two of the following weapon traits: disarm,
nonlethal, shove, thrown 10 feet, trip, or versatile S.
Item 0 Price: 8 sp
---------------------------
[3/12/2023, 10:28:07 PM] Makhali
21
1d20 + 12 = 9 + 12 = 21
---------------------------
[3/12/2023, 10:28:52 PM] Makhali
7
2d6 persistent fire = 7 = 7
---------------------------
[3/12/2023, 10:29:05 PM] Amir Makhali
15
1d20 = 15 = 15
---------------------------
[3/12/2023, 10:29:16 PM] Justifer
33
1d20 + 15 = 18 + 15 = 33
---------------------------
[3/12/2023, 10:29:20 PM] Justifer
40
2 * (2d12 + 4) bludgeoning = 40 = 40
---------------------------
[3/12/2023, 10:29:20 PM] Makhali
Makhali takes 10 damage.
---------------------------
[3/12/2023, 10:29:27 PM] Salt Scorcher
Salt Scorcher takes 40 damage.
---------------------------
[3/12/2023, 10:29:41 PM] Salt Scorcher's status effects:
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
Prone ProneYou're lying on the ground. You are
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} and take a -2
circumstance penalty to attack rolls. The only move actions you can use while
you're prone are @UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg]{Crawl} and
@UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj]{Stand}. Standing up ends the
prone condition. You can @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz]{Take
Cover} while prone to hunker down and gain cover against ranged attacks, even if
you don't have an object to get behind, gaining a +4 circumstance bonus to AC
against ranged attacks (but you remain flat-footed).If you would be knocked prone
while you're @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} or
@UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p]{Flying}, you fall. You can't be
knocked prone when @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx]{Swimming}.
---------------------------
[3/12/2023, 10:29:45 PM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/12/2023, 10:30:22 PM] Salt Scorcher
29
1d20 + 17 = 12 + 17 = 29
---------------------------
[3/12/2023, 10:30:26 PM] Justifer
28
1d20 + 15 = 13 + 15 = 28
---------------------------
[3/12/2023, 10:30:27 PM] Salt Scorcher
21
2d8 + 8 piercing = 21 = 21
---------------------------
[3/12/2023, 10:30:35 PM] Justifer
14
2d12 + 4 bludgeoning = 14 = 14
---------------------------
[3/12/2023, 10:30:42 PM] Justifer
Sepulchral Mask Focus 3 Concentrate Manipulate Divination Divine Emotion Mental
Sorcerer Visual You manifest a supernatural funerary mask, granting you a +1 status
bonus to Will saving throws against emotion effects for 1 minute. Its somber
countenance forces your foes to confront their regrets and sins. Each enemy in the
area when you Cast the Spell or that starts its turn in the area takes 1d4 mental
damage and must attempt a Will save.Critical Success The creature is
unaffected.Success The creature takes half damage.Failure The creature takes full
damage and takes a -1 status penalty to Will saves against emotion effects for 1
round.Critical Failure The creature takes double damage and a -1 status penalty to
Will saves against emotion effects for 1 minute.Heightened (+2) Increase the mental
damage by 2d4 mental and the emanation's radius by 5 feet. Save DC 20 Will Attack
MAP -5 MAP -10
Damage
Place 5-Foot Emanation
Base: 1th Heightened: +2 Components: SV Targets: enemies in area Area: 5 Foot
Emanation Cast Time: 2 Duration: 1 minute
---------------------------
[3/12/2023, 10:30:47 PM] Salt Scorcher
32
1d20 + 12 = 20 + 12 = 32
---------------------------
[3/12/2023, 10:30:58 PM] Salt Scorcher
Salt Scorcher takes 14 damage.
---------------------------
[3/12/2023, 10:31:04 PM] Makhali
Makhali takes 14 damage.
---------------------------
[3/12/2023, 10:31:30 PM] Salt Scorcher
22
1d20 + 12 = 10 + 12 = 22
---------------------------
[3/12/2023, 10:31:38 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 10:31:40 PM] Amir Makhali
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/12/2023, 10:31:45 PM] Salt Scorcher
14
2d6 + 4 poison = 14 = 14
---------------------------
[3/12/2023, 10:31:50 PM] Makhali
Makhali takes 7 damage.
---------------------------
[3/12/2023, 10:32:01 PM] Gamemaster
7
7 = 7 = 7
---------------------------
[3/12/2023, 10:32:04 PM] Makhali
Makhali takes 7 damage.
---------------------------
[3/12/2023, 10:32:07 PM] F. Drake II's status effects:
Wounded 2 2 Wounded 2You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
Sickened 1 1 Sickened 1You feel ill. Sickened always includes a value. You take a
status penalty equal to this value on all your checks and DCs. You can't willingly
ingest anything-including elixirs and potions-while sickened.You can spend a single
action retching in an attempt to recover, which lets you immediately attempt a
Fortitude save against the DC of the effect that made you sickened. On a success,
you reduce your sickened value by 1 (or by 2 on a critical success).
---------------------------
[3/12/2023, 10:32:28 PM] F. Drake II
29
1d20 + 10 = 19 + 10 = 29
---------------------------
[3/12/2023, 10:33:02 PM] F. Drake II
16
1d20 + 13 = 3 + 13 = 16
---------------------------
[3/12/2023, 10:33:18 PM] F. Drake II
21
1d20 + 9 = 12 + 9 = 21
---------------------------
[3/12/2023, 10:33:43 PM] F. Drake II
9
3d6 = 9 = 9
---------------------------
[3/12/2023, 10:33:46 PM] Salt Scorcher
Salt Scorcher takes 9 damage.
---------------------------
[3/12/2023, 10:34:17 PM] Ranminsquien, o Esquecível
30
1d20 + 13 = 17 + 13 = 30
---------------------------
[3/12/2023, 10:34:23 PM] Ranminsquien, o Esquecível
8
2d6 piercing = 8 = 8
---------------------------
[3/12/2023, 10:34:31 PM] Salt Scorcher
Salt Scorcher takes 8 damage.
---------------------------
[3/12/2023, 10:34:31 PM] Ranminsquien, o Esquecível
14
1d20 + 8 = 6 + 8 = 14
---------------------------
[3/12/2023, 10:34:38 PM] Ranminsquien, o Esquecível
8
1d20 + 3 = 5 + 3 = 8
---------------------------
[3/12/2023, 10:34:51 PM] Peregrina
30
1d20 + 15 = 15 + 15 = 30
---------------------------
[3/12/2023, 10:34:55 PM] lucas
44
2 * (2d8 + 4) + 1d12 slashing = 44 = 44
---------------------------
[3/12/2023, 10:35:00 PM] Salt Scorcher
Salt Scorcher takes 7 damage.
---------------------------
[3/12/2023, 10:35:20 PM] F. Drake II
Confident Finisher Swashbuckler
You gain an elegant finishing attack you can make when you have panache. The
finisher trait is described below. You gain the
@UUID[Compendium.pf2e.actionspf2e.K878asDgf1EF0B9S]{Confident Finisher}
action.Finisher Finishers are spectacular finishing moves that use your panache.
You can use a finisher only if you have panache, and you lose your panache
immediately after performing a finisher. Once you use a finisher, you can't use
actions that have the attack trait for the rest of your turn.Some actions with the
finisher trait also grant an effect on a failure. Effects added on a failure don't
apply on a critical failure. If your finisher action succeeds, you can still choose
to apply the failure effect instead. For example, you might do this when an attack
deals no damage due to resistance.
Level 1 Passive
---------------------------
[3/12/2023, 10:38:03 PM] F. Drake II
vou mijar
---------------------------
[3/12/2023, 10:39:56 PM] Justifer
Regains 1 focus points.
---------------------------
[3/12/2023, 10:41:02 PM] Makhali
Continual Recovery General Skill
You zealously monitor a patient's progress to administer treatment faster. When you
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, your patient
becomes immune for only 10 minutes instead of 1 hour. This applies only to your
Treat Wounds activities, not any other the patient receives.
Level 2 Passive
---------------------------
[3/12/2023, 10:42:00 PM] Amir Makhali
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[3/12/2023, 10:43:59 PM] Salt Stalker
100
100 = 100 = 100
---------------------------
[3/12/2023, 10:44:03 PM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível is already at full health.
---------------------------
[3/12/2023, 10:44:03 PM] Makhali
Makhali is healed for 52 damage.
---------------------------
[3/12/2023, 10:44:03 PM] Peregrina
Peregrina is healed for 33 damage.
---------------------------
[3/12/2023, 10:44:04 PM] Justifer
Justifer is healed for 52 damage.
---------------------------
[3/12/2023, 10:44:04 PM] Makhali
Makhali is already at full health.
---------------------------
[3/12/2023, 10:44:05 PM] F. Drake II
F. Drake II is healed for 43 damage.
---------------------------
[3/12/2023, 10:47:53 PM] Ranminsquien, o Esquecível
33
1d20 + 13 = 20 + 13 = 33
---------------------------
[3/12/2023, 10:50:18 PM] Makhali
ABRE TI SESÁMO
---------------------------
[3/12/2023, 10:52:08 PM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/12/2023, 10:53:16 PM] Justifer
13
1d20 + 10 = 3 + 10 = 13
---------------------------
[3/12/2023, 10:53:18 PM] F. Drake II
12
1d20 + 11 = 1 + 11 = 12
---------------------------
[3/12/2023, 10:53:19 PM] Salt Scorcher
34
1d20 + 14 = 20 + 14 = 34
---------------------------
[3/12/2023, 10:53:19 PM] Salt Scorcher
20
1d20 + 14 = 6 + 14 = 20
---------------------------
[3/12/2023, 10:53:20 PM] Amir Makhali
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[3/12/2023, 10:53:21 PM] Ranminsquien, o Esquecível
25
1d20 + 14 = 11 + 14 = 25
---------------------------
[3/12/2023, 10:53:25 PM] Peregrina
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[3/12/2023, 10:54:49 PM] Makhali
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Components: SV Targets: you and allies in the area Area: 5 Foot Emanation Cast
Time: 2 Duration: 1 minute
---------------------------
[3/12/2023, 10:55:23 PM] Peregrina
Pétalas Dançantes Common Martial Weapon +0 AC Bonus
This very small shield is a favorite of duelists and quick, lightly armored
warriors. It's typically made of steel and strapped to your forearm. You can Raise
a Shield with your buckler as long as you have that hand free or are holding a
light object that's not a weapon in that hand.HardnessHPBT363
Item 0 Price: 0 gp
---------------------------
[3/12/2023, 10:55:28 PM] Peregrina
Pétalas Dançantes Cantrip 3 Concentrate Abjuration Arcane Cantrip Force You raise a
magical shield of force. This counts as using the Raise a Shield action, giving you
a +1 circumstance bonus to AC until the start of your next turn, but it doesn't
require a hand to use.While the spell is in effect, you can use the Shield Block
reaction with your magic shield. The shield has Hardness 5. After you use Shield
Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal
Shield Block, you can use the spell's reaction against the Magic Missile
spell.Heightening the spell increases the shield's Hardness.Spell Effect:
ShieldEffect: Shield ImmunityHeightened (3rd) The shield has Hardness 10.Heightened
(5th) The shield has Hardness 15.Heightened (7th) The shield has Hardness
20.Heightened (9th) The shield has Hardness 25. Base: 1th Heightened: +2
Components: V Cast Time: 1 Duration: until the start of your next turn
---------------------------
[3/12/2023, 10:58:11 PM] Ranminsquien, o Esquecível
23
1d20 + 15 = 8 + 15 = 23
---------------------------
[3/12/2023, 10:58:37 PM] Ranminsquien, o Esquecível
13
1d20 = 13 = 13
---------------------------
[3/12/2023, 10:59:06 PM] Ranminsquien, o Esquecível
11
2d6 piercing = 11 = 11
---------------------------
[3/12/2023, 10:59:12 PM] Salt Scorcher
Salt Scorcher takes 11 damage.
---------------------------
[3/12/2023, 10:59:55 PM] Salt Scorcher
33
1d20 + 16 = 17 + 16 = 33
---------------------------
[3/12/2023, 10:59:59 PM] Salt Scorcher
20
2 * (2d4 + 6) piercing = 20 = 20
---------------------------
[3/12/2023, 11:00:04 PM] Makhali
Makhali takes 16 damage.
---------------------------
[3/12/2023, 11:00:07 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 11:00:09 PM] Amir Makhali
29
1d20 + 10 = 19 + 10 = 29
---------------------------
[3/12/2023, 11:00:14 PM] Salt Scorcher
15
1d20 + 11 = 4 + 11 = 15
---------------------------
[3/12/2023, 11:00:17 PM] Salt Scorcher
9
1d20 + 6 = 3 + 6 = 9
---------------------------
[3/12/2023, 11:00:36 PM] Salt Scorcher
28
1d20 + 16 = 12 + 16 = 28
---------------------------
[3/12/2023, 11:00:41 PM] Salt Scorcher
26
1d20 + 11 = 15 + 11 = 26
---------------------------
[3/12/2023, 11:00:43 PM] Salt Scorcher
11
1d20 + 6 = 5 + 6 = 11
---------------------------
[3/12/2023, 11:00:47 PM] Salt Scorcher
12
2d4 + 6 piercing = 12 = 12
---------------------------
[3/12/2023, 11:00:48 PM] Salt Scorcher
12
2d4 + 6 piercing = 12 = 12
---------------------------
[3/12/2023, 11:00:56 PM] Peregrina
Peregrina's shield absorbs 10 damage, with an additional 2 making it through.
---------------------------
[3/12/2023, 11:01:05 PM] Peregrina
Peregrina takes 12 damage.
---------------------------
[3/12/2023, 11:01:11 PM] Peregrina
18
1d20 + 10 = 8 + 10 = 18
---------------------------
[3/12/2023, 11:01:17 PM] Peregrina
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[3/12/2023, 11:01:23 PM] Salt Scorcher
9
2d4 + 4 poison = 9 = 9
---------------------------
[3/12/2023, 11:01:27 PM] Salt Scorcher
10
2d6 + 4 poison = 10 = 10
---------------------------
[3/12/2023, 11:01:31 PM] Peregrina
Peregrina takes 9 damage.
---------------------------
[3/12/2023, 11:01:32 PM] Peregrina
Peregrina takes 10 damage.
---------------------------
[3/12/2023, 11:02:21 PM] Justifer
20
1d20 + 14 = 6 + 14 = 20
---------------------------
[3/12/2023, 11:02:36 PM] F. Drake II
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/12/2023, 11:03:49 PM] F. Drake II
17
1d20 + 12 = 5 + 12 = 17
---------------------------
[3/12/2023, 11:04:24 PM] Makhali
Raios gêmeos Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/12/2023, 11:04:33 PM] Salt Scorcher
24
1d20 + 12 = 12 + 12 = 24
---------------------------
[3/12/2023, 11:04:34 PM] Salt Scorcher
14
1d20 + 12 = 2 + 12 = 14
---------------------------
[3/12/2023, 11:04:40 PM] Amir Makhali
9
3d4 + 4 electricity = 9 = 9
---------------------------
[3/12/2023, 11:04:44 PM] Salt Scorcher
Salt Scorcher takes 4 damage.
---------------------------
[3/12/2023, 11:04:44 PM] Salt Scorcher
Salt Scorcher takes 4 damage.
---------------------------
[3/12/2023, 11:04:52 PM] Salt Scorcher
Salt Scorcher takes 5 damage.
---------------------------
[3/12/2023, 11:05:20 PM] Peregrina
Prólogo: Garoa Cantrip 3 Concentrate Manipulate Arcane Cantrip Evocation Water Area
5-foot cube or 5-foot burstWater blasts upward, coming out of the ground, rising
from a pool, or even manifesting from thin air. Any creatures in the area take
bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a
basic Reflex saving throw.You can change this spell's area to a 5-foot burst,
provided you center the burst in a body of water. This body of water can be as
small as a pond or creek, but not as small as a puddle or bathtub.Heightened (+1)
The damage increases by 1d4. Save DC 20 basic Reflex Damage
Place 5-Foot Cube
Base: 1th Heightened: +2 Components: SV Range: 30 feet Area: 5 Foot Cube Cast Time:
2
---------------------------
[3/12/2023, 11:05:23 PM] Salt Scorcher
31
1d20 + 12 = 19 + 12 = 31
---------------------------
[3/12/2023, 11:05:51 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 11:05:55 PM] Peregrina
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[3/12/2023, 11:05:55 PM] Pedro
Roll Streak!Peregrina rolled a 5 2 times in a row!
---------------------------
[3/12/2023, 11:06:03 PM] Salt Scorcher
13
2d8 + 4 poison = 13 = 13
---------------------------
[3/12/2023, 11:06:07 PM] Peregrina
Peregrina takes 13 damage.
---------------------------
[3/12/2023, 11:07:40 PM] Ranminsquien, o Esquecível
27
1d20 + 10 = 17 + 10 = 27
---------------------------
[3/12/2023, 11:07:40 PM] Ranminsquien, o Esquecível
16
4d8 = 16 = 16
---------------------------
[3/12/2023, 11:07:50 PM] Peregrina
Peregrina is healed for 16 damage.
---------------------------
[3/12/2023, 11:08:24 PM] Ranminsquien, o Esquecível
9
1d20 = 9 = 9
---------------------------
[3/12/2023, 11:08:52 PM] Ranminsquien, o Esquecível
16
1d20 + 11 = 5 + 11 = 16
---------------------------
[3/12/2023, 11:09:01 PM] Ranminsquien, o Esquecível
18
1d20 + 13 = 5 + 13 = 18
---------------------------
[3/12/2023, 11:09:03 PM] Pedro
Roll Streak!Ranminsquien, o Esquecível rolled a 5 2 times in a row!
---------------------------
[3/12/2023, 11:10:31 PM] Salt Scorcher
36
1d20 + 17 = 19 + 17 = 36
---------------------------
[3/12/2023, 11:10:31 PM] Pedro
Roll Streak!Salt Scorcher rolled a 19 2 times in a row!
---------------------------
[3/12/2023, 11:10:35 PM] Salt Scorcher
38
2 * (2d8 + 8) piercing = 38 = 38
---------------------------
[3/12/2023, 11:10:36 PM] Justifer
18
1d20 + 15 = 3 + 15 = 18
---------------------------
[3/12/2023, 11:10:42 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 11:10:45 PM] Amir Makhali
28
1d20 + 10 = 18 + 10 = 28
---------------------------
[3/12/2023, 11:10:54 PM] Makhali
Makhali takes 31 damage.
---------------------------
[3/12/2023, 11:11:13 PM] Salt Scorcher
24
1d20 + 12 = 12 + 12 = 24
---------------------------
[3/12/2023, 11:11:18 PM] Salt Scorcher
11
2d8 + 8 piercing = 11 = 11
---------------------------
[3/12/2023, 11:11:22 PM] Makhali
Makhali takes 7 damage.
---------------------------
[3/12/2023, 11:11:27 PM] Salt Scorcher
12
1d20 + 9 = 3 + 9 = 12
---------------------------
[3/12/2023, 11:12:08 PM] Salt Scorcher
25
1d20 + 17 = 8 + 17 = 25
---------------------------
[3/12/2023, 11:12:11 PM] Salt Scorcher
21
2d8 + 1d6 + 8 piercing = 21 = 21
---------------------------
[3/12/2023, 11:12:16 PM] Makhali
Makhali takes 14 damage.
---------------------------
[3/12/2023, 11:12:18 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 11:12:21 PM] Amir Makhali
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[3/12/2023, 11:12:55 PM] Salt Scorcher
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/12/2023, 11:13:51 PM] Justifer
Lay on Hands Focus 3 Manipulate Champion Divine Healing Necromancy Positive Your
hands become infused with positive energy, healing a living creature or damaging an
undead creature with a touch.If you use lay on hands on a willing living target,
you restore 6 Hit Points; if the target is one of your allies, they also gain a +2
status bonus to AC for 1 round.Spell Effect: Lay on HandsAgainst an undead target,
you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it
also takes a -2 status penalty to AC for 1 round.Lay on Hands (Vs.
Undead)Heightened (+1) The amount of healing increases by 6, and the damage to an
undead target increases by 1d6. Save DC 20 Fortitude Healing
Base: 1th Heightened: +2 Components: S Range: touch Targets: 1 willing living
creature or 1 undead creature Cast Time: 1
---------------------------
[3/12/2023, 11:13:57 PM] Justifer
18
18 positive = 18 = 18
---------------------------
[3/12/2023, 11:14:01 PM] Makhali
Makhali is healed for 18 damage.
---------------------------
[3/12/2023, 11:14:24 PM] Justifer
27
1d20 + 15 = 12 + 15 = 27
---------------------------
[3/12/2023, 11:14:31 PM] Justifer
20
2d12 + 4 bludgeoning = 20 = 20
---------------------------
[3/12/2023, 11:14:39 PM] Salt Scorcher
Salt Scorcher takes 20 damage.
---------------------------
[3/12/2023, 11:14:44 PM] Justifer
16
1d20 + 10 = 6 + 10 = 16
---------------------------
[3/12/2023, 11:14:57 PM] Peregrina's status effects:
Sickened 1 1 Sickened 1You feel ill. Sickened always includes a value. You take a
status penalty equal to this value on all your checks and DCs. You can't willingly
ingest anything-including elixirs and potions-while sickened.You can spend a single
action retching in an attempt to recover, which lets you immediately attempt a
Fortitude save against the DC of the effect that made you sickened. On a success,
you reduce your sickened value by 1 (or by 2 on a critical success).
---------------------------
[3/12/2023, 11:15:36 PM] F. Drake II
25
1d20 + 11 = 14 + 11 = 25
---------------------------
[3/12/2023, 11:15:57 PM] F. Drake II
25
1d20 + 14 = 11 + 14 = 25
---------------------------
[3/12/2023, 11:16:05 PM] F. Drake II
19
2d8 + 3 + 4 bludgeoning = 19 = 19
---------------------------
[3/12/2023, 11:16:10 PM] Salt Scorcher
Salt Scorcher takes 19 damage.
---------------------------
[3/12/2023, 11:16:18 PM] F. Drake II
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[3/12/2023, 11:16:22 PM] F. Drake II
19
2d8 + 3 + (3d6 + 1) bludgeoning = 19 = 19
---------------------------
[3/12/2023, 11:16:26 PM] Salt Scorcher
Salt Scorcher takes 19 damage.
---------------------------
[3/12/2023, 11:16:45 PM] Peregrina's status effects:
Sickened 1 1 Sickened 1You feel ill. Sickened always includes a value. You take a
status penalty equal to this value on all your checks and DCs. You can't willingly
ingest anything-including elixirs and potions-while sickened.You can spend a single
action retching in an attempt to recover, which lets you immediately attempt a
Fortitude save against the DC of the effect that made you sickened. On a success,
you reduce your sickened value by 1 (or by 2 on a critical success).
---------------------------
[3/12/2023, 11:17:14 PM] Peregrina
Prólogo: Garoa Cantrip 3 Concentrate Manipulate Arcane Cantrip Evocation Water Area
5-foot cube or 5-foot burstWater blasts upward, coming out of the ground, rising
from a pool, or even manifesting from thin air. Any creatures in the area take
bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a
basic Reflex saving throw.You can change this spell's area to a 5-foot burst,
provided you center the burst in a body of water. This body of water can be as
small as a pond or creek, but not as small as a puddle or bathtub.Heightened (+1)
The damage increases by 1d4. Save DC 19 basic Reflex Damage
Place 5-Foot Cube
Base: 1th Heightened: +2 Components: SV Range: 30 feet Area: 5 Foot Cube Cast Time:
2
---------------------------
[3/12/2023, 11:17:17 PM] Salt Scorcher
20
1d20 + 12 = 8 + 12 = 20
---------------------------
[3/12/2023, 11:17:21 PM] Peregrina
10
3d4 + 3 bludgeoning = 10 = 10
---------------------------
[3/12/2023, 11:17:27 PM] Salt Scorcher
Salt Scorcher takes 5 damage.
---------------------------
[3/12/2023, 11:18:01 PM] Gamemaster
4
1d4 = 4 = 4
---------------------------
[3/12/2023, 11:18:10 PM] Ranminsquien, o Esquecível
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[3/12/2023, 11:18:10 PM] Ranminsquien, o Esquecível
8
2d8 = 8 = 8
---------------------------
[3/12/2023, 11:18:19 PM] Makhali
Makhali is healed for 8 damage.
---------------------------
[3/12/2023, 11:18:25 PM] Ranminsquien, o Esquecível
13
1d20 = 13 = 13
---------------------------
[3/12/2023, 11:18:25 PM] Makhali
Makhali is healed for 8 damage.
---------------------------
[3/12/2023, 11:18:28 PM] Makhali
Makhali takes 8 damage.
---------------------------
[3/12/2023, 11:19:03 PM] Ranminsquien, o Esquecível
31
1d20 + 14 = 17 + 14 = 31
---------------------------
[3/12/2023, 11:19:11 PM] Ranminsquien, o Esquecível
4
2d6 piercing = 4 = 4
---------------------------
[3/12/2023, 11:19:22 PM] Salt Scorcher
Salt Scorcher takes 4 damage.
---------------------------
[3/12/2023, 11:19:28 PM] Ranminsquien, o Esquecível
10
2d6 piercing = 10 = 10
---------------------------
[3/12/2023, 11:19:35 PM] Salt Scorcher
Salt Scorcher takes 10 damage.
---------------------------
[3/12/2023, 11:19:44 PM] Ranminsquien, o Esquecível
11
1d20 + 9 = 2 + 9 = 11
---------------------------
[3/12/2023, 11:20:05 PM] Salt Scorcher
20
1d20 + 17 = 3 + 17 = 20
---------------------------
[3/12/2023, 11:20:26 PM] Salt Scorcher
30-foot Line
---------------------------
[3/12/2023, 11:20:29 PM] Salt Scorcher
Spew Fiery Grease DC DC 23 Reflex
---------------------------
[3/12/2023, 11:20:30 PM] Justifer
27
1d20 + 9 = 18 + 9 = 27
---------------------------
[3/12/2023, 11:20:50 PM] Ranminsquien, o Esquecível
26
1d20 + 15 = 11 + 15 = 26
---------------------------
[3/12/2023, 11:21:08 PM] Makhali's status effects:
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
Prone ProneYou're lying on the ground. You are
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} and take a -2
circumstance penalty to attack rolls. The only move actions you can use while
you're prone are @UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg]{Crawl} and
@UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj]{Stand}. Standing up ends the
prone condition. You can @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz]{Take
Cover} while prone to hunker down and gain cover against ranged attacks, even if
you don't have an object to get behind, gaining a +4 circumstance bonus to AC
against ranged attacks (but you remain flat-footed).If you would be knocked prone
while you're @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} or
@UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p]{Flying}, you fall. You can't be
knocked prone when @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx]{Swimming}.
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/12/2023, 11:21:23 PM] Makhali
Raios gêmeos Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 21 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/12/2023, 11:21:34 PM] Salt Scorcher
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[3/12/2023, 11:21:36 PM] Salt Scorcher
32
1d20 + 12 = 20 + 12 = 32
---------------------------
[3/12/2023, 11:21:40 PM] Amir Makhali
12
3d4 + 4 electricity = 12 = 12
---------------------------
[3/12/2023, 11:21:43 PM] Salt Scorcher
Salt Scorcher takes 6 damage.
---------------------------
[3/12/2023, 11:21:54 PM] Amir Makhali
Amir Makhali raises their shield.
---------------------------
[3/12/2023, 11:21:55 PM] Salt Scorcher's status effects:
Slowed 1 1 1 1 Slowed 1 1 1You have fewer actions. Slowed always includes a value.
When you regain your actions at the start of your turn, reduce the number of
actions you regain by your slowed value. Because slowed has its effect at the start
of your turn, you don't immediately lose actions if you become slowed during your
turn.
---------------------------
[3/12/2023, 11:21:56 PM] Pedro

---------------------------
[3/12/2023, 11:22:29 PM] Salt Scorcher
36
1d20 + 17 = 19 + 17 = 36
---------------------------
[3/12/2023, 11:22:37 PM] Salt Scorcher
22
2 * (2d8 + 8) piercing = 22 = 22
---------------------------
[3/12/2023, 11:22:42 PM] F. Drake II
F. Drake II takes 22 damage.
---------------------------
[3/12/2023, 11:22:44 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 11:22:49 PM] F. Drake II
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/12/2023, 11:22:56 PM] Salt Scorcher
13
1d20 + 12 = 1 + 12 = 13
---------------------------
[3/12/2023, 11:23:20 PM] Justifer
17
1d20 + 13 = 4 + 13 = 17
---------------------------
[3/12/2023, 11:23:34 PM] Justifer
29
1d20 + 15 = 14 + 15 = 29
---------------------------
[3/12/2023, 11:23:39 PM] Justifer
23
2d12 + 4 bludgeoning = 23 = 23
---------------------------
[3/12/2023, 11:23:45 PM] Salt Scorcher
Salt Scorcher takes 23 damage.
---------------------------
[3/12/2023, 11:23:51 PM] Justifer
26
1d20 + 10 = 16 + 10 = 26
---------------------------
[3/12/2023, 11:23:55 PM] Justifer
26
2d12 + 4 bludgeoning = 26 = 26
---------------------------
[3/12/2023, 11:24:00 PM] Salt Scorcher
Salt Scorcher takes 26 damage.
---------------------------
[3/12/2023, 11:24:18 PM] F. Drake II
28
1d20 + 13 = 15 + 13 = 28
---------------------------
[3/12/2023, 11:24:28 PM] F. Drake II
25
1d20 + 14 = 11 + 14 = 25
---------------------------
[3/12/2023, 11:24:33 PM] F. Drake II
17
2d8 + 3 + 4 bludgeoning = 17 = 17
---------------------------
[3/12/2023, 11:24:37 PM] Salt Scorcher
Salt Scorcher takes 17 damage.
---------------------------
[3/12/2023, 11:24:43 PM] F. Drake II
13
1d20 + 10 = 3 + 10 = 13
---------------------------
[3/12/2023, 11:24:49 PM] F. Drake II
9
3d6 = 9 = 9
---------------------------
[3/12/2023, 11:24:52 PM] Salt Scorcher
Salt Scorcher takes 4 damage.
---------------------------
[3/12/2023, 11:24:56 PM] Peregrina's status effects:
Sickened 1 1 Sickened 1You feel ill. Sickened always includes a value. You take a
status penalty equal to this value on all your checks and DCs. You can't willingly
ingest anything-including elixirs and potions-while sickened.You can spend a single
action retching in an attempt to recover, which lets you immediately attempt a
Fortitude save against the DC of the effect that made you sickened. On a success,
you reduce your sickened value by 1 (or by 2 on a critical success).
---------------------------
[3/12/2023, 11:25:11 PM] Peregrina
29
1d20 + 13 = 16 + 13 = 29
---------------------------
[3/12/2023, 11:25:18 PM] Peregrina
8
2d8 + 4 slashing = 8 = 8
---------------------------
[3/12/2023, 11:25:23 PM] Salt Scorcher
Salt Scorcher takes 8 damage.
---------------------------
[3/12/2023, 11:25:36 PM] Peregrina
Prólogo: Garoa Cantrip 3 Concentrate Manipulate Arcane Cantrip Evocation Water Area
5-foot cube or 5-foot burstWater blasts upward, coming out of the ground, rising
from a pool, or even manifesting from thin air. Any creatures in the area take
bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a
basic Reflex saving throw.You can change this spell's area to a 5-foot burst,
provided you center the burst in a body of water. This body of water can be as
small as a pond or creek, but not as small as a puddle or bathtub.Heightened (+1)
The damage increases by 1d4. Save DC 19 basic Reflex Damage
Place 5-Foot Cube
Base: 1th Heightened: +2 Components: SV Range: 30 feet Area: 5 Foot Cube Cast Time:
2
---------------------------
[3/12/2023, 11:25:40 PM] Salt Scorcher
14
1d20 + 12 = 2 + 12 = 14
---------------------------
[3/12/2023, 11:25:44 PM] Peregrina
8
3d4 + 3 bludgeoning = 8 = 8
---------------------------
[3/12/2023, 11:25:48 PM] Salt Scorcher
Salt Scorcher takes 16 damage.
---------------------------
[3/12/2023, 11:26:37 PM] Ranminsquien, o Esquecível
20
1d20 = 20 = 20
---------------------------
[3/12/2023, 11:27:09 PM] Ranminsquien, o Esquecível
34
1d20 + 15 = 19 + 15 = 34
---------------------------
[3/12/2023, 11:28:10 PM] Ranminsquien, o Esquecível
23
1d20 + 14 = 9 + 14 = 23
---------------------------
[3/12/2023, 11:28:23 PM] Ranminsquien, o Esquecível
5
2d6 piercing = 5 = 5
---------------------------
[3/12/2023, 11:28:30 PM] Ranminsquien, o Esquecível
19
2 * 2d6 + 1d10 piercing = 19 = 19
---------------------------
[3/12/2023, 11:28:30 PM] Salt Scorcher
Salt Scorcher takes 5 damage.
---------------------------
[3/12/2023, 11:28:35 PM] Ranminsquien, o Esquecível
17
1d20 + 4 = 13 + 4 = 17
---------------------------
[3/12/2023, 11:28:37 PM] Salt Scorcher
Salt Scorcher takes 2 damage.
---------------------------
[3/12/2023, 11:29:00 PM] Salt Scorcher
32
1d20 + 17 = 15 + 17 = 32
---------------------------
[3/12/2023, 11:29:04 PM] Justifer
25
1d20 + 15 = 10 + 15 = 25
---------------------------
[3/12/2023, 11:29:12 PM] Justifer
16
2d12 + 4 bludgeoning = 16 = 16
---------------------------
[3/12/2023, 11:29:18 PM] Salt Scorcher
Salt Scorcher takes 16 damage.
---------------------------
[3/12/2023, 11:29:31 PM] Salt Scorcher
20
2d8 + 8 piercing = 20 = 20
---------------------------
[3/12/2023, 11:29:32 PM] Makhali
Shield Block General
Trigger While you have your shield raised, you would take damage from a physical
attackYou snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield
each take any remaining damage, possibly breaking or destroying the shield.
Level 1 Reaction
---------------------------
[3/12/2023, 11:29:46 PM] Makhali
Makhali's shield absorbs 8 damage, with an additional 5 making it through. Their
shield is also damaged for 5.
---------------------------
[3/12/2023, 11:30:20 PM] Salt Scorcher
Desiccation Venom DC DC 23 Fortitude
---------------------------
[3/12/2023, 11:30:23 PM] Amir Makhali
21
1d20 + 10 = 11 + 10 = 21
---------------------------
[3/12/2023, 11:30:32 PM] Salt Scorcher
11
2d4 + 4 poison = 11 = 11
---------------------------
[3/12/2023, 11:30:35 PM] Makhali
Makhali takes 4 damage.
---------------------------
[3/12/2023, 11:30:50 PM] Makhali
Makhali takes 7 damage.
---------------------------
[3/12/2023, 11:31:06 PM] Salt Scorcher
18
1d20 + 12 = 6 + 12 = 18
---------------------------
[3/12/2023, 11:31:10 PM] Salt Scorcher
23
1d20 + 7 = 16 + 7 = 23
---------------------------
[3/12/2023, 11:31:14 PM] Salt Scorcher
19
2d8 + 8 piercing = 19 = 19
---------------------------
[3/12/2023, 11:31:20 PM] Makhali
Makhali takes 10 damage.
---------------------------
[3/12/2023, 11:31:48 PM] Justifer
20
1d20 + 15 = 5 + 15 = 20
---------------------------
[3/12/2023, 11:31:52 PM] Justifer
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/12/2023, 11:32:07 PM] Justifer
Desperate Prayer Champion
Frequency once per dayTrigger You begin your turn and have no Focus Points in your
pool.You call out to your deity in a plea for their aid. You instantly recover 1
Focus Point.
Level 1 Free Action
---------------------------
[3/12/2023, 11:32:25 PM] Justifer
Lay on Hands Focus 3 Manipulate Champion Divine Healing Necromancy Positive Your
hands become infused with positive energy, healing a living creature or damaging an
undead creature with a touch.If you use lay on hands on a willing living target,
you restore 6 Hit Points; if the target is one of your allies, they also gain a +2
status bonus to AC for 1 round.Spell Effect: Lay on HandsAgainst an undead target,
you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it
also takes a -2 status penalty to AC for 1 round.Lay on Hands (Vs.
Undead)Heightened (+1) The amount of healing increases by 6, and the damage to an
undead target increases by 1d6. Save DC 20 Fortitude Healing
Base: 1th Heightened: +2 Components: S Range: touch Targets: 1 willing living
creature or 1 undead creature Cast Time: 1
---------------------------
[3/12/2023, 11:32:30 PM] Justifer
18
18 positive = 18 = 18
---------------------------
[3/12/2023, 11:32:33 PM] Makhali
Makhali is healed for 18 damage.
---------------------------
[3/12/2023, 11:32:40 PM] Makhali
Makhali is healed for 18 damage.
---------------------------
[3/12/2023, 11:33:24 PM] F. Drake II
16
1d20 + 11 = 5 + 11 = 16
---------------------------
[3/12/2023, 11:33:40 PM] F. Drake II
23
1d20 + 15 = 8 + 15 = 23
---------------------------
[3/12/2023, 11:33:45 PM] F. Drake II
12
2d8 + 3 bludgeoning = 12 = 12
---------------------------
[3/12/2023, 11:33:49 PM] Salt Scorcher
Salt Scorcher takes 12 damage.
---------------------------
[3/12/2023, 11:33:57 PM] F. Drake II
15
1d20 + 11 = 4 + 11 = 15
---------------------------
[3/12/2023, 11:34:04 PM] Peregrina's status effects:
Sickened 1 1 Sickened 1You feel ill. Sickened always includes a value. You take a
status penalty equal to this value on all your checks and DCs. You can't willingly
ingest anything-including elixirs and potions-while sickened.You can spend a single
action retching in an attempt to recover, which lets you immediately attempt a
Fortitude save against the DC of the effect that made you sickened. On a success,
you reduce your sickened value by 1 (or by 2 on a critical success).
---------------------------
[3/12/2023, 11:34:12 PM] Peregrina
Prólogo: Garoa Cantrip 3 Concentrate Manipulate Arcane Cantrip Evocation Water Area
5-foot cube or 5-foot burstWater blasts upward, coming out of the ground, rising
from a pool, or even manifesting from thin air. Any creatures in the area take
bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a
basic Reflex saving throw.You can change this spell's area to a 5-foot burst,
provided you center the burst in a body of water. This body of water can be as
small as a pond or creek, but not as small as a puddle or bathtub.Heightened (+1)
The damage increases by 1d4. Save DC 19 basic Reflex Damage
Place 5-Foot Cube
Base: 1th Heightened: +2 Components: SV Range: 30 feet Area: 5 Foot Cube Cast Time:
2
---------------------------
[3/12/2023, 11:34:17 PM] Salt Scorcher
30
1d20 + 12 = 18 + 12 = 30
---------------------------
[3/12/2023, 11:34:53 PM] Ranminsquien, o Esquecível
25
1d20 + 14 = 11 + 14 = 25
---------------------------
[3/12/2023, 11:34:59 PM] Ranminsquien, o Esquecível
10
2d6 piercing = 10 = 10
---------------------------
[3/12/2023, 11:35:05 PM] Salt Scorcher
Salt Scorcher takes 4 damage.
---------------------------
[3/12/2023, 11:36:14 PM] Makhali
vou me curar
---------------------------
[3/12/2023, 11:37:21 PM] Pedro

---------------------------
[3/12/2023, 11:37:22 PM] Pedro

---------------------------
[3/12/2023, 11:38:13 PM] Amir Makhali
22
1d20 + 12 = 10 + 12 = 22
---------------------------
[3/12/2023, 11:38:13 PM] Amir Makhali
2d8 + 15 = 24 = 24
---------------------------
[3/12/2023, 11:38:21 PM] Makhali
Makhali is healed for 24 damage.
---------------------------
[3/12/2023, 11:40:46 PM] Pedro
/ 100
---------------------------
[3/12/2023, 11:40:49 PM] Gamemaster
100
100 = 100 = 100
---------------------------
[3/12/2023, 11:40:54 PM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível is healed for 11 damage.
---------------------------
[3/12/2023, 11:40:54 PM] Makhali
Makhali is healed for 26 damage.
---------------------------
[3/12/2023, 11:40:54 PM] Justifer
Justifer is already at full health.
---------------------------
[3/12/2023, 11:40:55 PM] Peregrina
Peregrina is healed for 30 damage.
---------------------------
[3/12/2023, 11:40:55 PM] F. Drake II
F. Drake II is healed for 22 damage.
---------------------------
[3/12/2023, 11:41:34 PM] Makhali
Repair Kit Common
A repair kit allows you to perform simple repairs while traveling. It contains a
portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning
leather and wood. You can use a repair kit to Repair items using the Crafting
skill.
Item 0 Price: 2 gp
---------------------------
[3/12/2023, 11:41:57 PM] Pedro
@UUID[RollTable.OZwrBYSsYhkL8d1a]{Clima no Deserto}
---------------------------
[3/12/2023, 11:42:07 PM] Justifer
1d20
1d20 10 10
10
Temperatura suportável
1d20 = 10 = 10
---------------------------
[3/12/2023, 11:42:08 PM] Makhali
1d20
1d20 7 7
7
Temperatura suportável
1d20 = 7 = 7
---------------------------
[3/12/2023, 11:42:59 PM] Makhali
Bedroll Common
A rolled up bed.
Item 0 Price: 2 cp
---------------------------
[3/12/2023, 11:43:03 PM] Amir Makhali
Amir Makhali awakens well-rested.Focus points restored.All spell slots restored.
---------------------------
[3/12/2023, 11:43:05 PM] F. Drake II
F. Drake II awakens well-rested.
---------------------------
[3/12/2023, 11:43:07 PM] Justifer
Justifer awakens well-rested.
---------------------------
[3/12/2023, 11:43:10 PM] Peregrina
Peregrina awakens well-rested.All spell slots restored.
---------------------------
[3/12/2023, 11:45:03 PM] Salt Mother
25
1d20 + 18 = 7 + 18 = 25
---------------------------
[3/12/2023, 11:45:03 PM] Salt Scorcher
14
1d20 + 12 = 2 + 12 = 14
---------------------------
[3/12/2023, 11:45:03 PM] Salt Stalker
19
1d20 + 10 = 9 + 10 = 19
---------------------------
[3/12/2023, 11:45:04 PM] Salt Stalker
29
1d20 + 10 = 19 + 10 = 29
---------------------------
[3/12/2023, 11:45:38 PM] Justifer
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/12/2023, 11:45:41 PM] Peregrina
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[3/12/2023, 11:45:51 PM] Amir Makhali
30
1d20 + 10 = 20 + 10 = 30
---------------------------
[3/12/2023, 11:46:15 PM] Makhali
os inimigos estão na direita
---------------------------
[3/12/2023, 11:46:28 PM] Ranminsquien, o Esquecível
Quicksilver Mutagen (Moderate) - Colar Alchemical Consumable Elixir Mutagen
Polymorph 1/1 Charges
Activate A InteractYour features become thin and angular. You become swifter and
nimbler, but your body also becomes fragile.Benefit You gain a +2 item bonus to
Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-
based attack rolls, and you gain a +10 foot status bonus to your Speed.Drawback You
take damage equal to twice your level; you can't recover Hit Points lost this way
by any means while the mutagen lasts. You take a -2 penalty to Fortitude
saves.Duration 10 minutes.@UUID[Compendium.pf2e.equipment-effects.VPtsrpbP0AE642al]
{Effect: Quicksilver Mutagen (Moderate)}
Use
Item 3 Price: 12 gp
---------------------------
[3/12/2023, 11:47:41 PM] F. Drake II
14
1d20 + 11 = 3 + 11 = 14
---------------------------
[3/12/2023, 11:48:06 PM] Makhali
Bless Spell 1 Concentrate Manipulate Divine Enchantment Mental Blessings from
beyond help your companions strike true. You and your allies gain a +1 status bonus
to attack rolls while within the emanation. Once per turn, starting the turn after
you cast bless, you can use a single action, which has the concentrate trait, to
increase the emanation's radius by 5 feet.Bless can counteract Bane.Spell Effect:
Bless Counteract
Place 5-Foot Emanation
Components: SV Targets: you and allies in the area Area: 5 Foot Emanation Cast
Time: 2 Duration: 1 minute
---------------------------
[3/12/2023, 11:48:53 PM] F. Drake II
@UUID[Item.IbR4wLtWNsu7JMNs]{Effect: Quicksilver Mutagen (Moderate)}
---------------------------
[3/12/2023, 11:48:56 PM] F. Drake II
@UUID[Item.Sda7LyUujMrqBnkY]{Effect: Quicksilver Mutagen (Moderate) (Collar)}
---------------------------
[3/12/2023, 11:49:45 PM] Ranminsquien, o Esquecível
17
1d20 + 16 = 1 + 16 = 17
---------------------------
[3/12/2023, 11:50:29 PM] Salt Stalker
27
1d20 + 11 = 16 + 11 = 27
---------------------------
[3/12/2023, 11:50:42 PM] Salt Stalker
11
1d20 + 6 = 5 + 6 = 11
---------------------------
[3/12/2023, 11:50:45 PM] Salt Stalker
13
1d20 + 1 = 12 + 1 = 13
---------------------------
[3/12/2023, 11:50:48 PM] Salt Stalker
8
2d4 + 2 piercing = 8 = 8
---------------------------
[3/12/2023, 11:50:49 PM] Salt Stalker
Desiccation Venom DC DC 18 Fortitude
---------------------------
[3/12/2023, 11:50:52 PM] Amir Makhali
18
1d20 + 10 = 8 + 10 = 18
---------------------------
[3/12/2023, 11:50:53 PM] Makhali
Makhali takes 4 damage.
---------------------------
[3/12/2023, 11:52:18 PM] Salt Mother
27
1d20 + 15 = 12 + 15 = 27
---------------------------
[3/12/2023, 11:52:27 PM] Salt Mother
13
2d6 + 7 piercing = 13 = 13
---------------------------
[3/12/2023, 11:53:05 PM] Salt Mother
Desiccation Venom DC DC 27 Fortitude
---------------------------
[3/12/2023, 11:53:10 PM] Amir Makhali
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/12/2023, 11:53:17 PM] Salt Mother
10
2d6 + 4 poison = 10 = 10
---------------------------
[3/12/2023, 11:53:21 PM] Makhali
Makhali takes 10 damage.
---------------------------
[3/12/2023, 11:54:16 PM] Salt Mother
Desiccation Venom Injury Poison
A salt stalker's teeth and spines inflict a terrible, toxic bile that violently
dehydrates the target, making them more susceptible to heat. The sickened condition
and weakness to fire can't end or be reduced until the poison is cured;Saving Throw
@Check[type:fortitude|dc:27
ame:Desiccation Venom DC|traits:injury,poison|showDC:gm]{Fortitude};Maximum
Duration 1 hour;Stage 1 [[/r (2d4+4)[poison]]] damage plus weakness to fire 3 (1
minute);Stage 2 [[/r (2d6+4)[poison]]] damage plus weakness to fire 6 (1
minute);Stage 3 [[/r (2d8+4)[poison]]] damage plus
@Compendium[pf2e.conditionitems.Sickened]{Sickened 1} and weakness to fire 9 (10
minutes)
Passive
---------------------------
[3/12/2023, 11:55:03 PM] Salt Stalker
25
1d20 + 12 = 13 + 12 = 25
---------------------------
[3/12/2023, 11:55:07 PM] Salt Stalker
15
2d8 + 8 piercing = 15 = 15
---------------------------
[3/12/2023, 11:55:14 PM] Makhali
Makhali takes 11 damage.
---------------------------
[3/12/2023, 11:55:16 PM] Salt Stalker
Desiccation Venom DC DC 18 Fortitude
---------------------------
[3/12/2023, 11:55:21 PM] Pedro
Roll Streak!Makhali rolled a 13 2 times in a row!
---------------------------
[3/12/2023, 11:55:22 PM] Amir Makhali
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/12/2023, 11:55:30 PM] Amir Makhali
6
2d8 + 4 poison = 6 = 6
---------------------------
[3/12/2023, 11:55:48 PM] Makhali
Makhali takes 6 damage.
---------------------------
[3/12/2023, 11:56:24 PM] Peregrina
22
1d20 + 15 = 7 + 15 = 22
---------------------------
[3/12/2023, 11:56:28 PM] Peregrina
13
2d8 + 4 slashing = 13 = 13
---------------------------
[3/12/2023, 11:56:36 PM] Peregrina
Correnteza Invernal Cantrip 3 Concentrate Manipulate Arcane Attack Cantrip Cold
Evocation You blast an icy ray. Make a spell attack roll. The ray deals cold damage
equal to 1d4 + your spellcasting ability modifier.Critical Success The target takes
double damage and takes a -10-foot status penalty to its Speeds for 1 round.Spell
Effect: Ray of FrostSuccess The target takes normal damage.Heightened (+1) The
damage increases by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1th Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/12/2023, 11:56:37 PM] Peregrina
7
3d4 + 3 cold = 7 = 7
---------------------------
[3/12/2023, 11:56:41 PM] Salt Stalker
Salt Stalker takes 7 damage.
---------------------------
[3/12/2023, 11:56:43 PM] Salt Stalker
Salt Stalker takes 13 damage.
---------------------------
[3/12/2023, 11:57:04 PM] Ranminsquien, o Esquecível
@UUID[Macro.hUhJMaxbCY8uTf1W]{Effect: Quicksilver Mutagen (Moderate) (Collar)}
---------------------------
[3/12/2023, 11:57:11 PM] Ranminsquien, o Esquecível
6
1d20 = 6 = 6
---------------------------
[3/12/2023, 11:57:45 PM] Ranminsquien, o Esquecível
23
1d20 + 13 = 10 + 13 = 23
---------------------------
[3/12/2023, 11:57:55 PM] Ranminsquien, o Esquecível
Hunting Spider Venom Alchemical Consumable Injury Poison 1/1 Charges
This venom erodes its target's defenses, aiding the spider in securing
prey.Activate D Interact (Injury)Saving Throw @Check[type:fortitude|dc:21]Maximum
Duration 6 roundsStage 1 [[/r 1d10[poison]]] damage and
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} (1 round)Stage
2 [[/r 1d12[poison]]] damage,
@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1}, and flat-footed
(1 round)Stage 3 [[/r 2d6[poison]]] damage, clumsy 2, and flat-footed (1 round)
Use
Item 5 Price: 25 gp
---------------------------
[3/12/2023, 11:58:01 PM] Salt Stalker
23
1d20 + 8 = 15 + 8 = 23
---------------------------
[3/12/2023, 11:58:02 PM] Ranminsquien, o Esquecível
4
2d4[persistent,[damageType] = 4 = 4
---------------------------
[3/12/2023, 11:58:07 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Cold + Poison Alchemical Consumable Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r 2d4[persistent,
[damageType]]] acid, cold, electricity, fire, or poison damage to the target and
[[/r (2[splash])[damageType]]]{2 splash damage} in addition to the damage the
attack normally deals. Each damage type requires a different formula, and the
ammunition gains a trait matching the damage type.
Item 5 Price: 21 gp
---------------------------
[3/12/2023, 11:58:07 PM] Ranminsquien, o Esquecível
Elemental Ammunition (Moderate) Cold + Poison Alchemical Consumable Splash
Ammunition anyActivate 1 InteractWhen activated, the reservoir of alchemical
reagents in elemental ammunition atomizes on impact, dealing [[/r 2d4[persistent,
[damageType]]] acid, cold, electricity, fire, or poison damage to the target and
[[/r (2[splash])[damageType]]]{2 splash damage} in addition to the damage the
attack normally deals. Each damage type requires a different formula, and the
ammunition gains a trait matching the damage type.
Item 5 Price: 21 gp
---------------------------
[3/12/2023, 11:58:11 PM] Salt Stalker
28
1d20 + 8 = 20 + 8 = 28
---------------------------
[3/12/2023, 11:58:46 PM] Gamemaster
2
2 = 2 = 2
---------------------------
[3/12/2023, 11:58:50 PM] Salt Stalker
Salt Stalker takes 2 damage.
---------------------------
[3/12/2023, 11:58:58 PM] Ranminsquien, o Esquecível
5
2d6 piercing = 5 = 5
---------------------------
[3/12/2023, 11:59:04 PM] Salt Stalker
Salt Stalker takes 5 damage.
---------------------------
[3/12/2023, 11:59:06 PM] Ranminsquien, o Esquecível
15
1d20 + 8 = 7 + 8 = 15
---------------------------
[3/12/2023, 11:59:50 PM] Ranminsquien, o Esquecível
19
1d20 + 15 = 4 + 15 = 19
---------------------------
[3/13/2023, 12:00:27 AM] Justifer
31
1d20 + 15 = 16 + 15 = 31
---------------------------
[3/13/2023, 12:00:34 AM] Justifer
34
2 * (2d12 + 4) bludgeoning = 34 = 34
---------------------------
[3/13/2023, 12:00:40 AM] Salt Stalker
Salt Stalker takes 34 damage.
---------------------------
[3/13/2023, 12:01:05 AM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/13/2023, 12:01:32 AM] Salt Scorcher
Spew Fiery Grease DC DC 21 Reflex
---------------------------
[3/13/2023, 12:01:33 AM] Justifer
15
1d20 + 9 = 6 + 9 = 15
---------------------------
[3/13/2023, 12:01:37 AM] F. Drake II
17
1d20 + 15 = 2 + 15 = 17
---------------------------
[3/13/2023, 12:01:45 AM] Peregrina
31
1d20 + 11 = 20 + 11 = 31
---------------------------
[3/13/2023, 12:02:27 AM] F. Drake II's status effects:
Persistent Damage (1d6 fire) Persistent Damage (1d6 fire)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/13/2023, 12:02:47 AM] F. Drake II
F. Drake II draws their +1 Striking Hand Crossbow.
---------------------------
[3/13/2023, 12:03:10 AM] F. Drake II
31
1d20 + 15 = 16 + 15 = 31
---------------------------
[3/13/2023, 12:03:16 AM] F. Drake II
20
2 * 2d6 piercing = 20 = 20
---------------------------
[3/13/2023, 12:03:27 AM] Salt Scorcher
Salt Scorcher takes 20 damage.
---------------------------
[3/13/2023, 12:03:35 AM] F. Drake II
14
1d20 + 10 = 4 + 10 = 14
---------------------------
[3/13/2023, 12:03:41 AM] Makhali's status effects:
Enfeebled 1 1 Enfeebled 1You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Sickened 1 1 1 Sickened 1 1You feel ill. Sickened always includes a value. You take
a status penalty equal to this value on all your checks and DCs. You can't
willingly ingest anything-including elixirs and potions-while sickened.You can
spend a single action retching in an attempt to recover, which lets you immediately
attempt a Fortitude save against the DC of the effect that made you sickened. On a
success, you reduce your sickened value by 1 (or by 2 on a critical success).
---------------------------
[3/13/2023, 12:03:41 AM] F. Drake II
4
1d6 persistent fire = 4 = 4
---------------------------
[3/13/2023, 12:03:48 AM] F. Drake II
F. Drake II takes 4 damage.
---------------------------
[3/13/2023, 12:03:49 AM] F. Drake II
2
1d20 = 2 = 2
---------------------------
[3/13/2023, 12:03:52 AM] Makhali
Raios gêmeos Cantrip 3 Concentrate Manipulate Cantrip Divine Electricity Evocation
An arc of lightning leaps from one target to another. You deal electricity damage
equal to 1d4 plus your spellcasting ability modifier.Heightened (+1) The damage
increases by 1d4. Save DC 20 basic Reflex Damage
Base: 1st Heightened: +2 Components: SV Range: 30 feet Targets: 1 or 2 creatures
Cast Time: 2
---------------------------
[3/13/2023, 12:03:59 AM] Salt Stalker
25
1d20 + 11 = 14 + 11 = 25
---------------------------
[3/13/2023, 12:04:04 AM] Amir Makhali
13
3d4 + 4 electricity = 13 = 13
---------------------------
[3/13/2023, 12:04:06 AM] Salt Scorcher
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/13/2023, 12:04:11 AM] Salt Stalker
Salt Stalker takes 1 damage.
---------------------------
[3/13/2023, 12:04:13 AM] Salt Scorcher
Salt Scorcher takes 6 damage.
---------------------------
[3/13/2023, 12:04:20 AM] Pedro
Roll Streak!Makhali rolled a 13 3 times in a row!
---------------------------
[3/13/2023, 12:04:21 AM] Amir Makhali
24
1d20 + 11 = 13 + 11 = 24
---------------------------
[3/13/2023, 12:04:37 AM] Salt Stalker's status effects:
Persistent Damage (2d4 cold) Persistent Damage (2d4 cold)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/13/2023, 12:04:46 AM] Salt Mother
13
2d8 piercing = 13 = 13
---------------------------
[3/13/2023, 12:05:37 AM] Salt Stalker
15
1d20 + 13 = 2 + 13 = 15
---------------------------
[3/13/2023, 12:05:40 AM] Salt Stalker
13
1d20 + 8 = 5 + 8 = 13
---------------------------
[3/13/2023, 12:05:43 AM] Salt Stalker
18
1d20 + 3 = 15 + 3 = 18
---------------------------
[3/13/2023, 12:05:52 AM] Salt Stalker
2
2d4 persistent cold = 2 = 2
---------------------------
[3/13/2023, 12:05:56 AM] Salt Stalker
Salt Stalker takes 2 damage.
---------------------------
[3/13/2023, 12:05:58 AM] Salt Stalker
3
1d20 = 3 = 3
---------------------------
[3/13/2023, 12:06:33 AM] Salt Mother
31
1d20 + 17 = 14 + 17 = 31
---------------------------
[3/13/2023, 12:06:37 AM] Salt Mother
16
2d6 + 7 piercing = 16 = 16
---------------------------
[3/13/2023, 12:06:42 AM] Makhali
Makhali takes 12 damage.
---------------------------
[3/13/2023, 12:06:46 AM] Salt Mother
Desiccation Venom DC DC 27 Fortitude
---------------------------
[3/13/2023, 12:06:51 AM] Amir Makhali
10
1d20 + 9 = 1 + 9 = 10
---------------------------
[3/13/2023, 12:06:58 AM] Amir Makhali
12
1d20 + 9 = 3 + 9 = 12
---------------------------
[3/13/2023, 12:07:13 AM] Salt Mother
13
2d8 + 4 poison = 13 = 13
---------------------------
[3/13/2023, 12:07:21 AM] Makhali
Makhali takes 13 damage.
---------------------------
[3/13/2023, 12:07:26 AM] Salt Mother
23
1d20 + 12 = 11 + 12 = 23
---------------------------
[3/13/2023, 12:07:30 AM] Salt Mother
15
2d6 + 7 piercing = 15 = 15
---------------------------
[3/13/2023, 12:07:35 AM] Makhali
Makhali takes 11 damage.
---------------------------
[3/13/2023, 12:07:46 AM] Salt Mother
Desiccation Venom DC DC 27 Fortitude
---------------------------
[3/13/2023, 12:07:48 AM] Amir Makhali
24
1d20 + 9 = 15 + 9 = 24
---------------------------
[3/13/2023, 12:07:55 AM] Salt Mother
14
2d8 + 4 poison = 14 = 14
---------------------------
[3/13/2023, 12:08:00 AM] Makhali
Makhali takes 1 damage.
---------------------------
[3/13/2023, 12:08:46 AM] Peregrina
Prólogo: Garoa Cantrip 3 Concentrate Manipulate Arcane Cantrip Evocation Water Area
5-foot cube or 5-foot burstWater blasts upward, coming out of the ground, rising
from a pool, or even manifesting from thin air. Any creatures in the area take
bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a
basic Reflex saving throw.You can change this spell's area to a 5-foot burst,
provided you center the burst in a body of water. This body of water can be as
small as a pond or creek, but not as small as a puddle or bathtub.Heightened (+1)
The damage increases by 1d4. Save DC 20 basic Reflex Damage
Place 5-Foot Cube
Base: 1th Heightened: +2 Components: SV Range: 30 feet Area: 5 Foot Cube Cast Time:
2
---------------------------
[3/13/2023, 12:09:01 AM] Salt Scorcher
15
1d20 + 10 = 5 + 10 = 15
---------------------------
[3/13/2023, 12:09:05 AM] Peregrina
13
3d4 + 3 bludgeoning = 13 = 13
---------------------------
[3/13/2023, 12:09:09 AM] Salt Scorcher
Salt Scorcher takes 13 damage.
---------------------------
[3/13/2023, 12:09:12 AM] Salt Scorcher
1
1d4 = 1 = 1
---------------------------
[3/13/2023, 12:10:23 AM] Ranminsquien, o Esquecível
8
1d20 = 8 = 8
---------------------------
[3/13/2023, 12:11:34 AM] Ranminsquien, o Esquecível
23
1d20 + 14 = 9 + 14 = 23
---------------------------
[3/13/2023, 12:11:40 AM] Ranminsquien, o Esquecível
4
2d6 piercing = 4 = 4
---------------------------
[3/13/2023, 12:11:48 AM] Salt Stalker
Salt Stalker takes 4 damage.
---------------------------
[3/13/2023, 12:11:52 AM] Ranminsquien, o Esquecível
Hunting Spider Venom Alchemical Consumable Injury Poison 1/1 Charges
This venom erodes its target's defenses, aiding the spider in securing
prey.Activate D Interact (Injury)Saving Throw @Check[type:fortitude|dc:21]Maximum
Duration 6 roundsStage 1 [[/r 1d10[poison]]] damage and
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} (1 round)Stage
2 [[/r 1d12[poison]]] damage,
@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1}, and flat-footed
(1 round)Stage 3 [[/r 2d6[poison]]] damage, clumsy 2, and flat-footed (1 round)
Use
Item 5 Price: 25 gp
---------------------------
[3/13/2023, 12:11:59 AM] Salt Stalker
22
1d20 + 8 = 14 + 8 = 22
---------------------------
[3/13/2023, 12:12:27 AM] Ranminsquien, o Esquecível
26
1d20 + 10 = 16 + 10 = 26
---------------------------
[3/13/2023, 12:12:27 AM] Ranminsquien, o Esquecível
14
4d8 = 14 = 14
---------------------------
[3/13/2023, 12:12:35 AM] Makhali
Makhali is healed for 14 damage.
---------------------------
[3/13/2023, 12:12:47 AM] Justifer's status effects:
Persistent Damage (1d6 fire) Persistent Damage (1d6 fire)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/13/2023, 12:14:18 AM] Justifer
Ray of Frost Cantrip 3 Concentrate Manipulate Attack Cantrip Cold Divine Evocation
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to
1d4 + your spellcasting ability modifier.Critical Success The target takes double
damage and takes a -10-foot status penalty to its Speeds for 1 round.Spell Effect:
Ray of FrostSuccess The target takes normal damage.Heightened (+1) The damage
increases by 1d4. Attack MAP -5 MAP -10
Damage
Base: 1th Heightened: +2 Components: SV Range: 120 feet Targets: 1 creature Cast
Time: 2
---------------------------
[3/13/2023, 12:14:20 AM] Justifer
24
1d20 + 11 = 13 + 11 = 24
---------------------------
[3/13/2023, 12:14:27 AM] Justifer
10
3d4 + 3 cold = 10 = 10
---------------------------
[3/13/2023, 12:14:31 AM] Salt Stalker
Salt Stalker takes 10 damage.
---------------------------
[3/13/2023, 12:14:38 AM] Salt Scorcher's status effects:
Immobilized ImmobilizedYou can't use any action with the move trait. If you're
immobilized by something holding you in place and an external force would move you
out of your space, the force must succeed at a check against either the DC of the
effect holding you in place or the relevant defense (usually Fortitude DC) of the
monster holding you in place.
Slowed 1 1 1 1 Slowed 1 1 1You have fewer actions. Slowed always includes a value.
When you regain your actions at the start of your turn, reduce the number of
actions you regain by your slowed value. Because slowed has its effect at the start
of your turn, you don't immediately lose actions if you become slowed during your
turn.
---------------------------
[3/13/2023, 12:14:38 AM] Justifer
6
1d6 persistent fire = 6 = 6
---------------------------
[3/13/2023, 12:14:39 AM] Pedro

---------------------------
[3/13/2023, 12:14:45 AM] Justifer
12
1d20 = 12 = 12
---------------------------
[3/13/2023, 12:14:46 AM] Justifer
Justifer takes 6 damage.
---------------------------
[3/13/2023, 12:14:59 AM] Salt Scorcher
23
1d20 + 13 = 10 + 13 = 23
---------------------------
[3/13/2023, 12:15:22 AM] F. Drake II's status effects:
Persistent Damage (1d6 fire) Persistent Damage (1d6 fire)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/13/2023, 12:15:30 AM] F. Drake II
F. Drake II drops their +1 Striking Hand Crossbow onto the ground.
---------------------------
[3/13/2023, 12:16:07 AM] F. Drake II
30
1d20 + 13 = 17 + 13 = 30
---------------------------
[3/13/2023, 12:16:29 AM] F. Drake II
22
1d20 + 16 = 6 + 16 = 22
---------------------------
[3/13/2023, 12:16:37 AM] F. Drake II
22
2d6 + 3 + 3d6 bludgeoning = 22 = 22
---------------------------
[3/13/2023, 12:16:40 AM] Salt Scorcher
Salt Scorcher takes 22 damage.
---------------------------
[3/13/2023, 12:16:51 AM] Salt Stalker's status effects:
Persistent Damage (2d4 cold) Persistent Damage (2d4 cold)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/13/2023, 12:16:51 AM] F. Drake II
6
1d6 persistent fire = 6 = 6
---------------------------
[3/13/2023, 12:16:56 AM] F. Drake II
1
1d20 = 1 = 1
---------------------------
[3/13/2023, 12:16:59 AM] F. Drake II
F. Drake II takes 6 damage.
---------------------------
[3/13/2023, 12:17:23 AM] Salt Stalker
21
1d20 + 12 = 9 + 12 = 21
---------------------------
[3/13/2023, 12:17:28 AM] Salt Stalker
21
2d8 + 1d6 + 8 piercing = 21 = 21
---------------------------
[3/13/2023, 12:17:35 AM] Salt Stalker
Desiccation Venom DC DC 18 Fortitude
---------------------------
[3/13/2023, 12:17:38 AM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível takes 21 damage.
---------------------------
[3/13/2023, 12:17:50 AM] Ranminsquien, o Esquecível
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/13/2023, 12:17:58 AM] Makhali's status effects:
Enfeebled 1 1 Enfeebled 1You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Sickened 1 1 1 Sickened 1 1You feel ill. Sickened always includes a value. You take
a status penalty equal to this value on all your checks and DCs. You can't
willingly ingest anything-including elixirs and potions-while sickened.You can
spend a single action retching in an attempt to recover, which lets you immediately
attempt a Fortitude save against the DC of the effect that made you sickened. On a
success, you reduce your sickened value by 1 (or by 2 on a critical success).
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/13/2023, 12:17:58 AM] Salt Stalker
5
2d4 persistent cold = 5 = 5
---------------------------
[3/13/2023, 12:18:04 AM] Salt Stalker
Salt Stalker takes 5 damage.
---------------------------
[3/13/2023, 12:18:06 AM] Salt Stalker
1
1d20 = 1 = 1
---------------------------
[3/13/2023, 12:18:46 AM] Amir Makhali
29
1d20 + 11 = 18 + 11 = 29
---------------------------
[3/13/2023, 12:18:47 AM] Amir Makhali
2d8 + 15 = 22 = 22
---------------------------
[3/13/2023, 12:18:52 AM] Makhali
Makhali is healed for 22 damage.
---------------------------
[3/13/2023, 12:19:44 AM] Salt Mother
24
1d20 + 17 = 7 + 17 = 24
---------------------------
[3/13/2023, 12:19:50 AM] Salt Mother
12
2d6 + 7 piercing = 12 = 12
---------------------------
[3/13/2023, 12:20:15 AM] Salt Mother
Desiccation Venom DC DC 27 Fortitude
---------------------------
[3/13/2023, 12:20:19 AM] Ranminsquien, o Esquecível
23
1d20 + 10 = 13 + 10 = 23
---------------------------
[3/13/2023, 12:20:21 AM] Pedro
Roll Streak!Ranminsquien, o Esquecível rolled a 13 2 times in a row!
---------------------------
[3/13/2023, 12:20:31 AM] Salt Mother
19
2d8 + 15 bludgeoning = 19 = 19
---------------------------
[3/13/2023, 12:20:37 AM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível takes 19 damage.
---------------------------
[3/13/2023, 12:20:49 AM] Salt Mother
8
2d6 + 4 poison = 8 = 8
---------------------------
[3/13/2023, 12:21:05 AM] F. Drake II
lkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
---------------------------
[3/13/2023, 12:21:08 AM] F. Drake II
kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
---------------------------
[3/13/2023, 12:21:32 AM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível takes 5 damage.
---------------------------
[3/13/2023, 12:21:33 AM] F. Drake II
no ultimo cafe da manha
---------------------------
[3/13/2023, 12:23:27 AM] Peregrina
1º Passo: Moinho d'Água Spell 1 Concentrate Manipulate Arcane Attack Evocation
Water You call forth a powerful blast of pressurized water that bludgeons the
target and knocks it back. Make a ranged spell attack roll.Critical Success The
target takes 6d6 bludgeoning damage and is knocked back 10 feet.Success The target
takes 3d6 bludgeoning damage and is knocked back 5 feet.Heightened (+1) The damage
increases by 2d6. Attack MAP -5 MAP -10
Damage
Components: SV Range: 60 feet Targets: 1 creature or unattended object Cast Time: 2
---------------------------
[3/13/2023, 12:23:40 AM] Peregrina
1d20 + 10
1d20 3 3
13
1d20 + 10
1d20 12 12
22
1d20 + 10 = 12 + 10 = 22
---------------------------
[3/13/2023, 12:23:45 AM] Peregrina
8
3d6 bludgeoning = 8 = 8
---------------------------
[3/13/2023, 12:23:50 AM] Salt Stalker
Salt Stalker takes 8 damage.
---------------------------
[3/13/2023, 12:24:10 AM] Peregrina
8
2d6 = 8 = 8
---------------------------
[3/13/2023, 12:24:17 AM] Salt Stalker
Salt Stalker takes 8 damage.
---------------------------
[3/13/2023, 12:24:24 AM] Gamemaster
1
1d4 = 1 = 1
---------------------------
[3/13/2023, 12:24:37 AM] Justifer's status effects:
Persistent Damage (1d6 fire) Persistent Damage (1d6 fire)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/13/2023, 12:24:52 AM] Justifer
22
1d20 + 14 = 8 + 14 = 22
---------------------------
[3/13/2023, 12:24:56 AM] Justifer
24
2d12 + 4 bludgeoning = 24 = 24
---------------------------
[3/13/2023, 12:25:01 AM] Salt Stalker
Salt Stalker takes 11 damage.
---------------------------
[3/13/2023, 12:25:16 AM] Justifer
Shield Cantrip 3 Concentrate Abjuration Cantrip Divine Force You raise a magical
shield of force. This counts as using the Raise a Shield action, giving you a +1
circumstance bonus to AC until the start of your next turn, but it doesn't require
a hand to use.While the spell is in effect, you can use the Shield Block reaction
with your magic shield. The shield has Hardness 5. After you use Shield Block, the
spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield
Block, you can use the spell's reaction against the Magic Missile spell.Heightening
the spell increases the shield's Hardness.Spell Effect: ShieldEffect: Shield
ImmunityHeightened (3rd) The shield has Hardness 10.Heightened (5th) The shield has
Hardness 15.Heightened (7th) The shield has Hardness 20.Heightened (9th) The shield
has Hardness 25. Base: 1th Heightened: +2 Components: V Cast Time: 1 Duration:
until the start of your next turn
---------------------------
[3/13/2023, 12:25:20 AM] Salt Scorcher's status effects:
Slowed 1 1 1 1 Slowed 1 1 1You have fewer actions. Slowed always includes a value.
When you regain your actions at the start of your turn, reduce the number of
actions you regain by your slowed value. Because slowed has its effect at the start
of your turn, you don't immediately lose actions if you become slowed during your
turn.
---------------------------
[3/13/2023, 12:25:20 AM] Justifer
1
1d6 persistent fire = 1 = 1
---------------------------
[3/13/2023, 12:25:21 AM] Pedro

---------------------------
[3/13/2023, 12:25:24 AM] Justifer
18
1d20 = 18 = 18
---------------------------
[3/13/2023, 12:25:28 AM] Justifer
Justifer takes 1 damage.
---------------------------
[3/13/2023, 12:25:54 AM] Salt Scorcher
29
1d20 + 15 = 14 + 15 = 29
---------------------------
[3/13/2023, 12:25:58 AM] Salt Scorcher
21
2d8 + 10 piercing = 21 = 21
---------------------------
[3/13/2023, 12:26:04 AM] Justifer
Justifer takes 21 damage.
---------------------------
[3/13/2023, 12:26:07 AM] Justifer
Justifer is healed for 21 damage.
---------------------------
[3/13/2023, 12:26:11 AM] Justifer
Justifer's shield absorbs 10 damage, with an additional 11 making it through.
---------------------------
[3/13/2023, 12:26:16 AM] Salt Scorcher
Desiccation Venom DC DC 21 Fortitude
---------------------------
[3/13/2023, 12:26:18 AM] Justifer
14
1d20 + 12 = 2 + 12 = 14
---------------------------
[3/13/2023, 12:26:24 AM] Justifer
30
1d20 + 12 = 18 + 12 = 30
---------------------------
[3/13/2023, 12:26:30 AM] Salt Scorcher
17
1d20 + 10 = 7 + 10 = 17
---------------------------
[3/13/2023, 12:26:33 AM] F. Drake II's status effects:
Persistent Damage (1d6 fire) Persistent Damage (1d6 fire)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/13/2023, 12:27:04 AM] F. Drake II
27
1d20 + 13 = 14 + 13 = 27
---------------------------
[3/13/2023, 12:27:30 AM] F. Drake II
28
1d20 + 15 = 13 + 15 = 28
---------------------------
[3/13/2023, 12:27:38 AM] F. Drake II
24
2 * (2d6 + 3 + 3) bludgeoning = 24 = 24
---------------------------
[3/13/2023, 12:27:42 AM] Salt Scorcher
Salt Scorcher takes 24 damage.
---------------------------
[3/13/2023, 12:27:55 AM] F. Drake II
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[3/13/2023, 12:28:03 AM] F. Drake II
9
3d6 = 9 = 9
---------------------------
[3/13/2023, 12:28:07 AM] Salt Scorcher
Salt Scorcher takes 4 damage.
---------------------------
[3/13/2023, 12:28:14 AM] Salt Scorcher
29
1d20 + 15 = 14 + 15 = 29
---------------------------
[3/13/2023, 12:28:20 AM] Makhali's status effects:
Enfeebled 1 1 Enfeebled 1You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Sickened 1 1 1 Sickened 1 1You feel ill. Sickened always includes a value. You take
a status penalty equal to this value on all your checks and DCs. You can't
willingly ingest anything-including elixirs and potions-while sickened.You can
spend a single action retching in an attempt to recover, which lets you immediately
attempt a Fortitude save against the DC of the effect that made you sickened. On a
success, you reduce your sickened value by 1 (or by 2 on a critical success).
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/13/2023, 12:28:20 AM] F. Drake II
2
1d6 persistent fire = 2 = 2
---------------------------
[3/13/2023, 12:28:26 AM] F. Drake II
F. Drake II takes 2 damage.
---------------------------
[3/13/2023, 12:28:27 AM] F. Drake II
3
1d20 = 3 = 3
---------------------------
[3/13/2023, 12:29:02 AM] Amir Makhali
13
1d20 + 11 = 2 + 11 = 13
---------------------------
[3/13/2023, 12:29:42 AM] Makhali
Escudo compartilhado Spell 2 Concentrate Manipulate Divine Evocation You levitate
the touched shield and orbit it around a nearby ally. When you Cast the Spell and
Sustain the Spell, the shield uses the Raise a Shield action to protect the target
creature.Spell Effect: Dancing ShieldHeightened (4th) If you have the Shield Block
reaction, you can use your reaction to have the target shield use Shield Block when
the target creature would take damage from a physical attack, in addition to the
usual trigger. In this case, Shield Block protects the target creature, rather than
you. Since the shield is using Shield Block and not you, additional effects or
abilities that normally apply when you Shield Block don't apply. Components: SV
Range: 60 feet Targets: 1 touched shield and 1 willing creature Cast Time: 2
Duration: sustained up to 1 minute
---------------------------
[3/13/2023, 12:29:54 AM] Ranminsquien, o Esquecível's status effects:
Enfeebled 1 1 Enfeebled 1You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
---------------------------
[3/13/2023, 12:30:25 AM] Ranminsquien, o Esquecível
27
1d20 + 10 = 17 + 10 = 27
---------------------------
[3/13/2023, 12:30:26 AM] Salt Mother
Desiccation Venom DC DC 27 Fortitude
---------------------------
[3/13/2023, 12:30:46 AM] Ranminsquien, o Esquecível
7
1d20 = 7 = 7
---------------------------
[3/13/2023, 12:31:44 AM] Salt Mother
34
1d20 + 18 = 16 + 18 = 34
---------------------------
[3/13/2023, 12:31:50 AM] Salt Mother
42
2 * (2d8 + 15) bludgeoning = 42 = 42
---------------------------
[3/13/2023, 12:31:55 AM] Justifer
Justifer takes 42 damage.
---------------------------
[3/13/2023, 12:32:07 AM] Salt Mother
Desiccation Venom DC DC 27 Fortitude
---------------------------
[3/13/2023, 12:32:09 AM] Justifer
29
1d20 + 12 = 17 + 12 = 29
---------------------------
[3/13/2023, 12:32:21 AM] Salt Mother
10
2d4 + 4 poison = 10 = 10
---------------------------
[3/13/2023, 12:32:25 AM] Justifer
Justifer takes 10 damage.
---------------------------
[3/13/2023, 12:32:50 AM] Salt Mother
26
1d20 + 16 = 10 + 16 = 26
---------------------------
[3/13/2023, 12:32:53 AM] Salt Mother
20
2d8 + 15 slashing = 20 = 20
---------------------------
[3/13/2023, 12:32:59 AM] Justifer
Justifer takes 7 damage.
---------------------------
[3/13/2023, 12:33:39 AM] Salt Mother
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[3/13/2023, 12:33:44 AM] Salt Mother
21
2d8 + 15 slashing = 21 = 21
---------------------------
[3/13/2023, 12:33:48 AM] Makhali
Makhali takes 17 damage.
---------------------------
[3/13/2023, 12:34:31 AM] Peregrina
Forma Perfeita Spell 1 Concentrate Divination Divine Fortune A glimpse into the
future ensures your next blow strikes true. The next time you make an attack roll
before the end of your turn, roll the attack twice and use the better result. The
attack ignores circumstance penalties to the attack roll and any flat check
required due to the target being Concealed or Hidden.Spell Effect: True Strike
Components: V Cast Time: 1 Duration: until the end of your turn
---------------------------
[3/13/2023, 12:34:44 AM] Peregrina
25
2d20kh + 14 = 11 + 14 = 25
---------------------------
[3/13/2023, 12:34:49 AM] Peregrina
14
2d8 + 4 slashing = 14 = 14
---------------------------
[3/13/2023, 12:34:54 AM] Salt Scorcher
Salt Scorcher takes 11 damage.
---------------------------
[3/13/2023, 12:35:20 AM] F. Drake II's status effects:
Persistent Damage (1d6 fire) Persistent Damage (1d6 fire)Persistent damage comes
from effects like acid, being on fire, or many other situations. It appears as "X
persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is
the damage type. Like normal damage, it can be doubled or halved based on the
results of an attack roll or saving throw. Instead of taking persistent damage
immediately, you take it at the end of each of your turns as long as you have the
condition, rolling any damage dice anew each time. After you take persistent
damage, roll a @Check[type:flat|dc:15] check to see if you recover from the
persistent damage. If you succeed, the condition ends.
---------------------------
[3/13/2023, 12:35:36 AM] F. Drake II
Stumbling Stance Monk Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-
bobbing, weaving, leaving false openings, and distracting your enemies from your
true movements.While in this stance, you gain a +1 circumstance bonus to Deception
checks to @UUID[Compendium.pf2e.actionspf2e.QNAVeNKtHA0EUw4X]{Feint}. The only
Strikes you can make are stumbling swing unarmed attacks. These deal 1d8
bludgeoning damage; are in the brawling group; and have the agile, backstabber,
finesse, nonlethal, and unarmed traits.If an enemy hits you with a melee Strike
while in this stance, it becomes
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} against the
next stumbling swing Strike you make against it before the end of your next
turn.@UUID[Compendium.pf2e.feat-effects.BCyGDKcplkJiSAKJ]{Stance: Stumbling Stance}
Level 1 Action
---------------------------
[3/13/2023, 12:35:57 AM] F. Drake II
31
1d20 + 13 = 18 + 13 = 31
---------------------------
[3/13/2023, 12:36:14 AM] F. Drake II
34
1d20 + 15 = 19 + 15 = 34
---------------------------
[3/13/2023, 12:36:21 AM] F. Drake II
56
2 * (2d8 + 3 + (3d6 + 1)) bludgeoning = 56 = 56
---------------------------
[3/13/2023, 12:36:26 AM] Salt Mother
Salt Mother takes 56 damage.
---------------------------
[3/13/2023, 12:36:29 AM] Salt Mother
28
1d20 + 19 = 9 + 19 = 28
---------------------------
[3/13/2023, 12:36:53 AM] Makhali's status effects:
Enfeebled 1 1 Enfeebled 1You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Sickened 1 1 1 Sickened 1 1You feel ill. Sickened always includes a value. You take
a status penalty equal to this value on all your checks and DCs. You can't
willingly ingest anything-including elixirs and potions-while sickened.You can
spend a single action retching in an attempt to recover, which lets you immediately
attempt a Fortitude save against the DC of the effect that made you sickened. On a
success, you reduce your sickened value by 1 (or by 2 on a critical success).
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/13/2023, 12:36:53 AM] F. Drake II
3
1d6 persistent fire = 3 = 3
---------------------------
[3/13/2023, 12:36:59 AM] F. Drake II
F. Drake II takes 3 damage.
---------------------------
[3/13/2023, 12:37:00 AM] F. Drake II
3
1d20 = 3 = 3
---------------------------
[3/13/2023, 12:37:18 AM] Makhali
Heal (vs. Living) Spell 3 Concentrate Manipulate Divine Healing Necromancy Positive
You channel positive energy to heal the living or damage the undead. If the target
is a willing living creature, you restore 1d8 Hit Points. If the target is undead,
you deal that amount of positive damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets,
range, area, and other parameters.1 (somatic) The spell has a range of touch.2
(verbal, somatic) The spell has a range of 30 feet. If you're healing a living
creature, increase the Hit Points restored by 83 (material, somatic, verbal) You
disperse positive energy in a 30-foot emanation. This targets all living and undead
creatures in the burst.Heightened (+1) The amount of healing or damage increases by
1d8, and the extra healing for the 2-action version increases by 8. Healing
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 willing living creature or 1 undead Cast Time: 2
---------------------------
[3/13/2023, 12:37:19 AM] Amir Makhali
34
3d8 + 24 positive = 34 = 34
---------------------------
[3/13/2023, 12:37:24 AM] Justifer
Justifer is healed for 34 damage.
---------------------------
[3/13/2023, 12:37:35 AM] Makhali
Fonte da vida Spell 1 Manipulate Divine Healing Necromancy Positive You channel
positive energy to heal the living or damage the undead. If the target is a willing
living creature, you restore 1d8 Hit Points. If the target is undead, you deal that
amount of positive damage to it, and it gets a basic Fortitude save. The number of
actions you spend when Casting this Spell determines its targets, range, area, and
other parameters.1 (somatic) The spell has a range of touch.2 (verbal, somatic) The
spell has a range of 30 feet. If you're healing a living creature, increase the Hit
Points restored by 83 (material, somatic, verbal) You disperse positive energy in a
30-foot emanation. This targets all living and undead creatures in the
burst.Heightened (+1) The amount of healing or damage increases by 1d8, and the
extra healing for the 2-action version increases by 8. Save DC 20 basic Fortitude
Healing
Select Other Variant Components: S Range: touch Targets: 1 willing living creature
or 1 undead Cast Time: 1
---------------------------
[3/13/2023, 12:37:37 AM] Amir Makhali
1
1d8 positive = 1 = 1
---------------------------
[3/13/2023, 12:37:40 AM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível is healed for 1 damage.
---------------------------
[3/13/2023, 12:37:57 AM] Ranminsquien, o Esquecível's status effects:
Enfeebled 1 1 Enfeebled 1You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
Prone ProneYou're lying on the ground. You are
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} and take a -2
circumstance penalty to attack rolls. The only move actions you can use while
you're prone are @UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg]{Crawl} and
@UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj]{Stand}. Standing up ends the
prone condition. You can @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz]{Take
Cover} while prone to hunker down and gain cover against ranged attacks, even if
you don't have an object to get behind, gaining a +4 circumstance bonus to AC
against ranged attacks (but you remain flat-footed).If you would be knocked prone
while you're @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} or
@UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p]{Flying}, you fall. You can't be
knocked prone when @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx]{Swimming}.
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/13/2023, 12:39:15 AM] Justifer's status effects:
Enfeebled 2 2 Enfeebled 2You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Flat-Footed Flat-FootedYou're distracted or otherwise unable to focus your full
attention on defense. You take a -2 circumstance penalty to AC. Some effects give
you the flat-footed condition only to certain creatures or against certain attacks.
Others-especially conditions-can make you universally flat-footed against
everything. If a rule doesn't specify that the condition applies only to certain
circumstances, it applies to all of them; for example, many effects simply say "The
target is flat-footed."
Prone ProneYou're lying on the ground. You are
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} and take a -2
circumstance penalty to attack rolls. The only move actions you can use while
you're prone are @UUID[Compendium.pf2e.actionspf2e.Tj055UcNm6UEgtCg]{Crawl} and
@UUID[Compendium.pf2e.actionspf2e.OdIUybJ3ddfL7wzj]{Stand}. Standing up ends the
prone condition. You can @UUID[Compendium.pf2e.actionspf2e.ust1jJSCZQUhBZIz]{Take
Cover} while prone to hunker down and gain cover against ranged attacks, even if
you don't have an object to get behind, gaining a +4 circumstance bonus to AC
against ranged attacks (but you remain flat-footed).If you would be knocked prone
while you're @UUID[Compendium.pf2e.actionspf2e.pprgrYQ1QnIDGZiy]{Climbing} or
@UUID[Compendium.pf2e.actionspf2e.cS9nfDRGD83bNU1p]{Flying}, you fall. You can't be
knocked prone when @UUID[Compendium.pf2e.actionspf2e.c8TGiZ48ygoSPofx]{Swimming}.
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/13/2023, 12:39:31 AM] Justifer
Lay on Hands Focus 3 Manipulate Champion Divine Healing Necromancy Positive Your
hands become infused with positive energy, healing a living creature or damaging an
undead creature with a touch.If you use lay on hands on a willing living target,
you restore 6 Hit Points; if the target is one of your allies, they also gain a +2
status bonus to AC for 1 round.Spell Effect: Lay on HandsAgainst an undead target,
you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it
also takes a -2 status penalty to AC for 1 round.Lay on Hands (Vs.
Undead)Heightened (+1) The amount of healing increases by 6, and the damage to an
undead target increases by 1d6. Save DC 20 Fortitude Healing
Base: 1th Heightened: +2 Components: S Range: touch Targets: 1 willing living
creature or 1 undead creature Cast Time: 1
---------------------------
[3/13/2023, 12:39:35 AM] Justifer
18
18 positive = 18 = 18
---------------------------
[3/13/2023, 12:39:41 AM] Justifer
Justifer is healed for 18 damage.
---------------------------
[3/13/2023, 12:40:21 AM] Salt Mother
29
1d20 + 18 = 11 + 18 = 29
---------------------------
[3/13/2023, 12:40:29 AM] Justifer
28
1d20 + 12 = 16 + 12 = 28
---------------------------
[3/13/2023, 12:40:36 AM] Justifer
25
2d12 + 2 bludgeoning = 25 = 25
---------------------------
[3/13/2023, 12:41:08 AM] Salt Mother
Salt Mother takes 25 damage.
---------------------------
[3/13/2023, 12:41:14 AM] Salt Mother
22
2d8 + 15 bludgeoning = 22 = 22
---------------------------
[3/13/2023, 12:41:26 AM] Salt Mother
Salt Mother takes 15 damage.
---------------------------
[3/13/2023, 12:41:27 AM] F. Drake II
F. Drake II takes 15 damage.
---------------------------
[3/13/2023, 12:41:34 AM] Salt Mother
Desiccation Venom DC DC 27 Fortitude
---------------------------
[3/13/2023, 12:41:38 AM] F. Drake II
13
1d20 + 9 = 4 + 9 = 13
---------------------------
[3/13/2023, 12:41:47 AM] Pedro
Roll Streak!F. Drake II rolled a 4 2 times in a row!
---------------------------
[3/13/2023, 12:41:48 AM] F. Drake II
13
1d20 + 9 = 4 + 9 = 13
---------------------------
[3/13/2023, 12:41:54 AM] Salt Mother
11
2d6 + 4 poison = 11 = 11
---------------------------
[3/13/2023, 12:41:58 AM] F. Drake II
F. Drake II takes 11 damage.
---------------------------
[3/13/2023, 12:42:22 AM] Salt Mother
22
1d20 + 15 = 7 + 15 = 22
---------------------------
[3/13/2023, 12:42:30 AM] Salt Mother
32
1d20 + 12 = 20 + 12 = 32
---------------------------
[3/13/2023, 12:42:36 AM] Salt Mother
56
2 * (2d8 + 15) slashing = 56 = 56
---------------------------
[3/13/2023, 12:42:40 AM] F. Drake II
F. Drake II takes 21 damage.
---------------------------
[3/13/2023, 12:43:18 AM] Peregrina
34
1d20 + 14 = 20 + 14 = 34
---------------------------
[3/13/2023, 12:43:25 AM] Peregrina
27
2 * (2d8 + 4) + 1d12 slashing = 27 = 27
---------------------------
[3/13/2023, 12:43:30 AM] Salt Mother
Salt Mother takes 27 damage.
---------------------------
[3/13/2023, 12:43:43 AM] Peregrina
1º Passo: Moinho d'Água Spell 2 Concentrate Manipulate Arcane Attack Evocation
Water You call forth a powerful blast of pressurized water that bludgeons the
target and knocks it back. Make a ranged spell attack roll.Critical Success The
target takes 6d6 bludgeoning damage and is knocked back 10 feet.Success The target
takes 3d6 bludgeoning damage and is knocked back 5 feet.Heightened (+1) The damage
increases by 2d6. Attack MAP -5 MAP -10
Damage
Base: 1th Heightened: +1 Components: SV Range: 60 feet Targets: 1 creature or
unattended object Cast Time: 2
---------------------------
[3/13/2023, 12:43:45 AM] Peregrina
17
5d6 bludgeoning = 17 = 17
---------------------------
[3/13/2023, 12:43:50 AM] Salt Mother
Salt Mother takes 34 damage.
---------------------------
[3/13/2023, 12:43:58 AM] Salt Mother
2
1d4 = 2 = 2
---------------------------
[3/13/2023, 12:44:17 AM] Makhali's status effects:
Enfeebled 1 1 Enfeebled 1You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Sickened 1 1 1 Sickened 1 1You feel ill. Sickened always includes a value. You take
a status penalty equal to this value on all your checks and DCs. You can't
willingly ingest anything-including elixirs and potions-while sickened.You can
spend a single action retching in an attempt to recover, which lets you immediately
attempt a Fortitude save against the DC of the effect that made you sickened. On a
success, you reduce your sickened value by 1 (or by 2 on a critical success).
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/13/2023, 12:44:26 AM] Makhali
Heal (vs. Living) Spell 3 Concentrate Manipulate Divine Healing Necromancy Positive
You channel positive energy to heal the living or damage the undead. If the target
is a willing living creature, you restore 1d8 Hit Points. If the target is undead,
you deal that amount of positive damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets,
range, area, and other parameters.1 (somatic) The spell has a range of touch.2
(verbal, somatic) The spell has a range of 30 feet. If you're healing a living
creature, increase the Hit Points restored by 83 (material, somatic, verbal) You
disperse positive energy in a 30-foot emanation. This targets all living and undead
creatures in the burst.Heightened (+1) The amount of healing or damage increases by
1d8, and the extra healing for the 2-action version increases by 8. Healing
Select Other Variant Base: 1st Heightened: +2 Components: SV Range: 30 feet
Targets: 1 willing living creature or 1 undead Cast Time: 2
---------------------------
[3/13/2023, 12:44:27 AM] Amir Makhali
32
3d8 + 24 positive = 32 = 32
---------------------------
[3/13/2023, 12:44:32 AM] F. Drake II
F. Drake II is healed for 32 damage.
---------------------------
[3/13/2023, 12:45:07 AM] Ranminsquien, o Esquecível's status effects:
Enfeebled 1 1 Enfeebled 1You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/13/2023, 12:45:10 AM] Amir Makhali
17
1d20 + 11 = 6 + 11 = 17
---------------------------
[3/13/2023, 12:45:33 AM] Ranminsquien, o Esquecível
14
1d20 + 10 = 4 + 10 = 14
---------------------------
[3/13/2023, 12:45:33 AM] Ranminsquien, o Esquecível

---------------------------
[3/13/2023, 12:45:59 AM] Ranminsquien, o Esquecível
18
1d20 + 10 = 8 + 10 = 18
---------------------------
[3/13/2023, 12:45:59 AM] Ranminsquien, o Esquecível
7
2d8 = 7 = 7
---------------------------
[3/13/2023, 12:46:12 AM] Ranminsquien, o Esquecível
Ranminsquien, o Esquecível is healed for 7 damage.
---------------------------
[3/13/2023, 12:46:31 AM] Ranminsquien, o Esquecível
25
1d20 + 11 = 14 + 11 = 25
---------------------------
[3/13/2023, 12:47:06 AM] Ranminsquien, o Esquecível
24
1d20 + 13 = 11 + 13 = 24
---------------------------
[3/13/2023, 12:47:15 AM] Ranminsquien, o Esquecível
11
2d6 piercing = 11 = 11
---------------------------
[3/13/2023, 12:47:23 AM] Salt Mother
Salt Mother takes 11 damage.
---------------------------
[3/13/2023, 12:47:34 AM] Ranminsquien, o Esquecível
Hunting Spider Venom Alchemical Consumable Injury Poison 1/1 Charges
This venom erodes its target's defenses, aiding the spider in securing
prey.Activate D Interact (Injury)Saving Throw @Check[type:fortitude|dc:21]Maximum
Duration 6 roundsStage 1 [[/r 1d10[poison]]] damage and
@UUID[Compendium.pf2e.conditionitems.AJh5ex99aV6VTggg]{Flat-Footed} (1 round)Stage
2 [[/r 1d12[poison]]] damage,
@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1}, and flat-footed
(1 round)Stage 3 [[/r 2d6[poison]]] damage, clumsy 2, and flat-footed (1 round)
Use
Item 5 Price: 25 gp
---------------------------
[3/13/2023, 12:47:44 AM] Salt Mother
27
1d20 + 19 = 8 + 19 = 27
---------------------------
[3/13/2023, 12:47:57 AM] Justifer's status effects:
Enfeebled 2 2 Enfeebled 2You're physically weakened. Enfeebled always includes a
value. When you are enfeebled, you take a status penalty equal to the condition
value to Strength-based rolls and DCs, including Strength-based melee attack rolls,
Strength-based damage rolls, and Athletics checks.
Wounded 1 1 Wounded 1You have been seriously injured. If you lose the
@UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1]{Dying} condition and do not
already have the wounded condition, you become wounded 1. If you already have the
wounded condition when you lose the dying condition, your wounded condition value
increases by 1. If you gain the dying condition while wounded, increase your dying
condition value by your wounded value.The wounded condition ends if someone
successfully restores Hit Points to you with
@UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9]{Treat Wounds}, or if you are
restored to full Hit Points and rest for 10 minutes.
---------------------------
[3/13/2023, 12:48:23 AM] Justifer
31
1d20 + 12 = 19 + 12 = 31
---------------------------
[3/13/2023, 12:48:30 AM] Justifer
14
2d12 + 2 bludgeoning = 14 = 14
---------------------------
[3/13/2023, 12:48:35 AM] Salt Mother
Salt Mother takes 2 damage.
---------------------------
[3/13/2023, 2:29:38 PM] F. Drake II
19
3d8 + 6 = 19 = 19
---------------------------
[3/13/2023, 2:31:40 PM] F. Drake II
33
1d8 + 3d10 + 6 = 33 = 33
---------------------------
[3/13/2023, 2:32:07 PM] F. Drake II
53
6d10 + 2d8 + 12 = 53 = 53
---------------------------
[3/13/2023, 2:33:04 PM] F. Drake II
27
1d8 + 2d10 + 6 = 27 = 27
---------------------------
[3/13/2023, 2:33:28 PM] F. Drake II
20
2d10 + 6 = 20 = 20
---------------------------
[3/13/2023, 2:35:18 PM] F. Drake II
24
1d8 + 2d10 + 6 = 24 = 24
---------------------------
[3/13/2023, 2:35:28 PM] F. Drake II
18
2d10 + 6 = 18 = 18
---------------------------
[3/17/2023, 3:25:50 PM] Ranminsquien, o Esquecível
22
1d20 + 15 = 7 + 15 = 22
---------------------------
[3/19/2023, 6:45:25 PM] Pedro
@Check[type:survival|dc:19|traits:action]

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