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Nymnar Gloomstrider

June 2025

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About

Mercy is for
priests and poets.

I am neither.
character details
Name: Nymnar Gloomstrider
Age: 37
Gender: Cis Male
Ancestry: Wisp Fetchling
Class: Spirit Monger Necromancer
Sexuality: Gay (Albeit very repressed)
Height: 5'0" (152 cm)
Weight: 80 lbs (36 kg)
Build: He is very slight, with angular features. While his spine and ribs are not incrediby well-defined, you can definitely see their suggestion, and things like the bones in his wrist are clearly defined. He is slender to the point of seeming to be frail.
+ more details Hair: His hair is a very strange ethereal white. He has short hair that he keeps a little longer at the top, generally combing it to the side and back. His hair is generally very neat, and it's clear that he cares for it.
Eyes: Nymnar has pale grey eyes that are very sharp and piercing, but often bored.
Features: It is incredibly worth noting that he essentially looks like he's been drained of color: his skin is pale to the point of whiteness rather than a normal flesh tone. His shadow never matches what he is actually doing, and can move of its own accord. There are numerous miscellaneous scars across his body from "interrogation". There are times where he seems to be ghostly - for example, in a very high wind he may have parts of him seem to flicker and fade, though he himself will still be there.
Attire: Comfortable tailored clothing, generally more formal than not. He is not the type to wear robes like wizards do, but he wears nice elaborate long-sleeved tops and trousers, and comfortable leather boots that have seen him through many a graveyard. He prefers to dress in dark colors, gravitating toward blacks, purples, blues, and greens - though he does tend to wear green the least out of these. His spellbook is always at his left hip in a leather sling, and he walks with his staff of the dead as well. At his right hip is a small, dainty chain that connects to a small glass tube that contains three human (looking) teeth, akin to how many have pocket watches. The teeth are typically tucked into a pocket. He is always impeccably neat.
Voice: While he is not typically a man of many words, he tends to be relatively soft-spoken and calm. He has a Slovenian accent that he does a relatively good job of minimizing, but it grows pretty thick when he's upset. (And it is often the best indicator that he is upset, since he doesn't tend to emote very much.)
+ personality I'm still working on this section - while these are the broadstrokes and accurate, I'll likely refine as time moves on.

Nymnar is very quiet and reserved most of the time. He keeps a very calm affect on the surface, but it is not difficult to see how calculating and observant he is. He keeps quiet and doesn't mind being in the background while others steal the proverbial show. Nymnar apprecites his solitude (as he has spent much time alone and has had no other choice) and is the kind of person who almost prefers to just exist in parallel (reading silently in the same room, as an example) than actually directly interact with someone.

On the surface he comes off as generally disinterested and dismissive: he is the type that does not look at you when conversing with you, and if he is reading he will continue to read and answer only if he feels an answer is warranted. It takes capturing his interest in an extreme way to make him animated enough to start to pay attention to you (looking at you, actively maintaining eye contact, etc) and when that happens he can be a bit unsettling between his appearance, the way he flickers like a ghost, and the intensity of his attention. There are certain elements of how unsettling he is that he plays up on purpose as he enjoys the discomfort of others, often finding it rather amusing.

His interset comes in two forms: idle curiousity, and intense scrutiny. Idle curiosity is usually what comes when someone says something that is interesting but odd in some way, while intense scrutiny falls in line with things he's personally interested in (undeath, immortality without becoming a lich, etc). Idle curiosity generally earns you his attention in the form of a normal conversation, while his intense scrutiny can often come off as mania and a laser focus on whatever you're doing.

He is prone to irritation when he perceives his time is being wasted, or in petty affairs. If he feels that someone is standing around too long rather than getting a task done he may take it over and finish it himself, or he will cut things short and move forward to accomplish the task rather than waiting around. If someone takes too long to speak (such as due to anxious stammering) he may very well walk away from it and leave them alone. He doesn't have a lot of patience for things like that, and he isn't afraid to move on regardless of how it is perceived. He also is inclined to ignore things that annoy him (to the point he pretends one character in our campaign fully doesn't exist - donut worry, player and I are besties, we talked about it).

Irritation and annoyance are not anger, though. He is not particularly quick to actually anger, but he also isn't quick to feel any particularly extreme emotion. He may find mild amusement from snarky quirks or minor malicious acts, but he couldn't tell you what happiness or laughter feels like. He couldn't tell you what burning rage is like, or he wouldn't be able to articulate genuine sadness. This is attributed to depression tha the doesn't know he has - it makes his emotions either seem so foriegn he doesn't recognize them, or they are far away enough he may see it and logically ratoinalize it, but he does not feel it.

Nymnar is relatively touch-averse because of how touch-starved he is - it's similar to how severely dry skin burns when you finally put lotion on it. He is almost overloaded by how much he wants connection that he doesn't know what to do with it, and so he avoids it where he can. If someone touches him he is the type to snatch his hand away and take a step back in an automatic action, not saying anything of it. He will generally opt to avoid a scene, if possible.

I feel that this shouldn't need to be stated given he's a necromancer, but he has interest in the macabre and disturbing, so his definitions of things such as gross or disturbing are pretty skewed. The man killed his family and took a molar from each of them because he might be a little sentimental underneath everything.
attributes
This section outlines the basic attributes that Nymnar has and his training in each area. Necromancer is an intelligence class, so he has high intelligence, and I also opted to build him with high dexterity to accommodate being able to escape from sticky situations and to lean into the innate sort of slipperiness that fetchlings as a whole are described as being. While fetchlings of the Universe (material plane) tend to try to lead normal lives, Nymnar is from the Netherworld (shadowfell, shadow plane) so he leans much more into it all.

System: Pathfinder 2E, Impossible Class Playtest

Key:
Untrained -> U
Trained -> T
Expert -> E

+ attributes Level: 6
Health: 68
Perception: +10

Languages:
Common (Taldane)
The common language of the Universe

Aklo
Language found in remote pockets of the Darklands, also spoken by strange eldritch entities and some First World ancient powers

D'Ziriak
Language of the insectoid people native to the Netherworld

Necril
Language of intelligent undead

Sakvroth
Undercommon

Shadowtongue
Common language of the Netherworld

Strength: +0
Dexterity: +4
Constitution: +2
Intelligence: +4
Wisdom: +2
Charisma: +0

Armor Class: 24
Fortitude Save: +12 E
Reflex Save: +14 E
Will Save: +12 E
+ skills Acrobatics: +14 E
Arcana: +12 T
Athletics: +5 U
Crafting: +9 U
Deception: +8 T
Diplomacy: +5 U
Intimidation: +5 U
LORE: Academia: +12 T
LORE: Undead: +12 T
Medicine: +7 U
Nature: +10 T
Occultism: +14 E
Performance: +5 U
Religion:+7 U
Society:+12 T
Stealth: +12 T
Survival: +10 T
Thievery: +12 T
features
In this section all of the features that he has will be outlined. Each section will be separated out for ease of perusal since there is a lot by the time we hit level 6. Any spells - grave or otherwise - will be described in the spells section.
+ class features Mastery of Life and Death
When casting a spell or using an ability that would deal void or vitality damage, use the weaker of the target's resistance or immunity to void or to vitality. For instance, if the creature were immune to void and had no resistance or immunity to vitality damage, it would take vitality damage frmo the spell or ability. Resistance or immunity to both (or to all danage) applies as normal.

Life Tap
You learn the life tap grave spell.

Inevitable Return
The dead do not rest around you. You gain the Inevitable Return reaction.

Grim Wards
Will save proficiency increased to expert. When you roll a success at a Will save against a mental or possession effect caused by an udnead or haunt, you gain a critical success instead.

Reach of the Dead
You channel your necrotic magic through a thrall, expending it in the process. You can cast a spell with a range through one of your thralls within 60 ft of you. The thrall is the point of origin for thta spell. The thrall is destroyed after.

Necrotic Bomb
You call forth a lumbering mass of fleshy limbs. You learn the necrotic bomb grave spell.

Bone Burst
You destroy a thrall in an explosion of bone shards directed toward a creature that uses a manipulate action, move action, makes a ranged attack, or leaves a square during am ove action it's using, and I am within 60 ft of the thrall.
+ ancestry features Hard to Fool
You're accustomed to seeing through shifting darkness and bewildering magic. You gain a +1 circumstance bonus on Perception checks against illusions as well as to Will saves against illusions and shadow effects.

Clever Shadow
You can perform simple Interact actions with your shadow, such as opening an unlocked door. Anything your shadow Interacts with must be within your reach. Your shadow can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
+ skill features Assurance (Arcana)
Even in the worst circumstances, you can perform basic tasks. Choose a skill youโ€™re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Automatic Knowledge (Arcana)
You know basic facts off the top of your head. Choose a skill youโ€™re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.

Quick Squeeze
You Squeeze 5 feet per round (10 feet on a critical success). If youโ€™re legendary in Acrobatics, you Squeeze at full Speed. (Squeezing is an action that requires being at least trained in Acrobatics, and is to squeeze into exceptionally small spaces - trained implies a space that is barely larger than your shoulders, master would be a space barely larger than your head. This feat basically makes him able to squeeze and move faster than default.)

Slippery Prey
You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to โ€“4 and โ€“8 if you're trained in the skill. The penalty becomes โ€“3 and โ€“6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.

Quick Identification
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If youโ€™re a master, it takes a 3-action activity, and if youโ€™re legendary, it takes 1 action.
+ general features Diehard
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Untrained Improvisation
Youโ€™ve learned how to handle situations when youโ€™re out of your depth. Your proficiency bonus to untrained skill checks is equal to your level โ€“2. This improves to your level โ€“1 at 5th level and your full level at 7th level. This doesnโ€™t allow you to use the skillโ€™s trained actions.
the dirge & actions
Necromancers are spellcasters but they are not wizards - they have the prepared spellcasting of a regular wizard, but incredibly limited spell slots. Additionally, they do not use spellbooks: they have the dirge within them: their spells become a dirge that echos through their body, bones, and spirit. Preparing spells is to pull forth these pieces of the dirge to speak them. The number of spell slots will be denoted in the section heading in parentheses. I've additionally added actions to this section, as they are important in terms of how the class works.
+ actions Consume Thrall
Action. Once/10 min. You crumble one of your thralls to dust to consume its necromantic magic. You destroy one of your thralls within 15 feet of you and regain 1 Focus Point.

Envision (Spellshape)
Action. Once/day. Your thralls, while still being tied to the physical world, have an incorporeal essence. Whenever one of your thralls would deal physical damage, you can choose for that damage to be spirit or void damage instead.

Bone Burst
Reaction. Trigger: A creature adjacent to one of your thralls uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action itโ€™s using, and you are within 60 feet of the thrall. You destroy the thrall in an explosion of bone shards directed toward the triggering creature, dealing 2d10 piercing damage with a basic Reflex save. This damage increases to 3d10 at 12th level and to 4d10 at 18th level.

Inevitable Return
Reaction. The deaths of those around you simply fuel your undead army. You raise a thrall in the triggering corpseโ€™s space. This thrall falls apart after 1 minute. Must be within 60 ft.

Reach of the Dead
Free action. You channel your necrotic magic through a thrall, expending it in the process. If the next action you use is to Cast a Spell that has a range, you cast that spell from one of your thralls within 60 feet. That thrall becomes the point of origin for your spell. You calculate range and cover from their space instead of yours. The thrall is destroyed.
+ staff of the dead cantrip
Void Warp
Description

first rank
Grim Tendrils
Description

Summon Undead
Description

second rank
Peaceful Rest
Description
+ grave spells (2) Grave Spells are the focus spells for Necromancer. These are unique in that you have a focus pool that acts as the resource to use these abilities. You can regain focus points by spending ten minutes on medtitation or focusing. Cantrips do not consume focus points and can be used freely.

Create Thrall (CANTRIP)
1 Action. Range 30 ft. Duration 1 minute. You conjure forth an expendable undead thrall in range. If you have the expert necromancy class feature, you can create up to two thralls, increasing to three if you have master necromancy and four if you have legendary necromancy. When you cast the spell, you can have up to one thrall created by this spell make a melee unarmed Strike using your spell attack modifier for the attack roll. This attack deals your choice of 1d6 bludgeoning, piercing, or slashing damage. This Strike uses and counts toward your multiple attack penalty.

Life Tap
2 Actions. Range 30 ft. Target 1 thrall. Fort saving throw. Using a thrall as a vessel, you attempt to drain the essence of a creature and use it for yourself. The target thrall Strides up to 30 feet, then one creature of your choice adjacent to it must attempt a Fortitude saving throw. The targeted thrall is then destroyed.
Critical Success: The target is unaffected.
Success: The creature is drained 1, but recovers after 1 minute. You or an ally of your choice within 30 feet of the thrall regain Hit Points equal to the amount the creature lost by becoming drained.
Failure: As success, but drained 2.
Critical Failure: As success, but drained 3.

Necrotic Bomb
2 Actions. Range 60 ft. Target 1 thrall. Basic reflex saving throw. You overload one of your thralls with void energy, causing it to explode. All creatures within a 10-foot emanation of the thrall take 1d12 void damage with a basic Reflex save. This destroys the thrall.
+ cantrips (5) Daze
2 Actions. Target 1 creature. Basic will save. Lasts 1 round. You push into the target's mind and daze it with a mental jolt. The jolt deals 2d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1. NONLETHAL

Detect Magic
2 Actions. 30-foot emanation. You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You an choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you adn your allies. You detect illusion magic only if that magic's effect has a lower rank than taht of your detect magic spell. However, items that have an illusion aura but aren't deceptive in apeparance (such as an invisibility potion) typicalyl are detected normally.

Eat Fire
Reaction. Lasts until the end of your next turn. Trigger when you take fire damage. You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell end sif you fall Unconscious, inhale, or exhale (including speaking).

Forbidding Ward
2 Actions. Range 30 ft. Targets 1 ally and 1 enemy. Duration is sustained for up to a minute. You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class saving throws against the target enemy's attacks, spells, and other effects.

Haunting Hymn
2 Actions. 15-foot cone area. Basic fortitude saving throw. You echo a jarring hymn that only creatures in the area can hear. The hymn deals 2d8 sonic damage, with a basic Fortitude save. If a target criticalyl fails the save, it's also Defeaned for 1 minute.

Needle Darts
2 Actions. Range 60 ft. Targets 1 creature. Against AC. You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 4d4 piercing damage and might acuse bleeding. The needles impart any special properties of the metal that forms them; for instance: cold iron needles deal additional damage to creatures with weakness to cold iron. All needles are made of the same metal, and the metal returns to you after you attack.
Critical Success: The target takes double damage and 3 bleed damage.
Success: The target takes full damage.

Prestidigitation
2 Actions. Range 10 ft. Targets 1 object (cook, lift, or tidy only). Sustained duration. The simplest magic does your bidding. You can perform a simple magical effect for as long as you Sustain the spell. Each time you SUstain the spell, you xan choose one of the four options.
Cook: Cool, warm, or flavor 1 pound of nonliving material.
Lift: Slowly lift an unattended object of light Bulk or less 1 foot of the ground.
Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or locus or cost for a spell.
Tidy: Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk or 10 rounds of cnocentration, and a larger object at 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as longa s you Sustain the spell.

Read Aura
1 minute to cast. Range 30 ft. Targets 10 objects. You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to identify magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.

Telekinetic Hand
2 Actions. Range 30 ft. Targets 1 unattended object with a Bulk of 1 or less. Sustained duration. You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 ft in any direction. When you Sustain a spell, you can move the object an additional 20 ft. If the object is in the air when the spell ends, the object falls.

Warp Step
2 Actions. When you walk,t he earth warps beneath your feet-your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
+ first rank (2) Befuddle
2 Actions. Range 30ft. Targets 1 creature. Will defense. 1 round duration. You sow the seeds of confusion in yuor target's mind, causing its actions and thoughts to become clumsy.
Critical Success: The target is unaffected.
Success: The target is Clumsy 1 and Stupefied 1.
Failure: The target is Clumsy 2 and Stupefied 2.
Critical Failure: The target is Clumsy 3, Stupefied 3, and Confused.

Enfeeble
2 Actions. Range 30ft. Targets 1 creature. Fortitude defense. Variable duration. You sap the target's strength, depending on its Fortitude save.
Critical Success: The target is unaffected.
Success: The target is Enfeebled 1 until the start of your next turn.
Failure: The target is Enfeebled 2 for 1 minute.
Critical Failure: The target is Enfeebled 3 for 1 minute.

Fear
2 Actions. Range 30ft. Targets 1 creature. Will defense. You plant fear in the target; it must attempt a Will save.
Critical Success: The target is unaffected.
Success: The target is frightened 1. (-1 to rolls, essentially.)
Failure: The target is frightened 2. (-2 to rolls, essentailly.)
Critical Failure: The target is frightened 3 and fleeing for 1 round. (-3 to rolls, running away from caster.)

Gravitational Pull
1 to 3 Actions. Range 30ft. Targets 1 creature. Fortitude defense. By suddenly altering gravity, you pull the target toward you. The target is pulled 20 feet closer to you unless it succeeds at a Fortitude save. On a Critical failure, it si also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this spell.
1 Action (somatic): The spell targets one creature.
2 Actions (somatic, verbal): The spell targets one creature and pulls the target 20ft instead of 10ft.
3 Actions (material, somatic, verbal): The spell targest up to 5 creatures.

Ill Omen
2 Actionss. Range 30ft. Targets 1 creature. Will defense. 1 round duration. The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.
Success: The target is unaffected.
Failure: The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
Critical Failure: Every time during the duration that the target attempts an attack roll or skill check, it muts roll twice and use the worse result.

Lose the Path
Reaction. Range 60ft. Triggers when a creature in range Strides. Targets the triggering creature. Will defense. You surrounda moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target musta ttempt a Will save. Regardless of the result, the creature is immune to the spell for 1 hour.
Success: The creature is unaffected.
Failure: The creature treats all squares as difficult terrain for its Stride (1/2 movement speed).
Critical Failure: As failure, except that caster determines where target moves during the Stride, though you cannot move it into hazardous terrain or to a place it can't stand.

Phantom Pain
2 Actions. Range 30ft. Targets 1 creature. Will sefense. 1 minute duration. Illusory pain wracks the target, dealing mental damage and persistent mental damage with a Will save.
Critical Success: The target is unaffected.
Success: The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure: The target takes full initial and persistent damage, and the target is sickened 1 (-1 to checks and DCs, cannot ingest things willingly). If the target recovers from being sickened, then the persistent damage ends and the spell ends.
Critical Failure: As failure, but the target is sickened 2 (-1 to checks and DCs).
+ second rank (2) Animus Mine
2 Actions. Will defense. 1 hour duration. You implant a mental mine within your psyche that detonates against anyone attempting to magically manipulate your thoughts. You can Sustain this spell to suppress the effects of the mine for 1 round to allow someone tos afely use a mental effect on you. You can Dismiss this spell. The first creature that uses a magical mental effect against you triggers the animus mine, causing the spell to end. The animus mine deals significant mental damage to the triggering creature, which must attempt a Will save.
Critical Success: The creature is unaffected>
Success: The creature takes half damage.
Failure: The creature takes full damage and is stunned 1 (loses 1 action).
Critical Failure: The creature takes double damage and is stunned 1. You're unaffected by the triggering mental effect.

Death Knell
2 Actions. Touch range. Targets 1 creature with 0HP. Will defense. You snuff out the life of a creature on the brink of death. The target must attempt a Will save. if this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.
Critical Success: The creature is unaffected.
Success: The target's dying value increases by 1.
Failure: The target dies.

Feast of Ashes
3 Actions. Range 30ft. Targets 1 living creature. Foritutde defense. 1 week duration. You curse the target with a hunger no food can sate. You can Dismiss the spell. The creature must attempt a Fortitude save.
Critical Success: The creature is unaffected and is temporarily immune for 1 hour.
Success: The creature is fatigued (-1 AC and saves) for 1 round.
Failure: The creature is aimmedaitely afflicted by hungera as if it hadn't eaten food in days. It becomes fatigued and takes some damage each day that can't be healed until it sates his hunger. No amount of eating can sat the creature's hunger during the spell's duration.
Critical Failure: As failure, but the creature takes more damage for each day from unbearable hunger.

Silence
Touch range. Targets 1 willing creature. 1 minute duration. The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use audotiry actions. This also prevents the target from casting spells due to the magical words involved in casting, with the exception of subtle spells. (Heightened 4: 10-foot emanation aura around affected creature.)
+ third rank (2) Agonizing Despair
2 Actions. Range 60ft. Targets 1 creature. Will defense. Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes significant mental damage with a Will saving throw.
Critical success: The target is unaffected>
Success: The target takes half damage and becomes frightened 1.
Failure: The target takes full damage and becomes frightened 2.
Critical Failure: The target takes double damage and becomes frightened 3.

Impending Doom
2 Actions. Range 30ft. Targets 1 living creature. Will defense. 3 round duration. You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes very significant mental damage.
Critical Success: The creature is unaffected.
Success: The creature is unaffected for 1 round. On the second round, it becomes flat-footed (-2 to AC). Finally, on the third round, it becomes frightened 1. At the end of the third round, it takes half damage.
Failure: The creature is immediately flat-footed. On the secnod round, it becomes frightened 2. Finally, on the third round, it also becomes stunend 1. At the end of the third round, the creature takes full damage.
Critical Failure: The creature is immediately flat-footed and frightened 3. On the second round, it becomes stunned 1. Finally, on the third round, it also becomes paralyzed. At the end of the third round, the creature takes double damage.

Shared Invisibility
2 Actions. Range 30ft emanantion. Targets myself and up to 5 willing ceratuers. 10 minute duration. You and all targets are invisible except to each other as lnoga s the targets remain within the emanation. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. Ifa ny creature made invisible by this spell uses a hostile action, the spell ends after the hostil action is completed.

Shift Blame
Reaction. Range 30ft. Triggers when I or another creature attacks a creature or fails at Deception, Diplomacy, or Intimidation. Targets the target of the triggering attack or spell check. Will defense. You alter the target's memories of the triggering event as they form. You choose another creature (which can be you) with the capacity to make the triggering attack or skill check, and you alter the target's memories to recall the creature you chose as responsible for the triggering attack or skill check. The target must attempt a Will save and is then temporarily immune for 24 hours.
Critical Success: The target knows you attempted to alter its memories.
Success: The target doesn't realize you attempted to alter its memories, but it knows you cast a spell.
Failure: You successfully alter the target's memory. It isn't forced to react to the new memories in a particular way, and it's likely to question them if they contradict other information it knows or are implausable for the situation.
Name Coop  TIMEZONE US Central  DISCORD coopyey  PB Mads Mikkelsen  • CODE