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  2. Day 9 mid-afternoon, In Brinestump Marsh Barlo followed after Casimir, keeping the floating light ahead of him so he could see. Azgar and Lothar approached the pool of water. The mostly circular chamber was about 15 feet across. The center of the pool was marked with a 5-foot diameter island of glittering crystals protruding upwards. Around the island was dark water about 5-foot deep. As soon as the two got close to the water's edge a watery-looking ooze surged up from the water attempting to touch them with its amorphous appendage. Tactical Map 1 Square = 5 Feet Combat Information Initiative You guys Ooze Results Good Guy Info Arradon 5 dmg Barlo - Dancing Lights Lothar 4 Dmg, 2 Str dmg - Protection Blessing, War Blessing, Divine Favor Bad Guy Info AC 6: HP 16 Barlo Hawkins HP: 23/23 Bard Performances (Lingering): 10/13 remaining (+1 Courage, +2 Competence) Spells: Cantrips (Message, Mage Hands, Prestidigitation, Ghost Message, Dancing Lights, Detect Magic) 1st level: 2/4 (Charm Person, CLW, Silent Image, Grease) ** You all are up for Round 1 **
  3. Item status Xho: Wand of transmutation and ring of elemental mastery. The wand was thrown in the portal. She also has the wizard experiments journal. Brynna: A donkey Rand: Didn't pick up the Double axe yet Malekith: Thalorien's regional map Ulrin: Twin daggers
  4. Ulrin Pennyshine Ghostwise Halfling, Rogue AC: 15 | HP: 8/8 | Movement: 25 | Passive Perception/Insight: 14/13 Spell Slots: 1st 0 | Spell Attack: +0 | Spell DC: 0 Prepared Spells: none yet| Cantrips: none yet DM Inspiration: | Saved: | Sneak Attack: 1d6 What little food was in Ulrin's tiny belly was threatening to come back up. He may not have known how to feel about the woman in the short time they traveled together, but surely she didnt deserve to have her head caved in like that. Not bothering with the silent speech any longer. "Brynna, It's time to get that ass moving... It got Syn..." Teetering on the edge of wanting to dive through the portal, and not wanting to leave anyone behind. Ulrin grabs the book, and dashes for the portal. Giving one last sad look to those still in the room before stepping through the portal. Mechanics Main Hand: Off Hand: Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  5. Devon Bohl Age 23 | Height 5'8" | Weight 150 lbs. | Hair Brown | Eyes Brown | Complexion Tanned | "My Speech" | 'My thoughts'| My actions. Male, Neutral Good, Human Wizard 3 // Factotum 3, Level 3, Init +6, HP 27/27, Speed 40ft AC 15, Touch 12, Flat-footed 13, Fort +3, Ref +5, Will +3, BAB +2 Abilities Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 08 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd, DC 16) 0+3+1 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), Color Spray, (GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*), (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*) WebWeb Conjuration (Creation) Level: Sorcerer/Wizard 2, Adept 2, Mortal Hunter 2, Ooze 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Webs in a 20-ft.-radius spread Duration: 10 min./level (D) Saving Throw: Reflex negates; see text Spell Resistance: No Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled. Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength (G,A) check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength (G,A) check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength (G,A) check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover (see Cover, page 150). The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes. Material Component: A bit of spider web. Source: Player's Handbook (PH)*, (Web*), (GlitterdustGlitterdust Conjuration (Creation) Level: Bard 2, Sorcerer/Wizard 2, Beguiler 2, Hexblade 2, Emissary of Barachiel 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Creatures and objects within 10-ft.- radius spread Duration: 1 round/level Saving Throw: Will negates (blinding only) Spell Resistance: No A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks. Material Component: Ground mica. Source: Player's Handbook (PH)*), (Glitterdust*) Feats / Abilities FEATS FLAW: Expeditious DodgeExpeditious Dodge [GENERAL] You're good at avoiding attacks while moving quickly. Prerequisites: Dex 13 Benefit: When you move 40 feet or more in a single turn, you gain a +2 dodge bonus to your Armor Class until the beginning of your next turn. Special: Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability. A fighter may select Expeditious Dodge as one of his fighter bonus feats. Source: Races of the Wild (RW)(RotW) FLAW: False FocusFalse Focus You can use a divine focus to cast arcane spells. Prerequisite: Knowledge (religion) 1 rank, ability to cast arcane spells. Benefit: By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal. Normal: A divine focus has no effect when used as a component in arcane spells. Source: Pathfinder(Pathfinder) Wizard 1: Scribe ScrollScribe Scroll Human: Able LearnerAble Learner [RACIAL] You have a great aptitude for learning. Prerequisites: Human or doppelganger Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character). Special: This feat may only be taken at 1st level. Source: Races of Destiny (RD) 1st: Extraordinary ArtisanExtraordinary Artisan [ITEM CREATION] You are an expert at creating magic items at a lower cost than usual. Prerequisites: Any item creation feat Benefit: When determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%. Source: Eberron Campaign Setting (ECS)(EbCS) 3rd: Craft Wondrous Item ABILITIES Trapfinding Inspiration A Factotum can spend an Inspiration Point to add +INT as a Competence bonus on any single attack roll, damage roll, or saving throw; or as a dodge bonus to Armor Class against one opponent for 1 round. 3/3 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Arcane Dilettante A Factotum can spend an Inspiration Point to cast 1 spell up to 0th Level. 1/1 Devon plans to try and disable as many as possible as quickly as possible, but this is foiled by the spell thrown at them moments before he can act. He is tightly bound by black tentacles. 'These are extremely strong. I don't see any way out for me, but I might still be able to do something.' Using the wand they had just found, which he had placed in the chamber built into his shield, he casts Web at their opponents. OOC: My picture links to my character sheet. Casts Web from wand, DC 13 Dex save. Failure means immobile while success means entangled. 5 square feet can be burned away in 1 round. Creatures within flaming webs take 2d4 fire damage.
  6. New unified token rings that will be used in Castle WHiterock, please feel free to use them in your posting templates if you like.
  7. New unified token rings that will be used in Castle WHiterock, please feel free to use them in your posting templates if you like.
  8. - Enigma Bard 1 AC 17 (19 w/shield); HP 14/14; Fort +3, Ref +5, Will +6; Init: +6 Focus Spells (1 points) Counter Performance , Courageous Anthem Special Abilities Bardic Lore, Wizard Dedication (Ars Grammatica) "I'll... admit that I wasn't sure what this 'Call for Heroes' business was about, when I answered it," Essedan replied, looking suddenly crestfallen at Vanir's question. "To be quite honest, I'm... not certain if I might even continue, knowing now what Lady Jamandi asks of us." The elf takes another sip from his goblet and gazes pensively over the many tables around them and all gathered. "I have considerations here in Brevoy that I can't step away from so easily."
  9. ~ After midnight: North Point, Three Rings Tavern ~ Ishani motioned for Camilia to come with him as he stood up to leave. With Lorcan and Arkady remaining at the tavern, it would be a decent rendezvous point as the errands were quickly run. "Okay, we shall stop by the temple first and come back here to leave the healing potions and scrolls with Lorcan and Arkady. Then Camillia can come with me to the Academae to see how long it will take to acquire the Flaming Sphere and Haste spell scrolls. I am sure you would be back here at the tavern in the meantime, George." "Then, if necessary, I could send Camilia back here to pick up the spellbook should I need it for payment immediately. Otherwise, we can exchange the scrolls for the book once I return and I will give it over to my acquaintances tomorrow." With that he departed and everyone set about their tasks. About 4 hours later, George had completed the trip to bring back the spellbook. Lorcan and Arkady were holding 6 Cure Light Wounds potions, 3 Cure Light Wounds spell scrolls and 2 Cure Moderate Wounds spells scrolls. Ishani had the spellbook in his possession and was heading back to the temple. George had the 2 spell scrolls he asked for. Due to the late night and urgency of the request, he had to settle for giving over the spellbook completely to the wizards at the Academae.
  10. Ne'charri can use beast shape to turn into an animal anywhere between tiny and large. No alter self or disguise self, though, which sounds more like what you're looking for. She can turn invisible shortly via vanish, if that helps at all.
  11. Today
  12. Athelia Karatch - Planetouched Wizard 1 HP: 8/8 | AC: 12 (Mage Armour: 15) | Passive Perception/Insight: 11/13 | DM Inspiration: 1/1 | Ongoing Effects: Mage Armour Effects: Darkvision, Feather on the WindWhen you fall, you can use your reaction to slow your rate of descent and land from a height of up to 60 feet without taking falling damage; you take half damage if falling from heights higher than that. , Light on Your Feet[2/2 Long Rest] You can use a bonus action to make a leap of a distance up to 10 feet without provoking opportunity attacks . This distance increases by 5 feet each time your proficiency bonus increases. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you have finished a long rest . Additionally, when you would be knocked prone, you can use your reaction to instead move 5 feet in a direction you choose. This movement does not provoke an opportunity attack. , Roll with the Punches[1/1 Long Rest] After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest . Spell DC: 13 | Spell Attack: +5 | Cantrips: Fire Bolt, Prestidigitation, Void Maw Level 1 [▣ ▢] Mage Armour, Skeletal Hands, Burning Hands She repeats Aewyn, but in a slightly more incredulous tone "Mutually acceptable arrangement.." Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Off-Hand: Bonus Action: Move Action: Free Manipulation: Notes:
  13. Amelia Kassicar Human Sorcerer 5 AC: 13 (16 w/Mage Armour) | HP: 32/32 | Initiative: +3 | Passive Perception: 13 | Spell Attack: +7 | Spell DC: 15 | DM Inspiration: 1/1 Abilities: [Sorcerer Points: 3/5] | Metamagic (Transmute SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. / Empower SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.) | Magical GuideanceWhen you make an ability check that fails, you can spend 1 sorcery point to reroll the d20. | Active Effects: Mage Armour Cantrips; Fire Bolt, Prestidigitation, Light, Mending, Mage Hand, Mind Sliver, Eldritch BlastTwo Bolts 120ft 1d10+3 damage each Level 1 [▣ ▣ ▣ ▢] Burning Hands, Mage Armour, Shield, Arms of Hadar, Dissonant Whispers Level 2 [▣ ▣ ▢] Scorching Ray, Shatter Level 3 [▣ ▣ ▢] Fireball, Enemies Abound, Antagonize "Magehunting is a dangerous business.. I commend you for your, lets call it bravery. " Amelia was clearly not concerned by the concept, and shows it, but she was excessively casual most of the time. "However, that aside, i second the call for drinks." Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Off-Hand: Bonus Action: Move Action: - Free Manipulation: Notes:
  14. Athrin Semolan - Broken Healer AC: 21 | HP: 63 |Class DC: 21 Fortitude: +9 | Reflex: +11 | Will: +13 | Perception: +13 Active Effects: None. Hero Points: 1/3 Conditions: None. "Tessera!" The name wasn't a loud cry, but the fleeing was halted in the moment, a quick glance realising that the elf was in trouble and would be down the bottom of the tree shortly. Nearby enemies. Wounded. It took not even a moment for the healer to make her decision, immediately reversing her motion. Striding determinedly back into the thick of the fray, she ducked towards the elf, healer's kit already on her fingers to meet her descent. "You should've stayed on the ground." The grumble wasn't fully meant to admonish the archer, more of a vent than a statement. Either way the healer took the next moment to patch where the javelin had slammed into Tessera, smearing a quick salve on in the briefest moments, not wanting to hold her down. Action 1: Stride 5 steps back West Action 2: Battle Medicine on Tessera Action 3: Pending
  15. Tessera Galanodel - Elven Starlit Span Magus lvl 5 TESS STATS AC: 23 | HP: 16/56 | PER: +7 | FORT: +11 REF: +13 WILL: +9 | SPEED: 30' | SPELLS/DAY: CAN: Unl 1ST: 2/2 2ND: 2/2 | HERO POINTS: 3/3 | FOCUS POINTS: 1/1 | Notes: Wilderness Spotter: Roll Survival for Init in Forest (Skill: Survival +11 (Gains a +1 do to Favored Terrain bonus for a total of Survival +12)), Elven Instincts: +2 for Initiative, if tied with enemy I go first. NAILO STATS AC: 21(23 until end of next turn) | HP: 44/44 | PER: +12 | FORT: +11 REF: +13 WILL: +12 | SPEED: 35' Tessera gives a pain filled yelp as she's knocked out of the tree, landing on the ground in a loud thud. "...xsa, nindel jivviim!" (Translation for those that know Elven: "...damn, that hurt!") She said in a pained tone. Tessera will quickly get to her feet. Once up she will move back to where Athrin is, then fire an arrow at the nearest Troll. Nailo gives Andren's hand a thankful lick, then quickly moves for her fallen and wounded charge. Spell Book Innate: Acid Splash (Fire), Detect Magic, Read Magic Focus: Shooting Star Magus Cantrips: Electric Arc, Light, Produce Flame, Ray of Frost, Telekinetic Projectile Magus First: Acidic Burst, Burning Hands, Magic Missile, Magic Weapon, Shocking Grasp, Snowball Magus Second: Acid Arrow, Blur, Scorching Ray, Sudden Bolt Magus Third: Fireball, Vampiric Touch Spells Prepared Magus Cantrips: Electric Arc (DC 21), Light, Produce Flame (+11), Ray of Frost (+11), Telekinetic Projectile (+11) Magus Second: Burning Hands (DC 21), Sudden Bolt (DC 21) Magus Third: Fireball (DC 21), Vampiric Touch (DC 21) Other: Free: Action 1: Stand Up. Action 2: Stride E-E-E-E-E-E Action 3: Strike . Nailo Free Action: Stride SW(5)-S(10)-SE(20)-S(25)-SE(30)-S(35) Reaction: None. Exploration Activity (Tessera): Detect Magic Exploration Activity (Nailo): Scout
  16. Aldara is able to determine that the strange potion is actually two potions of healing mixed together. For all intents and purposes, it functions as 2 potions, but in one convenient travel package. As for the rest of the stuff, well...
  17. Waterdeep, 20th of Ches Curious, Aldara takes a peek down into the pit and discovers that Roach has been conversing with magmin, small elemental beings with a passion for incinerating anything around them. They normally don't speak common languages, so it is fortunate that Roach is able to communicate telepathically. * * * * Spurred on by one discovery, Qwinsea delves deeper into examining the other vials. He is careful not to disturb anything, yet as he shifts to the table along the north wall, he inadvertently nudges the southern table. The mishap makes two beakers teeter and collide, sparking a minor explosion of flames and shattered glass. The blast fractures a nearby vial, flinging acid over the area, Qwinsea included. Naturally, this sets off a chain reaction, with more vials toppling and igniting, one after another, until the entire table is engulfed in fire. OOC Because you made your save, Qwinsea only takes 3 fire damage and 3 acid damage. Overall map progress
  18. "Actually, it's not as bad as I thought at first. I'll manage for now." Amaranth tries her spell again on Lockheed. OOC. Spending 1 FP to cast Keen Vision on Lockheed at level 2.
  19. Honestly, I hadn't intended to stat them out, but if you want to, go for it. What you list is about what I would have used, mechanics wise, so feel free. I'll give you control of them on the map when the time comes.
  20. Zum of Clan Torq Dwarven Barbarian 3 Chaotic Good | | AC: 20 (19) HP: 55/55 +Temp | Perception: +10 | Fort: +10 | Ref: +7 | Will: +10 | Move: 25 Hero Points: 1 | Conditions: Avernal Fever -1 on all STR based rolls (incl attack and damage) Wounds Treated (within last hr): me, Rok, Mic | Battle Medicined (today): Rok, Me, Mic, Janos Extra: GM should roll to notice unusual stonework anytime it is seen (at -2). Used: Zum is not afraid to move forward and fight this dark thing. He pushes forward () and attacks () the thing, with Dragon. Attack (-1 applied for Avernal fever) Damage (-1 applied for Avernal fever)
  21. Personally I'm waiting for Shambala (no rush). I've established all I want to about Prince at the table until things get going.
  22. Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 31/44 (3d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: +1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 1/2 || Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.... Languages: You can speak, read, and write Common and Dwarvish Yod gives Thordin a nod of appreciation; the warrior did well to acquit himself this fight. As the elves come over to talk, the dwarf has lite interest in what the tree huggers has to say. He instead starts retrieving javelins to add a few more to his supply He considered warning the elves about the giants, but instead thinks they will figure it out when a rock falls from the sky. Yod then says, "Goblins. Again. I don't like the sound of that. We should take a moment to collect ourselves and gather what we can from the orcs. Then, we better be off to the caves. I know we need to help those villagers but we can't help them if we's dead " Yod will gather his javelins and grab 3 additional ones. He's suggesting a short rest to save on some healing. It might let the wizards relearn some spell slots, too.
  23. Baldric | HP 58/58 | AC 24 | Fort +10 | Ref +14 | Will +14 | Speed: 30 | Perception: +10 (Low-light) Hero Points: 0/1 | Focus Points: 2/2 | Spellcasting: CantripsDaze Figment Read the Air Shield Telekinetic Hand Usable At-Will | Rank 1Lose the Path Fear (Muse bonus) Gravitational Pull Soothe {S} Spell Slots: 3/3 | Rank 2Dispel Magic {S} Invisibility Illusory Creature Spell Slots: 3/3 | Rank 3Phantom Pain [H+2] {S} Gravity Well Spell Slots: 2/2 | Spell/Class DC: 21 Conditions: N/A | Effects: Marshal's aura (10 ft): +1 status vs fear; Rallying Anthem (+1 AC/Saves, Resist 1 phsy) Seeing the drake swoop into the air above him, Baldric makes haste toward the middle of the pack. "No, thank you! I don't intend to become anyone's breakfast today!" He again shares some rousing words of inspiration to spur on his allies toward victory, attempting to boost their egos even as Syhlas takes a heavy blow from the other drake. "Keep up that fighting spirit! These overgrown garden lizards are just jealous of your prowess! Yes, that's it! They lash out in fear of us! Ha!" He pulls back his bowstring and fires an arrow, perhaps a feeble gesture, to attack the drake at Syhlas's side. Round 2 Action 1 Stride NE>NE>NE>NE (30 ft) Free Action Cast Lingering Composition (Performance check below dictates effects) Action 2 Cast Rallying Anthem: 60-ft emanation, you and all allies get +1 AC and saving throws, and resistance to physical damage equal to half the spell's rank (Rank 3: Resist 1) Action 3 Ranged strike against Drake 2. Crit! This also means Rallying Anthem lasts 2 rounds instead of 1, thanks to Martial Performance. Without a sustain action, illusory creature goes away.
  24. Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=23, Touch=14, FF=19 / HP=35/38 / Init=4 / Saves: Fort=5, Reflex=11, Will=5 _______________________________________________________________________ After stowing her weapons and filter mask, Raze holds up her hand when Anhotep starts to head to the southwest and whispers, "Cover me everyone while I check it for traps." Pulling out her fancy burglar tools, Raisin searches for traps, disabling any of the devices which she finds. Thereafter, the rogue will check to determine if the door is locked and, if so, will unlock it. Once the door is clear and free of traps and has been unlocked and ready to open, Raze will lean close and listen for the sound of movement or anything of the other side of the portal before stepping back, drawing her bow and whispering, "It's ready to open. I'll cover you." Mechanics Free Action: Standard Action: Swift Action: Move Action: Move: Continuing Effects: Spider Climb (40 minutes)
  25. Nayeli "Doona" "What are the Maliente?" It was a simple question, but it was the second time she had heard the term. It sounded important enough to warrant asking, especially given the uncertain nature of this forsaken place. She needed to know what she had gotten herself into. As a Grey Elf, she understand the geopolitics of the old continent well. The Southland folks are indeed expansionist.
  26. It would honestly be kinda funny if Question said that when she can use her "emotional processes"
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