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  2. | HP 32/33 AC 1 (0 vs. Evil) DR 2 | Saves 15 (vs. all +2) | Speed 30' | React/Loyal +2 | AbilitiesHealing Hands 6/6 Cure Disease 0/1 (3/7 days to recharge) Immune to natural diseases and fear Sense Evil | CombatFighting Ability +3 Thorn, +1 Broadsword +3 @3/2 1d8+4 (d10+4) Footman's Mace +0 @1/1 1d8+2 (d10+2) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 "Artemis' grace! Iodás! You yet live!! A miracle unto itself!" the paladin shouted as she came to the edge of the floor. She'd lie down and offer an arm up for anyone needing help climbing. "Quickly we must get you to safety!"
  3. One has the right combination of character traits to make it happen. Storyteller especially seems to me that he knows how to grab and hold attention. Not even gonna make you roll for it. I encourage you all to use your skills in similar ways going forward, too! Also recall you can use them for mechanical benefits, such as adding d4s to dice rolls or gaining Inspiration.
  4. Kjersti Volden AC: 20 | Fort: +9 | Ref: +7 | Will: +9 HP: 36/36 | Focus: 1/1 | Hero: 1/3 | Perception: +7 ConditionsNone "I cain't help but have th'same feelin'," Kjersti agrees soberly with Bellis' assessment that burning books isn't far off when folks like this are starting to clamp down on dissent. Books gave people ideas to think about, especially if they had roots in any of the groups they had run off thus far. While the Ravens' ciphers and puzzles had proven somewhat vexing, they still contained such valuable information - more of which was being tethered together each time they brought things to Rexus. "There certainly will be a time for that, yes," she continues, a soft chuckle coming from deep in her throat at Bellis' eagerness to express his talents for immolation. "Though, seein' it's most recent use 'gainst folks, it might be a thing employed with careful consideration. Much as I'd like to burn every Thrune-suckin' bastard in the city... we're just as likely to burn half the city down in the process. An' ain't no one gonna be thrilled with that." The thought of their own terror-machine comes to mind, causing a subtle twitch in the redhead's eye. Eventually they were going to have to sort that out, as well. Before they became known for as much brutality as the ones they were trying to overthrow. "An' I ain't expectin' to put th'young ones in danger, if we can help it. We have safe places where folks can be helpful. Though, I'm sure you're plenty capable y'self," she adds, glancing to Kael. Another arcanist and his apprentice would be invaluable for more reasons that Kjersti had imagination for. "Even if for now, y'just have your ears to the ground wherever you are, that's great. But if you want to chat further - somewheres we ain't keepin' the hardest workin' barkeeper in the city up late, a'course - I hear Laria Longroad over in Villegre makes a great cup of coffee. Y'might already know it." She glances over to Setrona. "Goes for you, too, if y'have a night off. Want to take a long walk."
  5. Rhys had already turned his nose up to try and search for Robin himself. He glances at Anya and grunts. "Robin was taken. Of course I would be upset," he says with his usual stoicism.
  6. Okay, I'm ready to get started creating my character. How do you want us to determine ability scores? And is there any particular setting that this module will be in (Greyhawk, FR, etc.) for background purposes?
  7. Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Shadow: 2 Orn grins at Léofwyn. "I can just rush straight in then?" the burly dwarf seems to like this idea. He prefers a straight up fight to skulking about. Though, he didn't mind his companions choice of entering a fray. OOC: Initiative placed below for sake of expediency. He won't charge in until everyone is ready.
  8. Lol! I like to think the rule of getting players back until the mix overtakes the rules of making sense. It's not fun sitting on the sidelines and waiting. To answer you, yes, i believe we are taking Magnus' body back outside before venturing deeper. I'll check the maps when not on this terrible mobile device.
  9. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Looking at the dwarven engineer as he chucks the vans wheels Moxi considers. "Kaboom boom? Hmm, That's less then ideal. I kind expect that's how I would go out one way or another...though, HEY, why not...instead of boom boom the ship instead have like....well, stupid Watchtower regulates these...I HATE THEM SO MUCH!!! Sigh, but being military you guys might be able to have access so. Why not have teleportation traps that send people who don't have a permissive signature to a holding cell or even an area with another trap rune that incinerates them there?" Moxi offers, not entirely sure how much the armed forces might be regulated on magic as well. It's a good idea to her, but it comes down to if those bonehead corruptible mages would allow such a thing for military tactics. So very blind if they don't. They are an international group after all so allowing such magic might be considered too much support for one nation over another. Nah. They're just power hungry snobs with a god complex. Look at us, we control all the magics. We can't allow anyone to have these powers...grrr. She then thinks to herself AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  10. I haven't posted a formal advertisement yet (and may not if word of mouth is sufficient), so I haven't given it a lot of thought. Having looked my personal schedule (rather, the overlapping schedules of my two teenagers), I'm thinking May 19. The RC is largely a repackaging of BECMI at the low levels, so yes--with the caveat that if I do find a difference I care about, BECMI will prevail.
  11. Make sure to add +2 on your strength check due to the debris on the bridge. Then make the dc 5 reflex save.
  12. Idalla Partridge, Human (Imperial) Noble Fighter IDALLA PARTRIDGE Human (Imperial), Fighter 1, Noble Age: 22 Height: 5 feet 8 inches Weight: 138 pounds Size: Medium Culture: Imperial Background: Noble VITALS HIT POINTS 12 HIT DICE 1d10 ARMOR CLASS 17 (Scale Mail + Shield) SPEED 30 ft. MANEUVER DC 13 PERCEPTION 9 (passive) IMMUNITIES None INSIGHT 9 (passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 16 (+3) Athletics +5 Strength Save +5 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +2, Stealth +2(d) Dexterity Save +3 CONSTITUTION 14 (+2) Constitution Save +3 INTELLIGENCE 10 (+0) Arcana +0, Culture +2, Engineering +0, History +2, Investigation +0, Nature +0, Religion +0 Intelligence Save +0 WISDOM 8 (-1) Animal Handling +1, Insight -1, Medicine -1, Perception +1, Survival -1 Wisdom Save -1 CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +3 , Persuasion +3 Charisma Save +1 Bold denotes Proficiency (denotes expertise) (d) denotes Disadvantage PROFICIENCIES & LANGUAGES Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Tools: Gaming set (playing card set) Senses: — Languages Common, Dwarvish, Elvish CLASS AND ARCHTYPE: FIGHTER Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival [Athletics, Perception] Fighting Style: Dueling (Fighter Lvl 1). You deal an extra 2 damage with melee weapons held in one hand while you aren’t wielding another weapon. Combat Maneuvers (Fighter Lvl 1). At 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with. You gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level. Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with. Soldiering Knacks (Fighter Lvl 1). At 1st level you gain a soldiering knack of your choice. Your soldiering knacks are detailed at the end of the class description. The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks. OTHER ABILITIES, FEATURES & FEATS HUMAN HERITAGE Fast Learner. You gain proficiency in one additional skill of your choice [Performance]. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime. Intrepid. Once between rests, when you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Diehard Survivor. You have the following traits: Feast and Famine. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without. Radical Perseverance. You only die after failing 4 death saving throws instead of 3. IMPERIAL CULTURE Conscript (Imperial). You are proficient with light armor, spears, and light crossbows. Learned Teachers (Imperial). You gain proficiency in History and one other skill of your choice. Local Healers (Imperial). Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1). Languages (Imperial). You can speak, read, write, and sign Common and one other language [Dwarvish]. SOLDIERING KNACKS (FIGHTER) Campaigner. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, you can add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march. BACKGROUND: NOBLE Ability Score Increases: +1 to Strength and one other ability score [Constitution]. Skill Proficiencies: Culture, History, and either Animal Handling or Persuasion [Culture, History Animal Handling, and Persuasion]. Tool Proficiencies: One gaming set [Playing card set]. Languages: One of your choice [Elvish]. Feature: High Society. You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle. Adventures and Advancement. Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards. Connection. The foppish friend you carouse with. Memento. A shield or tabard bearing your coat of arms. DESTINY: DEVOTION Devotion can be a pure or foolish thing. A beloved, a nation, a cause—anything may be the object of your Devotion, but very few are worthy of it. For you the choice is clear: the love at the center of your life is worth dying or killing for, and there is no limit to your service and sacrifice on its behalf. You fulfill your destiny of Devotion when you perform an act of selfless devotion. Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to. Fealty: You swore an oath to the crown and you’ll never break it. SOURCE OF INSPIRATION Its Own Reward. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice. INSPIRATION FEATURE Selfless Aid. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn. FULFILLMENT FEATURE Fulfillment Feature: Miraculous Revival. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws. EQUIPMENT EQUIPPED Common clothes, cloth brigandine, scale mail (steel), shield (medium), signet ring, tabard Shortsword, throwing dagger BACKPACK Backpack, bandage (5), bedroll, blanket, candle (10), case (map or scoll), crowbar fine clothes, flask, hammer, mess tin, steel mirror, piton (10), perfume (vial), playing card set, pouch, rope (hempen, 50 ft.) sack, sewing kit, soap, supply (10) tent (two-person), tinderbox, torch (10), waterskin Maximum Supply: 16 Maximum Bulk: 4 WEALTH COIN POUCH Copper: 6 | Silver: 1 | Electrum: 0 | Gold: 1 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Shortsword +5 to hit; reach 5 ft; one target; 1d6+3 slashing damage. Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned. Defensive (medium). This weapon is designed to be used with a shield of the stated degree or lighter (light or medium). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn. Throwing Dagger +5 to hit; reach 5 ft; one target; 1d4+3 piercing damage Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll. COMBAT MANEUVERS Fighter Level 1 | Maneuver Ability Strength | Maneuver Save DC 13 | Exertion Pool 4 MIRROR'S GLINT TRADITION Leading Throw (1 point). 1st degree Mirror’s Glint reaction When a creature within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. The creature makes a Dexterity saving throw. On a failure it moves 15 feet in a straight line in a direction of your choice. RAZOR'S EDGE TRADITION Iron Will (1 point). 1st degree Razor’s Edge reaction When you make a saving throw to resist being charmed or frightened, you can use your reaction to gain advantage on the saving throw. Perceptive Stance (1 point). 1st degree Razor’s Edge bonus action (stance) Your passive Perception score increases by 3. In addition, you gain an expertise die on Perception checks. APPEARANCE WIP BACKSTORY WIP
  13. Zaivie bursts out laughing in one rushing guffaw. "Yeah, cuz whatever's down there's sure ta be jus' fine," she says, jerking her thumb at the black hole before them that appears to literally lead into one's worst nightmares, "but trees an' spiders? Now that shit's scary!" Jibes or no, she does at least light a torch and offers to go first if the boys were too scared of the open tomb before them all.
  14. I was planning to just guard the entrance so Malice would have to fight on uneven ground (hopefully an AC penalty) and i posted as such at the end of my last post. I figure it's more tactical to do that than try to stand off to the side and burn her and potentially let her have full movement/AC
  15. , first of all, greetings and welcome to MW! Do you have an idea of what kind of character you are wanting to play?
  16. Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . TO WHOM It MAY CONCERN.... Ezra saw the flurry of Arrows hit the large man. The goblins really seemed to have his number, but it didn't help that he was pretty much walking into a fire lane with 4 attackers. Her options are limited at this moment and while he was foolish for not using the buildings for covers, she feels that the Raven Queen can forgive his reckless abandon. Hopefully he learns from this...if they all survive. Ezra moves out, shield kept between her and the goblin archers as she gets beside Thordin and invoke the magic of her goddess. "Blessed queen of death and frost, mend this soul from midnights toll. Tis not time for eternal sleep to take, I pray his soul you will not reap." Placing her free hand on Thordin allowing the divine magic to pass. The wounds begin pushing the arrows out of the giantkins wounds and sealing them. As he awakes, Ezra furiously yells at him as she returns to behind the building. "Get to cover you fool!" OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Cure on Thordin Move Action: Move 15 feet From AK 20 to AK 23 to cast cure then move 15 feet back to reclaim cover by the house. Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 0/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day.
  17. That's a true statement, right there: Cai is excellent at this. Always has been too. I've been playing PbP since 2009 - holy shit, that's fifteen years - and he is, unquestionably, one of the greatest PbP GMs I've had the pleasure of playing with. I've played with a ton of online GMs. Some are good, some are well-meaning (which usually means close to good at least, though not always) and some aren't either of those things, but Cai's one of the best without a doubt. Few people can elevate the asynchronous approach to gaming and storytelling like he can.
  18. Can we use the Rules Cyclopedia for character creation?
  19. Any requests for the next chapter? Things you'd like to do. Even the kind of monsters you'd like to fight.
  20. Geneva looked at her gathered friends, and the elf being held by the Zheng thugs assigned to her for protection by Thabo. The scandal-monger caught her eye as she obviously pocketed the strange ear piece jewelry. "So, take your effects, I guess. And don't come back where you aren't wanted!" Geneva shoved the sketchbook, the call stones and a couple pieces of random chalk back into the elf's bag before tossing it to Strom, who caught it dexterously. "See this fool out. Make sure the Watch take him into custody, and let them know that I will be pressing charges!" Strom and Rob nodded at Inez, spun the elf around and marched him towards the front gates of the property. Every one of the girls at the table saw the elf's face sag with relief once he had his pouch and stones again. Within seconds, it was only Inez, her guests and tiny Mathhilda still on the patio.
  21. What time frame are you looking at for having characters completed?
  22. Sorena desperately tried to reform her defenses, feeling the lifeblood drain out of her even as she encased herself in forge iron. She did not know what was happening when the pulse of divine magic struck her, she'd rarely tasted such magics before. Yet she could feel the vigor and vitality restored to her limbs at its touch. She brought up her floating shield, only to have her summoned iron smashed to rusty shards by the massive sword. She staggered, her life flashing before her eyes, but Thura's magic had kept her alive. Blinking dully through the pain and the blood in her eyes, she did the whole thing again, reforming the shattered metal and wrapping herself in it. She wavered, but she did not fall, instead focusing her intent into another blunt strike of ferromancy. Part of the statue chips off as Sorena, inspired by the blessing by Thura and flanking with Mac, strikes into the animated creature. Mac watches in alarm as the clay guardian lays into Sorena, dealing her a heavy blow and fully expecting her to fall. But she stands tall regardless and retaliates instead! Spurred on by her success, Mac himself bashes at the statue. Then he pauses just for a moment and, instead of swinging again, intones the incantation that the glade's Leshys taught him "Baum. Fällt!" Immediately a small tree appears next to the statue, and with a series of ominous creaks, falls over on it. Mac hits the statue with his nunchucks, then summons a tree. The tree falls, and the statue does its best to dodge out of the way, but it still lands on the foot of the construct, breaking off a small part of it. Sweet Tooth saw the stress lines appear as her allies struck the statue. She aimed her knife towards them, hoping the statue would not turn its weapons on her! Hitting the weak spots proved difficult, and the thing avoided her strikes! Rather evasive and hard to hit, the statue evades attempts to hit it. Banana growls in frustration as his blows fail to make any notable impact on the statue. "This is growing frustrating..." His eyes rove over the construct, and he starts recalling the wisdom of the elder hunters. Simply overwhelming some of their prey was not an option. "If swarming and overwhelming does not work, we must dismantle it. Tear away its tools. And I know of one way to make that easier." Banana aims his next strike low, going for the legs. "Come on, everybody, let's do this for the anadi! For the Magaambaya!" His last exclamation is laced with just a hint of arcane magic, giving everyone a tiny little boost. The statue catches his staff, and uses it to unbalance Banana, causing him to fall prone. However, his words rally everyone, including the anadi, who finally realize that they have something they can do. All three of them chant and make a flinging motion at the statue. Nine darts of force fly out and strike the creature. An awkward flex of her hand sent a wave of force surging into Omalara's bow. She gave a sharp whistle and pointed to the statue. "Amosgarn, irit!" The statue was bloodless, of course, but it still had eyes. Perhaps dislodging dust would have the same effect. Two more arrows followed her companion into the fray. The first arrow strikes it in the head, toppling the statue. Thura casts another healing spell on Sorena. This one is a bit weaker, but she uses the 'momentum' of this spell to cast an offensive one against the enemy. It falls, body crackling with energy from Thuras lightning arc, shattering into pieces as it hits the ground. Combat COMBAT WON! OUT OF INITIATIVE! Sorena 23 + 1 bless with Mac flanking on the other side hits its flatfooted AC. Banana crit failed the trip attempt, thus loses balance and falls prone. All three anadi use a three action magic missile at the statue. Everyone may act, in any order. Raising shield again, so is at AC 26 Bless is active, remember to include the bonus. 29 Thura. 27 Omolara. 21 Sorena. 19 Mac 18 Banana 18 Statue 9 Sweet Tooth Terra cotta soldier. Total damage 126. From Mac shield bash 9 + weakness to bludgeoning 10. 2 fire from Sorena thermal nimbus. 4 Sorena bludgeoning elemental blast + weakness to bludgeoning 10. 7 and 5 from Omolara arrows. 6 bludgeoning from Sorena + weakness to bludgeoning 10. 5 Mac nunchucks + weakness to bludgeoning 10. 1 Mac tree + weakness to bludgeoning 10. 28 from anadi magic missiles 9 from Omolara and 1 bleed. Terracotta soldier TERRA-COTTA SOLDIER CREATURE6 NMEDIUMCONSTRUCT Level 6 creature therefore DC 22 for exploit weakness, I believe. Perception 14 LanguagesCommon (can't speak any language) Skills Athletics 15 Intimidation 15 Str 5, Dex 4, Con 5, Int 1, Wis 2, Cha 3 Items Composite Longbow10 arrows y Longsword y Steel ShieldHardness 5, HP 20, BT 10 y Modify+Add Interaction Abilities y Name Traits Description Modify+Add AC 24 26 with shield raised Fort 17, Ref 14, Will 10 HP 120 ; Current Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Automatic And Reactive Abilities Attack Of Opportunity Reaction Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike. y Shield Block Reaction Trigger The monster has its shield raised and takes damage from a physical attack. Effect: The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield y Modify+Add Speed 25 Melee Strikes Longsword 17versatile P #2 #3damage 2d8+ 8 Slashing y Modify+Add Ranged Strikes Composite Longbow 16deadly d10, propulsive, range increment 100 feet, volley 30 feet #2 #3damage 2d8+ 6 Piercing 100 y Modify+Add Offensive Or Proactive Abilities
  23. I'll say that, because Orn will provide such an excellent distraction, anyone rolling Stealth gains advantage on their checks.
  24. "Welcome." A foul voice says, gravelly as if phlegm is 'dancing' in the throat of the speaker. You hear the voice muffled as it travels down the corridor to the Plague Lord's throne room. Then behind you, the corridor begins to collapse, pushing you steadily forward. "I've been waiting for you, as have the multitude of extra-planar beings who do so enjoy these 'games'. And with your deaths, you will be the final essence that will usher in my ultimate victory. Millenia of these games and finally there will be a winner. I will be victorious and the entirety of the multiverse will be my plaything. Imagine, everything you know, trees, animals, people, monsters, all suffering with festering boils, rotting flesh, and corrupted genetics continually mutating them in painful agony. Beautiful. And all of that feeding me so that I grow ever stronger than I will already be." the voice says. "You could surrender now and be assured a place in my elite ranks, should you choose." The collapsing passage behind you forces you out into the throne room of the Plague Lord where you quickly assess the enemies before you. Two Massive, cancerous tumors dangle down from the ceiling, resting on the floor (the two black globs in the room). "There you are." the Plague Lord says with a grin and launches an orb of disease at you. OOC: They didn't win by much, but they won. Without rolling everyone's initiative individually, I'm opting instead to have the Plague Lord act first BUT then you lot, followed by the Plague Lord's Minions and the Plague Lord himself. At least you don't have to endure the entire room attacking you. The Orb of Disease is a gelatinous glob of blood and rot. It explodes over all of you and rains down its putridness. DC 16 DEX save for half of the initial damage (25 on fail, 13 on a save), then a DC 16 CON save to not catch Leprosy. This Leprosy is 'fast acting' and will deal 2d6 damage every round until you succeed at the CON save (unless you save the first time against the Leprosy) Double OOC: I was thinking 'wow, what a scary damage roll' and checked... it was supposed to be 3d10 but I did a typeo at 4d10... so let's drop that initial damage to 20 on fail, 10 on success. of the NPCs, Austin, Vrod and Tiberion failed the DEX save but only Baldric and Vrod failed the CON save. Good luck to you two. You lot are up!!! Let the 'game' begin!
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