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  2. Jayne replies to Arrdzu's and Paddy's comments. "That's pretty much what I thought." She pauses a moment more before adding, "I'm heading for bunk. I'll see you guys tomorrow." She takes her drink and heads off down the hall. Reaching her room, she keys the unlock code and enters. setting her drink on the desk, she sits down to relax a few moments before moving in to other things
  3. Excellent. I still need to know whether Blueblood is going to look for a broker? =)
  4. The Man, the God, the Legend. I have to admit, I didn't know what to think on Serj initially, especially regarding the tone of the Walking Dead in general, but overall I'm pretty entertained on the idea of a social media model flexing his washboard abs and mewing at the undead right before that jawline gets chomped on 🤣. More seriously though, this is a very unique and interesting concept that I honestly didn't expect to see! Backstory wise, Serj definitely does has more than a fair share of traumatic experiences and hell in his life. After being objectified as a commodity and resource for others, he copes with it in a fairly complex way (if portraying himself as a social media male model and child model wasn't a bit too much on the nose regarding that). How else does he reconcile his experiences today with the stresses of surviving day to day? How does he feel about made modeldom and being objectified once again inwardly? Escaping and orchestrating escapes from human trafficking rings is incredibly ballsy and takes a lot of inner courage - how did a lot of the stresses with escape and grim circumstances have an effect on Serj overall? How does it come back to bite (pun not intended) him now given that society has crashed and the dead are walking around? Is he worried (or looking forward to) people recognizing him since he had 10M followers? Mechanically things are okay, I don't know how I feel about Aplomb's mechanical condition or narrative prerequisite (or lack of one generally, since the prerequisite is mechanical) and especially on the Gear. How would he have access to a large portion of these things and what makes them so unique to guarantee those mechanical bonuses? Harpoon guns serving as a weapon AND gear to give bonuses for general use? I'm iffy on both the precedent of and allowing items like that during initial creation. I mean, sure - Harpoon guns or even flamethrowers are easy to buy since they're not regulated in the U.S., and drones were around but they certainly weren't mainstream or mass produced at least until 2015. I'd like a bit more explanation on how the gear fits in to the Archetype?
  5. , Sanguinary Priest WS 43 (+4) BS 39 (+3) S 40 (+10) T 46 (+8) A 44 (+4) I 50 (+5) P 44 (+4) WP 47 (+4) F 42 (+4) Movement: 5/10/15/30 Armor: Body 9, Rest 7 Wounds 19/19 Fate Points: 3/3 Pain Suppressant Doses: 6/6 Zoreal wasted no time in making his way to the armory. They didn't know exactly how time critical the mission was, but he wanted to hurry in case the minutes made a difference. While walking, he mentally wrote a sermon that he intended to share with his brethren once he returned, sharing with them the meeting with the Primarch and his impressive display. Once he reached the armory, he was absolutely floored with all the options available. With his lack of frontline experience, he lacked the experience to help guide him. His inherited memories didn't offer a lot of clues, as almost all his predecessors had fought with what they were assigned, most of them preferring the chain sword. He trusted his sword to help him in melee, but he needed something with a bit more range. They were up against hordes of greenskins, weren't they? Maybe he ought to take a weapon that could cull their numbers, while he trusted new brethren to take care of the toughest ones. He asked the armory personnel for a recommendation, and was handed a weapon he was completely unfamiliar with; a Phosphex Incinerator Cannon. Its design left little doubt about its purpose; this was a weapon designed to terrorize Xenos and teach them fear, if they even survived the first blast. It was heavy and unwieldy, not something to rely on once the enemies got close. But against numbers of greenskins, this sounded like a great option. With the weapon secured, he requisitioned some other items that would aid him and his brethren. OOC Do I have any clue if Greenskins use toxins? Are there any special tactics I know of that they might employ? Rolling Forbidden Lore (Xenos), if that affects the outcome. I have Int 50 and rolled a 40, so that's one degree of success?
  6. Dude! Your health comes first and foremost, ever and always! Just glad to hear you are recovering again. Whenever you are ready, we'll be here.
  7. Name: Rand Stefanson Archetype: Nomad (Custom) Description Tries to hide his relative youth with hair and a beard. By accent most likely from mid U.S. Quick. Both on his feet and wit, if he has to choose to cut and flee or fight will always choose the former. Despite that physically seems at the peak of his abilities, considering the given situation. Possible some hand-to-hand combat training. Anchor (PC): Drive: Endure/Adapt/Overcome Anchor (NPC): Issues: While he came to terms with taking out "walkers", still hesitates when it comes to harming people. Notes: Prone to risk when it comes to saving children. ATTRIBUTES AND SKILLS 0 Strength 0 Agility 0 Wits 0 Empathy 0 Close Combat 0 Mobility 0 Scout 0 Leadership 0 Endure 0 Ranged Combat 0 Survival 0 Manipulation 0 Force 0 Stealth 0 Tech 0 Medicine Talents Talent Notes . Health (Stress: 0) 3. Unharmed 2. Bruised 1. Battered 0. Broken Conditions: WEAPONS Damage Bonus Range ARMOR Protection Penalty GEAR (Encumbrance Slots: ) Gear Slots Bonus Stored Gear Location Tiny Items Background In progress
  8. Ah, that is intentional, original thought was to have people move around the big map, but tokens would be too tiny to be feasible. Partly play by post with a map heavy area is awkward, so I thought it would be easier to reference where people are going with room numbers and prevent the fog of war miscommunication from before. Only immediate monsters will be put up on the map, so there is still some discovery.
  9. Work this week sucked so far with me being out of the office in the field or travelling every day. I've been pulling minimums of 11 hour days so haven't had time to post. I appreciate your patience and botting Thomas in these unannounced absences.
  10. Not out of the question. I'll have to wait until we're back before considering it, though. Good point. I can stow away the heavy weapon when we get to melee range. I'm not too worried. The core weapons are plenty dangerous already. Take the Lascannon; 300m, 6d10+10 E, pen 10? That's going to leave a mark. To be honest, I wasn't even considering them. The problem, as far as I'm concerned, is that they are seem hard to stick on an enemy with unnatural toughness, and their effects don't stack well with the rest of the team. The only thing you might be worried about is the size of the areas affected by the spray weapons. With 60m, the Phosphex Incinerator Cannon affects an absolutely massive area. It matters less if we're fighting hordes, but against grouped up single enemies this is potentially a game changer. Which is exactly why I'm considering taking it. I'm not sure that will make the choices any easier. Do let us know what you decide on, 'cause there are at least one item I'd love to get at higher renown; a Death Mask. Fear me, greenskins! Something entirely different: If we carry a teleport homer, can we be beamed up again at the end of the mission? That sounds like a no-brainer for easy extraction.
  11. Eborne1

    Ooc

    I second/third the gang tunnel. It seems like an advantage we earned and should utilize. I'll be ready by tomorrow. Been running a bit ragged these last few days.
  12. Deano definitely is carrying that weight and a lot of callouses, both on his hands and likely in his soul; especially with that extensive military career backing up his likely traumatizing experiences during the initial first weeks of the outbreak. Why did Deano pursue a career in the military initially and double-down on specialized schools and opportunities like SF (and passing, which is quite a feat!) and Robin Sage? How does this aspect of his identity meld with other aspirations or frameworks of his self, like his relationship with his family / tribe and working as a first responder? Why medicine and enlisting with an MOS as a 68W (Combat Medic)? With that in mind, I imagine those first couple of days were absolute hell for Dino. What were his thoughts when the military came in and established the safe-zones? Was he in one of them and 'voluntold' to help out in a makeshift hospital (or a real one within the confines of the Safe Zones themselves)? What's his perspective on September 9th, when the Air Force napalmed Denver and Marines were killing people on the streets, with Soldiers attempting to kill them? Mechanically as discussed before, everything looks good so far! I like what I see, though what does his Drive 'There is always a Solution' mean to Dino? Is that medically or moreso something reflecting his personal ideology?
  13. Dathan half-pict Druid 2, ac 5, hp: 18 Dathan nods and comments, " hello my name is Dathan and I just met your companions a couple of hours ago. Anyway lets get you back to the inn to get you some food. Oh wait I gave someone some good berries, if they were not finished maybe you Iodas and your companion can use them."
  14. Good to have you back. I can sympathize somewhat. As a kid in 5th grade, I took a knee to the side of my head. Resulted in a cracked skull and a concussion. Spent 2 week in a hospital, the first 10 days were flat on my back, not even a pillow. But that was almost nothing compared to what you must be going through. Get well soon.
  15. Today
  16. Baldric is immune to disease (Divine Health is a level 3 ability), so he shouldn't need to take an action to remove disease, unless he chooses to do so to someone else in the party.
  17. AC 22 HP 44/44 F-6 R-5 W-7 INIT +6 AC 22 Touch 13 Flat-footed 19 CMD 19 Speed 20 (40 swim) BAB 3 Fort +6 Reflex +5 Will +7 Init. +6 Masterwork Bastard Sword (Prof.) +8 Hit 1d10+3 DMG Str 16 Dex 16 Con 14 Int 10 Wis 16 Cha 10 Cond. None 1st level spells: 4/4 2nd: 2/2 Armor: Mwk. Chain shirt, Mwk. Sanctified Shield Notable feats: Step up (Immediate action to also 5-foot step when an enemy does, using next turn's movement) Solo Tactics Teamwork Feats: Phalanx Fighter --------------------------------------------------------------------------------------------------------------------------------------- Taking in what was being said and done about and around him, particularly the insect analogy, Kai's face once again begins to tease something analogous to a smile. Upon hearing Garvin's remark he practically rockets into the air, surprised to have earned this shred of trust this quickly. In response to it, he quickly scurries over to assist him with it. He had not brought many possessions, and had lost almost all of them in the wreck. He pondered a moment, he could go back for them, but...they were likely lost causes, sunk, carried off, or stolen to who knows where. He grasped for the shield that he had placed upon his back only moments ago, and exhaled a fishy sigh of relief to find it still there. He says, to Garvin, "I could carry yours, if you want me. My treasures are lost."
  18. Johan Gentleman Thief High Concept: Reformed Thief trying to turn a new Leaf, Trouble: Old Habits Die Hard Skills Skills Burglary (+4) Notice (+3); Stealth (+3) Athletics (+2); Deceive (+2); Investigate (+2) Empathy (+1); Lore (+1); Rapport (+1); Resources (+1) Johan motions for the waitress to bring them one each. "Sorry, I stop here regularly. They don't have the best coffee but it still stands up, and the people are amazing, as well as the location." It seemed that Sushi would still wait a bit. "It is no problem, I can't tell you how often I case a meeting to find out they wanted to jump me. Though I handle it a bit differently. Not that your way is bad, we just have different styles." OOC Hide this
  19. Torben Torben grimaces; he had hoped this question wouldn't be asked. "I don't know what good they're for," he answers honestly. "I was just told to get them. And... I'm not--I can't tell you more than that. I know it's not for any bad reason," he amends hastily moments later. "There must be a good use for them--otherwise, why would--why would I be sent to get them? I just... I wasn't told why, and it wasn't really my place to ask." He wondered, belatedly, if that was part of the problem with the whole affair back at the monastery, but deliberately set that idea aside; if he started distrusting in the Abbots, then what could he trust in? Shrugging a bit uncomfortably, Torben went back to tearing apart the wood.
  20. Welcome back Rob. Great to also hear you’re on the mend - 60 days as an inpatient has to be rough … I’m usually climbing the walls after only a couple of days…
  21. Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 8, 14 | Acc. Healing 1/1 | Inspiration: 1/1 A few moments after the gnome reached the alcove, Question's Raven followed him in. It sat down on a nearby rock, following its mistress' command. The automaton took in the view through her familiar's eyes. She gave a verbal description of everything she saw, sharing all observable facts with 'informative statements'. Once all relevant information had been conveyed, she returned her senses to her own body. Raven took flight again, making a wide circle around the area. "Observation 1: The space appears to be large enough to set up a Tiny Hut. Observation 2: We will require time to decipher the symbols. Observation 3: Ascending the rope may lead to harmful failures. Recommendation: All connected units climb the rope and spend the night in the alcove. This unit will spend its resources to ensure no connected unit is harmed by failing to climb. All expended resources will be replenished after a cycle of sleep mode." She waited for a consensus before taking action. Provided the majority agreed, she would also help out any climbers by pointing out the parts where she observed Noodles struggle. OOC If that was too cryptic: Question will cast Feather Fall if anyone fails their climb check. If we do so now before a long rest, she will recover all her spell slots to start fresh tomorrow. Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: If someone climbs: Minor Illusion on the wall to highlight areas of particular danger with red. Cast multiple times since it only affects a 5 ft. area each time. Maybe count this as a Help action on the test? Bonus Action: Can she prepare in advance to stabilize a reaction spell? If so, she will. Move: - Manipulate: - Reaction: Feather fall if someone falls 10 ft or more. She instructs Raven to fly in a 80 feet radius circle and let her know if she spots anything alive or moving apart from the party. Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  22. The one thing I've noticed and pondered on a lot when it comes to Fleur is her implied complexity; she definitely comes across to me as the type of Survivor that never believes in pure absolutes given her ingenuity, but constantly makes deals and 'contracts', evidently from both her family business and how she survived them before the outbreak, which I find interesting since she keeps herself firmly more in a 'behind-the-scenes' background player role in the social dynamics that she keeps finding herself in. I imagine she just adopts both a pragmatic and realistic view of things: she's smart, she knows she's smart, she knows that the others know that she's smart, and she believes that she can't (or won't) do much else - so she thinks that her survival is dependent upon people believing that their survival is dependent upon her, at least from what how I understand it so far. If that's the case, I love the dynamic this establishes between others in the group and her ego 😈. I'm interested in hearing on some times in her past (or anxieties that she may have regarding now) on that status of being 'invaluable' being threatened? Out of everyone from her 'backwater' Créole crime family, Fleur seems to have been the only one who's college educated and, based on how she writes on them, is definitely the most 'book-smart' out of everyone. What was her time like at university / community college and what did she study? Chemistry, Engineering / Automotive Technologies? Did she like it and the level of independence she sort of got from her family? Would she ever want to make her way back to Louisiana to find them again? She's clannish, but has she ever felt trapped in her family dynamics and wanted better things for them, or did she appreciate the status quo and her lot in life at that time? How also has she been dealing with the death of her husband in a more internal scope and has this affected her behavior much? What was Patrice like and how does she choose to remember him? Mechanically she looks good! Don't forget you also get one Scavenged item from a 3d6 roll!
  23. Johan Gentleman Thief High Concept: Reformed Thief trying to turn a new Leaf, Trouble: Old Habits Die Hard Skills Skills Burglary (+4) Notice (+3); Stealth (+3) Athletics (+2); Deceive (+2); Investigate (+2) Empathy (+1); Lore (+1); Rapport (+1); Resources (+1) Johan was not expecting to have Marina slip her arm into his. He did not release her arm, but also knew that he would need to address this with Jason carefully should it come up. "Thank you, I appreciate it, I personally would rather run away than fight. Even better is avoiding trouble all together, but sometimes you just can't." He had been very lucky so far. And he had Marina and Jason to thank for that. They arrived at the 'Masala Lala' and Johan waved at the receptionist. "Ravi, do you have a booth available?" he asked breaking the arm lock to give the plump woman behind the podium a great big hug. "Yoan, good to see you again!" He made small talk with Ravi while she led them over to a booth and left them with menu's promising to drop off water. "This place is very good and Ravi likes to treat regulars like family." OOC Hide this
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