Jump to content

Shadeus

Members
  • Posts

    839
  • Joined

  • Last visited

Recent Profile Visitors

895 profile views
  1. AC: 21 | Hit Points: 99/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 2/3 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Genuinely excited when they find the hidden compartment, she's surprised when they find a pair of prisoners in some kind of suspended state. She looks from the wild elf to the dwarf and back again. The warrior woman then says, "Remain calm. I'm Aubryn Grace, Knight of the Crown. And we are in a fly citadel. It has a hidden vault somewhere in this fortress and we need to find it. If we can stop them, it will set back a plot to see the Dark Queen rise. We are in the middle of the fortress and no matter what happens, we are going to need to fight our way out of here. Can either of you fight?" Noting Callista's taking of the scrolls, and just shakes her head keeping her thoughts to herself. Tabletop
  2. Human Cleric of Peace AC 19 HP 67 HD 8/8d8 Channel Divinity: 2/2 Spell Slots 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2 Skills-1 Athletics +2 Acrobatics +2 Sleight of Hand +5 Stealth +0 Arcana +0 History +0 Investigation +0 Nature +3 Religion +5 A. Handling +8 Insight +5 Medicine +8 Perception +8 Survival +1 Deception +1 Intimidation +1 Performance +7 Persuasion | Saves Saving Throws Strength: -1 Dexterity: +2 Constitution: +6 Intelligence: +0 Wisdom: +8 Charisma: +4 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead 1st: heroism*, sanctuary*, bless, command, healing word 2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon 3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians 4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape Calar nods to Barris' observation. He adds, "Yeah, you are right. With that much water nearby, you would have expected the natural order of things to take over. Instead it's almost like there's a supernatural force working against life, working against the natural order. It's a stark reminder just how bad it was back then and what she saved the world from. Perhaps if people saw this more, they would be reminded of the darkness She vanished with her Radiance." Touching the ground, Calar picks up a handful of dirt and let's it run through his fingers. As Callie breaks into a run, he only smiles. Walking a couple of hours is nothing to the young priest and he is ready to go much further if called upon. He doesn't run, but quickens his pace to try to keep Callie in sight. Tabletop
  3. What kind of action is it to use a Restoration Orb?
  4. Troben the Ragler AC: 21 | Hit Points: 95+6/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben nods satisfied as Psycho dies. Then he feels the "presence" of the Plague Lord affecting him, almost trying to drain his life away with a horrid disease. He tries to resist the effect and manages to shrug it off. With their number of foes dwindling, the echo knight needs to really grab the demon lord's attention. With Vrod distracting it from the other side, Troben slams his greatsword into the Plague Lord carving out huge chunks of disease flesh that splatter disgustingly on the ground. It isn't enough to kill the demon lord, but at least will give him something to think about. His enhancements are starting to wear off... Tabletop Troben will first try to resist the aura. Because you described it as like a spell, I'm going to assume his spell resistance kicks in. If it's not, I will remove advantage on this saving throw for future rounds. Wisdom Saving Throw (DC 18): Saved! He is already in a flank and granting advantage. I'm going to have him attack the Plague Lord. I'm not sure what I want to do with his bonus action yet. Let's start with the attack. Attack #1 - Soft critical hit for 44 slashing and 10 fire damage. Attack #2 - Soft critical hit for 38 slashing and 9 fire damage. He will use his bonus action to manifest his echo.
  5. What's the Plague Lord's AC? Troben will use whatever he's got left on him.
  6. Troben the Ragler AC: 21 | Hit Points: 95+4/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 0/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben gasps in surprise at the turn of events. First with Baldric getting struck down and then Remy loosing herself to the Dragonlance after punishing the Plague Lord with a devastating attack. He is stunned for a moment as his emotions fight toward the surface, he quickly stuffs them back down. With confidence, he says, "No time to understand what the hell just happened! Put this bastard down and we figure it out in the aftermath! Tiberon, we gotta put down this Psycho to free you up to help us over here." Manifesting another echo, he guides it on a suicide mission to hopefully put an end to Psycho. With a pair of attacks, the shadowy flaming sword carves deep into the abomination. Troben salutes the echo and moves in to flank the Plague Lord. Tabletop He can summon an echo 30 feet away and has enough movement to put it right back where it is. That costs him a bonus action. Then it's going to be a pair of attacks on Psycho. Hopefully, if Psycho is gone, Tiberon can help Baldrick. Attack #1 - hits for 27 slashing, 6 fire, and 4 necrotic damage. Attack #2 - hits for 23 slashing, 1 fire, and 5 necrotic damage. Hopefully that either kills Psycho or sets up Tiberon to kill it. Finally, Troben moves next to the Plague Lord. If he attacks anyone else, his Sentinel feat will kick in. Also, the echo disappears because he is too far away from it.
  7. Regarding the echo, I think any targeted attack should be able to affect the echo. So if Psycho's attack requires an attack roll, I would say it would be affected. I don't think it should be a "feedback" mechanism either. So I agree with the way you handled it.
  8. AC: 21 | Hit Points: 99/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 2/3 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn nods satisfied as the last of the gargoyles crumbles to a pile of stones. She looks around the room and says, "If this room represents some source of power, we should deface or destroy it. Then let's quickly loot the room and keep moving. Rath Modar is a bit of an unknown, but we need to stop that treasure from reaching its destination. It seems we need to find a way to head down to the vault 'below our feet,' if one can believe a Knight of the Thorn." For her part, the knight will help search but keeps an eye on the door. Tabletop Help loot the room. She will leave the defacing to the wizards. They probably need to find that stairwell that somehow magically eludes us...but they don't know that. We need someone alive to question to figure out how to get to the vaults.
  9. Human Cleric of Peace AC 19 HP 67 HD 8/8d8 Channel Divinity: 2/2 Spell Slots 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2 Skills-1 Athletics +2 Acrobatics +2 Sleight of Hand +5 Stealth +0 Arcana +0 History +0 Investigation +0 Nature +3 Religion +5 A. Handling +8 Insight +5 Medicine +8 Perception +8 Survival +1 Deception +1 Intimidation +1 Performance +7 Persuasion | Saves Saving Throws Strength: -1 Dexterity: +2 Constitution: +6 Intelligence: +0 Wisdom: +8 Charisma: +4 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead 1st: heroism*, sanctuary*, bless, command, healing word 2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon 3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians 4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape Calar sighs as he looks at the landscape around the badlands. He adds, "It's so easy to forget when it's not right there staring you in the face. It was a dark time. There must have been such despair in those days. The world was able to rebuild, but not here. It's a stark reminder of Her work." The priest offers a silent prayer of thanks to his goddess for her sacrifice. For his part, he is sure to touch many of the mangled plant life and observe the craggy rock formations. Tabletop
  10. That's a lot of damage! I was saving that beatdown for the Plague Lord....but it seems like he will need to go through the Rot Monster to get to him. I am also a little nervous that Psycho will be too much for Tiberion. I'm a bit surprised, since I suspect they might be Wisdom saves and clerics will be good at those.
  11. Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 6/18 (1d12) | 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.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish The dwarf watches the arrows come at the half-orc and she quickly retreats by his rock. He hears her calling out, but he can't take his eyes off that stupid goblin on the other side of the fence. Yod says to Duala, "I'm gonna soften this gobo up. Then we gotta figure out how to get those critters in the windmill. Damn. You've been taking a beating. No worries, you ain't dying here." To demonstrate, the stocky dwarf grips the top of the boulder and quickly runs around it. He takes a couple of steps toward his target and hurls a hand axe at the beastie. The goblin isn't paying attention and the weapon tumbles end over end and it catches the goblin in the head, killing it instantly. He then moves alongside of the house trying not to offer much of a target to the windmill archers. He looks at Duala and laughs, "Damn, I think I just killed it! That's three of them." OOC Move: NW, W Attack: Attack with a hand axe with disadvantage due to distance. Attack - Holy crap, it hit! Wow, 10 damage...that kills it! Move: S, S, S (should be AV 35) To Whom It May Concern . . .
  12. Troben the Ragler AC: 21 | Hit Points: 95+4/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 0/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben sets his jaw as Baldric takes a massive attack from the Plague Lord. He scowls and looks up at the Rot Monster and says, "You are in my way. If you want the pain, I'm gonna bring the pain. Because your boss is laying into my friend over there and that makes you a problem. And I solve problems." The echo knight seems a bit more determined and steadfast in his approach to this behemoth. He's the essence of concentration and death. His enchanted sword carves huge, disgusting pieces of flesh off the monstrosity at it tries in vain to defend itself against the onslaught. Focus on killing it and freeing Remy to help her uncle, Troben lands four ruthless blows and would have killed a dragon, but we'll see with this horrid creature. Tabletop Troben will hex Psycho's Strength checks. It looks like Troben will attack the Rot Monster looking to get it out of the way. It's too bad he hexed Psycho. Still...first, he moves to flank with Remy and then he attacks. This should be interesting! Attack #1 - Hits AC 31; I'm going to guess that's a soft critical for 38 slashing and 8 fire damage (doubled to 16 fire damage). Attack #2 - Hits AC 29; I'm also going to hope that's a soft critical for 49 slashing and 6 fire damage (doubled to 12 fire damage). That's a total of 87 Slashing and 28 Fire damage. ACTION SURGE! (I've been waiting to use this for a while now.) Attack #3 - Hits AC 31; I'm also going to assume this is a soft critical for 36 slashing and 7 fire damage (doubled to 14 fire damage). Attack #4 - Critical hit! This is going to hurt! That's 52 slashing damage and 12 fire damage (doubled to 24 fire damage) That's another 88 slashing and 38 fire damage for a total of 175 slashing damage and 66 fire damage! If Troben kills the Rot Monster will less damage, direct the extra attacks against Psycho. Either killing the Rot Monster or the critical will trigger ONE MORE attack. It will either be against the Rot Monster (if it's still alive) or against Psycho from his echo. Bonus Attack - Wow, that was just a lousy attack. It only hits AC 15. Maybe that's good enough to hit Psycho though, so I'll roll for damage. If it somehow hits, it's worth 23 slashing, 1 fire, and 5 necrotic damage.
  13. - Eldritch Blast works a little different than fire bolt. You get two attack rolls and each does 1d10 damage. It's not one attack roll for 2d10 (like fire bolt is). Plus, there's a feat you can take to have it add your Cha modifier to damage...which doesn't do much for Callista. 😀
  14. AC: 21 | Hit Points: 99/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 2/3 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn keeps pressing the fight to the only gargoyle she can reach looking to put it down and also engage the last one to stop it from attacking Cole. Tabletop Aubryn can only reach Gargoyle 4 (I think), so she will attack it...although it looks like Niles is doing just fine on his own! Attack #1 - hits the gargoyle for 14 slashing damage Attack #2 - hits the gargoyle again for 9 slashing damage If this gargoyle dies, Aubryn has enough movement to make it to the other gargoyle. If this gargoyle dies after her two attacks, she will then just move next to the other gargoyle. Please note that anything she attacks is marked and has disadvantage to attack anyone but her. If she doesn't attack and is just standing next to the gargoyle, then she relies on her Sentinel feat.
  15. Human Cleric of Peace AC 19 HP 67 HD 8/8d8 Channel Divinity: 2/2 Spell Slots 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2 Skills-1 Athletics +2 Acrobatics +2 Sleight of Hand +5 Stealth +0 Arcana +0 History +0 Investigation +0 Nature +3 Religion +5 A. Handling +8 Insight +5 Medicine +8 Perception +8 Survival +1 Deception +1 Intimidation +1 Performance +7 Persuasion | Saves Saving Throws Strength: -1 Dexterity: +2 Constitution: +6 Intelligence: +0 Wisdom: +8 Charisma: +4 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead 1st: heroism*, sanctuary*, bless, command, healing word 2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon 3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians 4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape Calar blushes at Jacoby's bold words and has no problem helping the Abbess on the shore to avoid the situation herself. He grabs something to unload from the raft mainly because it makes him feel more productive. He's eager to be ANYWHERE but on that raft. Tabletop
×
×
  • Create New...