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Spaceace

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  1. Valko Mingan Beastial Bezerker BEAST BARBARIAN3 / STALKER RANGER0 medium humanoid male (Human Shifter), ⚖️ True Neutral Armor Class : 18 🛡️ (Scale Armor + Shield) | 14 🥋 (Unarmored) Resistances : Blunt, Pierce, and Slash (while raging) Hit Points : 32 ❤️ [12 + 2d12 (14) + ConxL (6)] Speed : 30 🚶 (¹⁵🧗 ¹⁵🏊) Senses : 👁️ Perception +5, 🕶️ Darkvision 60' Languages : Common, Sylvan Proficiency : +2 ABILITIES & SKILLS (+2 proficiency) 🏋️ Strength 16 (+3) | Save +5ⓟ 🤼‍♂️ Athletics +5ⓟ | {Intimidation +5} 🤸‍♂️ Dexterity 14 (+2) | Save +2 🤹 Acrobatics +2 | 👋 Sleight of Hand +2 | 👤 Stealth +4ⓟ 🏃‍♂️ Constitution 14 (+2) | Save +4ⓟ Concentration +4 👨‍🦯 Intelligence 10 (+0) | Save +0 🔮 Arcana -1 | 📜 History -1 | 🔎 Investigation -1 | 🌱 Nature +1ⓟ | 📿 Religion -1 🧘‍♂️ Wisdom 16 (+3) | Save +3 | ⚗️ Herbalism +5ⓟ 🐕‍🦺 Animal Handling +3 | 👁️‍🗨️ Insight +3 | 🩹 Medicine +3 | 👁️ Perception +5ⓟ | 🧭 Survival +5ⓟ 🕺 Charisma 08 (-1) | Save -1 🎭 Deception -1 | 😠 Intimidation +1ⓟ | 🪕 Performance -1 | 🗣️ Persuasion -1 Bold denotes proficiency. PROFICIENCIES & ABILITIES Weapons : ⚒️ Simple & ⚔️Martial Weapons Armors : 👘Light & 🥼Medium Armor, 🛡️Shields LONGTOOTH SHIFTER LINEAGE TRAITS (MotM) Bestial Instincts. Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival. Darkvision. You can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you shift, you gain the following additional benefit: Longtooth. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. BEAST HUNTER (OUTLANDER) BACKGROUND TRAITS Proficiencies : Survival & Stealth, Herbalist Kit ➀ Track Quarry : Upon spending an hour examining your surroundings, and succeeding on a DC 15 Wisdom (Survival) check, you can track the movements of creatures that have passed through the area. You can ascertain the exact time and direction a creature went, if you are familiar with the type of creature. BEAST BARBARIAN CLASS ABILITIES (TCoE) ➀ Proficiencies : Light & medium armor, shields, simple & martial weapons. Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. ➀ Rage : In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. You can't cast spells 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. 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 bonus to the damage roll. You have resistance to bludgeoning, piercing, and slashing damage. ➀ Unarmored Defense : While not wearing any armor, your armor class equals 10 + Dexterity modifier + Constitution modifier. You can still use a shield. ➁ Danger Sense : You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. ➁ Reckless Attack : When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. ➂ Primal Knowledge : You gain proficiency in one skill of your choice from the list of skills available to barbarians. Choose one from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. ➂ Form of the Beast : When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage: Bite. Your mouth transforms into a bestial muzzle. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. Claws : Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. GLOOM STALKER RANGER CLASS ABILITIES ➀ Proficiencies : When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies. You gain one skill from the class's skill list: Choose one from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. ➀ Favored Foe* : When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration. The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ➀ Deft Explorer* : You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class. ➀ Canny : Choose one skill proficiency. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice. ➁ Fighting Style : You adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ➁ Spellcasting : You have learned to use the magical essence of nature to cast spells, much as a druid does. ➂ Primal Awareness* : You can focus your awareness through the interconnections of nature. You learn additional spells when you reach certain levels in this class. These spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. ➂ Gloom Stalker Magic : You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ➂ Dread Ambusher : 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. ➂ Umbral Sight : You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. LYCANTHROPE TRANSFORMATION Hybrid Transformation : As an action, you may transform into a monstrous hybrid: half-beast, half-sentient. While in your hybrid form, the following rules apply: You can’t cast spells or concentrate on spells. Your ability to speak is reduced to short, basic, guttural responses. Your stats remain the same as your humanoid stats. Any armor you are wearing merges into your Hybrid Form or immediately drops to the ground. While transformed and not wearing armor or using a shield, your AC equals 10 + Constitution modifier + Dexterity modifier. While transformed you can use weapons and equipment as normal, unless specified elsewhere. You roll 1d6 damage for your unarmed strikes. Attacks using your claws deal slashing damage instead of bludgeoning damage. When making the attack action you may substitute one attack to make an unarmed bite attack. If the attack hits, you deal piercing damage equal to 1d8 + your Strength modifier. If you make a bite attack, you cannot make another until the beginning of your next turn. If you made the attack action, as a bonus action you may make an unarmed claw attack or bite attack, provided you have not already used your bonus action. Your hybrid form lasts for a number of hours equal to your Constitution modifier (minimum of 1) and ends early if you are knocked unconscious or reduced to 0 hit points. You can end your Hybrid Form by using an action on your turn. FEATS ④ Skill Expert(TCoE) : increase Strength by 1, proficiency in Perception, expertise with Perception (doubles your proficiency) SPELLS AND POWERS ➁ CANTRIPS (At-Will) ➁ ❑❑/LR FIRST LEVEL SPELLS ❶ Goodberry : Ten berries restore 1 hit point each and provides enough nourishment to sustain a creature for one day. ❶ Longstrider : Speed increases by 10 feet for 1 hour. WEAPONS/COMBAT ACTIONS 🗡 Dagger +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60) 🪓 Handaxe +5 to hit for (1d6+3) slashing damage. | light, thrown (20/60) ➶ Javelin +5 to hit for (1d6+3) piercing damage. | finesse, light, thrown (30/120) 🗡️ Longsword +5 to hit for (1d8+3) slashing damage. | versatile (1d10) 👊 Unarmed Strike +5 to hit for (1+3) bashing damage. ❑❑/LR RAGE [bonus; 1 minute] : advantage on Strength checks, [+2] damage on melee attacks, and resistance to bludgeoning, piercing, and slashing. 👹 Bite +5 to hit for (1d8+5) piercing damage, regain [3] hit points if less than half max 🐾 Claws +5 to hit for (1d6+5) slashing damage, make one additional claw attack 🐊 Tail +5 to hit for (1d8+5) piercing damage, add 1d8 to AC as reaction to an attack ❑❑❑/LR SHIFT [bonus; 1 minute] : gain [4] temporary hit points and can use your fangs to make an unarmed strike as a bonus action. 👹 Bite (bonus) +5 to hit for (1d6+5) piercing damage. ❑/LR Eldritch Maul [bonus; 1 minute] : Your melee attacks can reach up to 15 feet away from you, and deal an extra 1d6 force damage on a hit. ❑❑❑/LR Favored Foe [bonus; 1 minute] : The first time on each of your turns that you hit a favored enemy, you increase that damage by 1d4. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.08 lbs.) Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0 (304 Coins x .02 lbs. = 6.08 lbs. Total Weight) EQUIPMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) : Traveler's Clothes - 4 lbs. Weapons (5 lbs.) : Dagger - 1 lb. | Longbow - 2 lbs. Readied Items (9 lbs.) : EQUIPMENT STORED (59 lbs.) Stored items can be retrieved with an action. In Backpack (37 lbs.) : Backpack - 5 lb | Mess Kit - 1 lb | 10 Rations - 2 lb ea | Tinderbox - 1 lb | 10 Torches - 1 lb ea Strapped to Backpack (22 lbs.) : Bedroll - 7 lb | 50ft Hemp Rope - 10 lb | Waterskin - 5 lb * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (-/3) Eldritch Claw Tattoo : your unarmed strikes are considered magical and you gain a +1 bonus to attack and damage rolls with unarmed strikes. ❑/LR Eldritch Maul : As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. APPEARANCE Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair BACKGROUND Background Personality Traits: something Ideals: something Bonds: something Flaws: something Feature: something BACKSTORY
  2. hmmm, I've always wanted to play a kobold dragon disciple, lol are newbies allowed? I've never played p2, just p1, though I have been playing around with pathbuilder for the fun of it ;)
  3. Acknowledged! ...and understood ...maybe even comprehended.
  4. Symon, Cleric (Recruit) STRESS : [1] - [2] - [3] - [4] | ABILITY CARDS : [Wis] - [Wis] - [Con] - [Cha] | Mastered : Wis / Con ACTIONS (4) ...play Wis card to activate command tent ability : Add the Reinforcements event card to the bottom of the event deck. ...move to prairie, free: play Cha card to refresh 2 units ...remove new fire token ...move back RESPITE (1) ...recover Cha and Wis ability cards Class Powers   WIS RESPONSE BLESS At the start of battle Add 2 tactic tokens to your tile, or Refresh 3 units on your tile.   WIS RESPONSE SPIRITUAL HAMMER At the start of battle Remove 1 Dragon Army unit on your tile.   CON ACTION FIELD MEDICINE Reduce the stress of 1 hero on your tile to 0.     Ability Cards WISDOM RESPONSE After battle dice are rolled Reroll up to 2 dice.   WISDOM RESPONSE After battle dice are rolled Reroll up to 2 dice.   CONSTITUTION FREE ACTION   Reduce the stress of a hero on your tile by 2.   CHARISMA FREE ACTION   Refresh 2 units on your tile.      
  5. does this look acceptable ?     Symon, Cleric (Recruit) STRESS : [1] - [2] - [3] - [4] | ABILITY CARDS : [Wis] - [Wis] - [Con] - [Cha] | Mastered : Wis / Con ACTIONS (4) ... ... ... ... RESPITE (1) ... Class Powers   WIS RESPONSE BLESS At the start of battle Add 2 tactic tokens to your tile, or Refresh 3 units on your tile.   WIS RESPONSE SPIRITUAL HAMMER At the start of battle Remove 1 Dragon Army unit on your tile.   CON ACTION FIELD MEDICINE Reduce the stress of 1 hero on your tile to 0.     Ability Cards WISDOM RESPONSE After battle dice are rolled Reroll up to 2 dice.   WISDOM RESPONSE After battle dice are rolled Reroll up to 2 dice.   CONSTITUTION FREE ACTION   Reduce the stress of a hero on your tile by 2.   CHARISMA FREE ACTION   Refresh 2 units on your tile.      
  6.   I think we're waiting on the DM to draw an event card before we start our turns?
  7. thanks, we actually got services restored earlier than expected , though much of our area is still without power. i'll try to catch up asap
  8. Just a heads up, they're estimating it may be weeks before we get power restored to our area, and cell service is intermittent
  9. Planned/Possible Actions - subject to change based on events in the chaos of battle Hero Action Action Action Action Respite Vote 🟢 Sean (Fighter) Move Your Hero: Sacred Glade Activate Class Power: Defeat a Vile Champion Move Your Hero: Command Tent Extra Respite reduce stress by 2 regain 2 ability cards Reinforcements   🔴 Euphonia (Bard)             🟡 Nickel (Sorcerer)           extinguish fire 🔵 Symon (Cleric) Move Your Hero: Prairie Activate Class Power: Bless: +2 tactic tokens Activate Class Power: Spiritual Hammer: Remove 1 Dragon Army unit Move Your Hero: Command Tent regain 2 ability cards Reinforcements  
  10. so Rauhric/Seán could use one action to move to the glade, one action to attack the assassin taking 2 stress (1 if mastered Dex), and still have 2 actions left on Symon's turn, he could use an action to Activate the command tent, one action to move to the glade, action to play a card to heal Seán, and have 1 actions left   what about abilities that say "At the start of battle", do they cost an action on the first turn?
  11. Symon, Cleric (Recruit) STRESS : [1] - [2] - [3] - [4] | ABILITY CARDS : [Wis] - [Wis] - [Con] - [Cha] | Mastered : Wis / Con ACTIONS (4) ... ... ... ... RESPITE (1) ... ... Class Powers WIS RESPONSE BLESS At the start of battle Add 2 tactic tokens to your tile, or Refresh 3 units on your tile. WIS RESPONSE SPIRITUAL HAMMER At the start of battle Remove 1 Dragon Army unit on your tile. CON ACTION FIELD MEDICINE Reduce the stress of 1 hero on your tile to 0. Ability Cards WISDOM RESPONSE After battle dice are rolled Reroll up to 2 dice. WISDOM RESPONSE After battle dice are rolled Reroll up to 2 dice. CONSTITUTION FREE ACTION Reduce the stress of a hero on your tile by 2. CHARISMA FREE ACTION Refresh 2 units on your tile.
  12. Clerics have Wis & Con mastery, I can post a more detailed workup when I get off work.   I think a tutorial video is just what I need, have a little comprehension problem on my end, lol
  13. I can go along with that. Second question is do we then head to the glade to take out the big bad there, head for the prairie to reinforce and deal with the fires, or spit between the two?   Aldo just a heads up, I live in North central Florida, so posting might be spotty this week
  14. So we would want to add a unit and unshaken the commander as soon as possible. Are my cleric abilities locked for this phase since I haven't awoken?
  15. I'm still a little fuzzy on the game play, but from an RP perspective it'd make sense to try to put out the fires next to the command tent so we can reinforce the troops ourselves?   and I am I correct in assuming I don't have access to the cleric abilities since I haven't awoken yet?
  16.   Order of initiative bonus?     +4 🟢 Sean Finn - NG Male Human Fighter/Rogue     +3 🔴 Euphonia Whistlemint - NG Female Kender Bard     +2 🟡 Nickel Whitemane - LG Male Dwarf Lunar Sorcerer    +1 🔵 Symon Stylgrav - NG Male Human Twilight Cleric
  17. I've noticed the game thread has popped several times today, but there's nothing there. I assume the threads are private? If I've been added to any it's not visible to me.
  18. Symon Stilgrav, Human Twilight Cleric, Knight Postulant of Solamnia | Condition: Normal Show Stats 🛡️ AC : 18 (Scale Mail+Shield) | ❤️ HP : 11/11 | Initiative : +1@ | Speed : 30 🚶 (¹⁵🧗 ¹⁵🏊) [Senses] 🕶️ Darkvision : 300 | 👁️ Perception : 18 | 👁️‍🗨️ Insight : 16 | 🔎 Investigation : 10 🏋️Str🤼‍♂️ Athletics +3 | 👊 Unarmed +5 16 (+3) | 🤸‍♂️Dex[🦶 Reflexes +1] 🤹 Acrobatics +1 | 👋 Sleight +1 | 👤 Stealth +1 12 (+1) | 🏃‍♂️Con[💪 Fortitude +3] 🧠 Concentration +3 16 (+3) | 👨‍🦯Int🔮 Arcana +0 | 📜 History +2 | 🔎 Investigate +0 | 🌱 Nature +0 | 📿 Religion +2 11 (+0) | 🧘‍♂️Wis[👳‍♀️ Willpower +6] 🐕‍🦺 Animal Handling +4 | 👁️‍🗨️ Insight +6 | 🩹 Medicine +6 | 👁️ Perception +8ⓔ| 🧭 Survival +4 18 (+4) | 🕺Cha🎭 Deception +2 | 😠 Intimidation +2 | 🪕 Performance +2 | 🗣️ Persuasion +4 14 (+2) Inspiration ❑ | Precise Strike ❑❑/LR | Channel Divinity ❑/SR | Spell Slots ❶❑❑☒☒/LR Narrative. "Speech" 'thoughts' Show Actions [Actions] Move: | Standard: | Bonus: | Free:
  19.     ⚫ Odira of Vogler - NG Human Female, Trickster? Cleric (Charlatan) - Black     🔵 Symon Stylgrav - NG Male Human Twilight  Cleric (Squire of Solamnia) - Blue     🟣 Teeli Th'Underfoot - NG Female Kender, Arcane Trickster Rogue (Initiate of High Sorcery) - Purple     🔴 Euphonia Whistlemint - NG Female Kender Bard (Urchin) - Red     ⚪ Mikel Palemane - LG Male Human Fighter (Squire of Solamnia) - White     🟠 Moricarn Cursewielder - CN Female Kagonesti Elf, Bladesinger Wizard (Initiate of High Sorcery) - Orange     🟡 Nickel Whitemane - LG Male Mountain Dwarf Lunar Sorcerer (Initiate of High Sorcery) - Yellow     🟢 Sean Finn - NG Male Human Fighter/Rogue (Outlander) - Green Interesting mix, I think i'll take blue  
  20. Symon Stilgrav Knight Postulant of Solamnia "My honor is my life" Knight Protector (Twilight Cleric1 of Paladine) Medium humanoid male (human), neutral good Armor Class : 18 🛡️ (Chain Mail + Shield) Hit Points : 11 ❤️ (1d8 + Con) Initiative : +1@ Speed : 30 🚶 (¹⁵🧗 ¹⁵🏊) Perception : 18 👁️ (🕶️ Darkvision 300') Languages : Common, Solamnic Proficiency : +2 ABILITIES & SKILLS 🏋️ Strength 16 (+3) | Save +3 🤼‍♂️ Athletics +3 🤸‍♂️ Dexterity 12 (+1) | Save +1 🤹 Acrobatics +1 | 👋 Sleight +1 | 👤 Stealth +1 🏃‍♂️ Constitution 16 (+3) | Save +3 Concentration +3 👨‍🦯 Intelligence 11 (+0) | Save +0 🔮 Arcana +0 | 📜 History +2 | 🔎 Investigate +0 | 🌱 Nature +0 | 📿 Religion +2 🧘‍♂️ Wisdom 18 (+4) | Save +6 🐕‍🦺 Animal Handling +4 | 👁️‍🗨️ Insight +6 | 🩹 Medicine +6 | 👁️ Perception +8ⓔ| 🧭 Survival +4 🕺 Charisma 14 (+2) | Save +4 🎭 Deception +2 | 😠 Intimidation +2 | 🪕 Performance +2 | 🗣️ Persuasion +4 denotes proficiency PROFICIENCIES & ABILITIES Weapons : ⚒️ Simple & ⚔️Martial Weapons Armors : 👘Light, 🥼Medium, & 🧥 Heavy Armor; 🛡️Shields Tool Kits : 🛠️ Smith's Tools VARIANT HUMAN LINEAGE RACIAL TRAITS Abilities : Two different ability scores of your choice increase by 1. (Constitution & Charisma) Bonus Feat : You gain one Feat of your choice. (Skill Expert) Skilled : You gain proficiency in one skill of your choice. (Insight) Languages : You can speak, read, and write Common and one extra language of your choice. KNIGHT OF SOLAMNIA BACKGROUND FEATURES Proficiencies : To customize a background, you can replace one feature with any other one, choose any two skills, and two tool proficiencies or languages. Skill Proficiencies : History & Persuasion Tool Proficiencies : Smith's Tools Languages : Solamnic TWILIGHT CLERIC CLASS ABILITIES (TCoE) Proficiencies : Light, Medium, & Heavy Armor; Shields; Simple & Martial Weapons. Choose two from History, Insight, Medicine, Persuasion, and Religion. ① Eyes of Night : You have darkvision out to a range of 300 feet and can share darkvision with allies within 10 feet, up to a number of equal to your Wisdom modifier for 1 hour, but can't do so again until you finish a long rest, unless you expend a spell slot. ① Vigilant Blessing : As an action, you give one creature advantage on the next initiative roll the creature makes. ② Channel Divinity : you gain the ability to channel divine energy to Turn Undead or invoke a Twilight Sanctuary (see attacks) ABILITY INCREASE/FEATS Ⓡ Skill Expert : increase Wisdom by 1, proficiency in Perception, expertise with Perception (doubles your proficiency) Ⓑ Squire of Solamnia : once per turn, when you make a weapon attack, you can make Precise Strike (see attacks) ➃ Magic Initiate/of High Sorcery : learn the Booming Blade cantrip and the 1st-level Shield spell SPELLS AND POWERS ➁ CANTRIPS (At-Will) 🅲 Guidanceⓒ : within 1 minute the target can roll 1d4 and add the number rolled to one ability check of its choice. 🅲 Sacred Flame : a target within 60 feet must succeed a Dexterity saving throw or take 1d8 radiant damage. 🅲 Word of Radiance : each adjacent target must succeed a Constitution saving throw or take 1d6 radiant damage. ➁ ❑❑/LR FIRST LEVEL SPELLS ❶ Faerie Fireⓒ : any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. ❶ Sleep : this spell sends 5d8 hit points of creatures into a magical slumber in ascending order of their current hit points. ❶ Blessⓒ : whenever up to three allies make an attack roll or a saving throw, they can add 1d4 to the number rolled. ❶ Command : the target must succeed on a Wisdom saving throw or follow the command on its next turn. ❶ Guiding Bolt : on hit, the target takes 4d6 radiant damage, and the next attack made against this target has advantage. ❶ Healing Word : a creature that you can see within range regains hit points equal to 1d4 + your Wisdom modifier. ❶ Sanctuary : anyone who targets the warded ally with an attack or harmful spell must first make a Wisdom saving throw. WEAPONS & ATTACKS 🗡 Dagger +5 to hit for (1d4+3) piercing damage | finesse, light, thrown (20/60) 🪓 Handaxe +5 to hit for (1d6+3) slashing damage | light, thrown (20/60) 🔨 Warhammer +5 to hit for (1d8+3) bashing damage | versatile (1d10) Special Actions ❑❑/LR 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. ❑/SR ➁ Channel Divinity : you gain the ability to channel divine energy directly from your deity, using one of the following effects: Turn Undead : As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Twilight Sanctuary : As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature temporary hit points equal to 1d6 plus your cleric level or you end one effect on it causing it to be charmed or frightened. EQUIPMENT & ENCUMBERANCE Copper: 0 | Silver: 0 | Gold: 200 | Platinum: 0 READIED (Equipped items can be retrieved with a manipulate item interaction) Armor : 🥋Clothes, 🧥Chain Mail, 🛡️Shield Weapons : 🗡Dagger, 🪓Handaxe, 🔨Warhammer Readied : 📿Holy Symbol STORED (Stored items can be retrieved with a standard action) Explorer's Pack : 🎒Backpack, 🛏️Bedroll, 🍱Mess Kit, 🍖Rations, 🪢Rope, 🪔Tinderbox, 🕯️Torches, 🧉Waterskin 🫕Cook's Utensils, 🩹Healer's Kit, 🧰Smith's tools * Denotes magic item (see below) MAGIC ITEMS (WISHLIST) NON-ATTUNED Adamantine Full Plate : any critical hit against you becomes a normal hit Sentinel Shield : advantage on initiative rolls and Perception checks ATTUNED (-/3) Amulet of the Devout : +1 bonus to spell attack rolls and spell save DCs; extra Channel Divinity use Devotee's Censer : +1d8 radiant damage; aura heals 1d4 hit points within 10ft for 1 minute DESCRIPTION & PERSONALITY Age 30 | Height 6' 2" | Weight 180 lbs. | Hair Brown| Eyes Hazel | Complexion Tanned Symon is a tallish, broad shouldered man, well muscled, with a weathered tan from years of walking circuits and riding patrols. He has rough-hewn short brown hair, and scraggly mustache and beard, with piercing hazel-colored eyes with flecks of gold when the light hits them just right, and a scar under his right eye from a knife fight he got into as a boy. He typically wears a burnished steel breastplate over his coat of chain mail armor, carries a handaxe and dagger at either side on his belt, and carries a massive wedged warhammer hooked a sturdy baldric braced across his chest. Slung across his back until needed is a large steel shield, newly emblazoned with the sigil of a stylized silver triangle. Symon has a strong sense of duty and honor, although he doesn't let that stop him from doing whatever needs to be done for the greater good, even if it bends a few rules. He'll go out of his way to help others even at his own expense, but wont turn down a well deserved reward from those that can afford it, and will fight to his last breath to defend those that can't protect themselves. That doesn't necessarily mean he's always serious and somber however, enjoying the companionship of good friends, the occasional mug of ale, and even sometimes the companionship of a lovely lady to converse with over dinner. BACKGROUND Knight of Solamnia Proficiencies : History, Persuasion, Smith's Tools, Solamnic Traits : [Steadfast] I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. I try to see the bright side in every situation. Ideals : [Freedom] Tyrants must not be allowed to oppress the people. Chains are meant to be broken, as are those who would forge them. Bonds : [Protection] Someone once saved my life on the battlefield. To this day, I will never leave a friend behind. Those who fight beside me are those worth dying for. Flaws : [Suspicion] I judge people by their actions, not their words. I am incredibly slow to trust strangers. Those who seem the fairest often have the most to hide. Military Rank : You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Like so many other lads from the rural backwaters of the hinterland, Symon grew up with the valorous tales of heroic knights, and dreamed of nothing more than becoming a knight himself. It was of course merely a childhood fantasy, after all a commoner saving the life of a noble and being bestowed a title is something that only happens in stories. Regardless he and his fellows would regularly beat themselves senseless with stick swords whenever they got the chance. It was looked up on with grudging resignation by their moms...until saucepan helmets and pot lid shields started showing back up in the pantry with dents and scratches. That was the last straw, in an effort to instill the value of her precious cookware, she sent Symon to slave away working for his uncle, the farm's resident blacksmith. And slave away he did, or so it seemed to him at he time, hauling coal and pumping billows all day, it was quite some time before his uncle let him pick up a hammer. Of course it was all for a propose...to build up his strength and stamina. One fine summer day a knight arrived at the farmstead, much to the derision of his older brothers, but young Symon was enthralled. It wasn't unusual for travelers to stop over, many of them peddlers, there being to village or inn for some leagues, there was even an old storyteller, that had put in an appearance many times over the years, but knights were another matter. He came bearing tales of daring do, and claimed to have chased out the nearby brigands that had been plaguing the area. He stayed for several days to recuperate and brought in his armor to the smithy to see if they could at least work out the dents enough for it to be wearable. Disregarding the advise of the old storyteller, Symon snuck out in the middle of the night, leaving a note telling his family he was off the seek his destiny. It was exciting at first, even if he did have to hustle to keep up while the knight rode. Life on the open road, traveling from place to place. Excitement eventually gave way to monotony. He wasn't learning swordplay, they weren't chasing down bandits, and as far as he could tell they weren't on any sort of great quest or anything. He simply did what he had always done...chores, a seaming never ending supply of them. Walking all day, caring for their noble steed, setting camp, foraging for food, cooking diner, mending worn out clothes. Rinse and repeat countless times. It didn't seem very heroic
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