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  1. Johnny Alpharius- Half Elf Artificer 5 HP: 38/38 | AC: 17 | Speed: 30ft | HD: 15d8/15d8 /| Spell Slots: Lv 1 3/4 Lv2 2/2 Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +8 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 Abilities Spells Infusions Johnny heads back to the others and relays the plan. They will be the bait, but dangerous bait for sure!
  2. Sweeth Tooth - Catfolk Thaumaturge 4 HP: 44/44 | AC: 19 | Speed: 25ft | Hero: 2/3 | Spell Slots: 1/1 Perception: +8 Low Light Vision | Fort: +9 | Ref: +10 | Will: +9 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC19 Damage: 2d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +9/+5/+1 Damage: 2d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +9/+5/+1 Damage: 2d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Prepared Cantrips: Gouging Claw, Shield Innate Cantrips: Detect Magic Prepared Spells: Magic Missile | EquipmentMagic Items: -Warcaller's Chime of Destruction Consumables: -Jade Cat -Owlbear Claw -Sneaky Key Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 27gp 16sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Diverse Lore -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance -Assurance (Esoteric Lore) Other: -Wizard Dedication -Basic Wizard Spellcasting -Attack Potency +1 -Skill Potency (Esoteric Lore) -Devastating Attacks (2 dice) School: -Incredible Initiative -Additional Lore (History) -Additional Lore (Library) | SkillsAcrobatics: +8 (T) Arcana: +9 (T) Athletics: +6 (T) Crafting: +3 Deception: +9 (T) Diplomacy: +9 (T) Lore (Academia): +9 (T) Lore (Esoteric): +12 (E) Lore (History): +9 (T) Lore (Library): +9 (T) Intimidate: +11 (E) Medicine: +0 Nature: +6 (T) Occultism: +9* (T) Performance: +3 Religion: +6 (T) Society: +9 (T) Stealth: +8 (T) Survival: +0 Thievery: +8 (T) Conditions : Wand recharge in 3 rounds Sweet Tooth fired her wands magic again, once again at full power. She hoped the Cobra would either die or flee soon! Action 1&2 : Fling Magic Reflex DC 19 vs Cobra Action 3 : None
  3. Khaine - Human Monk 4 HP: 53/60 | AC: 22 | Speed: 35ft | Hero: 2/3 | Focus: 0/2 Perception: +7 | Fort: +10 | Ref: +12 | Will: +9 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +11/+7/+3 2d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +11/+7/+3 2d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +11/+7/+3 Damage: 2d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +11/+6/+1 2d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 20 Ki Spells: Ki Strike Wholeness of Body | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Numbing Tonic, Minor Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -Rations (2 weeks) -5x Torch -Climbing Kit -Grappling Hook Cart Wooden shield Bedroll Coins : 51gp 12sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes -Wholeness of Body Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap -Cat Fall Other: -Toughness -Rogue Dedication -Surprise Attack -Sneak Attacker (d4) -Attack Potency +1 -Skill Potency +1 Devastating Strike (2 dice) | SkillsAcrobatics: +10 (T) Arcana: +0 Athletics: +10 (E) Crafting: +6 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +6 (T) Intimidate: +6 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +11 (T, Potency) Survival: +7 (T) Thievery: +10 (T) Conditions : Antidote (+2 Fort save vs Poison), Fury Cocktail (+2 melee attack rolls, Resist 1 to physical damage) Khaine smiled, just a little, he would get to crack some skulls after all! (I'll keep the 20)
  4. Khaine - Human Monk 4 HP: 53/60 | AC: 22 | Speed: 35ft | Hero: 2/3 | Focus: 0/2 Perception: +7 | Fort: +10 | Ref: +12 | Will: +9 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +11/+7/+3 2d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +11/+7/+3 2d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +11/+7/+3 Damage: 2d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +11/+6/+1 2d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 20 Ki Spells: Ki Strike Wholeness of Body | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Numbing Tonic, Minor Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -Rations (2 weeks) -5x Torch -Climbing Kit -Grappling Hook Cart Wooden shield Bedroll Coins : 51gp 12sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes -Wholeness of Body Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap -Cat Fall Other: -Toughness -Rogue Dedication -Surprise Attack -Sneak Attacker (d4) -Attack Potency +1 -Skill Potency +1 Devastating Strike (2 dice) | SkillsAcrobatics: +10 (T) Arcana: +0 Athletics: +10 (E) Crafting: +6 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +6 (T) Intimidate: +6 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +11 (T, Potency) Survival: +7 (T) Thievery: +10 (T) Conditions : Antidote (+2 Fort save vs Poison), Fury Cocktail (+2 melee attack rolls, Resist 1 to physical damage) Khaine would be a little disappointed if he didn't get to kick some cultists around, but he knew it would be better for everyone to resolve this peacefully. Just in case though, he slunk forward, trying to stay out of sight to get into a good position to strike if need be!
  5. Everan Meliamne - High Elf Bladesinger 10 HP: 62/62 | AC: 16(20) | Speed: 30ft | HD: 10d6/10d6 | Spell Slots: Lv 1 2/4 Lv2 2/3 Lv3 2/4 Lv4 3/3 Lv5 2/2 Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +4 Wis +1 Cha -1 Languages: Common, Elvish, Draconic, Infernal, Primordial Attacks: -Rapier+1 +9 Damage: 1d8+5 Piercing -Gwa’thern Faln +9 Damage: 1d8+5 Piercing -Firebolt +8 Damage 2d10 Fire | Magic ItemsUncommon + (3) - Rapier +1 - Gwa’thern Faln (Longbow +1, can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.) - Cloak of the Bat ( While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.) Common (5) Consumable (10) - Potion of Invulnerability *2 - Oil of Etherealness - Potion of Climbing | SkillsAcrobatics: +8* Arcana: +8* Athletics: -1 Animal Handling: +1 Deception: -1 History: +4 Intimidate: -1 Insight: +1 Investigate: +8* Medicine: +1 Nature: +4 Perception: +6* Performance: +3* Persuasion: -1 Religion: +4 Stealth: +8* Sleight of Hand: +4 Survival: +1 | AbilitiesResearcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray Spellcasting Focus You can use a focus as a spellcasting focus for your wizard spells. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Arcane Recovery Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Blade Song Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits: • You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1). • Your walking speed increases by 10 feet. • You have advantage on Dexterity (Acrobatics) checks • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Song of Defence You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. Spells Conditions : Shield of Faith (AC 22) Everan rolls back up the map and stows it in his pack with a little reluctance. "Even their maps are dirty. Lets help those prisoners to their feet and back up to the last level."
  6. Johnny Alpharius- Half Elf Artificer 5 HP: 38/38 | AC: 17 | Speed: 30ft | HD: 15d8/15d8 /| Spell Slots: Lv 1 3/4 Lv2 2/2 Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +8 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 Abilities Spells Infusions Johnny can be pretty sneaky when he needs to be, but he lets Vithka move ahead. When he heard nothing, he counted to ten and then slipped after her, staying low and trying to stay quiet.
  7. Owain Hearthen - Half Elf Paladin 11 HP: 67/84 | AC: 21 | Speed: 30ft | HD: 11d10/11d10 | Spell Slots: Lv 1 0/4 Lv2 2/3 Lv3 2/3 | Lay on Hands: 01/55 | Channel Divinity: 0/1 Perception: +4 | Saving Throws: Str +9 Dex +4 Con +6 Int +3 Wis +9 Cha +11 | Spell DC: 15 | Initiative: +0 StatisticsStr +5 Dex +0 Con +2 Int -1 Wis +1 Cha +3 Languages: Common, Elvish, Infernal Attacks: -Longsword+1 +10 Damage: 1d8+8 Slashing -Blood Spear +9 Damage: 1d6+7 Piercing -Javelin +9 Damage 1d6+7 Piercing | Magic ItemsUncommon + (6) - Longsword +1 - Blood Spear (When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.)* - Cloak of Protection (+1 to AC and saves)* - Bowl of commanding water elementals (While this bowl is filled with water, you can use an action to speak the bowl's Command Word and summon a Water Elemental, as if you had cast the Conjure Elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.) Common (5) Consumable (10) - Superior Healing Potion (8d4 + 8) | SkillsAcrobatics: +0 Arcana: -1 Athletics: +9* Animal Handling: +5 Deception: +3 History: -1 Intimidate: +7* Insight: +1 Investigate: -1 Medicine: +1 Nature: -1 Perception: +5* Performance: +3 Persuasion: +7* Religion: -1 Stealth: +0 Sleight of Hand: +0 Survival: +5* | AbilitiesAura of Protection : Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus o f +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Fighting Style : 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. Divine Smite : Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Spellcasting : No of spells Cha + 1/2 level Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Divine Sense. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Divine Health : Immune to disease Channel Divinity When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Harness Divine Power You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Relentless Avenger By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. Extra Attack Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. Darkvision : You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Story Rewards Ally: Zehira Deryan As a thanks for freeing her from the morkoth lair, Zehira becomes a staunch ally of the characters. She boldly assumes command of Umberlee’s Resolve. Upon return to Turmish, she makes amends with her parents and takes on the role of a privateer captain sailing under the flag of Turmish. She accompanies the characters on the next adventure. Ally: Thessalia Lamaer Helping Thessalia retrieve the bowl of commanding water elementals earns them her allyship. Thessalia is less of a fighter and more of a scholar, but she gladly helps research topics that aid in their quest. Like Zehira, Thessalia is proudly Turmish and wants to keep her homeland free from Thay. Spells Vow of Emnity (adv vs Dragon for 1 min) Fire Resistance Owain cannot follow the dragon, so instead focuses on escape. "Lets get out of here." Owain makes for the exit at full speed. (Dash)
  8. I will add a roll to previous post. Not sure how to write about how he disabled it though..
  9. I was under the impression we couldn't affect it with thievery the way things are, but if Khaine can, he will!
  10. Khaine - Human Monk 4 HP: 53/60 | AC: 22 | Speed: 35ft | Hero: 2/3 | Focus: 0/2 Perception: +7 | Fort: +10 | Ref: +12 | Will: +9 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +11/+7/+3 2d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +11/+7/+3 2d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +11/+7/+3 Damage: 2d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +11/+6/+1 2d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 20 Ki Spells: Ki Strike Wholeness of Body | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Numbing Tonic, Minor Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -Rations (2 weeks) -5x Torch -Climbing Kit -Grappling Hook Cart Wooden shield Bedroll Coins : 51gp 12sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes -Wholeness of Body Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap -Cat Fall Other: -Toughness -Rogue Dedication -Surprise Attack -Sneak Attacker (d4) -Attack Potency +1 -Skill Potency +1 Devastating Strike (2 dice) | SkillsAcrobatics: +10 (T) Arcana: +0 Athletics: +10 (E) Crafting: +6 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +6 (T) Intimidate: +6 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +11 (T, Potency) Survival: +7 (T) Thievery: +10 (T) Conditions : Antidote (+2 Fort save vs Poison), Fury Cocktail (+2 melee attack rolls, Resist 1 to physical damage) Khaine watched as Maybell began to disrupt the ritual. He was confident that she would be able to pierce the veil and get them inside. Then he would rely on his fists to take down the cultists! When he was sure the fight was about to begin, he took out a small vial and uncorked it. He downed the strange concoction in one large gulp and left out a long sigh as the rum and beer based elixir caused his muscles to tense and bulge slightly. He had ten minutes, those cultists wouldn't know what hit them! Drink Fury Cocktail, ideally just before the barrier drops.
  11. We fixed an elevator in the goblin's area, did we check that out? My memory is hazy. Or was there a second, broken elevator or machinery we were going to come back and check on? I may well be imagining it! The price one pays for multiple pbp games! Or in-game, Everan remembering an adventure he had in a similar cave 150 years ago.
  12. Khaine - Human Monk 4 HP: 53/60 | AC: 22 | Speed: 35ft | Hero: 2/3 | Focus: 0/2 Perception: +7 | Fort: +10 | Ref: +12 | Will: +9 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +11/+7/+3 2d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +11/+7/+3 2d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +11/+7/+3 Damage: 2d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +11/+6/+1 2d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 20 Ki Spells: Ki Strike Wholeness of Body | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Numbing Tonic, Minor Fury Cocktail, Minor Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -Rations (2 weeks) -5x Torch -Climbing Kit -Grappling Hook Cart Wooden shield Bedroll Coins : 51gp 12sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes -Wholeness of Body Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap -Cat Fall Other: -Toughness -Rogue Dedication -Surprise Attack -Sneak Attacker (d4) -Attack Potency +1 -Skill Potency +1 Devastating Strike (2 dice) | SkillsAcrobatics: +10 (T) Arcana: +0 Athletics: +10 (E) Crafting: +6 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +6 (T) Intimidate: +6 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +11 (T, Potency) Survival: +7 (T) Thievery: +10 (T) Conditions : Antidote (+2 Fort save vs Poison) Khaine considered how to disrupt the dark rune. Could it be as simple as defacing it? Surely it would have some kind of counter?
  13. I guess we should grab the prisoners, grab the map and head back up. But I think we wanted to check where that elevator went? And is there still a few goblins about upstairs? Are we going to leave them be?
  14. Have a fun game guys! I have played a few games with Knave and they are always great.
  15. Sweeth Tooth - Catfolk Thaumaturge 4 HP: 44/44 | AC: 19 | Speed: 25ft | Hero: 2/3 | Spell Slots: 1/1 Perception: +8 Low Light Vision | Fort: +9 | Ref: +10 | Will: +9 StatisticsStr +0 Dex +2 Con +1 Int +3 Wis +0 Cha +3 Languages: Ammuran, Common, Draconic, Elven, Sylvan Attacks: -Wand Reflex DC19 Damage: 2d4+2 Electrical • Concentration, Evocation, Magical, Manipulate, Thaumaturge, Range 60ft -Star Knife +9/+5/+1 Damage: 2d4+2 Piercing • Agile, Deadly 1d6, Finesse, Thrown 20ft, Versatile S -Unarmed Strike +9/+5/+1 Damage: 2d4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Prepared Cantrips: Gouging Claw, Shield Innate Cantrips: Detect Magic Prepared Spells: Magic Missile | EquipmentMagic Items: -Warcaller's Chime of Destruction Consumables: -Jade Cat -Owlbear Claw -Sneaky Key Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 27gp 16sp | AbilitiesClass: -Fling Magic -Exploit Vulnerability -Diverse Lore -Scroll Thaumaturgy -Talisman Esoterica -Esoteric Lore -Implement's Empowerment Ancestry: -Cat's Luck -Land on your Feet -Liminal Catfolk Skill: -Schooled in Secrets -Intimidating Glare -Dubious Knowledge -Terrifying Resistance -Assurance (Esoteric Lore) Other: -Wizard Dedication -Basic Wizard Spellcasting -Attack Potency +1 -Skill Potency (Esoteric Lore) -Devastating Attacks (2 dice) School: -Incredible Initiative -Additional Lore (History) -Additional Lore (Library) | SkillsAcrobatics: +8 (T) Arcana: +9 (T) Athletics: +6 (T) Crafting: +3 Deception: +9 (T) Diplomacy: +9 (T) Lore (Academia): +9 (T) Lore (Esoteric): +12 (E) Lore (History): +9 (T) Lore (Library): +9 (T) Intimidate: +11 (E) Medicine: +0 Nature: +6 (T) Occultism: +9* (T) Performance: +3 Religion: +6 (T) Society: +9 (T) Stealth: +8 (T) Survival: +0 Thievery: +8 (T) Conditions : Sweet Tooth's hackles raised and she hopped back a little. She shook with fear, she didn't want to be bitten. Pointing her wand she fired a bolt of lightning at the creature. "Snakes don't have arms! If you need to come out of the room and close the door behind you! We can just leave them while we regroup if need be!" Action 1&2 : Fling Magic Reflex DC 19 vs Cobra Action 3 : Exploit Vulnerability (Cobra). Frightened reduced from 1 to 0
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