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omegoku

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  1. - High Elf Rogue 6 HP: 42/45 | AC: 17 | Speed: 30ft | HD: 6d8/6d8 Perception: +6 | Saving Throws: Str +0 Dex +8 Con +2 Int +3 Wis +1 Cha +3 | Initiative: +8 StatisticsStr +1 Dex +5 Con +2 Int +1 Wis +0 Cha +3 Languages: Common, Elvish, Goblin, Dwarvish Attacks: -Rapier +10 Damage: 1d8+7 • Piercing, Finesse -Dagger +8 Damage: 1d4+5 • Piercing, Finesse, Thrown Range 20/60ft -Shortbow +8 Damage: 1d6+7 • Piercing, Ammuntion, Two Handed, Range 80/320ft Cantrip: Booming Blade (1d8 damage + 2d8 bonus) | EquipmentMagic: -Cape of Montebank -Rapier +2 -Cap of Waterbreathing -Bracers of Archery -Potion of Greater Healing Worn: -Fine Clothes -Studded Leather Armour -Signet Ring -Skin of Fine Wine -Waterskin Backpack: -Thieves' tools, Scroll of Pedigree, Bag of Ball Bearings, String (10ft), Bell, Candles (5) -Rations (5), Crowbar, Pitons (10), Hammer, Hooded Lantern, Flask of Oil (2), Tinderbox -Rope (50ft) Coins: 20gp | SkillsAcrobatics: +11** Arcana: +1 Athletics: +7** Animal Handling: +1 Deception: +0 History: +4* Intimidate: +3 Insight: +0 Investigate: +1 Medicine: +1 Nature: +1 Perception: +6** Performance: +3 Persuasion: +6* Religion: +1 Stealth: +11** Sleight of Hand: +8 Survival: +0 | AbilitiesKept in Style: While you are in cities nearby your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feasthalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. 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. 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. Expertise (Acrobatics, Athletics, Perception, Stealth): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (3d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Tavern Brawler Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Eireann was surprised the man was still standing. Not so surprised when the crossbow bolt almost hit him! He twisted out of the way at the last moment, the bolt glancing heavily off his blade. With his off hand he tossed the dagger from where he stood to strike the man who refused to die. Reaction: Uncanny Dodge to half damage to 3 Move : Move to be 20ft from the man Action : Attack man with thrown dagger, add sneak attack damage if Ms Blueblood is close enough - Requires Acrobatics on deck
  2. Khaine - Human Monk 3 HP: 43/47 | AC: 21 | Speed: 35ft | Hero: 2/3 | Focus: 1/1 Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +10/+6/+2 1d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +10/+6/+2 Damage: 1d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +10/+5/+0 1d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 19 Ki Spells: Ki Strike | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Antidote 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 : 49gp 15sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap Other: -Toughness -Rogue Dedication -Surprise Attack -Attack Potency +1 -Skill Potency +1 | SkillsAcrobatics: +9 (T) Arcana: +0 Athletics: +9 (E) Crafting: +5 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +10 (T, Potency) Survival: +6 (T) Thievery: +9 (T) Conditions : Posioned Khaine nods. "Good idea, lets take him with us for now. Something bad is happening, but we can't stop it just yet. If we pause here, we may never find those we were hired to look for. We will return once they are secured." Khaine takes the tied up man and bundles him onto the cart.
  3. - High Elf Rogue 6 HP: 45/45 | AC: 17 | Speed: 30ft | HD: 6d8/6d8 Perception: +6 | Saving Throws: Str +0 Dex +8 Con +2 Int +3 Wis +1 Cha +3 | Initiative: +8 StatisticsStr +1 Dex +5 Con +2 Int +1 Wis +0 Cha +3 Languages: Common, Elvish, Goblin, Dwarvish Attacks: -Rapier +10 Damage: 1d8+7 • Piercing, Finesse -Dagger +8 Damage: 1d4+5 • Piercing, Finesse, Thrown Range 20/60ft -Shortbow +8 Damage: 1d6+7 • Piercing, Ammuntion, Two Handed, Range 80/320ft Cantrip: Booming Blade (1d8 damage + 2d8 bonus) | EquipmentMagic: -Cape of Montebank -Rapier +2 -Cap of Waterbreathing -Bracers of Archery -Potion of Greater Healing Worn: -Fine Clothes -Studded Leather Armour -Signet Ring -Skin of Fine Wine -Waterskin Backpack: -Thieves' tools, Scroll of Pedigree, Bag of Ball Bearings, String (10ft), Bell, Candles (5) -Rations (5), Crowbar, Pitons (10), Hammer, Hooded Lantern, Flask of Oil (2), Tinderbox -Rope (50ft) Coins: 20gp | SkillsAcrobatics: +11** Arcana: +1 Athletics: +7** Animal Handling: +1 Deception: +0 History: +4* Intimidate: +3 Insight: +0 Investigate: +1 Medicine: +1 Nature: +1 Perception: +6** Performance: +3 Persuasion: +6* Religion: +1 Stealth: +11** Sleight of Hand: +8 Survival: +0 | AbilitiesKept in Style: While you are in cities nearby your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feasthalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. 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. 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. Expertise (Acrobatics, Athletics, Perception, Stealth): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (3d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Tavern Brawler Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Eireann frowned as his usual tactic didn't work. Silly silence spell ruining his flair! He drew his dagger and decided to finish the man! Move : 15ft to stand next to man Action : Attack man with rapier. Advantage for hiding, add sneak attack damage - Requires Acrobatics on deck Bonus : Dagger at man, if still standing, else at half orc Move : Move 10ft back to avoid being next to enemy
  4. Everan Meliamne - High Elf Bladesinger 10 HP: 62/62 | AC: 16 | Speed: 30ft | HD: 10d6/10d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 3/4 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 Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand, Toll the Dead Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step, Shadowblade Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Everan could not help watch as the platform appeared and lowered itself into the depths. "Should we venture down? Or should we stay the course and make sure this level is secure first?"
  5. Khaine - Human Monk 3 HP: 43/47 | AC: 21 | Speed: 35ft | Hero: 2/3 | Focus: 1/1 Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +10/+6/+2 1d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +10/+6/+2 Damage: 1d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +10/+5/+0 1d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 19 Ki Spells: Ki Strike | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Antidote 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 : 49gp 15sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap Other: -Toughness -Rogue Dedication -Surprise Attack -Attack Potency +1 -Skill Potency +1 | SkillsAcrobatics: +9 (T) Arcana: +0 Athletics: +9 (E) Crafting: +5 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +10 (T, Potency) Survival: +6 (T) Thievery: +9 (T) Conditions : Posioned Khaine does his best to fight off the poison. Though still a little shakey, he gets to his feet and takes a deep breath. "It will take more than that to stop Flick and myself! Wonder how long it will take for our trussed up friend here to wake."
  6. Khaine - Human Monk 3 HP: 43/47 | AC: 21 | Speed: 35ft | Hero: 2/3 | Focus: 1/1 Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +10/+6/+2 1d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +10/+6/+2 Damage: 1d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +10/+5/+0 1d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 19 Ki Spells: Ki Strike | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Antidote 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 : 49gp 15sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap Other: -Toughness -Rogue Dedication -Surprise Attack -Attack Potency +1 -Skill Potency +1 | SkillsAcrobatics: +9 (T) Arcana: +0 Athletics: +9 (E) Crafting: +5 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +10 (T, Potency) Survival: +6 (T) Thievery: +9 (T) Conditions : Posioned Khaine was still groggy, but he could tell it was wearing off. He remained sitting. "We have to stick to our mission for now, but we need to bring this to the attention of the authorities. Perhaps we can nip it in the bud before it gets any worse. But as you said, there are already people relying on us, and we cannot let them down."
  7. - High Elf Rogue 6 HP: 45/45 | AC: 17 | Speed: 30ft | HD: 6d8/6d8 Perception: +6 | Saving Throws: Str +0 Dex +8 Con +2 Int +3 Wis +1 Cha +3 | Initiative: +8 StatisticsStr +1 Dex +5 Con +2 Int +1 Wis +0 Cha +3 Languages: Common, Elvish, Goblin, Dwarvish Attacks: -Rapier +10 Damage: 1d8+7 • Piercing, Finesse -Dagger +8 Damage: 1d4+5 • Piercing, Finesse, Thrown Range 20/60ft -Shortbow +8 Damage: 1d6+7 • Piercing, Ammuntion, Two Handed, Range 80/320ft Cantrip: Booming Blade (1d8 damage + 2d8 bonus) | EquipmentMagic: -Cape of Montebank -Rapier +2 -Cap of Waterbreathing -Bracers of Archery -Potion of Greater Healing Worn: -Fine Clothes -Studded Leather Armour -Signet Ring -Skin of Fine Wine -Waterskin Backpack: -Thieves' tools, Scroll of Pedigree, Bag of Ball Bearings, String (10ft), Bell, Candles (5) -Rations (5), Crowbar, Pitons (10), Hammer, Hooded Lantern, Flask of Oil (2), Tinderbox -Rope (50ft) Coins: 20gp | SkillsAcrobatics: +11** Arcana: +1 Athletics: +7** Animal Handling: +1 Deception: +0 History: +4* Intimidate: +3 Insight: +0 Investigate: +1 Medicine: +1 Nature: +1 Perception: +6** Performance: +3 Persuasion: +6* Religion: +1 Stealth: +11** Sleight of Hand: +8 Survival: +0 | AbilitiesKept in Style: While you are in cities nearby your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feasthalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. 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. 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. Expertise (Acrobatics, Athletics, Perception, Stealth): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (3d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Tavern Brawler Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Eireann moved out of the darkness again, eager to finish off the man he had injured first time. He could help deal with the others then. He burst from the hiding, his spell once more on his blade and then speared the man. Move : 15ft to stand next to man Action : Cantrip Booming Blade, attack man. Advantage for hiding, add sneak attack damage - Requires Acrobatics on deck Move : Move 15ft back to hiding place (No AoO due to Fancy Footwork, and surprise) Bonus : Hide
  8. Khaine - Human Monk 3 HP: 43/47 | AC: 21 | Speed: 35ft | Hero: 2/3 | Focus: 1/1 Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +10/+6/+2 1d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +10/+6/+2 Damage: 1d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +10/+5/+0 1d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 19 Ki Spells: Ki Strike | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Antidote 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 : 49gp 15sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap Other: -Toughness -Rogue Dedication -Surprise Attack -Attack Potency +1 -Skill Potency +1 | SkillsAcrobatics: +9 (T) Arcana: +0 Athletics: +9 (E) Crafting: +5 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +10 (T, Potency) Survival: +6 (T) Thievery: +9 (T) Conditions : Posioned Khaine was still feeling sluggish. As he considered his options, the others finished off the bandits. "Well done! I need to sit down." Use Hero point to reroll that 1!
  9. Everan Meliamne - High Elf Bladesinger 10 HP: 62/62 | AC: 16 | Speed: 30ft | HD: 10d6/10d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 3/4 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 Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand, Toll the Dead Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step, Shadowblade Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Everan supresses his desire to look at the magical trinket and keeps his eyes on the corridor outside. He would have preferred to clear this floor before tinkering with the device, but he was not in charge here.
  10. Everan Meliamne - High Elf Bladesinger 10 HP: 62/62 | AC: 16 | Speed: 30ft | HD: 10d6/10d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 3/4 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 Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand, Toll the Dead Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step, Shadowblade Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Everan nodded in appreciation to Katrina. That spell had shredded the goblins before Everan could even bring his blade to bear. He kept his eyes and ears on the corridor while the others dealt with the captured goblin. He didn't want anything else surprising them.
  11. Arrow is stopped by the armour, but dug deep enough to leave a bruise! Or sliced a cheek or bicep but glanced off.
  12. Sweeth Tooth - 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 | Equipment Consumables: -Jade Cat -Owlbear Claw 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 supressed a shiver. She was not a fan of snakes, she was glad it was just an illusion. "A nice little ward, do you get many visitors here?"
  13. Everan Meliamne - High Elf Bladesinger 9 HP: 56/56 | AC: 16 | Speed: 30ft | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 2/3 Lv3 3/4 Lv4 3/3 Lv5 1/1 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. Spells Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Conditions: Poisoned Everan turned back to the others as he drew his rapier. "Sounds like two more on their way. I say we hit them when they come inside!" He stepped to the side of the door, ready to strike as soon as the enemies opened it.
  14. Khaine will stick with raising his shield this round. Next round he will jump up (quick jump and powerful leap means he can jump up for 1 action, hopefully) and start punching.
  15. I rolled 3 10s to hit in a row! What the hell dice tower! Do I need to take another fort save at the end/start of my turn? I wasn't sure if it is the same poison, so I added a third action, which can be ignored if needed.
  16. Khaine - Human Monk 3 HP: 43/47 | AC: 21 | Speed: 35ft | Hero: 3/3 | Focus: 1/1 Perception: +6 | Fort: +9 | Ref: +11 | Will: +8 StatisticsStr +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Languages: Common, Elven Attacks: -Powerful Fist: +10/+6/+2 1d6+2 Bludgeoning • Agile, Finesse, Non-lethal, Unarmed -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit -Dart +10/+6/+2 Damage: 1d4+2 Piercing &Bull Agile, Thrown 20ft -Muck Bane +10/+5/+0 1d6+2 Bludgeoning • Club, Thrown 10ft +1d6 vs oozes Monk DC: 19 Ki Spells: Ki Strike | Equipment Consumables: Wooden Shield Darts (10) Elixir of Life, Minor Smokestick, Minor Acid Flask, Minor Alchemist Fire, Minor Frost Vial, Minor Antidote 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 : 49gp 15sp 2cp | AbilitiesClass: -Ki Spells (Divine) -Powerful Fist -Flurry of Blows -Ki Strike -Tiger Stance -Stunning Fist -Incredible Movement -Mystic Strikes Ancestry: -Natural Ambition Skill: -Assurance: Athletics -Steady Balance -Quick Jump -Powerful Leap Other: -Toughness -Rogue Dedication -Surprise Attack -Attack Potency +1 -Skill Potency +1 | SkillsAcrobatics: +9 (T) Arcana: +0 Athletics: +9 (E) Crafting: +5 (T) Deception: +0 Diplomacy: +0 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +1 Nature: +1 Occultism: +0 Performance: +0 Religion: +1 Society: +0 Stealth: +10 (T, Potency) Survival: +6 (T) Thievery: +9 (T) Conditions : Posioned?, Shield Raised, Tiger Stance Khaine was suprised when the man swung around so quickly and his curved blade almost knicked his arm! He was so focused on avoiding the blade, he didn't notice the arrow as it struck him. Something had been smeared on the tip, as the small cut seemed to sting and he felt something try to affect him. Khaine tried to shake it off and launched into a series of strikes on the man, who was clearly the leader of the group! "If I am on the side of good, peaceful folk, I don't mind being wrong!" Action 1 : Ki Strike Focus Spell. Attack 1 1d20+10+1(maybell)+1(Ki Strike) Attack 2 1d20+6+1(maybell)+1(Ki Strike) - Strikes do 1d6 extra force damage Action 2 : Raise Shield Action 3 : Strike Attack 3 1d20+2+1(maybell) All attacks are Tiger claw attacks, if either of the Flurry of Blow attacks hit, the target must succeed at a Fortitude save against your class DC (19) or be stunned 1 (or stunned 3 on a critical failure)
  17. Everan Meliamne - High Elf Bladesinger 9 HP: 56/56 | AC: 16 | Speed: 30ft | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 2/3 Lv3 3/4 Lv4 3/3 Lv5 1/1 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. Spells Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Conditions: Poisoned Everan pretended not to notice Mimir's reaction. Instead he moved to the doorway. "Yes they were webbed up, but they were beginning to wake. A few shouts of intruder could alert much quicker than the instant sound of fire. Those who heard it might strain to hear and hear all is quiet and assume they heard nothing. If the goblin cannot answer, then slit its throat, we must keep moving." He put his ear to the door and listened for a moment. If he heard nothing, he would open the door a crack and peer out.
  18. Sweeth Tooth - 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 | Equipment Consumables: -Jade Cat -Owlbear Claw Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Spellbook Armour: -Leather armour Coins : 8gp 9sp | 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 smiled at Mac as he spoke. She yawned and stretched as he spoke, but her ears were alert and she was listening. "Some spells have time limits, and some of those can be stretched or removed. Perhaps with more time and effort you can hold the new form for longer? As for eating, yes, I could go for something to eat. Seeing as you are celebrating, you can decide where we go."
  19. Sorry, I mean to include it all myself, but I have forgotten pretty consistently. Will try harder! My attacks (and attack bonus) are in the Statistics part of my post. I will try to make things as clear as possible! For example -Tiger Claw +10/+6/+2 1d8+2 Slashing • Agile, Finesse, Non-lethal, Unarmed, Bleed on Crit
  20. Everan Meliamne - High Elf Bladesinger 9 HP: 56/56 | AC: 16 | Speed: 30ft | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 2/3 Lv3 3/4 Lv4 3/3 Lv5 1/1 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. Spells Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Conditions: Poisoned Everan was surprised by Felvora's reaction. "I killed nothing but goblins. The familiar is a spell bound spirit that is quite alive, just not in that weasel form at the moment. You will notice there is no charred remains. It simply lost its hold on the material plane until it is conjured once more. But now is not the time for a lecture on familiars. It is possible my spell was heard by more goblins, so we should find out what we can from the one I spared and quickly." He considered the matter over. Brühl was a novice wizard and he could explain the ins and outs of familiars to any who wanted to know later.
  21. Not sure why I wrote green when I had intended to attack yellow anyway! Even with his enhanced movement Khaine would never have made it to green (without denying himself that tiger stance!) Did yellow roll his fort save against being stunned? That happens without the need for a crit (I just need to hit with either flurry of blows)
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