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Dmitri_Ravenoff

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  1. Duncan Tallheart Annoyed that the giant frog escaped his blade, Duncan pursued the blue devil in hopes of delivering strikes once more. Thankful that he isn't alone against the Slaad, he quips to the fey creature assisting him. "Thanks for the help, Smiley." Duncan manages to avoid and block several strikes from the Slaad, thanks to shield work and his magical cloak, to which is he is eternally grateful. He makes a riposte attack amongst the misses. He then falls into the old rythum of Smash and Thrash. Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base. CURRENT HP: 113/113 Superiority Dice: 3/4 Sorry, Riposte roll is formatted funny. its attack, damage, superiority die all in one roll. probably wont hit do it likley doesnt matter.
  2. Duncan Tallheart Helping to finish off the first opponent, Duncan sees another foe enter the fray. The large blue frog-beast makes for a tempting target, as he is not too big to be dropped by Duncan's shield attack. "The bigger they are... or is that blue-er?" Duncan set his shield straight, and charged toward the frog. His enhanced muscles from the potion lending extra power into his shield smash, and double sword strikes. Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base. CURRENT HP: 113/113 Superiority Dice: 4/4
  3. Duncan Tallheart Realizing he will need all his strength to take on such foes, Duncan reaches into his pouch and pulls out a scratched vial he has been transporting around for quite a while. As the oily liquid hit his throat, he felt his muscles bulge to unheard of proportions. He felt as if he could arm wrestle a frost giant! "Have at you!" As he drew forth his rapier, and rushed forward to aid Theren, he manages to overswing the sword, being unaccustomed to his new muscles. However, on a second try Duncan manages to make a better swing. Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base. CURRENT HP: 113/113 Superiority Dice: 4/4 Duncan uses Action Surge to take two actions this first turn. Taking the potion, action 1. Attacking twice, Action 2. Using Dice from the previous post, the 19 to hit will become a 22, hopefully hitting, and the damage will increase by 3 as well.
  4. well that's gonna cramp my typical in the scrum style, but what can you do. PK, can I amend my action? I'd like to take a potion of frost giant strength first, then rush in and attack the demon messing with Theren. I may need to use Action Surge to manage this, but it and I would still miss with one hit, but I may manage to hit it if I have an additional +3 to strength and damage. if that seems to Meta, I get it. I'll just do it next turn.
  5. Hey Cheezal, Thanks for being persistent with me. Sounds good PK. I'll do what I can to get another post up soon. I don't typically spend my day around computers, so I have to make an effort to get a post up. This newer system isn't as easy to use when it comes to mobile, at least it seems that way to me. Sorry for being the boat anchor all this time.
  6. Duncan Tallheart Duncan recoiled as the Demon threatened to eat them all. After all this time he had to help his friends defeat this one last foe. "You'll never make a meal out of us!" Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) CURRENT HP: 113/113 Superiority Dice: 4/4 ApologyHello all. I would like to apologize for the massive delay. Yall can thank Cheezal for being persistent enough to get me back on. I will be continuing through the end of this adventure and then I will likely be signing off again more permanently. I appreciate everyone having me back, but I am being a boat anchor to this group. It's all me, and my own scheduling and time management. I'm sorry for being a drag throughout this module.
  7. (OoC 1: Unable to get things to copy over and can't get into my MW on my computer ATM, so this will have to do) Duncan moves gingerly to try and encircle one of the apparitions. (Move 2 spaces west, one space diagonal south-west) He stabs forth with his rapier attempting to sever its link to this mortal coil. (OOC 2: sorry for the messy Dice roll. 😞)
  8. Duncan Tallheart Finally having an opponent who wasn't floating away, and finally wanted to face him, Duncan kept lashing out at the hovering wisp with his sword, hoping to put an end to one opponent. Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) CURRENT HP: 113/113 Superiority Dice: 4/4
  9. Duncan Tallheart Noticing his friends were crowding the phantom that were seen, and being hampered by the marshy ground, Du can adopts a new strategy. Waddling a few feet away from the roiling inferno of elemental power, Duncan sets his stance and diligently scans the area to the east for any incoming attacker. He stands ready, poised to strike if the creature comes within range once more. His shield drooped low, seeming to leave him more open to attack, but always at the ready due to his mastery of its use. "Try me again." Duncan mutters to himself as he hopes to lure it back in for attack. Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) CURRENT HP: 113/113 Superiority Dice: 4/4
  10. Duncan Tallheart Realizing that whispy enemies were not about to fall down, Duncan decides to forgo his shield bash this time. While he seems to see some shimmering nearby, he also notices some a bit further off. He makes a rush north east toward one shimmering patch of air and begins to swipe and thrust in the vacinity. "Come on ya wispy phantom." Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) CURRENT HP: 113/113 Superiority Dice: 4/4 OoC: I guess I'm not sure I can actually see 3, if not then I'll just have to go after 2.
  11. I did not, as I read it was block initiative so I didn't bother. I should have.
  12.        Duncan Tallheart Character Sheet Duncan bately managed to avoid getting wounded by the wind, only being saved by his Cloak that made him hard to pin down.   The invisible foes were a frightening thought, but if they couldn't hit him even unaware, perhaps they wouldn't be so bad... if only he knew where they were. "Show yourselves, ya cowards!" Seeing Bloodaxe go into a fury of strikes he takes the hint and moves southward a few feet, drawing his rapier and attacking at the difficult to see target there.   Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)   CURRENT HP: 113/113 Superiority Dice: 4/4   OoC: if Duncan knocked down the Stalker, I critted with the first hit, so that would add the extra 9 damage to that roll.      
  13. Duncan looks at the odd tree with fascination. "I don't understand why someone would just make a tree. I mean isn't it a lot easier to grow one? Why do we always end up in these strange situations? Can't we just be tasked to go defeat aome boss without some drawn out and confounding puzzle first?" With that he let his shield down after giving Erie a boost. "Don't worry Erie, ill catch ya if ya fall."
  14.    Character Sheet   "This place gives me the creeps. It's beautiful and haunting." Duncan tries to remember whatever pieces of ancient relic might be able to fit into their puzzle. "Lajal, I did not thank you for the healing. You always keep us in good health. I am grateful again, as always."   Abilities and FeatsFighting style: Duelist: 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. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: 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. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) CURRENT HP: 107/113 Superiority Dice: 4/4
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