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  1. Merituuli Kaiutin Level 4 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . Merituuli physically cringes as the others begin to take knees and refer to him by various titles. Waving his hand dismissively, he says, "Oh gods, please don't. I'm only telling all of you in the spirit of honesty. Just Kai is still perfectly fine, please don't treat me any differently than you already have."  He considers Mery's idea for a moment before answering, "If you think it'll be useful, I suppose I could. But I'm not sure how much good it would do exactly, given I'm here of my own accord and not on behalf of my mother and Dimernost. Still, if simply the title is enough..." He lets the thought hang, neither confirming nor denying if he's truly accepting of the idea. The others' reveals garners a chuckle from the sea elf. "Well, aren't we a unique little group. Funny how Ispin brought us all together. I think he certainly would be proud... but there's still much left to do, if the vision the rest of you received is anything to go by." He ponders for a moment before continuing, "Not sure if I'll be receiving one, given I don't sleep like the rest of you. Although I have heard your dreams are similar to The Trance, in a way." As Darrett storms out and Mayor Raven storms in, Merituuli answers, "Apologies, Mayor Raven. Some of us received a vision, if you can believe it. I think things have settled down now, though Darrett is... understandably frustrated with recent events." He gives a glance to the Mayor, as if to say, You likely are as well, given what happened. While the others return to sleep, Merituuli shrugs and says, "Think I'll get some fresh air on the deck. See you all in the morning proper."  He heads upstairs into the fresh night air, noticing Kalasääski still fast asleep atop the main mast. He catches Artanis and Darrett heading back below deck, but decides to leave the knight and squire to their own conversation. Artanis had been carrying a crate... perhaps a final gift from Ser Becklin? Best if I ask once the sun rises and Darrett has time to process it all. OOC Action: — Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 20/20 Crossbow Bolts   Class Features: 2/2 Favored Foe Marks 3/3 1st Level Spells  
  2. Theodoric | Aasimar Paladin 4 AC: 19 (Splint & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Cure Wounds Protection from Evil and Good Searing Smite Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 3/3 Theodoric nods in appreciation at Wendy's and Rahnur's responses to Mikhael's betrayal and Aria's murder, adding, "Vengeance will be had. The Hells is exactly what he and the rest of the Zhentarim deserve." Specifically to Rahnur after his apology, Theodoric states, "You have nothing to be sorry for. Hold onto that anger. Use it as a weapon against our foes. Show them why they should not cross us." Lady Rosznar's less-than-tactful response leads to a small moment of quiet thought before Theodoric replies, "As cold as it seems - you are correct. The good in this world is akin to a candle's flame against the darkness of night. But even a candle has the capability of starting a wildfire." The aasimar pays little attention to the arm wrestling competition, considering it little more than a frivolous distraction, though the unexpected victory of the old dwarven woman does draw his interest for a moment. Nor is he impressed by the considerable spread of food - as he has done in the past, he takes a chunk of bread, removes the bottom section of his mask, stuffs it into his mouth, washes it down with three large gulps of water, and slams the section of the mask back into place. Though it happens quickly, observant eyes can note that the skin around Theodoric's mouth remains charred to a crackled black. In truth, Theodoric knows little of the Harpers, other than the fact that they are a secret organization meant to do good. But what is the use of doing good if it is not done openly? The Order of the Gauntlet, however, he is much more familiar with despite its relative recency of formation. A society of worshippers of the gods of good, seeking to make the world better - this, Theodoric can get behind. Nodding to Frume, Theodoric says, "It would be an honor to join the Order, Triad brother. In truth, I had been interested in joining its ranks since learning of it in the halls of Tyr's temple, but my duties as City Watch took much of my time. But with the rising darkness, light must rise in turn to burn it away." Wendy's mention of her "unrepentant mercilessness" draws a dark chuckle from the masked man. "Evil deserves no mercy. They made their choice - they are only receiving the consequences."
  3. Merituuli Kaiutin Level 4 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . On Coltan's comment on keeping secrets, Merituuli grimaces slightly. I know he probably means someone else... but I am keeping a pretty big secret from them, aren't I? If we're going to be traveling together from now on, they deserve to know. Lady Michelle's realization that she doesn't know everyone's names gives him the final reason he needs. Looking to her, he introduces himself with, "Merituuli Kaiutin, of Dimernost. Now that we're allies, I suppose I should apologize for yanking you off your horse. No hard feelings, I hope?" Pausing a moment, he turns to the others and says, "I... suppose I should reintroduce myself to everyone, actually, if we're being open and honest with each other. I've used the Dimernesti version of my name this whole time. It feels much more natural to me, you know, mother tongue and all. The translation to Common is a little crude, but it's basically... Sea Windspeaker." He rubs the back of his head, clearly embarrassed. "I'm Nuqala Windspeaker's youngest child... her fifth, if we're being exact. I have no idea if that would make me some kind of noble under your laws, but me being the fifth in line meant that the role of Speaker was basically never going to go to me. I wouldn't be a very good fit for it anyway. I could have still stayed home, had a cushy job and been well taken care of, sure. But where's the adventure in that? After meeting Ispin, I was never going to be able to choose that life. So... here I am." OOC I welcome you all to use a Finnish to English translator on Meri's name for a surprise! Action: — Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 20/20 Crossbow Bolts   Class Features: 2/2 Favored Foe Marks 3/3 1st Level Spells  
  4. Theodoric | Aasimar Paladin 4 AC: 19 (Splint & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Cure Wounds Protection from Evil and Good Searing Smite Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 3/3 Theodoric takes Rahnur's offered hand and shakes it firmly... perhaps a bit too firmly. "Well met, Rahnur. I am Theodoric, servant of Tyr, and member of the Waterdeep City Watch, Castle Ward. Though, admittedly, I am likely a former member at this point in time. I left my post rather suddenly, after all." He takes in the entirety of Wendy's recounting of the group's adventures, nodding solemnly along. The mention of Reeve catches his attention - "Reeve... yes, I believe he was a fellow member of the Watch. I only knew him in passing, truthfully. I am sorry to hear of his current state." When Wendy finishes, Theodoric sighs deeply. "The Cult of the Dragon, then. My group had run-ins with them as well. Though the Zhentarim turned out to be the larger threat." Theodoric recounts his own group's tale - himself, Richter, Aria, Caranthôn, and Mikhael - how they were approached by a mysterious mage named Nymmurh in Berdusk and hired to recover an Orb of Dragonkind before it fell into the wrong hands. How they traveled to the farmstead of Open Hand, had a stand-off with Zhentarim agents on the road, and eventually defended the family there against an assault by the Cult of the Dragon before escaping through underground tunnels. How they made way to Catterholm in search of a friend of Open Hand who held the Orb in secret, losing Caranthôn and picking up Zartha and Trini along the way. He recounts the happenings at Catterholm painfully and bitterly. "Mikhael was secretly a Zhentarim agent, and betrayed us in an attempt to gain the Orb. He... he murdered Aria in cold blood. The rest of us barely got away. I know some of you had been speaking with her in Berdusk... we buried her in the Grand Cemetery nearby. She was secretive, but struck me as a kind soul burdened with guilt. She did not deserve such an end."  
  5. Merituuli Kaiutin Level 4 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . Evening As the ship makes its way down the river, Merituuli takes some time to gather his thoughts, looking down into the water from the edge of the boat. Hope wherever we're headed hasn't seen these Dragon Army soldiers yet... or if they have, hopefully they're still holding strong. His thoughts turn to the loss of Ser Becklin and Cudgel, and he grows even more somber. He hadn't detected any falsehoods from the Ironclad Regiment mercenary that had joined them aboard the ship... they were well and truly gone. They didn't deserve death at the hands of a backstabbing bastard. Jeyev made it personal.  He eventually pulls himself away from the side of the ship and makes his way down to the shared sleeping quarters, where he begins his Trance. Delving deeply into the ancestral memory of the Dimernesti, he draws from the experience of healers and sneaks in equal measure, hoping their skills will prove to be valuable in the coming day. Morning Merituuli had been quietly doing some morning stretches, taking care not to wake his sleeping companions when Decimus, Coltan, and Hunni all awaken with a start. He is about to ask if they are unwell when Dame Michelle bursts into the room, claiming vengeance on the Dragon Army. As she shares the vision she had received, Merituuli's eyes darken with rage. "Despicable. For whatever it stands for, I'm with you." Modri's request to free Dame Michelle gets a nod of approval from Merituuli. "Don't know much about the proper way to go about it, but I agree. Dame Michelle's more than proven herself in my mind. If she wants to destroy Takhisis's army, she's on our side." OOC Using Trance to gain proficiency with the Herbalism Kit and Thieves' Tools. Action: — Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 20/20 Crossbow Bolts   Class Features: 2/2 Favored Foe Marks 3/3 1st Level Spells  
  6. Theodoric | Aasimar Paladin 4 AC: 19 (Splint & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Cure Wounds Protection from Evil and Good Searing Smite Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 3/3 Theodoric was about to answer Sister Leona's inquiry before the noblewoman and goblin he recognized from the Ruby Shawl in Berdusk did the answering for him - at least, with partial accuracy in Wendy's case. He had almost forgotten the noblewoman's pompousness - almost. In a strange way, it was comforting to see that they had not changed overmuch. He answers with a quick correction of "Theodoric" before Trini takes over the conversation with her half-elven contact. The noblewoman, goblin, half-drow, and priest he recognizes from Berdusk, all those many tendays ago. The one with the scarred face - Valerian, it seemed - he does not. Theodoric wonders what his story was... and if he could be trusted. "Name's Trini Talltrees, and this here is Theodoric o'... I don't reckon I know where you're from, Theo. Tyr's arse, if I had to guess." A remark that would have once made Theodoric's blood boil only drew an exasperated sigh now. Had he... grown used to this? He answers simply, "Waterdeep, actually. Like these three," he says, waving a gauntleted hand towards Dani, Wendy, and Aralim, "though I do not know them personally, past a prior encounter in Berdusk." "Theodoric's had Nine Hells of a tenday gettin' here, no thanks to me. And where's that girl we came with, what's her name?" Theodoric lets out a short, amused hmph at the question before answering, "Zartha. Or Ishara. Depends on who she's conversing with, it seems. As to her whereabouts, I am uncertain. She split off from us shortly after entering the city, but she's likely to find us eventually." Entering A Pair of Black Antlers, Theodoric is impressed at the sheer size of the namesake antlers, trying to picture just how large the beast that once had them adorned upon its head could be. He then looks down at the three gnomish brothers, and wonders if they were the ones responsible for the kill. Trini's request to wait is met with another exasperated sigh and a short, "Of course." Returning his gaze to the others, he asks, "Heroes of Greenest, then? I trust there is a long story behind that."  His tone is understanding, as if to say, You've been through it too, haven't you?  
  7. HP New, Level 4 Max HP: 48! See below for hit die roll! New Class Features None! ASI Taking the Elven Accuracy (Wisdom) feat: Prerequisite: Elf or half-elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (Choosing Wisdom!) Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. Dragonlance Campaign Level 4 Bonus Feat Taking the Alert feat: Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative. You can't be surprised while you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Spell Slots Cantrips Known: 2 ▶ 2 Level 1: 3 ▶ 3
  8. Merituuli Kaiutin Level 3 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 21/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +2 Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +3 Animal Handling: +5 Insight: +5 Medicine: +3 Perception: +7★ Survival: +5 ★Expertise in Perception (Deft Explorer - Canny) 17 (+3) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . As the final draconian's throat is slashed open by Hunni's whip, Kai is initially relieved - finally, the scaled bastard was down! Then its flesh melted off and its bones exploded in shrapnel. Kai is so horrified by the rapid series of events that he barely has a chance to raise his shield in defense, and some of the bone shrapnel digs deep through his sharktooth coat and pierces his skin underneath. Wincing in pain but realizing it could have been much worse, he regains his footing, grabs his petrified osprey companion, and begins moving through the firestorm towards the boat. He pauses before boarding, assisting the other survivors as needed, yelling out, "We've got to go! Everyone on, now!" The Ironclad Mercenary's arrival through the smoke and flame catches Merituuli's eye immediately - and then he sees the helmet she's carrying. Ser Becklin's. The merc's report of events causes hot tears to begin forming in his eyes. Damn Jeyev. First Ispin, now... He catches Mery's wariness of the woman, though, and understands the intent of her mouthed question - Who's to say this woman isn't another traitor?  He tries his best to get a good read on the mercenary, watching her eyes for any signs of falsehood. He nods in agreement at Hunni's observation - "I hope it's not the last we've seen of that backstabber. He has a lot to answer for." Once on the boat and sailing away from the burning Vogler, Kalasääski eventually manages to break free of their petrification, stretching their wings out and letting out a soft scree. Ruffling the osprey's head feathers, Merituuli smiles and says, "Good to have you back. We're safe now. Thanks for your help."  The hawk nods before taking flight, flying up to the sails of the ship to survey the area. OOC Action: — Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage. Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 17/20 Crossbow Bolts   Class Features: 0/2 Favored Foe Marks 0/3 1st Level Spells
  9. Merituuli Kaiutin Level 3 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 25/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +2 Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +3 Animal Handling: +5 Insight: +5 Medicine: +3 Perception: +7★ Survival: +5 ★Expertise in Perception (Deft Explorer - Canny) 17 (+3) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . Raising his shield to block the cinders from the firestorm, Merituuli remains in a flanking position with Modri and attempts to swing his massive seashell into the Bozak's midsection once more. This time he strikes true, and the blow is followed by a cinder-filled bludgeoning of air! Nodding to the warrior dwarf, he yells out, "Let's take this lightning lizard down!" OOC Action: Attack Bozak 2 with the Shillelagh-imbued Baculite Shell. On hit, I'll add on Favored Foe (requires concentration) to deal an extra 1d4 damage. Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage. Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 17/20 Crossbow Bolts   Class Features: 0/2 Favored Foe Marks 0/3 1st Level Spells
  10. Theodoric | Aasimar Paladin 4 AC: 19 (Splint & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Cure Wounds Protection from Evil and Good Searing Smite Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 3/3 Theodoric looked back at the now-burning Catterholm, silently going over the recent events in his mind. A maelstrom of emotions raced through him - rage at Mikhael's betrayal, guilt at Aria's murder by the betrayer's hands. Disappointment in failing the task given to them by Nymmurh, but relief that Miry Featherwisp had gotten away from the Zhentarim scum. Hopefully with the Orb safely in hand.  That thought lingered in his mind - in truth, there was no surety that Featherwisp even had the Orb in the first place. But it was the only thing that kept him from claiming the whole operation as a failure. His radiant eyes glanced over to his gathered companions - Richter, Ishara, Trini... the body of Aria. No mercy for the Zhentarim. During the march to Elturgard, Theodoric grew to understand Trini a bit better, appreciative of her help and her true nature as an agent of Elturel. He returned the favor by telling her and Ishara about the party's original mission - to retrieve a Green Orb of Dragonkind before it was found by the Cult of the Dragon... or by the Zhentarim, as they soon realized. He was not entirely surprised to learn that "Ishara" had been using a fake name the whole time, as he had suspected she was hiding her true nature from the beginning, but she had proven herself enough for the moment by assisting in the escape from Catterholm. Mikhael's betrayal still stung, however - could he truly trust anyone?  Still, the two were bound to learn eventually, either from himself, Richter, or any of their other allies. With a final command of "GO!", Theodoric sent Richter off with the survivors of the serpent cult's sacrificial altar. He and Trini stood in a final confrontation with the cult's leader - a dark-scaled humanoid with the head of a hooded cobra, blessed with dark psychic magics by their snake-god Sseth. Bloodied and panting, Theodoric's shield-arm faltered as the Mind Whisperer slammed their scimitars into him. He stumbled backwards, going down to a knee. The yuan-ti raised their blades for a deathblow. Trini reached out to him, her hand glowing with healing energy. Time slowed to a crawl. No more weakness. It is time. His angelic guide's voice rang through his mind, and a searing pain swiftly followed. A pain that seemed to be everywhere, all at once... as if it was coming from inside him. Douse the Flame of Hope. The searing pain came to a focused point on his right upper arm, his warhammer falling from his grip. It felt as though flowing script was being burned directly into his skin. Rule with an Iron Fist. The steel mask on his face felt oppressively hot against his skin. He reached up and threw it to the ground with a loud clattering. Strength Above All. The pain became overwhelming as radiant light poured out of Theodoric's eyes and mouth, charring the skin around them to a dark crackle. He could do nothing but scream as the light spread out from him, engulfing the mind whisperer in a final flash. Do not fail me. It took nearly a day for Theodoric to reawaken after vaporizing the yuan-ti cult leader, Trini having just enough strength to drag him and herself out of the cultist base. After a bit of explanation (as much as he could explain, given this new development) and an actually sincere moment of thanks to the priestess of Tymora, the two continued on their way, meeting back up with Zartha, gathering up Aria's body, and watching for Richter and the other survivors. During the three days in the holy capital of Elturel, Theodoric took some time to visit both the temples of Tyr and Ilmater - the first, to better understand the Oath placed upon him by Baldriel and the nature of his Aasimar heritage, and the second, to inquire as to the whereabouts of Richter, who had not been seen during the tenday of travel. He also takes time to learn about the holy Companion - the "second sun" that hung above the city, asking about how it came to be and its purpose. He found himself rather enamored with the theocracy of Elturel, and kept his eyes out for any others with celestial heritage like his own, remembering that Richter hailed from the city and reasoning that those with similar backgrounds may be more common in a place like this. Theodoric and Trini walked together through the gathered crowds, having had a quick moment to eat and drink before their meeting with her associate. Quicker for Theodoric, as he still scarfed down food with nary a breath in between bites... though he surprisingly did not grow impatient with Trini as she took her time enjoying the festival delicacies. He had grown to find her... tolerable? No, more than that... he was perhaps building a grudging respect for the woman - despite her poking and prodding at his faith. Still, there was business to be done, and people to see, so he eventually urged her to finish up and continue. Passing by the southern gate, Theodoric looks in the direction Trini had pointed out, seeing a few familiar faces amongst Trini's associate. Faces from the tavern in Berdusk, at that.  He raises an arm in a salute towards them and nods to Trini in affirmation before making his way towards the two guards speaking with the group. "Hail and well met. This group is with us - allies of my associate, here. Carry out your tasks as required, but I assure you they mean no harm."
  11. Merituuli Kaiutin Level 3 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 25/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +2 Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +3 Animal Handling: +5 Insight: +5 Medicine: +3 Perception: +7★ Survival: +5 ★Expertise in Perception (Deft Explorer - Canny) 17 (+3) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . As the stinking cloud spreads around him, Merituuli coughs and hacks for a moment before managing to gather himself. Moving through the cloud towards where he had last heard Modri, he eventually stumbles out of the cloud right behind Ser Michelle. Stepping south to flank with Modri, he drops his heavy crossbow to the ground and draws the baculite shell, imbuing it with benthic magic before swinging at the Bozak! Unfortunately, the blow bounces off the Bozak's draconic hide with no effect. OOC Action: Attack Bozak 2 with the Baculite Shell. Bonus Action: Cast Shillelagh. Movement: 30 ft. to O10. Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage. Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 17/20 Crossbow Bolts   Class Features: 1/2 Favored Foe Marks 0/3 1st Level Spells
  12. Merituuli Kaiutin Level 3 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 25/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +2 Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +3 Animal Handling: +5 Insight: +5 Medicine: +3 Perception: +7★ Survival: +5 ★Expertise in Perception (Deft Explorer - Canny) 17 (+3) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . Merituuli is about to carry the petrified Kalasääski away from battle before Major Fewmaster bursts out of the Brass Crab and suddenly grows even more massive than normal. Thankfully, Hunni's summoned snake is strong enough to constrict around the huge ogre, and Merituuli takes full advantage of the situation and Artanis's heroism by aiming his heavy crossbow directly at her massive head. The bolt embeds into her cheek and suddenly blossoms into a tangle of razor-sharp seaweed which begins to wrap around her! Even with the constrictor snake tight around her, however, Major Fewmaster flexes the seaweed apart, where it falls to the ground and wilts into brown sludge. Glancing over to Decimus and Darrett atop the draconic contraption, he points to the magically-enlarged ogre and yells, "Get that thing pointed at her, if you can! I'll help any way I'm able!" OOC Action: Heavy Crossbow vs. Major Fewmaster. Hitting triggered Ensnaring Strike, but she easily passed the save. Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage. Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 17/20 Crossbow Bolts   Class Features: 1/2 Favored Foe Marks 0/3 1st Level Spells
  13. Merituuli Kaiutin Level 3 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 20/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +2 Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +3 Animal Handling: +5 Insight: +5 Medicine: +3 Perception: +7★ Survival: +5 ★Expertise in Perception (Deft Explorer - Canny) 17 (+3) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . Even before all the draconians are slain, Merituuli begins to rush forward to retrieve his petrified osprey companion. As he reaches Kalasääski, he kneels down and begins to pick them up, whispering, "You did good, little one. Don't worry, I'm getting you out of here." The rumbling from the burning Wharfinger's Office draws his attention, however, and he looks to his traveling companions and yells out, "Not over yet! Something in the Wharfinger's Office, stay on guard!" OOC Action: Dash! Bonus Action: — Movement: To N2, using Dash as needed. Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage. Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 18/20 Crossbow Bolts   Class Features: 1/2 Favored Foe Marks 0/3 1st Level Spells
  14.  Kalasääski Level 3 Beast of the Sky AC: 15 (Natural Armor) | HP: 16/16 (3d6+3) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 12 (Darkvision 60 ft.) Str:Save: +0 Athletics: +0 6 (-2) | Dex:Save: +5 Acrobatics: +5 Sleight of Hand: +5 Stealth: +5 16 (+3) | Con:Save: +3 13 (+1) | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1 8 (-1) | Wis:Save: +4 Animal Handling: +4 Insight: +4 Medicine: +4 Perception: +4 Survival: +4 14 (+2) | Cha:Save: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +2 11 (+0) Languages: understands the languages Merituuli speaks At Merituuli's command, Kalasääski swoops down towards one of the draconians perched around the metal dragon. The osprey strikes true, ripping through the draconian's throat with their sharp talons before beginning to fly out of reach. Unfortunately, Kalasääski finds themselves caught in the paralyzing gas released by the dying draconian and drops to the ground like a stone. OOC Action: Shred attack on BD3. Bonus Action: — Movement: Fly 40 ft. from above Merituuli to N4, then attempts to fly upwards before being Restrained by BD3's Death Throes. Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+5 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
  15. Merituuli Kaiutin Level 3 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 20/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +2 Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +3 Animal Handling: +5 Insight: +5 Medicine: +3 Perception: +7★ Survival: +5 ★Expertise in Perception (Deft Explorer - Canny) 17 (+3) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’  | My actions . . . Merituuli's eye widen in horror as the gout of flame springs forth from the mechanical dragon's maw, blanketing nearly the entirety of the battlefield. Time seems to slow for the shoal elf as the fire approaches him, and he reflexively puts up his hand in a futile attempt to block the assault. The motion, it seems, was not actually futile at all, as Merituuli suddenly finds himself surrounded by a bubble of ocean water that blocks the worst of the fire and evaporates into steam. Kalasääski, luckily, flies high enough upwards as to completely avoid the flames. Managing to maintain his focus on the enchantment he's placed on his crossbow, Merituuli aims another shot at the draconian closest to him. Unfortunately, the bolt once more glances off the draconian's thick, scaly hide to no effect. Glancing to Kalasääski, he calls out, "I'm not having much luck with that one, you try!" before stepping off the wharf and moving north. OOC Action: Fire Heavy Crossbow at BD4. Bonus Action: Command Kalasääski to Take Action. Movement: 30 ft. to I8. Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage. Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.   Ammunition: 18/20 Crossbow Bolts   Class Features: 1/2 Favored Foe Marks 0/3 1st Level Spells
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