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Bulldog

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  1. Hey there! Thank you for the review points and I'm glad Vashara is hitting well in some spots! As for her appearance, I wrote most of her fluff up before getting her build down and totally forgot to change the battleaxe to a greatspear so that'll be my first edit when I check everything one more time XD Personality-wise I was going to play it as she thinks she is this great tactical strategist but mostly that is her pride talking. She is as you put it, someone who leads others to give their all and she tries to seem like she is super intelligent but in reality, it's her sin of pride that leads her to overcompensate these features she wants to embody. Ill probably tone that narrative down or ground it more in my edit as well. Mostly it's an all-talk no-bite sort of thing. I built her with the strikers in mind and wanted to be able to support the strikers in the group, I'll leave the Warlording to any Warlords. 😁
  2. Vashara is also complete and ready for review. Hopefully the curse works well, if not I have a few more I can think of!
  3. Race: Kalashtar - Size: Medium - Ability Scores: +2 to Cha and +2 to either Wis or Int (Wis chosen) - Speed: 6 squares - Vision: Normal - Skill Bonuses: +2 Insight, +2 Heal - Languages: Common, Telepathy 5 (you can communicate with any other creature that has a language and is within line of sight and 5 squares of you; this allows for two-way communication) - Dual Soul: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make the saving throw against the effect at the end of your turn. - Bastion of Mental Clarity: You can use bastion of mental clarity as an encounter power. Ability Scores detailsStr 10 + 2 (2pts) Con 10 + 4 (5pts) Dex 10 Int 8 + 1 (1pts) Wis 10 + 4 (5pts) + 2 (Kalashtar) + 1 (Lvl 4) Cha 10 + 6 (9pts) + 2 (Kalashtar) + 1 (Lvl 4) Str Con Dex Int Wis Cha 12 14 10 9 17 19 +1 +2 +0 -1 +3 +4 Class: Ardent 6 - Hit Points: Start with 12 + Constitution score = 26 +5/5 levels = 51 Hit Points total - Bonuses to Defenses: +1 Fort, +1 Will - Healing Surges per day: 7 + Constitution modifier = 9 Healing Surges - Armor Proficiencies: Cloth, leather, hide, chainmail - Weapon Proficiencies: Simple melee, simple ranged, military melee Class Skills: +2 Acrobatics (Dex) U +2 Arcana (Int) U +8 Athletics (Str) T +7 Bluff (Cha) U +7 Diplomacy (Cha) U +6 Dungeoneering (Wis) U +9 Endurance (Con) T +13 Heal (Wis) T +2 History (Int) U +13 Insight (Wis) T +7 Intimidate (Cha) U +6 Nature (Wis) U +6 Perception (Wis) U +2 Religion (Int)U +2 Stealth (Dex)U +7 Streetwise (Cha) U +2 Thievery (Dex) U Class Features: - Mantle of ClarityMantle of Clarity: You and each ally within 5 squares of you gain a bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier. In addition, each ally within 5 squares of you gains a +2 bonus to Insight checks and Perception checks. You also gain the ardent alacrity power. | Ardent AlacrityArdent Alacrity ardent utility Encounter ✦ Psionic No Action Close Burst 5 Trigger: you are bloodied by an attack Target: each ally in burst Effect: "Each target can use a free action either to shift 1 square or to move half his or her speed." | Ardent SurgeArdent Surge Ardent Feature You send a surge of powerful emotion that revives a faltering ally. Encounter (Special) * Healing, Psionic Minor Action Close burst 5 (10 at 16th level) Target: You or one ally Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16: 4d6 additional hit points. Level 11: Sd6 additional hit points. Level 26: 6d6 additional hit points. Mantle of Clarity: The target gains a +1 bonus to all de­fenses until the end of your next turn. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. - Powers (3AW/1R/1F/2U/2D): Bastion of Mental Clarity Kalashtar Racial Power You erect a psychic shield to protect your mind from assault, and you ward your allies as well. Encounter Immediate Interrupt Close burst 5 Trigger: An enemy hits or misses you with an attack against your Will Target: You and each ally in the burst Effect: Each target gains a +4 power bonus to Will until the end of your next turn. Focusing Strike ardent attack 1 You attack your foe with calm and clarity of mind, extending that clarity to give a nearby ally a chance to clear a lingering effect. At-Will ✦ Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and you or one ally within 5 squares of you can make a saving throw. Augment 1 Hit: As above, and if the saving throw is against a charm or a fear effect, it gains a power bonus equal to your Wisdom modifier. Augment 2 Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you can make a saving throw. Wormhole Plunge Ardent Attack 1 Your foe falls through a hole in space and appears some distance away from you. Daily ✦ Psionic, Teleportation, Weapon, Zone Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. Miss: Half damage. Effect: You teleport the target a number of squares equal to your Wisdom modifier, and then one ally adjacent to the target can make a melee basic attack against it as a free action. The attack creates a zone in the space that the target vacated. The zone lasts until the end of your next turn. Any creature that starts its turn within 3 squares of the zone is pulled 1 square toward it or into it. Once per round as a free action, you can teleport a creature within the zone 3 squares. Ire Strike ardent attack 1 You feel anger rising within you, and you empower a nearby ally to strike. At-Will ✦ Augmentable, Psionic Standard Action Melee 1 Target: One enemy Effect: One ally adjacent to you can make a melee basic attack against the target as a free action. If the attack hits, the target has vulnerable 2 to all damage until the end of your next turn. Augment 1 Effect: As above, but the vulnerability is only to psychic damage and equals 1 + your Charisma modifier. Augment 2 Effect: One ally within 5 squares of you can use a free action to shift to a square adjacent to the target and then make a melee basic attack against it. If the attack hits, it deals 1d8 extra damage to the target, and the target has vulnerability to all damage equal to 1 + your Charisma modifier until the end of your next turn. Prescient Strike Ardent Attack 3 You see the danger and let your weapon serve as warning to your comrade. At-Will ✦ Augmentable, Psionic, Weapon Standard Action Melee weapon Target: One creature Primary Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. When the target attacks you or an ally adjacent to you during its next turn, you can make the following secondary attack against it as an immediate interrupt. Secondary Attack: Charisma vs. Will Hit: The target takes a penalty to its attack roll equal to your Wisdom modifier. Augment 1 Hit: As above, but you can make the secondary attack only if the target attacks your or the ally's Will. You gain a bonus to the secondary attack roll equal to your Wisdom modifier. Augment 2 Hit: 2[W] + Charisma modifier damage. When the target attacks you or an ally you can see during its next turn, you can make the following secondary attack against it as an immediate interrupt, with a bonus to the secondary attack roll equal to your Wisdom modifier. Dimension Swap Ardent Utility 2 You fold the space between yourself and an ally so that you can switch positions. Encounter ✦ Psionic, Teleportation Move Action Close burst 5 Target: One ally in the burst Effect: You teleport yourself and the target, swapping positions. Enlightening Pulse Ardent Attack 5 Clarity pulses out from your mind, creating an area that helps your allies free themselves from unfavorable circumstances. Daily ✦ Psionic, Weapon, Zone Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + Charisma modifier damage. Effect: The attack creates a zone in a close burst 2. The zone lasts until the end of your next turn. When an ally damages an enemy that is within the zone, one ally within the zone can make a saving throw with a power bonus equal to your Wisdom modifier. Sustain Minor: The zone persists. Evade Attack Ardent Utility 6 When your friend steps into harm's way, you whisk him or her to safety. Encounter ✦ Psionic, Teleportation Immediate Interrupt Ranged 20 Trigger: An ally is hit by an opportunity attack Target: The triggering ally Effect: You teleport the target a number of squares equal to your Charisma modifier. Theme: Templar (DSCS) Templar's Fist Templar Feature You command your foe to submit, crushing its spirit and slowing its flight. The same power that compels your foe to despair fills a nearby ally with brutal zeal. Encounter ✦ Arcane, Implement, Psychic Standard Action Close burst 5 Target: One creature in the burst Attack: Primary ability vs. Will Hit: 1d10 + ability modifier psychic damage, and the target is slowed until the end of your next turn. Level 11: 2d10 + ability modifier psychic damage. Level 21: 3d10 + ability modifier psychic damage. Effect: The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his or her next turn. Feats: Weapon Proficiency (Greatspear)Benefit: You gain proficiency in a single weapon of your choice. Special: You can take this feat more than once. Each time you select this feat, choose another weapon. | Versatile Expertise (Polearm)Prerequisite: None Benefit: Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 11th level and +3 at 21st level. Special: You can take this feat more than once. Each time you take this feat, choose a different weapon group and a different implement type. | Hafted DefenseHeroic Tier Benefit: While wielding a polearm or a staff in two hands, you gain a +1 shield bonus to AC and Reflex. | Polearm FlankerHeroic Tier Benefit: When you make a melee attack with a polearm against a target that is not adjacent to you, choose an unoccupied square that is adjacent to both you and the target. You are considered to occupy that square for the purpose of determining if you flank the target for the attack. Equipment: - Exalted Armor (Lvl 5)Level 5 Uncommon Clerics and warlords often seek out exalted armor because of its properties that improve their healing powers. Armor: Chain Enhancement Bonus: AC +1 Power (Healing) ✦ Daily (Minor Action) Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier. - Amulet of Protection (Lvl 6)Neck Slot Enhancement Bonus: +2 Fortitude, Reflex, and Will - Greatspear of Shared Wrath (Lvl 7)Enhancement Bonus: +2 to attack rolls and damage rolls Critical: +1d8 damage per plus Power ✦ Daily (Immediate Reaction) Trigger: An enemy bloodies you. Effect: One ally within 5 squares of you can make a basic attack as a free action. - Casque of TacticsHead Slot Property Gain +1 item bonus to initiative checks. Level 14: +2 item bonus to initiative checks Level 24: +3 item bonus to initiative checks Power ✦ Daily (Free Action) Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see. Price: 840 gp - Adventurer's KitCategory: Gear Price: 15 gp Weight: 33 lb Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. - Belt of VigorWaist Slot Property You gain a +1 item bonus to your healing surge value. Level 12: Gain a +2 item bonus to your Level 22: Gain a +3 item bonus to your 520 gp - Restful BedrollWondrous Item 360 gp Property Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points. - Potion of Cure Light Wounds x2Consumable:Potion 20 gp Utility Power (Healing) ✦ Consumable (Minor Action) Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect. 0 cp | 0 sp | 25 gp Age: 27 Alignment: Lawful Neutral Sin: Pride Supreme Curse: Curse of the Phantom Critic: Vashara is periodically haunted by an unseen critic who loudly and publicly critiques everything she does, from her combat style to her social interactions. This phantom is heard only by Vashara and those immediately around them, sowing doubt and undermining her confidence at every step. Base The Hall of Mirrors: The Hall of Mirrors is designed not only for self-admiration but also as a training and meditation space. The room is extensive but not overly spacious, filled with tall, ornate mirrors that reach from floor to ceiling, arranged in a circular pattern around the room. Each mirror is framed in dark wood carved with intricate designs that hint at the mystical and the arcane, reflecting the guild's wealth and Vashara's taste for elegance. The mirrors possess a subtle enchantment that allows them to reflect not just physical appearances but glimpses of potential futures or past triumphs, serving as a tool for introspection and strategy planning. In the center of the room, there is a large crystal chandelier that casts a soft, ambient light, creating a multitude of shimmering reflections and bathing the room in a warm glow. The floor is made of polished dark stone, with a large emblem of the Society of the Seven Roses at its center, crafted in gold and silver inlay. Vashara uses this room for multiple purposes. It serves as a place for physical training, where she practices her combat skills against her reflections, honing her agility and precision. It is also a space for mental fortitude, where she confronts her pride and ambitions, reflecting on her actions and decisions. The Hall of Mirrors is a sanctuary where she can isolate herself from the world and focus entirely on her personal growth and self-improvement. Appearance Vashara has a pale complexion contrasted sharply by her platinum blonde, almost white hair that flows around her like a silken veil. Her eyes glow an intense white and are perhaps slightly narrowed, suggesting a calculating and discerning mind. She wears a meticulously designed suit of armor that blends practicality with style—a fusion of dark leather and fitted metal plates. The armor is predominantly black, accented with gold trim, and the face of a lion on her chest hints at her status of nobility and lineage. The high collar and structured shoulders of her outfit add to her imposing presence, enhancing her stature. Vashara is armed with an ornate Greastspear, her trusty companion that has proven useful in her line of work. Her stance is confident and assertive, holding her weapon with ease, ready for battle but composed, further highlighting her readiness and experience in combat. Her boots are practical yet stylish, coming to sharp points, and her entire outfit appears well-maintained and crafted with attention to detail, signaling her high status and the care she puts into her appearance. Vashara is a formidable, self-assured warrior who is not only prepared to face any challenge but does so with undeniable grace and authority. Personality Vashara is a complex individual shaped by her sin of pride, which profoundly influences her personality. She is ambitious, confident, and highly driven, always striving to assert her dominance and excellence in every aspect of her life. This intense self-assuredness can sometimes come across as arrogance, but it is often backed up by her actual capabilities and achievements. She is also headstrong and perceptive, which makes her a formidable Sinner. Vashara is not one to shy away from challenges; instead, she seeks them out, seeing them as opportunities to prove her worth and to gain respect and admiration from others. Despite her pride, Vashara possesses a deep sense of loyalty to those she considers peers or worthy of her respect. This loyalty, however, comes with high expectations; she demands as much from her allies as she does from herself. Her interactions are often marked by a certain charisma—an allure that can sway friends and foes alike. Yet, she maintains a certain distance emotionally, guarding her feelings as closely as she guards her ambitions. This can make her seem aloof or detached, especially in situations where personal vulnerability might be expected. Vashara’s pride also makes her highly sensitive to criticism or perceived slights. She reacts to these not with outward hostility but with a renewed determination to prove her detractors wrong, often going to great lengths to demonstrate her superiority. Background I am Vashara, a chosen Sinner of the kingdom of Barazin. My journey into the embrace of Edia was a deliberate one, born from both desire and necessity. Having grown up in a family steeped in the traditions of Sinners, I was the third generation to dedicate my soul, though I chose to embody pride—unlike my ancestors who clung to wrath and envy. This deviation was not merely a caprice; it was a calculated decision to leverage what I naturally excelled in. My commanding presence and unyielding ambition. Pride, in my eyes, was a sin that would elevate me, not condemn me. The ritual that bonded me to Edia was transcendent, marking me with the ability to absorb lesser curses with impunity—a blessing in a world where magic and curses are as common as rain. This granted me a unique stature, and soon after, I was inducted into the Order of the Orange Glove. Despite the title elevating me to the fringes of nobility, it was clear that true respect had to be earned, not merely granted. Upon becoming a Sinner, my life took a turn towards the extraordinary. My supreme curse manifested shortly before my ritual—a peculiar affliction that causes me to be haunted by a phantom who rains criticism upon my every move, a direct challenge to my pride and a constant reminder of my humility before Edia. Joining the Society of the Seven Roses was a natural progression for someone of my inclinations. I have been with them for several years now, drawn to their wealth, influence, and the intriguing promise of their open-minded philosophy. In this guild, my unconventional approaches and oddities are not just tolerated but celebrated, setting us apart even in a society as diverse as that of the Sinners. In every aspect, my life as a Sinner is not just an existence but a statement—a declaration that even in embracing a sin, one can find a path to power and purpose.
  4. Thank you! That is really good information to know and definitely makes his upraising make sense in more ways than just "He looked different." I will definitely keep that in mind and probably do some bookkeeping here in this thread to change some of those keywords that make more sense for the setting. I did some reading of the setting but ill definitely have to dive in to the Lands of Elissar thread!
  5. SEYETH Aasimar Adept 1 AC: 17 | HP: 10/10 | Maneuver DC: 14 | Passive Perception/Insight: 15/15 Celestial Legacy: 1/1 | DM Inspiration: 1/1 "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  6. SEYETH Aasimar Adept 1 Age 26 Height 6 feet 2 inches Weight 215 pounds Size Medium Culture Lone Wanderer Background: Scrapper VITALS HIT POINTS 10 HIT DICE 1 (1d8+2) ARMOR CLASS 17 (Agile Defense) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES Radiant VULNERABLE None SKILLS & SAVES STRENGTH 10 (0) Athletics* +2 STR Save* +2 DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6 Dexterity Save* +6 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1 Intelligence Save +1 WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5 Wisdom Save +1 CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0 Charisma Save +0 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor None Weapons Simple weapons, punching daggers, shortswords, throwing daggers Tools Thieves’ tools Senses Darkvision 60 ft. Languages Common, Celestial, Dwarvish, Elvish CLASS & ARCHTYPE: Ghostly Soul "Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self." Agile Defense (Adept Lvl 1). While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts (Adept Lvl 1). At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons. - You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table. - When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. www.levelup5e.com EQUIPMENT backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope Maximum Supply: 10 Maximum Bulk: 1 BACKGROUND: SCRAPPER Connection. Marsica Newgot, an older female halfling street urchin whom he would often provide protection to free of charge in exchange for someone to talk to. Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her. Draw a Crowd. When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city. Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement. DESTINY: REVENGE Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being too weak to help as he watched others get slaughtered haunts him, he hopes getting his vengeance can take them away. SOURCE OF INSPIRATION Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks. FULLFILLMENT FEATURE Retaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours. INSPIRATION FEATURE Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage. Parrying. When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned . Two-Handed. Seyeth must use two hands to wield this weapon. Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage. SPELLCASTING Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0 CANTRIPS (Click the spell for more information) GuidanceCasting Time: 1 Action Range: Touch Target: One willing creature Components: V, S Duration: Concentration ( 1 minute ) The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made. (V, S). Combat Maneuvers None. FEATS & FEATURES Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again. Divine Protection. Seyeth has resistance to radiant damage. Immortal Blessing. Seyeth's connection with the source of his bloodline allows him to cheat death. When he would ordinarily be reduced to zero hit points, he is instead reduced to one hit point. He cannot use this feature again until he has finished a long rest. APPEARANCE Seyeth exhibits a luminous, golden skin that seems to faintly radiate light, especially under direct sunlight. His eyes are a deep, dark purple, almost appearing black in low light, giving him a penetrating and intense gaze. His physique is lean yet muscular, a testament to years of rigorous training and the hardships of the road. What was once a robe is missing its top half, leaving his bare chest exposed. His burgundy pants are belted at the waist with a rough-spun rope, and his feet are clad in worn leather boots, suited for long journeys. Around Seyeth's neck flows an intricately knitted orange scarf, a symbol of friendship he received from an urchin he used to know. In his callous hands, he carries an exuberant staff, which doubles as both a walking aid and a formidable weapon, it and the scarf are the most well-kept items in his possession. His face is marked with the subtle lines of time and experience, bearing an expression of gruffness. He is quick with his words and even quicker in his movements. BACKSTORY Born to a small, secluded village in the Southmorland known for its superstitious and close-knit community, and raised in an orphanage after the loss of his parents. Seyeth's celestial appearance marked him from birth. His golden skin and dark purple eyes, while a sign of his divine heritage, only served to alienate him from his human peers. Viewed with a mix of awe and fear, young Seyeth quickly learned the harsh realities of being different. As bullying became a part of his daily life, he turned to his innate strength and agility, developing skills in street fighting as a means of self-defense. Seyeth’s prowess in physical combat did not go unnoticed for long. By his early teens, he was drawn into the gritty world of pit fights and underground fighting rings. These brutal arenas served as both a proving ground and a harsh school, where Seyeth honed his skills against a backdrop of cheers and jeers, learning to enhance his mental focus, mastering his emotions, and tapping into the supernatural abilities that his celestial lineage afforded him. It was in these tumultuous years that Seyeth’s path crossed with Marsica Newgot, a halfling street urchin with a sharp tongue and a shrewd mind. Marsica, often a target for local ruffians and criminals due to her size and old age, found a protector in Seyeth. In return, she offered him companionship and a listener to his deeper thoughts and dreams—a rare gift for the lonely Aasimar. Their friendship deepened over the years, providing Seyeth with a semblance of family. They would often exchange letters The peaceful interlude of their friendship ended abruptly when their town was raided by marauders. In the chaos, Marsica was slain—her death a devastating blow to Seyeth. The attack left the town in ruins and Seyeth without a home or purpose, save for vengeance and a deep-seated sorrow. With nothing but memories of Marsica and a desire to escape his past, Seyeth took to the road. His reputation as a formidable fighter preceded him, and he found no shortage of demand for his skills in staged fights across various towns. This nomadic life, while providing him with the means to survive, also served as a meditative journey, allowing Seyeth to explore the depths of his abilities and philosophy as an adept. Seyeth would still be visited by nightmares though. Haunted by the brutal loss of Marsica, he became fixated on tracking down the leader of the marauders—a man distinguished by a gruesome scar that slashes across his entire face. This scar, a vivid and brutal swath from brow to jaw, serves as a burning image in Seyeth's mind, a symbol of the cruelty and chaos that took Marsica from him. And the only identifier Seyeth remembers from the fateful night. In each new town, Seyeth's first stop is often the local taverns and fighting pits where mercenaries and rogues gather. Using his reputation as a formidable fighter and a man of few words, he earns the trust of locals and fellow travelers, subtly probing for any news or rumors about the scarred man. His inquiries are careful, and calculated to avoid drawing too much attention to his personal vendetta. His travels have now brought him to Hengistbury, and the infamous Bleeding Heart Tavern, a popular spot for mercenaries and adventurers. Here, Seyeth seeks not only to make a living but perhaps to find any new clues of the scarred man's whereabouts or identity, as he continues to wrestle with his inner demons and the loneliness that has dogged his steps since Marsica's death.
  7. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi sucked his teeth as he waited for the old man to respond to Althea's question. He had half a mind to storm past him and search his house but Ravi knew that would only cause more issues for him and the others. "Retired huh?" Ravi looked Gibs up and down, looking for any signs that he wasn't telling the whole truth. "You're pretty far out here Sir," Ravi stepped forward and gestured to their surroundings. "I must assume you keep to yourself mostly. Hunt your own food? Fend for yourself?" Ravi spoke plainly, his words were a trap though. A springloaded jaw of metal teeth that waited eagerly for the taste of flesh. He cared not what this old man did in his day-to-day. Ravi merely wanted to see how he'd answer, wanted to see if the old man would give him any clues with his body language or words. OOC Doing Sense Motive on Gibs.
  8. Oluja Sturmborn Shield-Maiden of Perun, Thunder Wielder "Trust in the cruelty of the storm, I will bring its beauty upon our enemies." Paladin 5 Medium humanoid female Air Genasi, Neutral Good Armor Class 19 Hit Points 49 ( 5d10 + 15 ) Speed 35' ft. Senses darkvision, passive perception 11. Languages common, celestial Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 16 (+3) Save +3 Athletics +6 Dexterity 8 (-1) Save -1 Acrobatics -1 | Sleight of Hand -1 | Stealth -1 Constitution 16 (+3) Save +6 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +3 | Investigation +0 | Nature +0 | Religion +3 Wisdom 12 (+1) Save +4 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 Charisma 14 (+2) Save +5 Deception +2 | Intimidation +5 | Performance +2 | Persuasion +2 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Three-Dragon Ante Set, Woodcarver's Instruments none. Weapons Martial Weapons, Simple Weapons Armors Heavy Armor, Light Armor, Medium Armor, Shields PALADIN CLASS ABILITIES Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. | Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. | Dueling Fighting StyleWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | Spell CastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 13 Spell attack modifier = 5 Spellcasting Focus You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells. | Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. | Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. | Channel DivinityStorm Strike. As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the wrath of a storm god. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long, beginning at you and extending straight toward the target. If the target is less than 60 feet from you, the line of lightning extends beyond it. Each creature in the line takes 2d10 + your paladin level lightning damage, or half damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw. Turn the Unclean. As an action, you present your holy symbol and utter a war cry, using your Channel Divinity. Each aberration or fiend within 30 feet of you that can see or hear you must make a successful Wisdom saying throw or be turned for 1 minute or until it takes damage. Channel Divinity: Storm Strike: 1 Action Channel Divinity: Turn the Unclean: 1 Bonus Action RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Unending BreathYou can hold your breath indefinitely while you’re not incapacitated. | Lightning ResistanceYou have resistance to lightning damage. | Mingle with the WindYou know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. FEATS Resilient (Con)Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. WEAPONS WEAPONS +1 Warhammer +7 to hit for (1d8+6) bludgeoning, magic damage. | Finesse Dagger +6 to hit for (1d4+5) piercing damage. | Finesse, light, thrown (20/60) Javelin +6 to hit for (1d6+5) piercing damage. | Simple, thrown, range (30/120) SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Paladin - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 FIRST LEVEL (Paladin) Compelled Duel1st-level enchantment Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.(B,C) | Thunderous Smite1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.(B,C) | Heart to Heart1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a drop of your blood) Duration: 1 hour For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.* SECOND LEVEL (Paladin) Branding Smite2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.(B,C) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (145.99 lbs.) Weight: 145.99 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (3.94 lbs.) Copper: 0 | Silver: | Gold: 197 | Obsidian: | Platinum: 0 (197 Coins x .02 lbs. = 3.94 lbs. Total Weight) EQUIPEMENT READIED (80.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (66 lbs.) Splint Armor - 60 lbs. | Shield - 6 lbs. Weapons (13 lbs.) +1 Warhammer - 2 lbs. | Dagger - 1 lb. | Javellin - 10 lbs. Readied Items (2.5 lbs.) Holy Symbol - 1 lbs. | Potion of Healing - 0.5 lb. EQUIPMENT STORED (62 lbs.) Stored items can be retrieved with an action. In Backpack (36 lbs.) Backpack - 5 lbs. | (2) Blocks of Incense | Rations - 30 lbs. | (10) Candles | Censer | Tinderbox - 1lbs. | Vestments Strapped to Backpack (26 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Longbow - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home None. * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) APPEARANCE Age 35 | Height 6' | Weight 165 lbs. | Hair Radiant Yellow | Eyes Bright Yellow | Complexion Fair As you gaze upon Oluja for the first time, your attention is immediately captured by her commanding presence. Standing tall at six feet, she exudes the aura of a seasoned warrior tempered by divine forces. Her skin is fair, almost ethereal, providing a stark contrast to her vivid, electric yellow eyes that seem to crackle with contained lightning. Oluja's hair is a mesmerizing spectacle in itself—Radiant Yellow, it flows and whips around her head and shoulders as if caught in a perpetual gust of wind. This supernatural breeze that seems to follow her accentuates her otherworldly nature as an Air Genasi. Her hair frames a face marked by sharp, elegant features and an expression that balances stern resolve with a serene confidence. Her physique is both athletic and statuesque, indicative of her rigorous training and the strength required to wield her sacred powers. Her armor, adorned with motifs of thunder and stormy skies, clings to her form, enhancing her imposing figure without hindering her grace. The armor itself seems to shimmer with a subtle glow, hinting at its enchanted nature and the divine protection it offers. As she moves, there's a fluidity and assurance in her step—a warrior in tune with the elements and her own considerable power. To behold Oluja is to see the embodiment of the storm's might and the calm that follows, a duality that defines her essence as a paladin of Perun. BACKGROUND Amazon of Perunalia Source Midgard Personality Traits: Anyone who fights with skill deserves my respect, men and women alike. My nerve is as steady as an arrow’s flight. Ideals: Fairness. I treat everyone in an even-handed manner until they prove themselves unworthy. Bonds: My bow is a family heirloom and a symbol of my house. Flaws: I’ll never admit a fault to a man, and only rarely to another woman. Background Feature: Bred to the Bow: The care you show to your bow and arrows is unsurpassed. If you spend 1 hour maintaining your weapons and ammunition, for the next 24 hours you can recover all arrows that miss their target by spending 1 minute searching at the end of an encounter. Further, you decorate your arrows with colored fletching that denotes your rank among the amazons. You begin at the lowest rank with white fletching. Every 4 levels, you advance to the next color: green, blue, black, and finally red. You can expect deference and respect from any amazon you outrank, just as you are expected to defer to an amazon who outranks you. BACKSTORY Early Life Born under the tumultuous skies of the Amazon of Perunalia, Oluja’s birth was marked by an extraordinary meteorological event—a fierce storm that cleared as suddenly as it had arrived, which the local seers interpreted as an omen of her destined path. Raised in the matriarchal society of Perunalia, a land revered for its powerful female warriors and deep spiritual connections, Oluja grew up surrounded by tales of heroism and the divine acts of Perun, the God of War and Thunder. From a young age, she was immersed in the rigorous training typical of Perunalian Amazons, mastering archery as her first rite of passage. However, her unique connection to the air around her—being able to sense changes in pressure and mood—set her apart. This affinity was not just physical but spiritual, guiding her towards a deeper calling. The Oath and Divine Intervention As she matured, Oluja felt a profound connection to the storms that frequently swept through her homeland. During one such tempest, she ventured alone into the heart of the storm, driven by an inexplicable pull. At the storm’s peak, she experienced a vision of Perun, who spoke of a path laid out for her beyond the traditional duties expected of her as an Amazon. Inspired and humbled, she took the Oath of Thunder, dedicating herself to Perun and vowing to wield the storm's might to protect and rejuvenate her people. Paladin of Perun Oluja’s training as a paladin began under the tutelage of the Storm Priestesses of Perunalia. She learned to channel her divine powers, focusing on protection and rebirth. Her ability to manipulate the winds and call upon the thunder became signatures of her combat style, earning her a revered place among her people. Protector and Emissary Recognized for her prowess and wisdom, Oluja was soon tasked with not only defending Perunalia but also representing it in the wider world. Her missions have taken her across lands and seas, where she has forged alliances and faced adversaries that threatened her homeland and the balance of the natural world. Her journeys have also been quests for knowledge, seeking ancient relics and texts that hold the secrets to further harnessing her elemental powers. Current Challenges Recently, Oluja’s has been traveling with a group of her companions searching for the location of the legendary Rultmoork spire. The realization that they might be on the brink of rediscovering a lost site of great power and historical significance fuels her resolve as she trudges ever onward.
  9. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi was unsure if holy water would help but he couldn't deny that it was better to have it than not. He doubted they could find this creature's hideout in the daylight. "A creature of the night would make itself hard to find in the daytime," Ravi replied to Anamaria before turning to Keydas. "Agreed, a predator wouldn't likely leave easy hunting grounds. If this Hupia is similar to other predators I would assume it has created a nest or home nearby for quick feeding." Ravi tried to recall any other knowledge on the creature he may have heard in his travels in response to Evelyn's question. A few key things came to mind. "Hupia's carry some traits in common with your most stereotypical Vampire. They feed off the living, hate sunlight, and though they are much weaker comparatively, they are still very deadly." Ravi looked to Evelyn and then the others. "That is all I know, apologies."
  10. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi might have grinded his teeth in response to Father Grimburrow's refusal. He held his tongue though as the others spoke about the hupia and whatever else the old man could offer them. Ravi accepted the fathers continued refusal and decided to take a seat while he waited for the others to finish.
  11. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: It was clear the old priest held some sort of guilt over the Professor's death. But were his words sincere or merely ways to throw them off their tracks? Ravi was unsure but he knew that at any rate there was reason to be suspicious of any and everybody. "You need not worry about us, Father. We are not blind to the dangers that surround the professor's mysterious passing, even though some would try to deem it not mysterious at all. If you could lend us time it would help strengthen our investigation. For I fear for your sake, whether you allow us entry or not our path remains unchanged," Ravi walked a bit closer to the frail priest, his body a torch in the dim light that permeated throughout the temple. "You have a chance to help, why not take that chance."
  12. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi had probably said too much but everything seemed to unfold after, apparently Anamaria was important or at the very least the daughter of someone important? And now she wanted to join them on their matters of the will. He listened to Keydas and Anamaria speak until Nastevya spoke up. He followed suit as she prepared to head out again. "Right, can't kill a hup-" Ravi stopped himself as he caught a brief look from Nastevya. Cursing himself under his breath for his loud mouth he continued. "I mean yes, Father Grimburrow. Good Idea Nastevya." Ravi fixed the Greatsword on his back, and prepared to leave once more.
  13. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi, while saddened to hear of Videk's leaving, was glad to add another friendly face to the roster. As the others made their introductions Ravi gave a her a quick bow of the head. "Pleasure to meet you Anamaria." Ravi's voice was like brimstone. "Glad to see we haven't lost a pair of hands. Will you be joining us on the matters of the will?" Ravi asked looking between Anamaria and Lady Kendra.
  14. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi gave a slight chuckle at Keydas's remark. He knew of some old men stuck in their ways of his own and could relate to the Human's frustration. He nodded his head to Nastevya until she lowered her voice and gave a more detailed run down on what a Hupia was. "Agreed the quicker we can prepare for nightfall. For the next attack is best. If what you say is correct than we may have a monster to kill."
  15. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi had stood by the sidelines to not spook the older gentleman. He did want to take a look at the poor beast of burden before they had left though if only to see if he could determine any other clues on the cows body. He had been around livestock for a good amount of his life and hoped that familiarity would help him.
  16. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: "You must be Riff, younger than I expected," Ravi cleared his throat, his tone was one of surprise. "Ah business, she'd be the one to ask," Ravi said as he gestured to Nastevya. "She can clue you in on that." Investigating the area around the statue Ravi noted a few things. "Well, besides the deputy's footprints." He paused and passed a slow glance at Riff. "There isn't much." Ravi gathered some of the blood and rubbed it between his index finger and thumb before sniffing it. "Animal's blood." He stated, holding the dried crusted blood in his fingers up to the group. He wiped it from his hands and looked over to a peculiar space of disturbed brush. Ravi stepped towards it and knelt, he looked beyond the brush to the north, then back down the road they came, and finally to the statue. "Sneaky bugger," Ravi said under his breath, stood, and looked to the others. "Well, whoever did it didn't use the main path. They came from the north here, most likely didn't want to be seen, but they left enough of a trace of themselves for me to find." Ravi placed his charcoal hands on his hips. "Anyone know what lies that way?" The Ifrit asked as he nodded his head northward.
  17. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi left the talking to those who knew what questions to ask and how to ask them. Ravi kept an eye on their back, looking for any potential wandering eyes or trouble coming their way. "Ravi." He gave his name to the sheriff in their introductions but kept it at that. When the minute details of The professors demise came up Ravi huffed. He still wasn't convinced that was the whole story, someone could have dropped that debris on him, or beat his face in with it. He kept these words too himself though, not wanting to start any rumors. Once everyone decided they had had enough talking and were ready to head out Ravi followed suit and once they had gotten to the statue Ravi looked for any tracks or footfall that might stick out.
  18. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 14 | HP: 2 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. Illian had tried to gather the bears attention by flailing around and when that failed he decided to disengage and move to a better position. He heard Set call for a way to lock the undead beast down but Illian had no means to do that. Instead he needed space away from the beast so he could weave his magic without possible interruption. Actions Actions: Disengage - Move from N10 to O7 Bonus Actions: Reactions: Class Features: Arcane Recovery
  19. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi was reluctant but relented to Lady Kendra's decision to stay at the manor without anyone pulling guard duty. As much as he wanted to get this investigation under way, Ravi also wanted Lady Kendra to be safe. Something deep down he felt responsible for after the Professor's passing. Ravi took his leave of the manor with the others, their first stop being the notice board. "So It would seem." Ravi replied in tandem to both Videk and Keydas's mentions of work that had been posted. "After the Sherriff's office I will check on Sarianna and their labor request. Althea. Would you like to join me for that?"
  20. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 14 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. Through the wave of flames one of the shambling creatures broke out of the fire, finding Illian off guard. Illian felt the creatures weight hit his body, the breath nearly taken out of his lungs as he stumbled backward. The undead had enough power to bypass his magic and Illian had little time to recover. Luck would seem to be on his side though as a an arrow from Falken's bow planted itself in the creatures head, dropping it dead at Illian's feet. Regaining his composure Illian ran a few feet back to the tree line and shot a bolt of his own at one of the undead that had taken some damage. "Foti Vleg" Illian spoke the incantation, using his hands and fingers to form an arcane symbol. A ball of fire no bigger than a baseball sparked to life in the space in front of his hands. In an instant it streaked forward towards the undead. Actions Actions: Cast Fire Bolt at C3 Move from M8 to N10 Bonus Actions: Reactions: Class Features: Arcane Recovery
  21. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi had been up early even before the sun had begun to rise, following his waking routine of a early morning run he entered the manor at the crack of dawn, before most had had the chance to awaken. His fiery hair tied into a ponytail to keep it out of his face. Sweat beaded and rolled down his forehead sizzling across his charcoal skin as it did. He wiped any perspiration from his face with a small towel he held in his left hand, trying not to track it through the nice estate. He was dressed lightly, his bare chest on display and a pair of black wool shorts sat around his waist, he hurried off to the bath room to wash off this morning's doings. When he returned, freshened and dressed in his usual clothes a small congregation had formed. Ravi gabbed a full plate with a bit of everything to satisfy his rumbling belly and joined the conversation. "I can stay behind and watch over lady Kendra, my services would be better suited here unless you need someone or something tracked down." He said between bites.
  22. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Glad to hear that others shared his suspicions, Ravi leaned deeper into his seat. Titling his head back he stared at the ceiling while the others conversed. There was something to be said about their abilities to pick apart and disseminate information in a way even he could understand. He grew tired of the talk though, he wanted results, and he wanted to be out there looking for answers. "Perhaps the leader of the mob that blocked our path has some answers we can wring out of him? Either way, it is best to wait till the morning, there's no telling what bumps in the night in Ravengro." Ravi said from his seat, hands laced behind his head. He yawned and nodded absently. "Well, I'm off to bed then. I'm fine with doubling up with someone as long as they don't mind the light," Ravi motioned to his glowing form. "Or I can take a single room and save anyone the trouble. Either is fine with me." Ravi stood waiting for an answer before leaving the study.
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