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  1. Felvora Haspirex | Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 in bright light) | Speed: 30 ft | PB: +3 Natural Recovery: 1/1 Wild Shape: 2/2 Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 | Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24) Ability Scores, Skills and Saves Ability Scores: Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1) Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7 * disadvantage to vision-based Perception checks when in bright light Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2 * all include bonus from Ring of Protection Advantage on saves against Charm (Fey Ancestry) Attacks and Spells Attacks: Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller Spells Prepared (Druid spells are +7/DC 15): Cantrips: Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web* Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey ^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12 * Land Circle spells Felvora pulls a glass vial from the side pouch that contains her healer's kit and swigs it. Actions Swigs a vial of antitoxin to get advantage on poison saves for one hour. Poison SavePoison Save Advantage Poison SavePoison Save Advantage
  2. Felvora Haspirex | Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 for vision in bright light) | Speed: 30 ft | PB: +3 Natural Recovery: 1/1 Wild Shape: 2/2 Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 | Ability Scores, Skills and Saves Ability Scores: Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1) Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7 * disadvantage to vision-based Perception checks when in bright light Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2 * all include bonus from Ring of Protection Advantage on saves against Charm (Fey Ancestry) Attacks and Spells Attacks: Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller Spells Prepared (Druid spells are +7/DC 15): Cantrips: Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web* Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey ^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12 * Land Circle spells Oh, this is vile. Everan, what do you see? Felvora reaches in to her herbalism kit for anything with a strong scent that isn't that of urine, wraps it in a scrap of cloth and holds it under her nose while waiting to hear what Everan finds.
  3. Felvora Haspirex | Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 for vision in bright light) | Speed: 30 ft | PB: +3 Natural Recovery: 1/1 Wild Shape: 2/2 Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 | Ability Scores, Skills and Saves Ability Scores: Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1) Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7 * disadvantage to vision-based Perception checks when in bright light Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2 * all include bonus from Ring of Protection Advantage on saves against Charm (Fey Ancestry) Attacks and Spells Attacks: Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller Spells Prepared (Druid spells are +7/DC 15): Cantrips: Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web* Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey ^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12 * Land Circle spells Felvora is fit but slight and climbing in elf form is not something she enjoys. She thanks Katrina when she reaches the bottom of the rope. Thank you, Katrina. I appreciate you taking the time to ease the way. I could have changed form, but I'd rather save the energy in case we need it later. Hopefully the trip was worth the trouble. Let's see if there's a way out of here. She begins scanning the walls, looking for any way out that doesn't involve a dip in a boiling spring. Action Perception Roll
  4. Felvora Haspirex | Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 for vision in bright light) | Speed: 30 ft | PB: +3 Natural Recovery: 1/1 Wild Shape: 2/2 Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 | Ability Scores, Skills and Saves Ability Scores: Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1) Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7 * disadvantage to vision-based Perception checks when in bright light Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2 * all include bonus from Ring of Protection Advantage on saves against Charm (Fey Ancestry) Attacks and Spells Attacks: Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller Spells Prepared (Druid spells are +7/DC 15): Cantrips: Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web* Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey ^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12 * Land Circle spells As they wait for the report from the owl, Felvora approaches Lotham. You have not introduced your friend, Lotham. I have a fondness for burrowing creatures. Might I say hello to Knowledge?
  5. At least I get to role-play with my kids. Though I made a mistake and let my 11 year old play an actual dragonet from Wings of Fire. She enjoyed that so much that when playing a different character, her go-to is still to announce "I get bored and eat them." I gently point out elves don't do that.
  6. All good, . Thanks for asking. Just got busy with kids and job.
  7. Felvora Haspirex | Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 for vision in bright light) | Speed: 30 ft | PB: +3 Natural Recovery: 1/1 Wild Shape: 2/2 Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 | Ability Scores, Skills and Saves Ability Scores: Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1) Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7 * disadvantage to vision-based Perception checks when in bright light Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2 * all include bonus from Ring of Protection Advantage on saves against Charm (Fey Ancestry) Attacks and Spells Attacks: Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller Spells Prepared (Druid spells are +7/DC 15): Cantrips: Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web* Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey ^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12 * Land Circle spells Special Features Real Soon Now. As soon as I need to use one. Felvora gives a formal bow to each of the newcomers. Well met. I am Felvora, a druid of the Emerald Enclave. The steam vent sounds wise. We know there are goblins in this area, at the very least. There's a good chance the main entrance will be watched or trapped. Lotham, do you recall if the illithids were ever driven out, after they took the place from the duergar? They can live and spread quietly beneath the earth, like worms.
  8. Thanks, Trickster. I had a chance to catch up on the game thread and will post as though Felvora's been with Lotham et al, just hanging quietly in the background and sketching wildlife, which is often her thing anyway.
  9. Hey, sorry, I fell off due to life demands. My apologies. I should have said something. Enjoy the game, and everyone else.
  10. Thanks! Posted. And if anyone has bludgeoning, Tulki recommends it. He unfortunately does not do bludgeoning, because he's a scrawny kobold and it would be like pillow fighting.
  11. | HP 15/15 | AC 17 | Speed 25' Condition: None Drizzle! squeaks Tulki. Emboldened by the sight of his comrade standing alone and bearing the brunt of the eerie doll's wrath, he rushes up to help. Actions Action 1: Stride 2 squares South, 3 squares East to end up just south of the horse. Action 2: Give Drizzle a sip from Chalice (which is an action for Tulki but not for Drizzle, if I'm reading my character sheet right) Action 3: Attack the doll if possible (since she's mounted on the horse, I *think* she's in Tulki's reach and she's just depicted as being north of the horse for clarity) or the horse if that's not possible. Strike Damage on Hit Add 2 to damage if he's attacking the doll, for his Esoteric Lore, and the attack counts as magic.
  12. Ok, posted! @Eagleheart, question. A Thaumaturge's Esoteric Lore is, if I understand, a Recall Knowledge roll like other people make to learn opponent strengths and weaknesses, it just provides additional benefits to Thaumaturges. I'm guessing Tulki's Esoteric Lore roll failed but did not critically fail. If that is the case, can he use Dubious Knowledge, which applies to Recall Knowledge checks, to learn one real and one mistaken weakness for the doll?
  13. Sorry, on it. Started my post Saturday but have been up and down with flu and brain fog.
  14. | HP 15/15 | AC 17 | Speed 25' Condition: None Everything here is just too weird, says Tulki. We should just go back to our sewer. I understand the sewer. Actions Action 1: Esoteric Lore vs Doll Esoteric Lore vs Std DC for Doll's Level Action 2: Sip from Chalice, for 2THP until the end of his next turn Action 3: Stride up to the northeast corner of the yellow square and try and crouch for cover behind the thing that looks like it might be a barrel or a chest.
  15. Thanks. I guess I'll just attack a third time. Maybe he'll get lucky.
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