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Amaryllis77

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  1. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur would watch as Dani and Aralim did their combo although not as successful as usual before taking aim at the ettercap that was still awake and taking fire. OOC Attack Action: Bonus Action: Movement:
  2. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Day Five: Golden Stag Rahnur had been quick to blink away from what he was focusing on before turning to him, "Appreciate the offer to talk, stranger," he said with a slight smile before looking back to his work, "I'm mostly fine. Just...shocked I would get a thank you like that. Especially from...someone like him." Rahnur didn't know how to exactly place it. He still didn't know if the stag was a god's servant or the victim of a spell gone wrong, but he had to admit he could feel the loneliness radiating from the elf and wondered what happened to him once he was able to get away. Hopefully, he was able to find some way home. Day Eight: Spiderwood Rahnur knocked another arrow and fired. He had to admit these things were becoming just as if not more annoying than the kobolds. At least the kobolds didn't have webs. OOC Attack Action: Longbow strike to the fleeing ettercap he struck last turn if alive. If not, directed to the next one Bonus Action: Movement:
  3. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Day One Rahnur couldn't help the blush that came to his cheeks before he cleared his throat and made a motion that would show his wedding ring until he recalled he wore it around his neck instead. Instead, he opted for a smile that was still polite, "Well, I can't say for anyone else. I like to think I'm uniquely handsome." he said although his stomach was churning at the words. He knew it was going to be harder to be undercover because of what he was. Unfortunately, he knew he had to pretend to be single for the time being as to not tip off any unwanted eyes or ears. Rahnur would listen to Edhelri's love of animals and almost had to laugh, "We all have our passions, and I'm sure the animals within the gate appreciate yours for them as well as these horses." Whenever Rhanur spoke with the brothers, he would carefully watch how the sign languages went and even asked politely if he could learn a few easy ones, "Or at least enough for us to communicate in case you're unavailable," he would say to Selvek and then Noorhar. Day Three: Animal Abuse Rahnur already regretted saving the idiot's life as he laid out his implications and his threats before he pointed to his bow, "If you chose to escalte this afterwards, I won't hesitate to protect my employer and her wagon. Trust me, you don't want to be on the pointed end of my shot," he warned before he lead Edhelri back to their wagon. He would try to stay up as long as he thought Ninnywithers would to ensure he wouldn't try anything. Day Five: Golden Stag Rahnur does not speak about his dream when he awakes from it although he is quick to have one of his works being one of the stag as if he was in a daze. Day Eight: Spider Wood "Damnit," Rahnur muttered to himself as he took another arrow and aimed for the ettercap that Theodric has not engaged. OOC Attack Action: Attacking horse stealing ettercap that Theo isn't attacking Bonus Action: Movement:
  4. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Baldur's Gate Rahnur couldn't deny it didn't sting a bit at Timber's words and his fists clenched at his fist, but he didn't push any further. But still, he barely surpressed his laughter when Wendy made her opinion about everything known, "I can always count on you to have my back at least," and he shook his head when Wendy whispered to him. He whispered back, "I'll consider your offer. It won't exactly be easy rebuilding here...still...as much fault as this place has, it has been my home..." he seemed distant for only a few seconds before he blinked and realized Wendy's last statement, "Also, while I wouldn't mind the idea, please don't. I wouldn't exactly be happy with you in prison." Rahnur was sure to give his now boss a polite bow, "I'll be sure to not disappoint. I thank you for giving me a chance. May Waukeen ensure we have a good trip," he said although he then turned serious and cleared his throat, "You may call me Rheirum." Day before he was set to leave, Rahnur would be sure his tools were in top shape and that he would also purchase another cloak, this one a dark blue and white scarf. He would also make what had to be his hardest call. He would grab a piece of string and reluctantly remove his ring and place it on the string. He would then tie it around his neck before tucking it beneath his shirt. Day One When the day came to leave, he ensured to give one last letter to his mother. The letter simply stated he would be leaving to take care of herself until he and Loren returned. The letter also informed her the guild fees were paid for the next few months so if she did need anything from them that was an option. If she ever needed help, Meleek and Stephan were also available to help her. He would then arrive in his new cloak and scarf and smiled sheepishly at his boss, "You are one of the few people who are okay with my heritage, but I can't say the same thing for anyone else on the caravan. Best to not make them too uncomfortable." he explained. As they began their travels, Rahnur decided to get to know his boss a bit better, "So, I noticed you have a love for animals. Is your furry friend coming with us on this journey? Does he want an extra bedroll to keep dry from the incoming rain?" Day Three: Animal Abuse Rahnur should have known things were not going to be as easy as it seemed to be. Besides the torrent - the only good thing that came with him buying his new cloak - it had been mostly quiet. And then the privelaged tag along had to prove he was a spoiled brat. Rahnur could say he had safely been able to get use to Daniella although her clear need to be the smartest in the room still rubbed him the wrong way. She, for her obvious ego, was at least able to be considerate under the right circumstances. But that obviously took time. For this guy, time was not something Rahnur didn't want to waste in getting to know him. Especially when his work was clearly not up to his standards. He had been on watch while working on a project - a poor excuse for a wooden cat - when the commotion started. He scowled at the man's obvious mistreatment for his horse and waited for Wendy to jump in. And then he mumbled a curse because he didn't think about Edhelri was the first to say something, and nearly bolted out of his spot when she saw him draw a blade, "Now hold on!' when he saw that Wendy - in disguise was ready to join in the fight along with Theodric, "Yes, the man's the backside of a donkey, but now is not the time to be fighting. We will be putting the entire caravan in danger," he then gave Wendy a serious look.Ar' ta naa il- noldo a' Ndengina y' ar-. Lye caela n'uma noa sut hae- ho nosse's reach naa ar' amin il- merna lle ri' associates a' suffer e' i' futureAnd it is not wise to kill a noble. We have no idea how far his family's reach is and I would not want you or associates to suffer in the future He then turned to Dravish, "You are clearly in the wrong and clearly outmatched," he motioned to the bear and then to Theodric and then to his boss, "So how about you allow Lady Edhelri to have the horse and move on. It would be in your best interest." Day Four: Payback Rahnur would watch as the wagon passed by and watched Belmund and Wendy work. He couldn't exactly say he was happy with the idea of just leaving her, but he also knew that him helping them was not a good idea if they wanted to keep their cover. Day Five: Golden Stag Rahnur was once more seething at his mediocre work when he heard about the stag hunt. When he heard about Edhelri's concern, he tried to rack his brain. Many people came and went in Baldur's Gate, many of them priests and many of them with their tales. He tried to recall if any of which he had heard doing such a deed would bring ruin Day Eight: Spider Woods When Rahnur heard the cry about spiders, his first instinct was to grab his bow and then looked to Edhelri, "Stay back, if they finish off those wagons, they might the others including ours," he was then quick to aim, "And I did say I was good with a bow, so let me show you." OOC Attack Action: Bonus Action: Movement: H
  5. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions "Think I can talk you into letting me see it before I head back out," Rahnur said half-jokingly before he thought for a second, "And if it's big, good luck to that butler in making sure he can back to the Upper City. Always hated jobs like that. Patriar's rarely paid extra if they expected us to deliver it for them." Rahnur shuddered at those jobs as if he could feel the headache coming on. He had a bit of a smile on his face before he continued although he appeared to return to be serious, "I greatly appreciate your help. Be careful, my uncle is apparently blinded by his own pride that he'll snap at anyone he disagrees with. Or maybe it's just me and my associates." He then scratched his cheek, "Just make sure you do not punch the man. I am not his biggest fan, but the last thing I need is for you to be arrested my friend. Also, yes, Waterdeep is for the best. I'll be heading there next once...everything's settled." When Stephan pulled him into a hug and spoke, Rahnur didn't say much. He could say he was very much the definition of tense with both anger and sadness. He was sure he hadn't even had time to properly grieve. Hugging Stephan tightly afterwards, Rahnur forced on a smile, "Thanks...I promise to not get reckless. Besides, I think I'll take on a few fun projects to keep my mind occupied, so I don't stew over." he said and tried to laugh but it came out forced, "Maybe I'll make another owlbear figurine. Thanks for the recommendations. We should...hang out just the two of us before I leave. And thank you for helping me to look into this." The day of the funeral, Rahnur had made sure to put on his best clothes and tried to put on his best face. Anyone who perhaps paid attention could see he had not slept that well the night before and it took a lot of work to keep his back straight and his voice even as he greeted and thanked those who were coming. He knew his family had friends. The only way they would ever survive in the Lower City is to be apart of a crew, which in turn was a big part of your community; but he didn't think his father had this many people in the corner. It was almost enough to have him break down and cry like he had the first night he was finally able to be alone. Rahnur twisted his hands in his lap as the ceremony went on, occasionally he would bite his lower lip as he felt the eyes of a few people, and Rahnur could tell the confrontation was coming from his father-in-law a mile away. Actually, he could perhaps see it coming from Waterdeep. When he was offered to give his words, Rahnur took a deep breath and forced himself to the front. "My father was not perfect, but I would still say he was a man who to look to as an example. He loved his wife with all of his heart, treated my sevgillibeloved like his own daughter, and did not care what anyone thought of him when he called me his son. He taught me a craft that I loved today and how to use a bow that has saved my life more times than I can count. He taught me how to care for others, to appreciate the things in life even if that life does not provide you the best cards." Rahnur stopped to take a breath, "Despite failing health, he gave his life to protect his family. A true hero and true man despite what anyone would say. I will mourn him until I meet Kelemvor for judgement, but I will always look to him for guidance on how I will continue to provide and care for my family." Once he was finished, Rahnur retook his seat and gave his mother a squeeze to her shoulder as he took another shaky breath. When respects are given, Rahnur once more gave his thanks - returning the hug to Stephan and frowning when Timber's emotions were on their face and yet they wouldn't speak. Once they were alone, he was sure to confront her, "You would not be the first one to snap at me this week, so I won't be too offended if you did. Safe to assume you're worried about Loren as well." His father-in-law's words were something that shouldn't have hurt, but it did. His fists clenched on and off as he barely held his tongue. He was a man whose daughter had been kidnapped and was grieving, but why did it feel as though he was another person who wanted to blame him. Rahnur had left only because his father had requested it. If Rahnur had his way, he would have stayed and continued his normal routine. Right now, he would be begging Loren for to make his favorite treat for dessert before disappearing back into his workshop to get some work done. The only threat he would have deal with was the Guild, but that was to be expected and ensuring bills on the shop were being paid. Rahnur was sure he would have snapped if it wasn't for Daniella whose words didn't exactly make him feel better, but it did help to pull him back from what was sure to be something insulting, "Thank you." he said with a shaky voice. When lunch came, Rahnur had decided to pull Maleek to the side "I will ask you what I asked Stephan. If you can, please look out for my mother. I know it won't be easy, but I would like as many eyes on her as possible while I'm gone." he then looked to his mother who was seated, "Also if you can, I need help. I am fairly sure the Cult had help with the Guild, and I want as much information on who was involved. Once I bring Loren back and deal with this cult, those from the Guild that had their hands in it are next." When Rahnur approached Edhelri (after tipping the half-orc a gold piece for both the tune and the tip), he almost laughed at what appeared to be a rather fun bath time for the dog at least, "I'm sorry to bother you," he started as he cleared his throat, "I came to inquire about the job for the caravan. I do love to see how another woodworker handles the craft and like to improved on it. My skills as a woodworker makes me well equipped to take care of the wagons and I do have prior experience to back this up. I am also capable of being a guard if you prefer. They say I am quite skilled with a bow." For the rest of the week, Rahnur would focus on getting affairs in order. That included handling any paperwork that came with the shop and the funeral. He would also pay his Guild fees for the next three months. During his free time, he would be holed up in his inn room to redo the crates he had made for the dragon eggs. If they were going to be working close to the Cult, Rahnur would need to make sure no one noticed the cargo. OOC Attack Action: Bonus Action: Movement:
  6. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur let out a loud "omph" when Stephan gave him a hug, but he hugged back with just as much passion before he began answering his friend's questions, "Would have come to see ya sooner, but things were going on. How's business been? Got any good works I can admire before I go?" he said almost sadly with a nod, "Mother's gone back to Little Calimshan for the time being. Nowhere else she can go for the time when I head back out of town," he then turned serious as he spoke in a near whisper to his friend, "If you can, please keep an eye on her and give her anything she needs. I'm not exactly keen on just my uncle looking after her. Would be nice to have someone I can genuinely trust look after her. Also, if you can tell me any rumors about the Guild doing any weird collusions, I would owe you big time." Rahnur then turned to his group, "And yes. more or less, baba's best work going to waste, but it was for the best. As for the note, we managed to translate it although I won't say much more. Instead, do you know a good place for us to stay at a good rate? One that can somewhat accommodate someone with higher taste." he said while motioning to the group, Sometime after their talk with Stephen, Rahnur thought it would be best to find a caravan job. Wendy's wagon was easy, but Daniella was correct. It would draw too much attention and thought splitting up would be better. Checking out the list, Rahnur thought it would be best to join to join the wagon of the Carving Guild of Silverymoon. He could admire another craftsman work, learn from it, and he had the hardwork to be either a laborer or a guard. OOC Attack Action: Bonus Action: Movement:
  7. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur rolled his eyes at Daniella's words but didn't exactly have the mental energy to think reply. Instead, he would think to simply do a bit of shopping before it got too late. He cringed at the idea of having to get a new cloak and cringed even harder at the idea of having to wear it to keep his appearance a secret, "As if this day hasn't gotten worse." he thought for a few moments before stirred from his thoughts by Isma and listened to her speak, "Right...I don't have a place to stay tonight," Rahnur took a long breath at the thought, "Be careful about how you set up in the Lower City. There's a reason why people like me join what we call crews. Between the Guild and the corrupt Flaming Fists, you'll be bled dry of all your coin." Rahnur then turned to the others, "Speaking of which, I might be able to help with finding accommodations. The only thing I will emphasize is that we will have to be in before it gets too late. Finding a body in the gutter come morning is not uncommon here." There were some benefits of being apart of a guild. When Theodric approaches him with the question, Rahnur's shoulders visibly slumped, "As you can see, my family wasn't exactly big. The best I can offer is to see if members of my crew might know something. We can also try to talk to Maleek. He's one of the members of the Flaming Fist that I can actually trust...I just have to handle a few things before I can help you find him." OOC Attack Action: Bonus Action: If possible, using Guild Membership to help gain lodging. Movement:
  8. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur shook his head, "No, you should save what we have to rebuild once I get back. Maybe get a few clothing for a new arrival," he tried to say cheerfully, "And if you have any issues, remember Maleek is also available to help keep you safe and perhaps Stephan," he sighed. He doubted that his uncle would ever come around, but he would not tell his mother that. Instead, Rahnur would give his mother a kiss on the forehead before letting her go with the guards. Their contact certainly was surly man, but Rahnur knew it was to expected in the city. The idea to get hired onto another caravan - the irony is hilarious - and he inwardly had to laugh. Issue was, following the cult was not going to be easy. It was clear they recognized him, and their group wasn't exactly the most subtle as group, "Let's just say both cities have their charms although I expect you to give me a tour of the city if we ever have time," he said jokingly before he turned to their contact and cleared his throat, "Rheirum Dhale, woodworker and even caravan guard, at your service. No wagon is gonna fail on my watch." OOC Attack Action: Bonus Action: Movement:
  9. IC LN Tiefling Paladin Lvl 2/ AC 18 (Chainmail and Shield)/HP 21/21/Speed 30 ft./Passive Perception 11/Passive Insight 13/Passive Investigation 10 Ability Scores, Saves, and Skills Str 16 (+3), Dex 8 (-1), Con 13 (+1), Int 10 (0), Wis 12 (+1), Cha 16 (+3) Strength Save: +3; Athletic +5 Dexterity Save: -1 Constitution Save: +1 Intelligence Save: +0 Wisdom Save: +3; Insight +3 Charisma Save: +5; Intimidation +5, Persuasion +5 Playing Card Proficiency +2 Attack and Scores Battleaxe +5, 1d8(10)+5 Javelins (5) +5, 1d6+3, 30/120 Class and Race Abilities Class Features 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.: 4/day 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.: 10 points/day Divine SmiteYou 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. Spellcasting (DC 13) 1st (2/day): Compelled DuelYou 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., Searing SmiteThe next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends., Thunderous SmiteThe 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., Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. Racial Features Darkvision: 60 ft. Hellish ResistanceKilros has resistance to fire damage Legacy of Avernus At will - ThaumaturgyCasting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: - Your voice booms up to three times as loud as normal for 1 minute. - You cause flames to flicker, brighten, dim, or change color for 1 minute. - You cause harmless tremors in the ground for 1 minute. - You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. - You instantaneously cause an unlocked door or window to fly open or slam shut. - You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Background Feature Loyalty Test: You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book. “My words…” | ‘My thoughts…’| My Actions Kilros had taken to his watch when the scream was heard and had been quick to rush to the seen, "Son of a..." his captain would tan his hide for letting such sloppy work cause an actual death. He could almost hear his captain screaming his ear off and reassigning him to gear duty. And who the in the heavens wants that assignment, "Whoever did this is going to need to eat their meals through a straw." he stated, "I was on watch as well. Nothing of suspicion I saw. We're either dealing with an inside job, or they used magic." OOC Attack Action: Bonus Action: Movement:
  10. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur took a long breath at his mother's answer before he pulled her into a hug, "Okay, I won't stop you, but I will back with both of them as soon as possible," he gave her another squeeze before clearing his throat and looking to the others as Aralim gripped his shoulder. His eyes were narrowed and his shoulders were tense. He didn't know if he also wanted to feel sick along with the anger swirling in him, "Thank you, all of you." he then looked back to his mother as he realized everything he had to worry about now that the full weight of what's going on came crashing down on him. The thought almost made it hard for him to breath and he had to turn around away from everyone, pushing Aralim's hand off of him as he took several large breaths that almost sounded like he was ready to cry, "I have to make sure my mother gets to my uncle without issue, and then I have to make arrangements, and there are a few people I have to talk to." he noted that he should take the time to pay a few months to his guild. Shop or not, Rahnur knew they had resources his mother could certainly use during this time, and he would need to focus on rebuilding once - don't think if - he got Loren. Her best deserved to know and maybe she knew something. And as much as his father-in-law was a crappy person, he should also know what happened to his daughter. The list of things to worry about only seemed to grrow, and it only seemed to make his head swim. He was barely able to take a deep breath to somewhat calm himself down. And then there was the idea of going to the Blackgate. It was necessary yes, but it meant a difficult decision...as he turned to his mother "Mother, I doubt your brother will wait with you at the gates for me to come by and give you one last goodbye before I set off, so this will be the last time we'll see each other for a while. I'll let the guards escort you there. I can't say I won't be able to write you especially if it poses a risk to you, so instead I want you to have this." he pulled out the wooden statue he was working on the boat, "It's never gonna be as good as baba's, but I hope it'll keep you company until I come home." OOC Attack Action: Bonus Action: Movement:
  11. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur glowered at his uncle as he continued his threats, "And you're a cowardly brute who has no honor because if he had honor, he would have been helping his sister from the beginning and not let his own ego and prejudice get in the way. My mother is the only reason why I haven't lost my temper in and decided to use you for target practice." Rahnur stated as he gestured to his new quiver, "It wasn't just a kobold I was able to bring down without issue, but also a half-dragon that's bigger and stronger than you. So if you decide to try anything against us, the best I can hope is that they'll just leave you badly bruised. Maybe cut your loses now, hold your tongue, and leave!" When they were inside and Aralim finally translated the letter, Rahnur held his mother close as she began to sob again and he tried to regain his bearings. His shoulders visibly shook and his eyes were narrowed as he took several long and angry breaths. He had feared the Guild more than the cult coming after them. After all, they had mostly stayed in disguise and attacked from the shadows. Maybe...maybe those two heretics managed to get the word to them before they were killed. Rahnur's thoughts were interrupted when his mother spoke to him in their native language, and again his body went rigid as he looked down at her with wide eyes, "Emin misin?! Ne kadar...uzun süredir...saçma olamaz!""Are you sure?! She can't be...how long...crap!" Rahnur stepped back as he once more tried to regain his bearings. He pressed the palms of his hands against his eyes as he let out a string of curses. He remembered writing the letter for her back in Greenest about the idea of having kids. It was something they were definitely talking about and while there were some uncertainties - money, the obvious public perception, and just them being young - Rahnur certainly wouldn't have minded especially with his güzel çiçeklovely flower. And now it was happening and in the worst way happening. Rahnur stopped after a few moments before he took a long breath and turned to Aralim and Theodric, "I...thank you...looks like I'm coming with you either way..." he took another long breath although this one was shaky, "I have to talk to a few people and make sure anne is safe," he then turned to his mother again. He went up to her and put his hands on her shoulder, "Mother, are you sure you want to go back to Little Calimshan. I can make arrangements for you to stay somewhere else...maybe Loren's father can also take you in for the time and I can make arrangements to help pay and care for you both." OOC Attack Action: Bonus Action: Movement:
  12. IC LN Tiefling Paladin Lvl 2/ AC 18 (Chainmail and Shield)/HP 21/21/Speed 30 ft./Passive Perception 11/Passive Insight 13/Passive Investigation 10 Ability Scores, Saves, and Skills Str 16 (+3), Dex 8 (-1), Con 13 (+1), Int 10 (0), Wis 12 (+1), Cha 16 (+3) Strength Save: +3; Athletic +5 Dexterity Save: -1 Constitution Save: +1 Intelligence Save: +0 Wisdom Save: +3; Insight +3 Charisma Save: +5; Intimidation +5, Persuasion +5 Playing Card Proficiency +2 Attack and Scores Battleaxe +5, 1d8(10)+5 Javelins (5) +5, 1d6+3, 30/120 Class and Race Abilities Class Features 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.: 4/day 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.: 10 points/day Divine SmiteYou 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. Spellcasting (DC 13) 1st (2/day): Compelled DuelYou 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., Searing SmiteThe next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends., Thunderous SmiteThe 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., Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. Racial Features Darkvision: 60 ft. Hellish ResistanceKilros has resistance to fire damage Legacy of Avernus At will - ThaumaturgyCasting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: - Your voice booms up to three times as loud as normal for 1 minute. - You cause flames to flicker, brighten, dim, or change color for 1 minute. - You cause harmless tremors in the ground for 1 minute. - You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. - You instantaneously cause an unlocked door or window to fly open or slam shut. - You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Background Feature Loyalty Test: You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book. “My words…” | ‘My thoughts…’| My Actions "I am not being paid enough for this," Kilros mumbled to himself as he was ready to go in but he peeked in through the door, "Apparently devils aren't enough when this city sunk...stay close to the ground and be careful because I don't think that thing is going anywhere," once he was sure Gwen had opened the door, he would be the first to go in while being low to take any damage coming their way while looking for the parchment. OOC Attack Action: Bonus Action: Movement:
  13. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur felt his fists clench as he listened to his uncle continued his pretentious rant. His hand twitched as it tempted to go to his bow on his back but restrained himself as he walked with his mother inside. His old home now gone. Everything his parents worked hard to build, gone. His fists clenched hard as the ship groaned underneath his feet. He could recall his everything he did before he left home. The last breakfast Loren had made for him, and his mother's last-minute instructions to be safe as they sat around the table. The door even had memories as he kissed Loren goodbye with a promise to both her and his parents that he would be back as soon as possible. When his mother lead him down to the workshop, Rahnur could recall the last order he did - a small jewelry chest. His knees nearly buckled when he saw the white sheet and he went pale. The realization of what happened truly dawned on him, and Rahnur's fury only grew when he heard the full story, "They took her?" it was almost like a question before his mother gave him the note and he turned to the others, "Can any of you read this?" OOC Attack Action: Bonus Action: Movement:
  14. IC Rahnur Rhahlem NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur's fists clenched as his "uncle" - he refused to actually think of him like that - continued on his self-righteous rant. His eyes went to the smoldering building that was there home before he went back to the man before him. Rahnur barely registered Wendy's help but he did spare enough to give the goblin a grateful smile before his eyes went back blazing to the man before him. His uncle ranted about his father stealing his mother's grace and beauty and was now taking her back...Rahnur's mind barely registered that it meant his mother was alive when he began another rant. "Babam hakkında böyle konuşmayacaksın ve annemi hiçbir yere götürmeyeceksin!""You will not speak of my father like that and you will not be taking my mother anywhere!" he nearly shrieked, "Babam, anneme ve bana bakmak için babasını iliklerine kadar çalıştırdığında neredeydin? Lonca her zaman kapımızı çaldığında ve bizi gasp etmeye çalıştığında neredeydin? Onlar kötü konuştuğunda tanrıların adı neredeydin? Annemin mi? Hiçbir yerde! Artık onu önemsediğini ve onu geri almak istediğini söylemeye hakkın yok!""Where were you when my father worked his father to the near bone to take care of mother and me? Where were you when the guild always came knocking on our door and tried to extort us? Where the gods name were you when they spoke ill of my mother? Nowhere! You have no right to now say you care and want to take her back!" He made a move to shove the man and tell Wendy to just tear him apart when he heard his mother's voice, a new balm to his panicking mind as he turned and had his arms open when she into him. Rahnur ignored his uncle and the others as he was quick to run his fingers through her hair and hugged her tightly as she cried. When she pulled away, Rahnur didn't dare to let her go far as he held her by the shoulders "Anne, tanrılara şükür güvendesin. Lütfen bana ne olduğunu anlat. Babam evde mi? Peki Loren nerede?!""Mother, thank the gods you are safe. Please, tell me what happened. Is it father in the house? And where is Loren?!" OOC Attack Action: Bonus Action: Movement:
  15. IC LN Tiefling Paladin Lvl 2/ AC 18 (Chainmail and Shield)/HP 21/21/Speed 30 ft./Passive Perception 11/Passive Insight 13/Passive Investigation 10 Ability Scores, Saves, and Skills Str 16 (+3), Dex 8 (-1), Con 13 (+1), Int 10 (0), Wis 12 (+1), Cha 16 (+3) Strength Save: +3; Athletic +5 Dexterity Save: -1 Constitution Save: +1 Intelligence Save: +0 Wisdom Save: +3; Insight +3 Charisma Save: +5; Intimidation +5, Persuasion +5 Playing Card Proficiency +2 Attack and Scores Battleaxe +5, 1d8(10)+5 Javelins (5) +5, 1d6+3, 30/120 Class and Race Abilities Class Features 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.: 4/day 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.: 10 points/day Divine SmiteYou 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. Spellcasting (DC 13) 1st (2/day): Compelled DuelYou 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., Searing SmiteThe next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends., Thunderous SmiteThe 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., Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. Racial Features Darkvision: 60 ft. Hellish ResistanceKilros has resistance to fire damage Legacy of Avernus At will - ThaumaturgyCasting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: - Your voice booms up to three times as loud as normal for 1 minute. - You cause flames to flicker, brighten, dim, or change color for 1 minute. - You cause harmless tremors in the ground for 1 minute. - You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. - You instantaneously cause an unlocked door or window to fly open or slam shut. - You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Background Feature Loyalty Test: You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book. “My words…” | ‘My thoughts…’| My Actions Kilros had to admit that this was not how he planned on things going. He was okay with finding survivors, finding food, and finding weapons. But now they were finding writing supllies? He raised an eyebrow as he followed Gwen, weapons and shield still at the ready, "So...how did we end up in this predicament again?" he asked Gwen as the approached the place and his natural instinct had him scanning the area. OOC Attack Action: Bonus Action: Movement:
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