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Rumsztyk

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  1. Lugan Redmoore Human Warlock (Diabolist) 1 AC: 13 | HP: 10/10 | Passive Perception/Insight: 12/12 | Maneuver DC: 11 Spell Points 2/2 | Spell Attack: +4 | Spell DC: 12 Inexorable Concentration: 2/2 | Assurance: 2/2 | Scholar of the Unnatural: 2/2 | Diabolical Curse: 1/1 Posts should use the default size and color for optimal viewing across different themes and devices. If you decide to use colors, it's best to adhere to the basic palette since these colors vary with the themes. "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.
  2. Lugan Redmoore Human Warlock (Diabolist) 1 Age 41 Height 5 feet 9 inches Weight 152 pounds Size Medium Culture Collegiate Background: Eldritch Anatomist VITALS HIT POINTS 10 HIT DICE 1 (1d8+2) ARMOR CLASS 13 (Padded Leather) SPEED 30 ft. Maneuver DC 11 PERCEPTION 12 (passive) IMMUNITIES None INSIGHT 12 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 11 (+0) Athletics* +2 (running +1d4) STR Save +0 DEXTERITY 12 (+1) Acrobatics* +3 (balancing +1d4), Sleight of Hand +1, Stealth +1 Dexterity Save +1 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 14 (+2) Arcana +2, Engineering +2, History +2, Investigation* +4 (research +1d4), Nature* +4, Religion* +4 (fiends +1d4), Medicine* (Studied Discipline) +4 (identifying disease and poison, small field surgeries and triage +1d4) Intelligence Save* +4 WISDOM 14 (+2) Animal Handling +2, Culture +2, Insight +2, Perception +2, Survival +2 Wisdom Save* +4 CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +1, Persuasion +1 Charisma Save +1 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor Weapons Simple weapons Tools Playing Cards, Herbalism Kit, Calligrapher's supplies, Alchemist's supplies, Poisoner's kit Senses - Languages Common, Elvish, Dwarvish, Abyssal, Undercommon ARCHETYPE: DIABOLIST Lugan is a reluctant practicioner of the dark arts, playing a dangerous gambit against his diabolical patron in a desperate attempt to prolong his lifespan. Patron expanded spell list: Fire EQUIPMENT The peculiar scalpel (dagger), book of profane rituals written in Abyssal (grimoire arcane focus), padded leather armor, 10 bandages, healer's satchel (10 uses), herbalism kit, 4 rations, hooded lantern, 5 flasks of oil, backpack, bedroll, mess kit, tinderbox, waterskin, 5 sheets of parchment, calligrapher's supplies, bottle of ink, 4 ink pens, sand bag, magnifying glass Maximum Supply: 11 Maximum Bulk: 1 Carrying Capacity: 165 lbs BACKGROUND: ELDRITCH ANATOMIST Connection. You correspond with a secretive society that shares your interest in the anatomical oddities of the world. They occasionally send you specimens and texts, which you study with a mix of fascination and trepidation. Memento. A peculiar scalpel with an intricately carved handle that was found beside an ancient and strange altar. It seems ordinary, but you feel a strange connection to it, as if it’s waiting to reveal its true purpose. DESTINY: METAMORPHOSIS Lugan jealously wishes to stave off the effects of aging and become eternally youthful. SOURCE OF INSPIRATION Unburdening. Lugan gains inspiration whenever he makes sacrifices to attain new lore, contacts, or items to aid his quest for immortality. FULLFILLMENT FEATURE Forever Changed. You have finally reached the apex and have become something greater than your previous self could imagine. When you gain this feature, consult with the Narrator about the exact nature of your metamorphosis and if your adventurer would still choose to remain adventuring after transformation. If your character would remain an adventurer, you may choose and become an appropriate creature with a CR equal to or lower than your class level –2 (as per the spell true polymorph, except that this transformation is permanent and cannot be dispelled.) If your character would not remain an adventurer, you may use a portion of your new power however you see fit (as the wish spell) before ascending. INSPIRATION FEATURE Unearthly Diplomacy. Your unearthly aspirations grant you insights into the minds of even utterly alien beings. As an action, you may spend your inspiration to form a connection with a non-humanoid creature you can see that has a CR equal to or less than your level. You communicate freely, even if you do not share a language or the creature would be normally unable to speak. You have no control over a creature you connect with in this way but you gain an expertise die on checks made to influence it. The knowledge and awareness of a creature is limited by its intellect or perceptions, but most give you information about nearby locations, monsters in the area, and knowledge of whatever it perceived within the past day. This connection lasts for up to 1 hour or until you use an action to end it. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | 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 Scalpel (dagger) +4 to hit; reach 5 ft; one target; 1d4+1 piercing damage. Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon Dual-Wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon. Eldritch Ray +4 to hit; range 120 ft, one target: 1d10 force damage SPELLCASTING Caster Level 1 | Spell Casting Ability Intelligence | Spell Save DC 12 | Spell Attack +4 Spell Points | 2/2 Inexorable Concentration. (2/LR) When you fail a Constitution to maintain concentration, you can immediately reroll it, taking the new result. You may use this trait a number of times equal to your Intelligence modifier, and regain all expended uses after a long rest. CANTRIPS Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or you casts the spell again. You may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Mage Hand (S, M) A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it. You can use an action to control the hand and direct it to do any of the following: manipulate an object. open an unlocked container or door. stow or retrieve items from unlocked containers. The hand cannot attack, use magic items, or carry more than 10 pounds. 1ST-LEVEL (2 SP) Fog Cloud (appears as smoke) (V, S). You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour). Skeletal Hands (S, M). Dozens of skeletal hands reach from a wall or other vertical surface to grasp a creature within 5 feet of the surface. Make a melee spell attack. On a hit, the target takes 1d8 necrotic damage and is until the spell ends. A creature restrained by the hands can use a bonus action to make a Strength to escape, ending the spell early on a success. On a failure, the target takes 1d8 necrotic damage. When the spell ends, the hands withdraw into the wall. ELDRITCH INVOCATIONS AND SECRETS OF ARCANA - FEATS & FEATURES Intrepid. (1/SR) Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest. Resident Expert. You have a reputation for painstaking detail on certain tasks and subjects. When you make a Medicine check and the d20 shows a natural result of less than 10, you can count the d20 result as being 10. Assurance(2/LR): You can use your Medicine skill and a Healer's Satchel to stabilize a dying creature and grant it a number of hit points equal to your Medicine skill proficiency without needing to make a roll. This feature can be used a number of times equal to your proficiency bonus, and all expended uses are regained after a long rest. Scholar of the Unnatural (2/LR): You have an extensive knowledge of anatomy, both natural and twisted by arcane means. You can identify aberrations and other creatures that have been altered by magic or other forces. Additionally, you can apply this knowledge to aid in treating wounds inflicted by such creatures. When you or a creature you can see within 30 feet of you takes damage from a creature of this type, you can use your reaction to allow the creature to regain a number of hit points equal to your Intelligence modifier (minimum of 1). This feature can be used a number of times equal to your proficiency bonus, and all expended uses are regained after a long rest. Philosophic Mind. (1/LR) Your rationale shields your psyche occasionally. Once between , at the start of your turn you can suppress the effects of an enchantment spell you are under for 1 round as your logic overrides it. Diabolical Curse (1/SR) You can use a bonus action to place a curse on a creature you can see within 30 feet. The curse lasts for 1 minute, and ends early if the target dies, you die, or you become incapacitated. The curse has the following effects: - When you deal damage against the cursed creature, it takes an additional 1d4 fire damage. - Your patron siphons the cursed creature’s life force and pays you a dividend. When the cursed creature dies, you regain hit points equal to your spellcasting ability modifier + your warlock level (minimum 1). EXPLORATION Fast Learner. With their shorter life spans, humans can acquire knowledge at a higher rate than more long-lived heritages (although not all acquire the wisdom to use it). You gain in one additional of your choice. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime. SOCIAL - APPEARANCE Lugan looks younger than he actually is, easily mistaken for a man in his late twenties if not for the numerous white streaks in his hair and beard. He is well-groomed, dressing himself practically and keeping his facial hair short and sharp. His overall body build suggests a healthy and balanced lifestyle, but the heavy bags under his eyes (a recent development) clash with that image. BACKSTORY Lugan is a practiced physician, following in his parent's footsteps. He has been fortunate to receive the best education at a prestigious university, deepening his knowledge of various arts, with a focus on medicine. It is there that he first felt that pang of jealousy, when some of his professors - dwarves, gnomes, elves and other long-lived races - with lifetimes orders of magnitude longer than his, able to more thoroughly deepen their understanding of the sciences than he ever will (so he thought). Still, diligently he studied and eventually put his skills to use as a travelling medic, both out of genuine satisfaction to help a fellow in need and a sense of duty to the art of medicine. As years passed, his fame and skill rose but his satisfaction faded, as the realization of his own inevitable mortality slowly crept up. The natural end of his parent's lives (both skilled physicians in their own right) has finally pushed Lugan to - perhaps foolishly, as others did before - seek a way to extend his life beyond it's natural limit. It is then that he made contact with a curious group of scholars of the unnatural, who required his skill with the scalpel. On his end, he would have been repulsed once by the twisted samples and forbidden texts, but the hope of finding clues to his ultimate goal he pushed those feelings aside. He settled in Otari, both to isolate himself from distractions and to avoid scrutiny, and spent the last of his coin on rare and forbidden tomes in search for the answer. He found something else - a promise of power, a glimpse beyond this plane. In a rare display of recklessness he performed the foul ritual and felt his essence change - but how exactly, that was yet to be discovered. Immediately, he regretted his decision, for he never felt less sure of his future - even as forbidden power welled up within him. ALLIES & ORGANIZATIONS The secret society of eldritch anatomists. Wrin Sivinxi - supplier of oddities and a fellow scholar FOLLOWERS & STRONGHOLDS -
  3. Ability scores - roll method. Painfully average, but it fits the character. Will be taking the Eldritch Anatomist background so the end result is: Str 11 Dex 12 Con 13 +1 Int 14 Wis 13 +1 Cha 12 Ability Scores
  4. Ah, shame! Was hoping my last minute submission would make the cut. Hope you have fun! Im sure selection wasn't easy.
  5. If Butch is seeking redemption or absolution, he buried that feeling deep - only showing a glimpse of it when he reconciled with his mother. He doesn't have any plans after 'dealing' with Lamm, that would only distract him. As for his former gang... Were they in on the setup? Were they fooled? Are they even alive? Butch would love to have a word with each of them, pushing them to a confession if necessary. Before he was jailed, Butch was a brute, but an honest one - betrayal stung all the more because of it. He's currently playing solo due to trust issues, but realizes he won't take down Lamm alone - he will likely keep his guard up at the start. He would love nothing more than to return to his glory days - ride or die with the Imps, just the four of them watching each others backs. A pipe dream, or so he thinks. If ever catches the smell of bullshit from people he's supposed to rely on, he won't hesitate to speak up, aggressively. Otherwise, he's got a working brain in that dome of his, and he's not above being reasonable if everything is done above board. A little bit of social manipulation goes a long way, too.
  6. Orc, Street Urchin, Rogue (Ruffian racket) Harrow Card: The Uprising APPEARANCE Butch is built like a brick shithouse, standing over 6 feet tall. His bald head sports two ears malformed from years of beatings, together with an equally hideous nose. Small brown eyes are lodged deep into his skull. A mouthful of tusks is barely contained by his lips. His ragged clothes have seen better days, a glint of steel breastplate occasionally shining through holes in the cloth. His weapons of choice are a dagger with large guard for blocking, and a spiked ball on chain. BACKSTORY Butch was born and raised in Old Korvosa. His father was absent and his mother was sickly and full of bitterness, so the hot-headed boy was almost never home (if you could call a rotting wooden shack with one and a half beds a home). He wound up in the worst of companies, a child gang - "Cheliax Imps". Led by Sly Ruth, halfling girl with a hair full of flame and head full of schemes, they gang would steal, bully and extort their way through life. Butch, now the 'Bully' of the group, was acting as the muscle. Big Thimble, gnome of unusually small stature, was a crackshot with the sling and had a way around (almost) every lock. Lastly, Cassie was an easy- going human girl who could run her mouth without stopping for hours, leaving adults stupefied and distracted. The rough life in the streets had him pick up a lot of useful skills here and there. He was seventeen when Ruth came up with the most brilliant of her schemes yet, getting in touch with one Gaedren Lamm, a legendary figure. Finally, a chance to score big! One job after the other, Butch was living the high life of crime and loving every moment, growing more careless. Few jobs later, another job from Gaedren Lamm comes along. But this time, Butch was not the enforcer - he was the fall guy. Blindsided by the betrayal, Butch spends the next five years in city jail with a lot of time to think. First thing he does with his newfound freedom? Finds out his ma, fixes up her derelict shack and sets her up for the nearest future. Then, after doing a few odd jobs here and there, he decides to use his brain, perhaps for the first time in life, and starts plotting to take down Gaedren Lamm. EDICTS Play dirty. Honor is for pretentious idiots who never had to fight for a piece of bread. Use all you got at your disposal. Own up to fuck-ups. So you screwed up. That's fine! Not the first time, not the last. Be a man and take responsibility, for once. Use your brawn AND your brain. Any midwit can get big and scary. You are built different - there is something special in that big skull of yours. Use it! ANATHEMAS Bully kids. Seriously? You're better than that. Remember your roots. Play along. Something's wrong? Say it. Or you might end up in jail again, played like the fool you are. Rat a guy out. The law is not your friend. Got a problem? Solve it yourself.
  7. Which one of the rolls is Recall Knowledge? DC is 16 so if it is the second one you pass.
  8. I rolled a 15 to hit which I'm guessing is not enough to hit, so I use hero point to reroll... Aaand that's a one.
  9. The situation rapidly became scary. The brave little kobold knew, though, that allies had his back. So he went for a whack. First he courageously put the barrel lid between himself and the enemies, then jumped in the air to deliver an overhead BONK. His mace-style shovelpick, coated in a bubble of saltwater, drizzled over the angry doll. 1 action Raise Shield 2 action Spellstrike (Briny Bolt) Spellstrike Hero Point reroll:1d20+7 Spellstrike(Briny Bolt)
  10. Is it more difficult to hit the doll because it's riding the horsey? Or it doesn't matter? I was going to ask a follow up question but realized I picked Briny Bolt instead of Hydraulic Push. Still for the sake of learning, how would pushing a creature on a mount, or pushing the mount itself , work? Oh yeah, do we start with a hero point? I'm gonna cook up a big Spellstrike.
  11. "OW, owowow! Big hurty!" Drizzle yelps. Though, judging by his readiness to strike back, he mostly puts on a show. 19 to save! Take 5 damage (10/15) Fort
  12. "Ack! I don't like it here anymore!" Drizzle shudders, wondering how to handle the scary doll. Shoveling, picking, macing? Truly, a dilemma. Drizzle will start in the second row, third column of the yellow rectangle (starting from the top left). 1st action: Recall Knowledge 2nd action: Stride 2 squares right 3rd action: Raise Shield Recall knowledge (Arcana or Occultism)
  13. Drizzle's confidence shatters - he yelps and puts his shield over his head. "T-t-these were t-t-toys?! Oh no, we angered the baby voice!" He shuffled around, unsure which direction to face (with his shield). Perception
  14. After the spellstrike, I dare say dog 2 is definitely dead!
  15. Drizzle looks between the dogs, seemingly distracted by others... Swallowing his fear, he decides not to employ his shield this time, positioning himself better for a grand walloping, his mace-shovel-pick catching fire as it slices the air. Step to flank Dog 2 with Ruth Spellstrike (Ignition) Spellstrike Damage (Bludgeoning+Fire+Force)
  16. Sure, I'll drop a link to Pathbuilder and fill out the application with all the stuff. Counting up the deity, cause and personal edicts and anathema, that will be a lot :D
  17. Hey all, I'd like to submit my application Would it be fine if the character's mechanical details are shared via a link to Pathbuilder? It would make applying a lot easier. The basic idea is a dwarf farmhand from the outskirts of town who is looking for her brother, armed with nothing but a stick and a prayer. Cleric with a champion Dedication and focused on Charisma and channeling energy. Intend to go for the Redeemer champion, so the character will be mostly pacifist.
  18. "Ooh! I have something for that!" Drizzle wags his tail excitedly. Gathering leftover power from his Spellstrike, he pours it into his shield for extra durability. Then, with a flick of his wrist, the shovel turns into a mace and delivers a wallop! Drizzle valiantly hides behind his shield with dazzling speed. 1. Enter Arcane Cascade 2. Interact to switch damage type of Tricky Pick (bludgeoning) 3. Shielding Strike (Strike + Raise Shield 19 AC + recharge Spellstrike) 18 to hit doggo 1 for 10 bludgeoning + 1 force Shielding StrikeDamage, bludgeoning
  19. Rules question: Arcane Cascade has a requirement: "You used your most recent action to Cast a Spell or make a Spellstrike." Does it count if I made a Spellstrike as my last action the turn before? By the way, Drizzle should have 19 AC due to raised shield. I'll try to communicate this better next time. Unless I'm flatfooted that should mean the dog misses.
  20. "EEP! Bad dog!" Drizzle cries out from behind his shield, whipping the dog back with his shovel-pick-mace, shovel style. Shield Block reaction to reduce damage taken to 0 Raise Shield, Spellstrike (Gouging Claw) Spellstrike
  21. So I didn't state it explicitly but Drizzle is going around with his shield raised, if I recall correctly you can have your shield raised before combat as an exploration activity?
  22. Drizzle's eyes lit up at the assortment of random treasure! He stuffs the backpack full of goodies and slings it over his shoulder, but gives others a chance to pick out what they fancy. "Loot, loot, looty looty loot..." He whistles a merry tune. When they finally set out to challenge the dogs, he strides in valiantly! Shield first, of course. Perception
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