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Posts posted by Hammerfist
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AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5
Faith sighed in frustration as her eloquent words were wasted upon inanimate objects unable or unwilling to reason. Shaking her head, the Tiefling moved to draw her longsword when suddenly the priest stepped in the way. Surely he did not find her lacking or unable to defend herself and the others?
And then, suddenly, faith understood as he blessing washed over the party.
The Tiefling looked at one of the statues and decided that melee could come later, but for now, she needed to hit this enemy with a blast of energy that came as a blessing or curse from her Infernal heritage! A blue, frosty ray shot from her right hand at the statue on the left!
Mechanics
Main Hand: Longsword
Off Hand: Shield
Action: Ray of Frost on Left Statue.
Bonus Action:Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.Character Sheet
Faith - Tiefling Paladin 1
STATS
Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)Passive Perception12 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature Ship's PassageWhen you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
WEAPONS
Longsword +5 attack, 1d8+3 slashing damage
Javelin (range 30/120) +6 attack, 1d6+3 piercing
Ray of Frost (Range 60) +5 attack, 1d8 cold damage
PROFICIENCIES
Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields
FEATS
RACIAL FEATURES
- Size. Tieflings are about the same size and build as humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Hellish Resistance. You have resistance to fire damage.
- Languages. You can speak, read, and write Common and Infernal.
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Source: Mordenkainen's Tome of Foes
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
- Ability Score Increase. Your Constitution score increases by 1.
- Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
CLASS FEATURES
Divine Sense
Lay on Hands
Fighting Style: none yetEquipment
General Inventory
Chainmail 45#
Longsword 6#Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#Scrolls
Coin Purse
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 240 lbs. (15 x 16 STR)
Current Weight: 106 (unencumbered)
Spells
Spell Attack: +5
Spell DC: 13Cantrips
Ray of FrostEvocation cantrip
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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Jack - Half Orc Paladin 1
AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5
Post goes here.
"Speech"
thoughts in color and italics
Mechanics
Main Hand: Greataxe
Off Hand:
Action: Greataxe
Bonus Action:Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.Character Sheet
Faith - Half Orc Paladin 1
STATS
Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail)Passive Perception 10 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elf, Orc
Background Guild Artisan Feature Guild Membership
WEAPONS
Greataxe +5 attack, 1d12+3 slashing damage
Javelin (range 30/120) +6 attack, 1d6+3 piercing
PROFICIENCIES
Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields
FEATS
RACIAL FEATURES
- Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Menacing. You gain proficiency in the Intimidation skill.
- Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
- Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
CLASS FEATURES
Divine Sense
Lay on Hands
Fighting Style: none yetEquipment
General Inventory
Chainmail 45#
Greataxe 6#Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#Scrolls
Coin Purse
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 240 lbs. (15 x 16 STR)
Current Weight: 106 (unencumbered)
Spells
Spell Attack: +5
Spell DC: 13Cantrips
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Jack, Half Orc PaladinGender: Male
Race: Half Orc
Alignment: Neutral Good
Class: Paladin
Background: Guild Artisan
Passive Perception/Investigation:Passive Insight:HP: 12/12
Hit Dice: 1d10+2
AC: 16
Initiative: +0
Size: Medium
Speed: 30 feet
Background
PHB: Guild Artisan
Personality Traits:
I love to be needed and to help others. The Gods made me strong so that I can protect the weak
Ideal:
Violence is best avoided, but when it comes, it must be done swiftly and harshly
Bond:
Jack is great friends with the Larson family.Flaw:
Jack is often confused about the mysteries in his life, and sometimes he remains terribly afraid of...himself. How did he just 'know' how to kill those brigands? Why can't he seem to remember his childhood?
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Varta Rockgrinder: Rune Knight 5
AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1
Varta shook her head and laughed in her raspy voice.
"Where is a Tiefling when you need him? I sure as Hells can't read what it says, but I'm sure it's important."
Varta carefully made her way inside and looked around. Assuming that no one saw anything, she carefully made her way through and went to the next wooden door to listen. If she heard nothing, she opened it to progress further; if she did, then the Goliath stopped to wait for the others.
Mechanics
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AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5
Faith was taken aback by the loud display from the soldiers and the strange mouths on their shields. How...curious. And utterly bizarre! What on earth was their problem and motivation?
"Now, good sirs, really? Must you block the way north? Surely we can discuss this in a more civilized fashion. Could you allow us to pass by? We aren't the average groups of adventurers and we mean no harm to anyone here. Why, we might even be able to do some good for you."
Mechanics
Main Hand: Longsword
Off Hand: Shield
Action: Longsword
Bonus Action:Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.Character Sheet
Faith - Tiefling Paladin 1
STATS
Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)Passive Perception12 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature Ship's PassageWhen you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
WEAPONS
Longsword +5 attack, 1d8+3 slashing damage
Javelin (range 30/120) +6 attack, 1d6+3 piercing
Ray of Frost (Range 60) +5 attack, 1d8 cold damage
PROFICIENCIES
Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields
FEATS
RACIAL FEATURES
- Size. Tieflings are about the same size and build as humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Hellish Resistance. You have resistance to fire damage.
- Languages. You can speak, read, and write Common and Infernal.
-
Source: Mordenkainen's Tome of Foes
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
- Ability Score Increase. Your Constitution score increases by 1.
- Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
CLASS FEATURES
Divine Sense
Lay on Hands
Fighting Style: none yetEquipment
General Inventory
Chainmail 45#
Longsword 6#Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#Scrolls
Coin Purse
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 240 lbs. (15 x 16 STR)
Current Weight: 106 (unencumbered)
Spells
Spell Attack: +5
Spell DC: 13Cantrips
Ray of FrostEvocation cantrip
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5
Faith nodded along with the Dragonborn. "Yes, let us all plan to stick together and keep ourselves alive."
Assuming that her Kenku scout ally found nothing remarkable, the Tiefling headed north, shield ready but sword still in its sheath, looking around for anything that might jump out at surprise the party.
Mechanics
Main Hand: Longsword
Off Hand: Shield
Action: Longsword
Bonus Action:Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.Character Sheet
Faith - Tiefling Paladin 1
STATS
Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)Passive Perception 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature Ship's PassageWhen you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
WEAPONS
Longsword +5 attack, 1d8+3 slashing damage
Javelin (range 30/120) +6 attack, 1d6+3 piercing
Ray of Frost (Range 60) +5 attack, 1d8 cold damage
PROFICIENCIES
Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields
FEATS
RACIAL FEATURES
- Size. Tieflings are about the same size and build as humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Hellish Resistance. You have resistance to fire damage.
- Languages. You can speak, read, and write Common and Infernal.
-
Source: Mordenkainen's Tome of Foes
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
- Ability Score Increase. Your Constitution score increases by 1.
- Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
CLASS FEATURES
Divine Sense
Lay on Hands
Fighting Style: none yetEquipment
General Inventory
Chainmail 45#
Longsword 6#Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#Scrolls
Coin Purse
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 240 lbs. (15 x 16 STR)
Current Weight: 106 (unencumbered)
Spells
Spell Attack: +5
Spell DC: 13Cantrips
Ray of FrostEvocation cantrip
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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Varta Rockgrinder: Rune Knight 5
AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception16: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1
Varta shrugged her shoulders and walked into the room. She stopped to take a quick look at the corpses to see if they had any items of interest, but didn't expect to find much.
If there was nothing to see, Varta moved to the next door and listened to it. If she heard nothing dangerous, she opened the door.
Mechanics
Search the bodies, then listen at the door. If nothing is there, you can assume Varta opens the wooden door.
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AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5
Faith made pleasant conversation on the journey to the cavern, with each of her words seemingly chosen well, as if someone had once trained her in the proper art of etiquette some time ago. That said, she seemed sweet enough, and she got along well with anyone who chose to converse with her, with the occasional smile and laugh coming from her exotic countenance.
Faith stood at the mouth of the cave and peered in, using her eyesight to pick up on any details that others might miss. Still, it wasn't easy to notice anything without a source of light nearby.
"Does anyone perchance have a torch or a light source? My hands are full or I'd offer to carry it, given the noise I make."
Looking over at the Kenku, Faith politely asked, "Master Quell, correct? Would you be able to search this area for traps and snares to ensure our safety?"
Mechanics
Main Hand: Longsword
Off Hand: Shield
Action: Longsword
Bonus Action:Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.Character Sheet
Faith - Tiefling Paladin 1
STATS
Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)Passive Perception 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature Ship's PassageWhen you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
WEAPONS
Longsword +5 attack, 1d8+3 slashing damage
Javelin (range 30/120) +6 attack, 1d6+3 piercing
Ray of Frost (Range 60) +5 attack, 1d8 cold damage
PROFICIENCIES
Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields
FEATS
RACIAL FEATURES
- Size. Tieflings are about the same size and build as humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Hellish Resistance. You have resistance to fire damage.
- Languages. You can speak, read, and write Common and Infernal.
-
Source: Mordenkainen's Tome of Foes
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
- Ability Score Increase. Your Constitution score increases by 1.
- Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
CLASS FEATURES
Divine Sense
Lay on Hands
Fighting Style: none yetEquipment
General Inventory
Chainmail 45#
Longsword 6#Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#Scrolls
Coin Purse
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 240 lbs. (15 x 16 STR)
Current Weight: 106 (unencumbered)
Spells
Spell Attack: +5
Spell DC: 13Cantrips
Ray of FrostEvocation cantrip
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
-
AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5
A young Tiefling woman entered the room, clad in heavy chainmail and shield. Her long, ivory hair cascaded down her back as she removed her helmet and took a look around the room. Even the armor she wore could not entirely hide a lovely figure, and her white hair added to an exotic appeal. Only when she blinked would an observer notice that her eyes did not match. One was blue, and the other was green, with some sort of brand in an unknown language covering the eye. If nothing else, the young lady was mysterious looking, attractive to some, and an omen of doom to others.
She made her way over to the table of adventurers gathered around a map and extended a gauntleted hand. "Good day, adventurers. I can see that some of you are more seasoned than most in this locality. I am...that is to say, my name is Faith. I have recently graduated from my Order, though I have yet to take its vows. But I have been permitted to see the world and test what it has to offer. If your party finds itself in need of a protector, I would be happy to offer my services as a knight. I daresay that I will learn nothing from the more mundane residents anyway."
Mechanics
Main Hand: Longsword
Off Hand: Shield
Action: Longsword
Bonus Action:Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.Character Sheet
Faith - Tiefling Paladin 1
STATS
Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)Passive Perception 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature Ship's PassageWhen you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
WEAPONS
Longsword +5 attack, 1d8+3 slashing damage
Javelin (range 30/120) +6 attack, 1d6+3 piercing
Ray of Frost (Range 60) +5 attack, 1d8 cold damage
PROFICIENCIES
Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields
FEATS
RACIAL FEATURES
- Size. Tieflings are about the same size and build as humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Hellish Resistance. You have resistance to fire damage.
- Languages. You can speak, read, and write Common and Infernal.
-
Source: Mordenkainen's Tome of Foes
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
- Ability Score Increase. Your Constitution score increases by 1.
- Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
CLASS FEATURES
Divine Sense
Lay on Hands
Fighting Style: none yetEquipment
General Inventory
Chainmail 45#
Longsword 6#Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#Scrolls
Coin Purse
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 240 lbs. (15 x 16 STR)
Current Weight: 106 (unencumbered)
Spells
Spell Attack: +5
Spell DC: 13Cantrips
Ray of FrostEvocation cantrip
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
-
Varta Rockgrinder: Rune Knight 5
AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1
Varta wrinkled up her nose and shook her head, commenting again in her signature raspy voice.
"Bloody hells, I've smelled better in the Goliath Olympics! These foul creatures don't take baths and probably haven't in their entire cursed lives!"
Mechanics
-
Specter gulped and tried to dodge.
-
Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter felt strange at first as the connection between him and Murdain was made. But after a bit, he smiled, because it was actually pretty cool.
"Hey man, sorry about tonight. Ill be back at your place, but I want to see what's going on in the inn. Awesome trick, by the way."
"Echo.....echooooo."
It was all fun and games until he turned and saw the very strange man appear. This was...wow. Specter had seen some strange things in his day, but he hadn't exactly seen anything like this. And the idea of a crazy man covered in blood with a jaguar skull for a hat...well, let's just say that it was a rather terrifying experience.
"Oh @#$&, Murdain, get out here now! Bring the cavalry! Weird guy has appeared. Bring the others!"
Never at a loss for words, at least not for long, Specter turned around and gave the...terrifying jaguar man what he hoped was a winning, toothy smile. "Good evening, sir. My name is Specter. Who...might you be? Nice night for a walk, don't you think? If you'd be so kind, would you be able to confirm if you are of the living or unliving sort? I tend to see both man and phantasm in my line of work, and it just helps me to keep things nice and sorted."
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Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter decides to follow Ved to the inn after realizing Aaliyah and, perhaps, Souris, has gone with him...
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Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter chuckled.
"Well done, Lassie. Well done. You managed to stun my cold, black heart. A feat not easily done! Is it the first time you've watered a garden with a beating heart? I must say that I don't recommend such methods of fertilization on leeks. Tends to spoil them. Though it does WONDERS on sweet potatoes!"
The Tiefling shrugged his shoulders and nodded to the half orc. "That said...yes. You might not know this, or even believe it, but I really am a medium. Trust me, I thought it was all goblin shite myself. I made a lot of gold pretending to be someone. Except it turns out that...I really AM a medium and I really DO have the gift. And the spirits...well, I'll just say that they weren't pleased with my old routine and they demand more respect. But that said, yes...if you want to talk to your deceased mother, Aaliyah...I can do a seance. A real one. It's up to her if she wants to chat, mind you; I can't control what the spirits tell me. But it's possible."
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Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter walked along, having a bit of fun just people watching. You learned to watch people, and quickly, too, when you looked strange, because you needed to quickly figure out who liked you, who loathed you, and who was ready to string you up. You also needed to ID your potential marks, but...well, that was a lesson Specter wasn't about to teach anyone because a good magician never gave away his tricks!
The Tiefling paused for a moment to observe the pretty little girl, his face confused as he tried to discern what her deal was. "Yes, that's a pretty lake. I hope it's a clean one. I know that I once took a bath in a lake but I got chased out by an angry mother duck who thought that I was getting too close to her little ones. Actually..."
Specter stopped, trying to figure out what it was that he wanted to say. "I keep trying to figure out what your deal is, and...honestly, Aaliyah, I've been forced to conclude that you're simply adorable and there's nothing more too it. I mean...you said hello to a field mouse, and you helped that box turtle cross the road. I'm used to people who 'seem nice' doing that as a mask, but...do you really just like the cute animals of the forest? Nothing else to it other than that?"
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Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter shrugged at the druid. He couldn't make much sense of the man, which was, perhaps, the point. Oh well; he was nice enough, but he didn't seem to like Tieflings very much. Specter had met enough of those people in the world to not take it very personally.
The Tiefling was about to risk waking up a very ugly and strong woman at the inn when he caught wind of his dwarvish traveling companion bringing up some welcome news. "You have a cottage? Wow, that is the best news I've heard in a long time! Seriously, if it's on the ground, INSIDE a building, it's good enough for me. That will save me a round of midnight torches and pitchforks, at least for a time, and I think it will be a safe spot for us to visit. I don't mean to invite myself, of course, but that's welcome news to me, man. Let's head over before it gets any later!"
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I saw it. How naughty!
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Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +4 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter laughed at the comment regarding gold.
"It does indeed make smart men less smart. That's for sure. And that's what you depend on if you want to make it in this world. I find that gold also makes it..a little bit easier to support those of us with the...psychic gifts. We find it easier to commune with the recently departed when we know where our next meal is coming from. Gold is lovely because it solves problems...and because it makes those who possess it think that it's a solution to all problems."
The Tiefling cleared his throat. "Actually, while we're on that subject, do you have any deceased relatives you wish to contact, Omnus? This is your once in a lifetime opportunity."
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21 hours ago, TheGospel said:
I don't understand; my tab lights up and I get an alert whenever someone posts. I see new posts on Baldr faster than I ever did on the old site. I don't even have to refresh an open tab if I have one because a little message will pop-up telling me about new replies. I've had this message appear even mid-post, alerting me to a ninja!
I don't get anything. Maybe I can't figure out how to set it up because I am an old 😄
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Specter is chatty; I just prefer the tags because this is my only Baldr game right now so I often miss stuff as it's more difficult for me to see which forums have new posts. I miss that overview we had before.
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Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +4 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter couldn't help himself.
"Well, I definitely see why they call you Moose, now."
He walked his way inside, seeing as how the strange fellow didn't seem to mind everyone coming in and all.
"Yes, the missing people are definitely on our mind. I assume that something just swooped in and killed them quickly, but honestly, I am at a loss as to what actually happened. Nothing really seems to make much sense and if you can help us out, we'd sure appreciate it. It doesn't like water and it doesn't like fire. That is interesting. Makes you wonder if we can set a trap for it and then bathe it in Faerie Fire."
Almost as an afterthought, Specter held up the strange staff. "Oh, hey, do you know what this staff is? We found it."
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Hey everyone, Specter is using his Inspiring Leader feat. Listen to him for 10 minutes, and you'll all get 6 Temp HP. I'd recommend that you do that before we journey, and that frankly, you allow Specter to tell you a tale at the beginning of each adventuring day.
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Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter shrugged his shoulders. Truth was, he happened to be a Tiefling in the middle of nowhere with no idea of where to go or what to do. And that didn't make life very easy, given that most people weren't very happy to see the likes of him around. He'd learned to roll with it and had developed quite a personality to deal with all sorts of uncomfortable situations, but still, it wasn't easy to know where to go or what to do. Some of these people seemed like they had some really good suggestions, though.
"Listen, folks, I'm find with following Ved somewhere, because I don't have a clue of where we should be going. However, before we do so, I wanted to introduce myself a bit. You see, in addition to being good looking, charming, and talented, I also am quite a teller of tales. And I know one story in particular about a dearly departed soul, one who used to be with us, that I think you'll have to hear before we go anywhere. You see, in my early career as a medium, I knew the widow of an old woman, married to a mighty paladin who had spent his life righting all sorts of wrongs in the forest..."
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Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5
Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing
Cantrips: Guidance (class), Minor Illusion, Vicious Mockery Memorized Spells | Spell DC: 13 | Spell Attack +5
Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
Level 2 | ▣ ▣ | Aid, Suggestion
Specter gently nodded at the others when his name was brought up, and quickly looked over the assembled group to make sure that none of them were trying to tie up and lynch the 'devil man' for 'making the forest attack us thanks to unholy visitors'. One he felt rather certain that no torches or pitchforks were being snatched up, Specter breathed a sigh of relief.
"Yes, hello folks! Specter is my name, channeling spirits is my game! Ok, that rhyme sounded better in my head, but nevertheless, I'm quite a resourceful lad, and I see that you are all talented folks yourself. I really didn't see the wolf changing into a person, for example; that's a pretty sweet trick. "
The Tiefling's black orbs seemed to open up and study the great staff that the green haired girl lifted up. "Aaliyah, is it? Would you mind letting me study that staff for a moment? I've heard stories about things like this but I never really got to hold one myself, and I must admit I'm quite curious."
BI given to Souris. @Rumrunner (lasts 10 minutes if you haven't yet used it)
Act 3: A Matter of Faith
in Game Threads
Posted
Jack - Half Orc Paladin 1
AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5
Jack was a tall, mighty, and friendly half orc, the first two of which came with the territory, though the last bit made him stand out more than most of his kind. He still LOOKED scary; at nearly seven feet tall, full of muscle, with sawdust on his boots and pine sap seemingly a part of his fingertips, Jack was surely a man of the forest. His mighty axe looked well used, though more in felling trees than living things. Still, its sheer size and sharpness made it clear that only a fool would desire to be on its opposite side.
But it was his eyes...those dark, brown pools, that looked as kind as a friendly grandfather or a well meaning teacher. They seemed far out of line with the hars, violent, or insecure expressions found on most of his kind.
"I am so happy that you saw willing to take a chance on me, ladies and gentleman. I used to be a lumberjack for a kind family not far from here. I kept them safe from intruders, and also took care of the children when they were away. Normally, they found me quite a tall mountain to climb," Jack said with a laugh. "But in any case, I assure you that I know how to fight when it is absolutely needed. I will not shy away from it. So what exactly is your plan? Zerrick and Slither seem so smart; I'm sure whatever they come up with will be worth it."
Jack politely did not stare, ogle, or make a crude comment, but he clearly seemed to think that Alexandra and Joyce were rather cute. Of course, they were addressed 'My lady' as he was too polite to use anything else. To Joyce, he gave a friendly smile. "I'll yield to your expertise, milady. How do you think it best that we approach this individual? For my part, I am certainly not quiet, but I can impersonate a rather surly, frightening fellow if need be. A reminder, I think, of some acting courses we took."
Mechanics
Main Hand: Greataxe
Off Hand:
Action: Greataxe
Bonus Action:
Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.
Character Sheet
Jack - Half Orc Paladin 1
STATS
Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail)
Passive Perception 10 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elf, Orc
Background Guild Artisan Feature Guild Membership
WEAPONS
Greataxe +5 attack, 1d12+3 slashing damage
Javelin (range 30/120) +6 attack, 1d6+3 piercing
PROFICIENCIES
Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields
FEATS
RACIAL FEATURES
CLASS FEATURES
Divine Sense
Lay on Hands
Equipment
General Inventory
Chainmail 45#
Greataxe 6#
Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#
Scrolls
Coin Purse
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0
Encumbrance
Max Load: 240 lbs. (15 x 16 STR)
Current Weight: 106 (unencumbered)
Spells
Spell Attack: +5
Spell DC: 13
Cantrips