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Chardastes

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  1. I hope you're feeling better, ! And yeah, let's get gaming!
  2. Argus keeps alert, striding through the waste. So far the pilgrimage has been a safe affair, but out here, who can say? He spares a fleeting thought for those back home in Vanaris over whom he has watched for so long... here's hoping that no dangers have beset them in his absence! As the party nears the outpost, Argus sees Callie break into a run, and he lengthens his strides so as to not let her outpace him by too much. He is as anxious as any for a respite from the wind, a chance to brush the grit out of his armor's joints, but stays on guard. Always vigilant! Statblock [b][url=https://test.myth-weavers.com/sheets/?id=2788524]Argus the Sentinel[/url][/b] [i]Human Fighter 8 LG[/i] [b]AC[/b] 17 [b]HP[/b] 76 [b]Speed[/b] 30ft [b]Str[/b] 18 (4) [b]Dex[/b] 9 (-1) [b]Con[/b] 16 (3) [b]Wis[/b] 14 (2) [b]Int[/b] 12 (1) [b]Cha[/b] 12 (1) [b]Attacks[/b] [b]Glaive +1 (slashing, heavy, reach. 2-hand)[/b] +8 1d10+1 [b]Handaxe (slashing, light, thrown 20/60)[/b] +7 1d6 [b]Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400)[/b] +2 1d10 [b]Net (special, thrown 5/15)[/b] +3 - [b][/b] Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics). Human Fighter 8 LG AC 17 HP 76 Speed 30ft Str 18 (4) Dex 9 (-1) Con 16 (3) Wis 14 (2) Int 12 (1) Cha 12 (1) Attacks Glaive +1 (slashing, heavy, reach. 2-hand) +8 1d10+1 Handaxe (slashing, light, thrown 20/60) +7 1d6 Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400) +2 1d10 Net (special, thrown 5/15) +3 - Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics).
  3. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal, Bladesong Potential Reactions: Shield spell "Good idea, Menelaus!" Lexandra replies, then sprints after the bard. Her movements are fluid, turning into the start of her dancing Bladesong as she catches up to him near the remaining undead. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  4. OK, I've added writing materials, casting bones, and a tarot deck and subtracted 10 gp... if you think they should cost more, let me know. Otherwise, I think Ognena's finished unless you have other feedback. Thanks!
  5. Chaotic Human Magic-User 3 HP: 6 AC: 9 Spells available: Light*, Light*, Phantasmal Force Ognena said, "Something like this." Then she thought, thoughts like these.
  6. The badlands. Argus has traveled more than many, but this is a sight he's never before seen. He keeps a careful eye out, unsure of what dangers it might offer. "The years pile up and grow indistinct... it gets harder and harder to tell whether something occurred a few months ago or a few decades back," Argus muses aloud. "Does anyone recall how long it is since Merridy was assigned to the outpost here? And after this pilgrimage... is there sense in leaving anyone behind here? Or should we plan to bring her back home with us?" Statblock [b][url=https://test.myth-weavers.com/sheets/?id=2788524]Argus the Sentinel[/url][/b] [i]Human Fighter 8 LG[/i] [b]AC[/b] 17 [b]HP[/b] 76 [b]Speed[/b] 30ft [b]Str[/b] 18 (4) [b]Dex[/b] 9 (-1) [b]Con[/b] 16 (3) [b]Wis[/b] 14 (2) [b]Int[/b] 12 (1) [b]Cha[/b] 12 (1) [b]Attacks[/b] [b]Glaive +1 (slashing, heavy, reach. 2-hand)[/b] +8 1d10+1 [b]Handaxe (slashing, light, thrown 20/60)[/b] +7 1d6 [b]Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400)[/b] +2 1d10 [b]Net (special, thrown 5/15)[/b] +3 - [b][/b] Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics). Human Fighter 8 LG AC 17 HP 76 Speed 30ft Str 18 (4) Dex 9 (-1) Con 16 (3) Wis 14 (2) Int 12 (1) Cha 12 (1) Attacks Glaive +1 (slashing, heavy, reach. 2-hand) +8 1d10+1 Handaxe (slashing, light, thrown 20/60) +7 1d6 Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400) +2 1d10 Net (special, thrown 5/15) +3 - Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics).
  7. I like the idea of having a ship to facilitate exploring the coast and to serve as a base. Ognena's preference would be to see if there's a merchant who wants to pay us to establish trade. But she's also willing to chip in at least 1k gold if we pay our own way... and the shipwreck idea isn't a dealbreaker if that's the majority vote.
  8. To the best of my recollection, the Blue Book's rule is that each weapon has a specific assigned damage roll. I've only seen that "all weapons do 1d6 damage" in one of the open-source reboots (although it may well come from some older D&D or AD&D edition).
  9. Perfect, thank you! And I think a Ring of Fire Resistance, if that's ok. And can she buy some sort of fortune-telling tools? A tarot deck or casting sticks, maybe? Along with the writing materials. And I've updated the character sheet with description and details. Any issues/questions/suggestions? Thank you!
  10. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal Potential Reactions: Shield spell "These ghouls must be destroyed if refugees are ever to be safe here!" Lexandra calls out. She brandishes her scimitar like a lightning bolt, invoking her Booming Blade cantrip, and slashes at the ghoul who just tried scratching Rina. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  11. Ok, I'll look through magic items later today, or tomorrow at the latest. And I'd prefer you assign a magic item, too. Thanks!
  12. Thanks! I listed 5 spells, which is the default for a lv 3 magic-user. Are you saying I get either get to pick 5 more or my pick of a magic item? Are you going with standard BECMI spell memorization rules? If so, I'll probably pick the magic items.
  13. I believe the crunchy parts are finished, unless you'd like to see changes. I'll work on personality, description, background, etc. tomorrow. I listed incense in her equipment if that's ok. Also, can she have writing materials? What type is available and how much would they cost?
  14. Nah. The numbers don't mean all that much in BECMI, and one of the joys of the game is playing characters who are normal or even below average in some areas... not everyone needs to be a superhero! Yep, I'm in and putting together a Magic-user :)
  15. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal Potential Reactions: Shield spell "Thank you, Menelaus!" Lexandra says in a low voice. The magical light illuminates far more, but she keeps the lit handle in her left hand anyway, as her attention turns to the ghouls snarling at the door. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  16. Hi everyone! I read through X1 thirty-some years ago, but I don't much remember it and I've never had the chance to play through it, so I'm excited! Gonna roll stats for Nostalgia's sake! For starting XP... is that 8,000 xp + xp bonus from prime requisite (or minus xp penalty)? Or just a flat 8k for everyone?
  17. "Two colorful and sparkly scarves then, ready for pickup when we return in a few days, if you please." Argus pays in advance and thanks Hester, both for the work she's about to do and for her family's hospitality. ~~~ "It is a pleasure meeting you, Jacoby. A story, eh? Let me think a moment..." Argus ponders a few moments, truth to tell, then begins. "A few days walk from here, on east of Arbormast, in the densest woods of the highlands dwell the abominable ape-men of the mountains. Or so the gnomes say. Accounts vary, and many tell us they are as fearsome as they look. But according to the Lay of Widowheath, they are quite gentle, despite their beastly demeanor." The old fighter's voice goes just a bit higher, in what his companions have learned to recognize as the voice he uses when reciting from memory: Terror then seized Agatheens For ape-men came in sight Their jagged teeth, their feral miens Bristleing hides as black as night. So Agotheens turned then and fled Falling, she thought soon she’d be dead An ape-man lifted her instead She sensed then that all would be right. The ape-men returnd her to health Brought her spring water and fruits Set her free, with no heed of wealth Gave her clean clothing and boots But so fond of them she had grown That she wishèd not to go home But duty made leave them alone She hastened to Widowheath’s disputes. "Odd, isn’t it, how their reputation is so dark, but so little is really known? And the only mention in the bards’ standard repertoire are those two fleeting verses, which contradict the general perception?" Argus returns to his normal gruff speaking voice to reflect, then continues setting up his tale. "Whatever the truth, few indeed who live today can speak firsthand about the ape-men of the highlands. But I? Well, to tell the truth I am not certain." "It was around forty years ago, during the wars, and I was hastening across the highlands alone, carrying urgent dispatches to Arbormast. At one of the rocky heights, I became aware of hoofbeats, someone in pursuit, so I urged my mount to greater speed. An enemy scout? Brigands? A well-intended stranger? I had no desire to find out who followed, nor could I risk the dispatches."" "Evening approached as I rode up the slope toward Misty Pass, and the sun sank behind the tree-clad ridge before me. Unease assailed me at once, for with the shade came a sense of watchful foreboding. Something was out there, marking my movements. I could not help but think of all the whispered tales of the ape-men. I was an exposed target, and I knew it, yet all I could do was to crouch low in the saddle and urge my mount onward, up the pass. Every stride, I expected arrows out of the trees. Or perhaps some deadly cantrip." Argus may not be the most talented tale-teller, but he knows how to build suspense and bring his audience along for the ride. "I wish I could tell you that it was duty that kept me to my steed. And I did indeed keep in mind the importance of those dispatches. But at the same time, I could not think of any safer alternative. Turning back to face my pursuers would be at least as risky. Northward, the Harpy’s Mountain rose in series of ramparts too steep for a horse. South, the very trees from which the sense of menace emanated. All I could do was push forward, urge my faithful steed to greater speed." "I was almost to the summit when I saw the dark figure looming off to my right. Dark and tall, with eyes flashing. And then suddenly I rode high enough to see over Misty Pass, and the rays of the setting sun pierced my eyes, temporarily blinding me and searing that dark figure in my mind. I shook my head to try to clear it, and looked back as we cleared the pass, but there was no sign of that figure. But then, no arrows nor spells came forth from the treeline either, as the horse picked up speed heading downhill once more at last." "I made it to Arbormast before the dusk was through, and delivered the missives, so they were warned of the enemy’s advance. And never again have I seen a figure to match the one I glimpsed so briefly on Misty Pass. On reflection, I think it was very likely one of the ape-men that I saw. That, or a bugbear wearing a hat," he qualifies, a glint in his eye. Statblock [b][url=https://test.myth-weavers.com/sheets/?id=2788524]Argus the Sentinel[/url][/b] [i]Human Fighter 8 LG[/i] [b]AC[/b] 17 [b]HP[/b] 76 [b]Speed[/b] 30ft [b]Str[/b] 18 (4) [b]Dex[/b] 9 (-1) [b]Con[/b] 16 (3) [b]Wis[/b] 14 (2) [b]Int[/b] 12 (1) [b]Cha[/b] 12 (1) [b]Attacks[/b] [b]Glaive +1 (slashing, heavy, reach. 2-hand)[/b] +8 1d10+1 [b]Handaxe (slashing, light, thrown 20/60)[/b] +7 1d6 [b]Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400)[/b] +2 1d10 [b]Net (special, thrown 5/15)[/b] +3 - [b][/b] Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics). Human Fighter 8 LG AC 17 HP 76 Speed 30ft Str 18 (4) Dex 9 (-1) Con 16 (3) Wis 14 (2) Int 12 (1) Cha 12 (1) Attacks Glaive +1 (slashing, heavy, reach. 2-hand) +8 1d10+1 Handaxe (slashing, light, thrown 20/60) +7 1d6 Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400) +2 1d10 Net (special, thrown 5/15) +3 - Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics).
  18. I voted don't have time, and that's at least part of the reason. But also I'm not particularly inspired to run any specific campaign just now. If/when i get that itch, I'm a lot more likely to rearrange priorities and make time.
  19. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal Potential Reactions: Shield spell "Wait... listen..." Lexandra says in a hushed tone, slowly moving closer to the door to the west [in A4]. "Something is there," she warns the others as quietly as she can, preparing her sword within her right hand as she still holds the candle in her left. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  20. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal Potential Reactions: Shield spell "Nicely done, Menelaus and Ylsa... and yes, that smell is unpleasant indeed. We will have to see if there is a to get the air moving in here. In the meantime... kyshuf," Lexandra snaps her fingers for a bit of prestidigitation, and the gentle, clean scent of a mountain rainstorm overlays itself on the unpleasant odor all around, making it more tolerable, at least. She lights a candle, which she holds in her left hand, and moves forward. "We should probably search through this garbage-strewn room before heading upstairs," the elf suggests, starting her search at the western end where the debris is less dense. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  21. "Something that sparkles, you say? How much would you charge for such an article? And how much time is needed?" He thinks of his great niece back home, descended from generations of weavers but more interested in swordplay. And of dear old Ulanna, who so kindly baked the pilgrims fig muffins on their day of departure. Both might appreciate a sparkling souvenir from afar. Statblock [b][url=https://test.myth-weavers.com/sheets/?id=2788524]Argus the Sentinel[/url][/b] [i]Human Fighter 8 LG[/i] [b]AC[/b] 17 [b]HP[/b] 76 [b]Speed[/b] 30ft [b]Str[/b] 18 (4) [b]Dex[/b] 9 (-1) [b]Con[/b] 16 (3) [b]Wis[/b] 14 (2) [b]Int[/b] 12 (1) [b]Cha[/b] 12 (1) [b]Attacks[/b] [b]Glaive +1 (slashing, heavy, reach. 2-hand)[/b] +8 1d10+1 [b]Handaxe (slashing, light, thrown 20/60)[/b] +7 1d6 [b]Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400)[/b] +2 1d10 [b]Net (special, thrown 5/15)[/b] +3 - [b][/b] Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics). Human Fighter 8 LG AC 17 HP 76 Speed 30ft Str 18 (4) Dex 9 (-1) Con 16 (3) Wis 14 (2) Int 12 (1) Cha 12 (1) Attacks Glaive +1 (slashing, heavy, reach. 2-hand) +8 1d10+1 Handaxe (slashing, light, thrown 20/60) +7 1d6 Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400) +2 1d10 Net (special, thrown 5/15) +3 - Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics).
  22. Argus is well-pleased with the tavernkeeper's recommended host family. He is polite to all, and appropriately jealous when Edest reveals that she is happily retired. He cannot help but compare this family to his niece's back in Vanaris, his nearest living kin. She has, on a few occasions, mentioned that Argus would be welcome to move in with them, should he ever wish to. He doesn't want to be a burden. But then, it doesn't seem that Edest is a burden in the least. "I come from a family of weavers," Argus tells Hester when others are engrossed in their own conversations. "But the Weavings of Vanaris are rather notoriously mundane--I should love to see magic-enhanced weaving." She has piqued his curiosity. Statblock [b][url=https://test.myth-weavers.com/sheets/?id=2788524]Argus the Sentinel[/url][/b] [i]Human Fighter 8 LG[/i] [b]AC[/b] 17 [b]HP[/b] 76 [b]Speed[/b] 30ft [b]Str[/b] 18 (4) [b]Dex[/b] 9 (-1) [b]Con[/b] 16 (3) [b]Wis[/b] 14 (2) [b]Int[/b] 12 (1) [b]Cha[/b] 12 (1) [b]Attacks[/b] [b]Glaive +1 (slashing, heavy, reach. 2-hand)[/b] +8 1d10+1 [b]Handaxe (slashing, light, thrown 20/60)[/b] +7 1d6 [b]Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400)[/b] +2 1d10 [b]Net (special, thrown 5/15)[/b] +3 - [b][/b] Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics). Human Fighter 8 LG AC 17 HP 76 Speed 30ft Str 18 (4) Dex 9 (-1) Con 16 (3) Wis 14 (2) Int 12 (1) Cha 12 (1) Attacks Glaive +1 (slashing, heavy, reach. 2-hand) +8 1d10+1 Handaxe (slashing, light, thrown 20/60) +7 1d6 Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400) +2 1d10 Net (special, thrown 5/15) +3 - Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics).
  23. Lexandra Moonsliver Bladesinger Knight of Myth Drannor HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2 Condition: Normal Potential Reactions: Shield spell Lady Moonsliver is glad to be done with the prior adventure and to enjoy a night back at the inn, updating her spellbook and sifting through the discovered treasures. The journey to Axeholm is longer than would be ideal as an evacuation holdfast, but then if the dragon presses, the townsfolk cannot exactly complain about any safe place. She examines the portcullis: "Rusted! Did anyone bring along some oil?" She is confident that she can use her spellcraft to blink past the obstacle and gain entrance, but she holds off on making the suggestion in case a more mundane approach presents itself. After all, extraordinary magical powers should be used but sparingly. Statblock [b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence. High Elf (Moon Elf) Wizard 5 LG AC 18 HP 17 Speed 30ft Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2) Attacks Scimitar (Slashing, Finesse) +6 1d6+6 Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6 Fire Bolt (Fire, 120') +7 2d10 Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10 Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
  24. Hmm, Lexandra could use a Hat of Wizardry I suppose. Unless someone else wants :)
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