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Guardian Angel Haruki

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  1. Yuu Chiba & Grim The Night Before Yuu and Grim were surprised to see the Cheshire Cat appear when the Cheshire Cat appeared all of a sudden eating a tart, especially so when he mentioned that someone became a blight after following his ideas. Apparently this person can put an end to this rewrite! There was no time to think over the identity of this person the Cat was talking about. It soon came time to talk strategy when it came to the Blight. It was decided that they were going to fly over and drop down to the root, in order to get at Blight. She nodded in agreement with the idea after Cater chimed that it was a great idea. It felt like old times of Twisted Wonderland once again. They then talked about keeping this discussion quiet, including about Blackjack, and what everyone was to say when asked. After it was all decided, and Riddle dismissed the meeting, Yuu thanked the group sincerely, "Thank you, Your Highness, Everyone," Yuu led the way out and met up with Prospero to hear what he had to say. Her suspicions about the Cheshire Cat's words were confirmed: The friends she just met here are the Denizens of Wonderland, not the friends they came to save. Upon hearing Prospero's thoughts about the dreams her other friends had here, Yuu and Grim were visibly a little more irate. Of course their friends at Night Raven College would resist! They wouldn't just roll over. Still, for the Phantom Blot to try and change a world to the point it affected other dimensions...Yuu is more resolved to stop him than before. The both of them were surprised to hear that the Anti-Magic field wasn't Riddle's own magic, per se, but instead came from an artifact called 'Queen's Gambit'. When they heard that they had permissions, they felt that constricting weight lift off of them. Grim cheered, "Yahoo! We can use magic again! This feels great!" Yuu simply gave a sigh of relief. All of the talks and all of the courtly procedures worked! They had their magic, and they now have their next step: Facing the Blight! Still, she couldn't help but wonder... The King's tone when he talked about his son. That was still odd. If Riddle is truly the son of the King and Queen, then why would the King talk as if he wasn't? There was also the identity of the person in the Blight. Could it be someone from Twisted Wonderland? Regardless, Yuu speaks to Grim, "We've got some studying to do, Grim. I have a feeling some spells are going to be of more use than others," Yuu whines at the prospect of studying at first before he perks up and asks, "Ah! Can we learn that super duper powerful Fireball spell?!" Yuu shook her head. Unfortunately, they didn't have the funds to learn that spell from the Friends, and she didn't trust Grim with that spell... After Gosalyn gave her favorite catchphrase, and tried to encourage others to join in, Grim started, "Why would we say that-? " "Let's get dangerous!" Yuu joined in, without a single beat and with a smile. Grim balked, "You actually said that..." "Yeah, because moments like these are to be treasured," Yuu answered Grim, reminding him of her reasoning and their experiences. Those words effectively silenced the fiery cat. Goodbyes are inevitable. She resolved to live to the utmost; To keep striving and improving. And she was going to save her friends no matter what! The Day of the Battle Yuu and Grim stood on the boat. Yuu had her own mage armor donned, and the both of them had studied to prepare Burning Hands. Yuu nodded in response to Riddle's words about how Riddle and she would be leading their respective teams. She and Grim were silent as Blackjack questioned Riddle's orders. Neither of them expected to see the Blight grow into a tree! She listens as Lilly and Riddle discuss capabilities and who can do what. They already covered her team, and mentioned that Riddle, Ace, Deuce, Cater, and Trey don't have fire magic. She also grows concerned when she hears about Ace's condition: How he was getting tired. It becomes clear that the blight very well may be Ace Trappola himself. Possibly, her friend from Twisted Wonderland... Prospero calls out the All Hands to Battle Stations, and Yuu immediately acts. She calls out, "Aim for the closest tendrils first, before firing at the distant tendrils! Let's clear a path for the ship! Grim, Fire Away!" "You got it, Minion!" Grim answers before he breathes a bolt of fire at the closest tendril. Out of Character Casting Fire Bolt! Yuu's Statblock [b][url=http://www.myth-weavers.com/sheet.html#id=2680336]Yuu Chiba[/url][/b] [I]Variant Human Wizard (War) 6 [/i] [b]AC[/b] 16 [b]HP[/b] 32/32 [b]Speed[/b] 30ft [b]Str[/b] 8 (-1) [b]Dex[/b] 16 (3) [b]Con[/b] 12 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 18 (4) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Dagger[/b] +6 1d4+3 [b][/b] [b][/b] [b][/b] [b][/b] +2 DEX +1 INT +1 WIS Darkvision: 60 feet Level 1 Feat: Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Deflection: At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn. Tactical Wit: Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. 4th Level ASI: +2 INT 4th Level Feat: Eldritch Adept Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. Eldritch Invocation: Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components. Power Surge: Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Enduring Spellbook: This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. Grim's Statblock [img2=300]https://rei.animecharactersdatabase.com/uploads/chars/68195-1029654253.png[/img2][/FLOATLEFT]Armor Class 12 Hit Points 2 (1d4) Speed 40 ft., climb 30 ft. STR 3 (-4) DEX 15 (+2) CON 10 (+0) INT 3 (-4) WIS 12 (+1) CHA 7 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Challenge 0 (10 XP) Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.
  2. I will most likely have the next post up on Thursday. Again, I'm sorry for the wait. X_X
  3. Thank you for pinging me! I'll try and get a post up ASAP.
  4. Thank you! Thankfully, Yuu and Grim already have Fire Bolt, and they now switched one of the prepared spells from Tasha's Mind Whip to Burning Hands. I'll try and get a post up as soon as possible.
  5. Thank you! Sorry for the wait and it's a short post, but Yuu and Grim are definitely focused on helping the Heartslabyul guys and getting through to them. I'm also trying not to go on long tangents again with planning. 😅
  6. Yuu Chiba & Grim Grim does quiet down from laughing at Ace when Peter asks Emma questions, which led to the group mentioning an incident that took place. Deuce! Yuu found herself smiling fondly briefly at Deuce and his expected straightforward nature. The look did change to a more serious one when he admitted to Riddle a secret everyone had been hiding from him: The incident where the Queen of Hearts had beheaded everyone in sight with a sword, and was stopped by the King. Upon hearing that nobody remembered, and if they did, they weren't supposed to speak of it, and the fact that Ace's presence was missing... Not only did this explain the Queen of Hearts' current condition, but an idea of what happened then began to piece itself together in Yuu's and Grim's mind. Now we're getting somewhere! Yuu comments thoughtfully, "What if there wasn't a reason? That is, a reason on Her Majesty's part?" She looks to all of them, and she asks, "How long has Blackjack been around and in a position of power? And does the Queen of Hearts have any sort of protection from anything like...mindjacking?" She also looks to Ace and Riddle, and she speaks to Riddle, "Ace may have been a rulebreaker at school, but I know he'd never leave you in danger, Your Highness. If he noticed something, he would have done or said something," Grim adds, "That's right! Not ta mention! The fact that Ace doesn't remember, and nobody else, remembers what happened to him at that time...doesn't that make things more suspicious?" Out of Character ..... Yuu's Statblock [b][url=http://www.myth-weavers.com/sheet.html#id=2680336]Yuu Chiba[/url][/b] [I]Variant Human Wizard (War) 6 [/i] [b]AC[/b] 16 [b]HP[/b] 32/32 [b]Speed[/b] 30ft [b]Str[/b] 8 (-1) [b]Dex[/b] 16 (3) [b]Con[/b] 12 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 18 (4) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Dagger[/b] +6 1d4+3 [b][/b] [b][/b] [b][/b] [b][/b] +2 DEX +1 INT +1 WIS Darkvision: 60 feet Level 1 Feat: Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Deflection: At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn. Tactical Wit: Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. 4th Level ASI: +2 INT 4th Level Feat: Eldritch Adept Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. Eldritch Invocation: Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components. Power Surge: Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Enduring Spellbook: This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. Grim's Statblock [img2=300]https://rei.animecharactersdatabase.com/uploads/chars/68195-1029654253.png[/img2][/FLOATLEFT]Armor Class 12 Hit Points 2 (1d4) Speed 40 ft., climb 30 ft. STR 3 (-4) DEX 15 (+2) CON 10 (+0) INT 3 (-4) WIS 12 (+1) CHA 7 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Challenge 0 (10 XP) Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.
  7. Sorry for the wait on my end. I’ll try and get a post up today. Had a few hectic weeks. ^^” Got a bit of inspiration from The Villain’s Lair update and Twisted Wonderland updates.
  8. Happy Birthday ! Grim: *hands over a can of tuna with a ribbon on it*
  9. Yes, RL has picked up on my end quite a bit. I apologize for the wait. I'll move the game along ASAP.
  10. Would it be okay to say that Syljyre is already in the swamp area? I don't think it would be right for me to just say Syljyre was in the tavern the entire time now. -_-" Plus, I still need to write up Syljyre's Character Relations. DX
  11. Sorry RL had my attention. I'll try and get a post up today.
  12. Understood. ^_^ I'll get Dirla's response up as soon as possible. And there is a bit more to the Lost Property section. Muahahaha...
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