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  1. Athelia Karatch - Planetouched Wizard HP: 8/8 | AC: 12 (Mage Armour: 15) | Passive Perception/Insight: 11/13 | DM Inspiration: 1/1 | Ongoing Effects: Mage Armour Effects: Darkvision, Feather on the WindWhen you fall, you can use your reaction to slow your rate of descent and land from a height of up to 60 feet without taking falling damage; you take half damage if falling from heights higher than that. , Light on Your Feet[2/2 Long Rest] You can use a bonus action to make a leap of a distance up to 10 feet without provoking opportunity attacks . This distance increases by 5 feet each time your proficiency bonus increases. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you have finished a long rest . Additionally, when you would be knocked prone, you can use your reaction to instead move 5 feet in a direction you choose. This movement does not provoke an opportunity attack. , Roll with the Punches[1/1 Long Rest] After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest . Spell DC: 13 | Spell Attack: +5 | Cantrips: Fire Bolt, Prestidigitation, Void Maw Level 1 [▣ ▣] Mage Armour, Skeletal Hands, Burning Hands Watching the conversation, Athelia seems a little amused. The dead are dead and just material as much as the armour, but she has found that conversations like that get sticky fast "Perhaps its more important to talk about that once we're safely.. safe. Then we can worry about how we honour what dead person." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  2. Oh good catch, yeah i was just copying the table layout, not surprised Thanks!
  3. Amelia Kassicar Human Sorcerer 5 AC: 13 (16 w/Mage Armour) | HP: 32/32 | Initiative: +3 | Passive Perception: 13 | Spell Attack: +7 | Spell DC: 15 | DM Inspiration: 1/1 Abilities: [Sorcerer Points: 3/5] | Metamagic (Transmute SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. / Empower SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.) | Magical GuideanceWhen you make an ability check that fails, you can spend 1 sorcery point to reroll the d20. | Active Effects: Mage Armour Cantrips; Fire Bolt, Prestidigitation, Light, Mending, Mage Hand, Mind Sliver, Eldritch BlastTwo Bolts 120ft 1d10+3 damage each Level 1 [▣ ▣ ▣ ▢] Burning Hands, Mage Armour, Shield, Arms of Hadar, Dissonant Whispers Level 2 [▣ ▣ ▢] Scorching Ray, Shatter Level 3 [▣ ▣ ▢] Fireball, Enemies Abound, Antagonize With hands wreathed in blackish flames she focuses on the demon, with outstreatched fingers tipped in dark purple she sends forth twisting eldritch beams. Two, to strike the demon where he stands. Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Casting Spell (Eldritch Blast) Eldritch Blast Two beams, 1d10 Off-Hand: Bonus Action: Move Action: - Free Manipulation: Notes:
  4. Wounds: 0/12 Fatigue: 0 Ego Barrier: 35/35 Insanity: 2 "I personally think that NERV will always need more resources, but we'll do out best.. and thats all we can really try to do."
  5. I was out today but i'll get a post up tonight no worries.
  6. I think our best bet is to lure the dragon into somewhere narrow and/or low so he can't fly around and nuke us with his breath. I don't think we'll get out of this WITHOUT a fight - or at least, we won't get anything if we don't fight it - but in the open seems problematic...
  7. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +8 | Wis +3 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (8/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▢ ▢] Scorching Ray, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▢ ▢] Blight, Wall of Fire, Conjure Minor Elementals The dragon's appearance was shocking, but not surprising. It should surprise no one that there would be a dragon in this place, but the sudden appearance of one was both threatening and unnerving. There was really only two ways to deal with a dragon that Callista knew of, flattery, and overwhelming force. She didn't think they had the latter, at least it did not seem like the best initial plan.. She chooses the former and makes a showy bow "Oh my, the great icy death itself... We mean no disrespect in this invasion.." stalling for time seemed like the best bet.. Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Action: Zombie A HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1
  8. Athelia Karatch - Planetouched Wizard HP: 8/8 | AC: 12 (Mage Armour: 15) | Passive Perception/Insight: 11/13 | DM Inspiration: 1/1 | Ongoing Effects: Mage Armour Effects: Darkvision, Feather on the WindWhen you fall, you can use your reaction to slow your rate of descent and land from a height of up to 60 feet without taking falling damage; you take half damage if falling from heights higher than that. , Light on Your Feet[2/2 Long Rest] You can use a bonus action to make a leap of a distance up to 10 feet without provoking opportunity attacks . This distance increases by 5 feet each time your proficiency bonus increases. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you have finished a long rest . Additionally, when you would be knocked prone, you can use your reaction to instead move 5 feet in a direction you choose. This movement does not provoke an opportunity attack. , Roll with the Punches[1/1 Long Rest] After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest . Spell DC: 13 | Spell Attack: +5 | Cantrips: Fire Bolt, Prestidigitation, Void Maw Level 1 [▣ ▣] Mage Armour, Skeletal Hands, Burning Hands Pausing, she takes a moment to peer down the passage.. "I'm not sure what to make of it, unfortunately.. Acidic yes but from what?" Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  9. Athelia Karatch - Planetouched Wizard HP: 8/8 | AC: 12 (Mage Armour: 15) | Passive Perception/Insight: 11/13 | DM Inspiration: 1/1 Effects: Darkvision, Feather on the WindWhen you fall, you can use your reaction to slow your rate of descent and land from a height of up to 60 feet without taking falling damage; you take half damage if falling from heights higher than that. , Light on Your Feet[2/2 Long Rest] You can use a bonus action to make a leap of a distance up to 10 feet without provoking opportunity attacks . This distance increases by 5 feet each time your proficiency bonus increases. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you have finished a long rest . Additionally, when you would be knocked prone, you can use your reaction to instead move 5 feet in a direction you choose. This movement does not provoke an opportunity attack. , Roll with the Punches[1/1 Long Rest] After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest . Spell DC: 13 | Spell Attack: +5 | Cantrips: Fire Bolt, Prestidigitation, Void Maw Level 1 [▣ ▣] Mage Armour, Skeletal Hands, Burning Hands Athelia claps from her position of safety, slow and sarcastic but not entirely cruel "I suppose we're not going that way then.." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  10. Yhen Davasdrend Agility +1 Strength -1 Finesse +1 Instinct +0 Presence +0 Knowledge +2 Evasion: 8 | Armour: 3 | Armour Slots ☐ ☐ ☐ ☐ ☐ ☐ ☐| HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ | Hope ▣ ▣ ▣ ☐ ☐ ☐ Breastplate ArmourBreastplate Armor - Base Score: 3 (-1 AGI) Armor | GreatstaffGreatstaff - Knowledge, Very Far - d6+2 (Mag) Two-Handed Feature: Powerful (Roll one extra damage die and drop the lowest.) Primary Weapon | Glowing RingsGlowing Rings - Agility Very Close - d10+2 (Mag) Two-Handed Primary Weapon | Scholar of Magic (+2) | Wilderness Expert (+1) Domain Effects • Book of Ava[Spellcast Roll: +2] [Damage: 1d10] Power Push: Make a Spellcast Roll against a target in melee range. On a success, they are blasted back to far range and take d10 magic damage. ------------------------------ [Feature Roll: 1d6] Tava’s Armor: You may spend a Hope to give a target you can touch +1d6 to their Armor score the next time they spend an Armor Slot. You cannot stack Tava’s Armor multiple times onto a single creature. ------------------------------ [Spellcast Roll: +2] [Damage: 1d6] Ice Spikes: Make a Spellcast Roll to summon large ice spikes within very far range. You may also treat them as a ranged weapon against a target or group. On a success, they deal d6 physical damage. • Book of Tyfar[Spellcast Roll: +2] [Damage: 2d6] Wild Flame: Make a Spellcast Roll against up to three enemies very close to you. A flame erupts from your hand, dealing 2d6 magic damage to any you succeed against. ------------------------------ Magic Hand: You can reach out with a magical hand the same size and strength as your own to anywhere within far range of you. ------------------------------ Mysterious Mist: Spend a Hope to cast a temporary, thick fog that encircles a stationary area up to very close range your current location. Everyone within is hidden to anybody outside the fog. Features • PrestidigitationYou can perform harmless, subtle magical effects at will. Examples might include changing an object’s color, creating a smell, lighting a candle, floating something small, illuminating a room, repairing a small object, etc. • Strange PatternsChoose a number between 1-12. Anytime you roll that number on a Duality Die, gain a hope or clear a stress. You may change this number on any long rest. [1] School of War (Knowledge) • Gain armour slot. • Attack with Fear, deal +1d10 Daemon • FearlessWhen you roll with Fear, you can mark 2 Stress to make it a roll with Hope instead. • Dread VisageYou have advantage on rolls to intimidate other non-Daemon creatures. Loreborne • Well-ReadYou have advantage on any rolls you make that deal with the history, culture, or politics of a prominent person or place. "Curious.." she lets the others know what she has found, but sticks to going over the writing again "Its always facinating to find such ancient rites."
  11. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (8/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▢ ▢] Scorching Ray, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▢ ▢] Blight, Wall of Fire, Conjure Minor Elementals "I'd like to remind everyone that the well of magic is not infinite. It is a good idea to avoid the ogres but every time we come up against a conflict, we use up resources.." Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Action: Zombie A HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1
  12. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (8/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▢ ▢] Scorching Ray, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▢ ▢] Blight, Wall of Fire, Conjure Minor Elementals "Well, Alura.. That depends on if we want to take control of the castle, or if we want to simply destroy it.." Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Action: Zombie A HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1
  13. Athelia Karatch - Planetouched Wizard HP: 8/8 | AC: 12 (Mage Armour: 15) | Passive Perception/Insight: 11/13 | DM Inspiration: 1/1 Effects: Darkvision, Feather on the WindWhen you fall, you can use your reaction to slow your rate of descent and land from a height of up to 60 feet without taking falling damage; you take half damage if falling from heights higher than that. , Light on Your Feet[2/2 Long Rest] You can use a bonus action to make a leap of a distance up to 10 feet without provoking opportunity attacks . This distance increases by 5 feet each time your proficiency bonus increases. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you have finished a long rest . Additionally, when you would be knocked prone, you can use your reaction to instead move 5 feet in a direction you choose. This movement does not provoke an opportunity attack. , Roll with the Punches[1/1 Long Rest] After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest . Spell DC: 13 | Spell Attack: +5 | Cantrips: Fire Bolt, Prestidigitation, Void Maw Level 1 [▣ ▣] Mage Armour, Skeletal Hands, Burning Hands "I have some small experience with places like this.. 'dungeons' that is.. I've sort of made it my area of expertise.." She follows with the others, though she is pointedly careful for traps and keeps her eyes on the shadows. She may look a little paranoid but she knows what can lurk in darkened corners in places like this "We should be careful where we step and what we touch." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  14. Athelia Karatch - Planetouched Wizard HP: 8/8 | AC: 12 (Mage Armour: 15) | Passive Perception/Insight: 11/13 | DM Inspiration: 1/1 Effects: Darkvision, Feather on the WindWhen you fall, you can use your reaction to slow your rate of descent and land from a height of up to 60 feet without taking falling damage; you take half damage if falling from heights higher than that. , Light on Your Feet[2/2 Long Rest] You can use a bonus action to make a leap of a distance up to 10 feet without provoking opportunity attacks . This distance increases by 5 feet each time your proficiency bonus increases. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you have finished a long rest . Additionally, when you would be knocked prone, you can use your reaction to instead move 5 feet in a direction you choose. This movement does not provoke an opportunity attack. , Roll with the Punches[1/1 Long Rest] After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest . Spell DC: 13 | Spell Attack: +5 | Cantrips: Fire Bolt, Prestidigitation, Void Maw Level 1 [▣ ▣] Mage Armour, Skeletal Hands, Burning Hands "I think slow and steady is the best option.. at this point.." She didn't seen to be the sort to just run off, though her interest was clearly piqued by their situation. "Anything seems good as another at this point though...." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  15. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (8/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▢ ▢] Scorching Ray, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▢ ▢] Blight, Wall of Fire, Conjure Minor Elementals "Its likely we still have quite a way to go, is everyone still at strength to continue?" Mechanics Attacks Actions Attack Target To-Hit Damage Effects Eldritch Blast Gargoyle 17 10 • Action: Casting Eldritch Blast Zombie A HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1
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