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Neopopulas

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  1. Athelia Karatch - Planetouched Wizard 1 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 [▣ ▣ ▣ ▢] Burning Hands, Mage Armour, Shield, Arms of Hadar, Dissonant Whispers She repeats Aewyn, but in a slightly more incredulous tone "Mutually acceptable arrangement.." Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Off-Hand: Bonus Action: Move Action: Free Manipulation: Notes:
  2. Athelia Karatch - Planetouched Wizard 1 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 "Magehunting is a dangerous business.. I commend you for your, lets call it bravery. " Amelia was clearly not concerned by the concept, and shows it, but she was excessively casual most of the time. "However, that aside, i second the call for drinks." Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Off-Hand: Bonus Action: Move Action: - Free Manipulation: Notes:
  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 Leaning a little to get closer to Baldur "A little suspicious, aren't we, my short friend?" Mechanics Items Actions Attacks Main Hand: Bloodwell Vial Main Action: Off-Hand: Bonus Action: Move Action: - Free Manipulation: Notes:
  4. I'd love a big powered melee weapon since i have to be SORT of close to do what i need to do. or maybe a really long range sniper rifle for those times when we want to kite them around
  5. This is why i'm not too worried about Emiko's shooting. Anya can do that, hell Zelda can do that, she doesn't care lol
  6. Ram "Rampage" Gils HP: 10/10 | AC: M16 / R16 | Damage Soak: 6 | Trauma Target: 7 Attack Bonus: +0 | Saves: Phys 11+ | Eva 16+ | Men 15+ | Luck 15+ "You want i should... " he makes opening motions towards the doors Mechanics
  7. Wounds: 0/12 Fatigue: 0 Ego Barrier: 35/35 Insanity: 2 Emiko consistently tried to make friends with the others, Zelda specifically, because that was what she was supposed to do. Zelda didn't exactly seem to like it, so Emiko was.. casual about it at least.. Casual probably wasn't helping at all with Zelda, But what Zelda thought clearly meant a lot to her and she was always there to back her up, even if she didn't want it.. Emiko was unstoppable. She threw herself into literally everything she did with everything she had.. whether it was the guns or Zelda's opinion of her.
  8. Sorry about all that, i'll be able to post this afternoon Even with the +30, she didn't exactly put out a good showing. lol
  9. Just hoping to clarify the rules we're using. I have so many CoC systems even though i've never used any, i just wanted to know which ones specifically.
  10. Quick question about the dragon mask. Callista doesn't know much of what it does, does that mean its not going to work for her and is better elsewhere or she just doesn't know what its going to do if she's wearing it. Just in case i need to do mechanics or find someone who is somewhat more holy than myself for it.
  11. My whole house has been down with gastro all week, we're in the recovery stage now so more posts to come.
  12. I'd assumed a short rest - for attuning to items and stuff - and a short rest gets me 1 fourth level spell and 1 third level spell. Thats not bad. I end up with four first level, two second level, one third level and one fourth level. That said, IF we can get a long rest, i think it'll be helpful, if things are going to get kinda combat heavy trying to take the castle i'd feel more comfortable with more options. But luckily i think only two of us have to worry about the long rest for spells, most of us are pretty resource conservative, so its not the end of the world.
  13. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54| THP: 13 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, Black Dragon MaskDamage Absorption: Resistance to the mask's type. (Acid) Draconic Majesty: While wearing no armour, add Charisma to AC Dragon Breath: If you have a breath weapon, regains at 6 Dragon Sight: Darkvision 60ft Dragon Tongue: Speak and understand Draconic. Advantage on Charisma check against dragons of the same colour Legendary Resistance (1/day) On failing a saving throw, choose to succeed instead Black Dragon Mast: Water Breathing., 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 "Personally I would suggest taking the castle if it is at all possible." Mechanics Notes: Attacks Actions Attack Target To-Hit Damage Effects • Action: Black Dragon Mask Resistances: Acid Legendary Resistance: 1/1 Darkvision: 60gt Water Breathing
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