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General OOC Thread
PureChance replied to Whitleyrr's topic in When Our Mortal Bodies Lie in Death's Whispers: OOC Chat
That does sound like an awful week - never rains but pours. Totally understandable the game wasn't a priority! -
Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . "That's the tough part of being a Knight, I'm learning. Still doing the right then even when it's not what you want. Doesn't mean you have to like it. Certainly not forget, nor forgive if you don't want. Just abide by it." Artanis commiserates on their walk down. After the unboxing, and an appropriate amount of time for things to sink in, Artanis explains "Obviously the formal ceremony will take place in Kalaman - I'm sure you know the rules and regulations back to front. I certainly did before my knighting. I thought you could use a little good news with everything that's happened though, and enough warning to get appropriately scrubbed up!" He tucks away the rope and remaining letters alongside the scroll Ser Becklin had entrusted, and turns to leave. "I'll hang on to these, just cover it up when you're done looking at it. And don't smudge it! I'm going to cast an eye over the horses again, especially Handsome got burned up bad, and then try to catch some more sleep. I doubt we'll get much in Kalaman either." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).
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Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Darrett's outburst, and Mayor Raven's admonishments, are rather timely Artanis thinks. Particularly true as well in the case of the Mayor, he adds mentally, stifling a yawn. He can't blame Darrett for the way he feels, Artanis feels the same about Ispin, and now Ser Becklin's loss as well. Cudgel he didn't know and cuts less deep, though she seemed a good soul. Still, the one to blame was Takhisis, and this Fire-Eyes. Were the commander not Ser Michelle it would have been someone else, and the scenes would have played out the same. Worse perhaps, without her unknowingly tempering the actions of her troops. "Indeed, it is late. I think any more revelations should have to wait for morning for my part, unless they involve immediate combat. Hopefully the remainder of the night shall be more peaceful," Artanis announces apologetically to the group. "I'll have a word with Darrett, alone," he excuses himself from the room, following the young squire out. Artanis climbs onto the deck, still in just his open necked shirt, the night air lacking the chill of home. He makes his way across the wooden deck carefully and quietly, wary of the Mayors reprimand. Around him, the night is anything but quiet - the chuckling water, the creak of the sails straining against wood, the buzz and chirp of insects on the bank all serve to mask his approach. "Darrett," he whispers loudly as he nears the boy, not wanting to scare him. Everyones nerves must be on edge after such a few days and the vision on top of it all. For a moment he just leans next to him, watching the water in silence. "Ser Beckin spoke very highly of you, Darrett. She'd be proud of how you held yourself over the past few days," he says gently. "I'm certainly impressed. Perhaps if I'd lived a little closer, or circumstances been different, I would have been where you are. Not that I in any way regret my own service under Ser Brightblade." He paused a moment longer, letting the not quiet silence of nature stretch out, before continuing slowly. "It's ok to be angry too, nothing wrong with that. We'll certainly make sure to get Jeyev next time, and Takhisis' army will fall." His voice carries the warm certainty of absolute faith. "It won't bring her back, but we'll keep her alive. Mery's a writer you know, perhaps she'll end up in stories like old, inspiring kids like me - maybe like you - in years to come." He spends a few minutes more looking back over the waters, the village of Vogler a long distant sight. He tries to imagine what he'd feel if it were his own village up in flames and smoke like that, his own home put to sword; he can't quite manage it, not in a way that feels real. "Come on," he claps a hand across Darrett's back, "Now's as good a time as any - I doubt you're going to get much more sleep tonight, and with the state of things as they are, I don't know how soon you'll need it." Directing the squire back down below deck, he turns him towards the hastily packed cargo areas. "Ser Becklin charged me to fetch something for her when we left. Well actually she asked quite a few things, but this was one. I can't think this is how she imagined it originally, but that doesn't change the importance. Now more than ever Solamnia needs Knights you know, a shining bulwark against the forces of evil. A symbol, sword and shield all in one," Artanis spoke quietly but firmly as they headed, hunched, though the belly of the ship till before them lay the crate. "She wanted you to have this. Asked me to see it delivered to you in her stead." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).
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General OOC Thread
PureChance replied to Whitleyrr's topic in When Our Mortal Bodies Lie in Death's Whispers: OOC Chat
I had missed that actually, but doesn't change his ask - I believe the undertakers reasoning for the deep grave was because creatures kept disturbing the fresh earth? -
Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Artanis nods at Ser Michelle's agreement to abide by his conditions, and the lack of disagreement from his new friends. A knot he didn't realise he's been holding inside releases in relief. He'd strongly suspected Ser Michelle would understand his restrictions, given her nature to date, but the question had still been raised. Her advice that the swords would not taint him for their presence give him a measure of reassurance as well, though he wondered what now they should do with the rest. Perhaps there would be those to whom the swords carried less emotional weight, and who would be only too eager to level the enemy's weapons against them. He would keep them till they obtained judgement at least, on principle. "Perhaps Coltan can turn his hand to weapon as well as armour should the need arise then, though his list grows quite long already. Armour for himself, armour for myself, armour for yourself Ser Michelle, oh and I hand't mentioned it yet but I thought you might be able to refashion that ogres scale for Handsome?", he ticks the tasks off on his fingers. "Were you this popular as a travelling smith as well Coltan?" he jokes, "It's a wonder you ever had time to move on!" He understands little of magic, though knows the reputation of the Black Cloaks and much of what Ser Michelle says resonates with his beliefs. Still, he tries not to prejudge as Hunni says. She seems to have the white robed Decimus to keep her on track at least, and he would know of evil if what he's heard is true. Though his assumptions were wrong about Sunni he recalls. He's still wondering how to raise the question of parentage with Decimus - or whether it's even relevant to - when Merituuli's revelation takes him out the blue. Shucked, he turns to the embarrassed elf. "Sorry what was that?" he asks reflexively, before correcting himself as his brain catches up with what the words entail "I mean, sorry your, erm, Grace?" he ventures. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).
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Jacerin Gainteau - Half-elf Cleric of Tymora AC: 18 | HP: 38/38 | Initiative: +2 (Adv.) | Passive Perception: 16 (Darkvision 60ft) | HD: 5/5 | Inspiration 0/1 | Lucky 2/3 The various golden glows around his companions, and hovering in the air, fade as the battle seems to finish. Jacerin keeps a wary eye on the stairs however should the vampire reappear. "Indeed, always loot the bodies. The best stuff is found on the most powerful, and for some reason they seem to be the most likely still moving," Jacerin nodes sagely at the ghosts words, "and to answer your question, Life's a treasure hunt so definitely the former for me. Though this particular hunt does have a trophy set above the others - an artefact to open Nortonia's greatest treasure chest." Turning to the lizard man he asks, "Indeed, you took quite the battering there, kept the rest of us safe though. Do you need any of the Lady's Grace to mend your wounds? Though if this kind sir is keeping watch for us, a little time might be fine I suppose." OOC Stat Block Half-elf Cleric of Tymora, Level 5 Languages Common, Elven, Abyssal Background Treasure Hunter Background Feature Dust DiggerWhen you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. StrSave +0 Athletics +0 10 DexSave +2 Acrobatics +2 | Sleight of Hand +5 | Stealth +5 14 ConSave +2 No skills associated. 14 IntSave -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1 8 WisSave +6 Animal Handling +3 | Insight +6 | Medicine +3 | Perception +6 | Survival +3 16 ChaSave +5 Deception +5 | Intimidation +2 | Performance +2 | Persuasion +5 14 Proficiency Bonus +2 Saving Throws Wis, Cha Speed 30 Tools Dice, Thieves Tools Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 1/4 ; L2 1/3 ; L3 2/2 Channel DivinityHarness Divine Power Turn Undead Invoke Duplicity 1/1 (Amulet of the Devout 1/1) Actions Dagger +5 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60 Sling +5 to hit for [1d4+2] bludgeoning damage | 30/120 Sacred Flame DC15 Dex Sv for [2d8] radiant damage | V,S one creature, 60ft | no cover Word of Radiance DC15 Con Sv for [2d6] radiant damage | V,M chosen creatures, 5ft burst Bonus Actions Reactions
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Chapter 2: Exhumation
PureChance replied to Whitleyrr's topic in When Our Mortal Bodies Lie in Death's THE GAME
Alban Lord Stuart - Human Shadow Sorcerer AC: 14 | HP: 32/32 | Initiative: +4 | Passive Perception: 11 (Darkvision 120ft) | HD: 3/3 | Inspiration 0/1 Alban nodded approval towards Cordelia. Lady Ittia had unveiled the truth without prompting, and just like that they had a way in. It seemed he would not be disappointed in his journey for revenge, for it was entwined with their task wither the others wished or not. "I suspect from what you had told us of Uriah's words, he knew the jewellery's value as well," he added "Vadim's motivations underline your victimhood - a matter I suspect the late Captain understood, and the reason why he sought to confirm your vows rather than blaming you." It cost him little to offer some comfort to the woman, especially since she was now likely to meet further trauma at Vadim's hands. The man would have seen as well as they the object desired around his neck during the duel, and may well suspect its new location. "You should make sure you keep your guards close, but do not attempt to hide anything from King should he come - he cannot take what you do not have. We have seen what he can wreak when angered and the secret of its location is not worth your life when so easily revealed otherwise." "Though, Cordelia," he continued - worry spreading across his face as if with sudden revelation, "What if Vadim somehow knows the late Captain was buried in his finery? Lady Ittia was not the only person he charmed as he may have had others looking out. We should perhaps hurry to the graveyard to ensure his rest has not yet been disturbed. He was buried deep against the predations of simple ghouls, but that may not suffice for greater monsters..." He spared a glance towards Dalin and Jozelle, with their skills in both woodcraft and deception before death. If they beat Vadim there, perhaps an ambush would be an alternative. With their guidance he could construct an illusion across part of the graveyard for them to burst forth from. OOC Stat Block Imperial (variant) Human Sorcerer 4 Languages Common, Elven Background Noble Background Feature Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. StrSave +0 Athletics +0 11 DexSave +4 Acrobatics +4 | Sleight of Hand +4 | Stealth +6* 18 ConSave +5* No skills associated. 16 IntSave +1 Arcana +3* | History +3* | Investigation +1 | Nature +1 | Religion +1 12 WisSave +1 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 12 ChaSave +7* Deception +7* | Intimidation +5 | Performance +5 | Persuasion +9** 20 Proficiency Bonus +2 Saving Throws Con, Cha Speed 30 Tools Calligrapher's Tools Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3 Sorcery PointsSubtle Spell - 1 point Extended Spell - 1 point 4/4 Actions Dagger +6 to hit for [1d4+4] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +6 to hit for [1d8+4] piercing damage | Loading, Two-handed, 80/320 Mind Sliver DC15 INT Sv for [1d6] psychic damage | V, one creature, 60ft | -1d4 next saving throw Frostbite DC15 CON Sv for [1d6] cold damage | VS, one creature, 60ft | disadvantage next weapon attack roll Chill Touch +7 to hit for [1d8] necrotic damage | VS, one creature, 120ft | can't regain hitpoints until the start of your next turn, if undead disadvantage on attacks targeting you Bonus Actions Reactions ShieldAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Hit by an attack / targeted by Magic Missile] -
@Steel Warrioryou have Bless for +1d4 to attack rolls and Saves. Is there a better way for me to help people remember buffs Jacerin has handed out? Or keep track of them?
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Jacerin Gainteau - Half-elf Cleric of Tymora AC: 18 | HP: 38/38 | Initiative: +2 (Adv.) | Passive Perception: 16 (Darkvision 60ft) | HD: 5/5 | Inspiration 0/1 | Lucky 2/3 The smaller ghouls evaporate before Selune's spirits, but the larger pair seem to be clinging resiliently on. As Veth takes another hit and stiffens up, Jacerin decides to take more direct action. Especially with whatever is coming to join them. He puts his fingers to his mouth and lets out a short whistle, the coin around his neck glowing as he does. Behind the ghast, a rain of translucent gold coins materialise and shoot forth. Shortly after another beam of golden light shoots down, following up with burning Radiance. OOC Action: Sacred Flame Vs Ghast2, or Ghast1 if Ghast 2 is dead, DC 15 Dex Sv Bonus: Cast Spiritual Weapon, attacking Ghast2 Stat Block Half-elf Cleric of Tymora, Level 5 Languages Common, Elven, Abyssal Background Treasure Hunter Background Feature Dust DiggerWhen you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. StrSave +0 Athletics +0 10 DexSave +2 Acrobatics +2 | Sleight of Hand +5 | Stealth +5 14 ConSave +2 No skills associated. 14 IntSave -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1 8 WisSave +6 Animal Handling +3 | Insight +6 | Medicine +3 | Perception +6 | Survival +3 16 ChaSave +5 Deception +5 | Intimidation +2 | Performance +2 | Persuasion +5 14 Proficiency Bonus +2 Saving Throws Wis, Cha Speed 30 Tools Dice, Thieves Tools Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 1/4 ; L2 1/3 ; L3 2/2 Channel DivinityHarness Divine Power Turn Undead Invoke Duplicity 1/1 (Amulet of the Devout 1/1) Actions Dagger +5 to hit for [1d4+2] piercing damage | Light, Finesse, Thrown 20/60 Sling +5 to hit for [1d4+2] bludgeoning damage | 30/120 Sacred Flame DC15 Dex Sv for [2d8] radiant damage | V,S one creature, 60ft | no cover Word of Radiance DC15 Con Sv for [2d6] radiant damage | V,M chosen creatures, 5ft burst Bonus Actions Reactions
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Chapter 2: Exhumation
PureChance replied to Whitleyrr's topic in When Our Mortal Bodies Lie in Death's THE GAME
Alban Lord Stuart - Human Shadow Sorcerer AC: 14 | HP: 32/32 | Initiative: +4 | Passive Perception: 11 (Darkvision 120ft) | HD: 3/3 | Inspiration 0/1 Alban listened carefully to the increasingly distraught Lady Ittiah melt under Dalin's interrogation. He assumed the dwarf hadn't meant to be so severe, but simply lacked the tact to be otherwise. She'd never shown any tendency towards secret secret police stylings. He covered a smile, refocusing on the information hidden in the tears. "So Uriah had thought Vadim may not want Lady Ittia for herself..." he mused silently, "though if he knew the value of what he held, or simply assumed the man a philanderer we'll not know. Or not till the quest is complete I suppose, at which point it will not matter." "Indeed, I've always found love and lust to be quite different emotions," Alban opined, hoping to calm the Lady somewhat. "One does not detract from the other, and Vadim's domain was most certainly lust rather than anything true. Whilst enchantment is disturbing, it can only manipulate the superficial, lingering as it may be," he reassured. OOC Stat Block Imperial (variant) Human Sorcerer 4 Languages Common, Elven Background Noble Background Feature Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. StrSave +0 Athletics +0 11 DexSave +4 Acrobatics +4 | Sleight of Hand +4 | Stealth +6* 18 ConSave +5* No skills associated. 16 IntSave +1 Arcana +3* | History +3* | Investigation +1 | Nature +1 | Religion +1 12 WisSave +1 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 12 ChaSave +7* Deception +7* | Intimidation +5 | Performance +5 | Persuasion +9** 20 Proficiency Bonus +2 Saving Throws Con, Cha Speed 30 Tools Calligrapher's Tools Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3 Sorcery PointsSubtle Spell - 1 point Extended Spell - 1 point 4/4 Actions Dagger +6 to hit for [1d4+4] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +6 to hit for [1d8+4] piercing damage | Loading, Two-handed, 80/320 Mind Sliver DC15 INT Sv for [1d6] psychic damage | V, one creature, 60ft | -1d4 next saving throw Frostbite DC15 CON Sv for [1d6] cold damage | VS, one creature, 60ft | disadvantage next weapon attack roll Chill Touch +7 to hit for [1d8] necrotic damage | VS, one creature, 120ft | can't regain hitpoints until the start of your next turn, if undead disadvantage on attacks targeting you Bonus Actions Reactions ShieldAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Hit by an attack / targeted by Magic Missile] -
I'm tempted as well. Never done AL before, just looked up the restrictions. Thinking of either a rogue or ranger... actually an elven rogue, realised I can't get the thrown weapons working in AL Does AL have the move your ability boosts around feature or not? nevermind I've just seen the new players guide which answers my question, I was reading an old one for avernus rising specifically. Which also means I possibly could have gone the ranger route with thrown weapons, but I've mentally fleshed out the rogue now.
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Chapter 2: Exhumation
PureChance replied to Whitleyrr's topic in When Our Mortal Bodies Lie in Death's THE GAME
Alban Lord Stuart - Human Shadow Sorcerer AC: 14 | HP: 32/32 | Initiative: +4 | Passive Perception: 11 (Darkvision 120ft) | HD: 3/3 | Inspiration 0/1 Distracted by his performance, Alban doesn't notice the guards creeping around until Jozelle politely points them out. Whilst he's grateful for her actions, and moreso the subterfuge with which she covers the rest of their failings, he struggles to repress his anger at the self-same shortcomings. So far this quest, and this town, has left him rather acutely aware of his persistent limitations. Which just reinforced his need to acquire this jewel and the steps towards further power it promised. He allowed himself and his entourage, as he'd taken to thinking of them, to be led inside and presented appropriately. He stood rigid and proud as Lady Ittia broke down before them, allowing Cordelia to again be the silken glove into which their marks could fold. In truth despite both Dalin and Cordelia's reassurances of blamelessness, he did find he could fault the Lady for admitting her failing so publicly. Papering over the cracks was a time honoured noble pursuit, one their own family had performed often when visitors came - even if it never completely banished the chill in the air. "Maybe not, but maybe not too far from a beast of Hassatan either," he opined quietly as Dalin spoke of demons. OOC Stat Block Imperial (variant) Human Sorcerer 4 Languages Common, Elven Background Noble Background Feature Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. StrSave +0 Athletics +0 11 DexSave +4 Acrobatics +4 | Sleight of Hand +4 | Stealth +6* 18 ConSave +5* No skills associated. 16 IntSave +1 Arcana +3* | History +3* | Investigation +1 | Nature +1 | Religion +1 12 WisSave +1 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 12 ChaSave +7* Deception +7* | Intimidation +5 | Performance +5 | Persuasion +9** 20 Proficiency Bonus +2 Saving Throws Con, Cha Speed 30 Tools Calligrapher's Tools Spell Attack Bonus +7 | Spell Save DC 15 | Spell Slots L1 4/4 ; L2 3/3 Sorcery PointsSubtle Spell - 1 point Extended Spell - 1 point 4/4 Actions Dagger +6 to hit for [1d4+4] piercing damage | Light, Finesse, Thrown 20/60 Light Crossbow +6 to hit for [1d8+4] piercing damage | Loading, Two-handed, 80/320 Mind Sliver DC15 INT Sv for [1d6] psychic damage | V, one creature, 60ft | -1d4 next saving throw Frostbite DC15 CON Sv for [1d6] cold damage | VS, one creature, 60ft | disadvantage next weapon attack roll Chill Touch +7 to hit for [1d8] necrotic damage | VS, one creature, 120ft | can't regain hitpoints until the start of your next turn, if undead disadvantage on attacks targeting you Bonus Actions Reactions ShieldAn invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Hit by an attack / targeted by Magic Missile] -
Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Artanis listens carefully to Ser Michelle's retelling of the vision, and his companions opinions. It's clear the majority, if not all, believe she should be set free, though at least Mery seemed to appreciate his position in the matter. Coltan most surprised him, the dour smith going from chief skeptic to decided proponent over course of a vision, though he supposed that's what faith meant. He slipped his tabard on over a loose woven linen shirt for the sake of propriety and a little formality, but saw no reason to don the heavy armour yet. Besides, he's yet to get his sea legs - or river legs - and stumbling around weighed down like that was much harder. "They did deserve better," Artanis agrees with Modri and Hunni, "though I can't say I'm surprised by that given what we've seen so far. Takhisis rules through fear. Even your recruitment was the same Ser Michelle, bow or die. I'm glad to hear you'll have a home to return to once she's defeated at least." "However," he continues, turning to ensure everyone can hear him though still addressing the red dragon commander "the unfortunate truth remains that no matter how much I agree with my comrades assessment, I lack the authority to pass summary judgement. I am only of the Crown, not the Rose, and if I were to dispense with the Orders rules I'd be no better than the likes of Jeyev or your old commanders. What sets us apart is doing the honourable thing, even when it's not the easy thing. The same reason you didn't escape with Jeyev." He looks around his new companions, wondering what conflict he will see from this position. Determination reflects in his eyes to hold the course. "I can say that like my companions I will speak in your favour, but until we find an appropriate order representative I cannot free you." He lifted a hand to forestall any more vociferous objections for a moment. "Having said that, this is obviously some leeway in the treatment of prisoners. It wouldn't be practical to keep a person bound for many miles or many weeks whilst seeking justice, and many prisoners become co-operative. There is no reason you could not be armoured, nor reason you could not be allowed degrees of freedom in your movements, though I will retain your blade for principle. I do ask you to remember that until presentation, your deeds will be mine to answer for, and that you therefore continue to demonstrate honour in your actions." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).
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OoC - Out of Chocowaves
PureChance replied to paladinred's topic in The Dead City of Nortonia's Out on Chocowaves
Is she incapacitated? The vampire/spawn/sorceress is all the same character yes? -
OoC - Out of Chocowaves
PureChance replied to paladinred's topic in The Dead City of Nortonia's Out on Chocowaves
If she failed, isn't she incapacitated with Tasha's hideous laughter as well as prone, so can't fly away till she saves?