Jump to content

PureChance

Members
  • Posts

    1,462
  • Joined

  • Last visited

Everything posted by PureChance

  1. Between the instrumental insect and astronaut far from earth - along with general tone - I can't help but get massive farscape vibes on every post, though most characters deny direct comparison. Especially the episode where Scorpius walks round in a Hawaiian shirt and Pilot plays the drums.
  2. Human Dilettante, Illusionist AC: 13 (Base) | HP: 9/9 () | HD: 1/1 | Speed: 30 ft. | Initiative: +3 Senses: Passive Perception 12, Insight 12, Investigation 16. StrSave: +0 Athletics: +0 Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (0) | DexInitiative: +3 Save: +3 Acrobatics: +3 Slight-of-Hand: +5 Stealth: +3: 16 (+3) | ConSave: +3: 16 (+3) | IntSave: +6 Arcana: +6 History: +4 Investigation: +6 Nature: +4 Religion: +4: 18 (+4) | WisSave: +4 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2: 14 (+2) | ChaSave: +3 Deception: +5 Intimidation: +3 Performance: +5 Persuasion: +3: 17 (+3) Languages: Common, Elven Spell Slots: L1 2/2 | If Siegfried was at all offended by Eeeek's spurning of his own offer in favour of the Lady Hart's, he did not show it. What was clear, was his eagerness of taste the delights within, his body already inching him closer to the stalls just beyond his touch. "Well, I'm glad to hear that The Witchlight have proven generous and kind, it proves a good omen for our own visit!" he announced, his cane striking out before him confidently. "Generosity with strings is no generosity at all, so I shall assume you are not some fantastical marionette Fixit!" He filed away Jasmin's rather more severe reaction for future care, lest he touch upon a sore point within. The passion within her voice hinted at a rather more personal stake - be it her or someone dear to her - and a different experience to that of Fixit and Gavin. Certainly his own experiences leaned more towards hers than theirs, though he could not claim they were tinged with any particular treachery in place of simple malice. Not that he could claim much about them at all. Best left forgotten in the face of the bright lights, babble and beauty before them. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Concentration: - Actions & Resources Actions: Unarmed . Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Quarterstaff . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 (1d8) bludgeoning damage. Versatile Light Crossbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed Bonus Actions: - Reactions: - Class Features: Arcane Recovery . 1/1 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.
  3. Yeah, if I had time to play another game I would have gone for something similar. Love the warden theme and class, and had a great earth strength dwarf warden in a home game before that was super tough between number of surges and those defensive boosts on surge. Ended up a world tree guardian for the regeneration, but realised it was slightly misaligned to regular surge spending..still fun though. Hilariously had an arc where I needed him to "die" to go to dwarven Valhalla - rolled 3 nat 20 death saving throws in that battle. Really cemented him narratively as one tough cookie for the party thanks to lucky (or unlucky) dice.
  4. Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (0 THP) | HD: 5/5 | 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: +2β˜… Save: βˆ’1 Acrobatics: βˆ’1 Slight-of-Hand: βˆ’1 Stealth: βˆ’1β˜† β˜… Add Cha to Initiative (class feature) β˜† disadvantage on Dexterity (Stealth) checks from Plate 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. Brooch of ShieldingWhile wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.. 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. β€œMy words,” | β€˜My thoughts,’ | My actions . . . Artanis nods in reply, understanding Vigdan's concern for his family and happy to let the matter largely lie. "I'm sure it won't come to that," he reassures the man on the walk to the wainwrights, "Kalaman's a lot bigger than Vogler, and it's got walls and a proper army to boot. Now we know about these armies we'll be able to see them off." It's clear from his tone that Artanis has a complete - and perhaps naΓ―ve - faith in the Solomon Order, and inevitable triumph of good over evil. When they find their way to the wagons Artanis is happy to follow recommendations on the purchase, offering a quick once over of them to check for the correct number of wheels and axles, but somewhat out of his comfort zone. He trusts the general populous won't be angling to do their defenders wrong, and if any calamity does befall them he has equal faith in the Apprentice of Reorx' ability to fox a common cart. Besides, most have already been claimed for the army and beggars can't be choosers. Having handed over the gold for two wagons, he takes much more time assessing the variety of draft horses - checking teeth, hooves and coat for general health. Eventually he settles on a pair of black and white Shires, both seeming sturdy and dependable, apparently named Rosie and Jim. With conflict on the horizon several of the older farmers around the city had decided now was the right time to sell up and retire - having seen what they had on the road south Artanis could hardly blame them. He gave both a quick brush down to familiarise them, then hitched up both with a trailing rope of Billings. He stocked both wagons with feed for all four horses to last the next fortnight, and turned to the quiet scout. "Thanks for the help Vigdan - if you'd be happy to drive one out to the city wall I'll be able to take both from there over to the Folketh Estate and grab Tiergan - and give you chance to see your family." Meeting up Artanis pulls up in convoy atop Tiergan and leading Billings alongside, having persuaded two ex Voglerites to man the wagons back from the estate. Given they'd been headed back into the city proper that evening anyway, it hadn't taken much to offer they ride instead of walk. He declines one for politeness, then accepts money from Modri and Fairla (along with anyone else offering). "I've oats and hay for the horses," he shares, "but not secured food for us yet, or whatever else supplies we might need. Perhaps we take the rest of the evening to properly prepare and aim to leave first light? Did you manage to sort everything out at the castle?" OOC Action: Buying two wagons (2*35gp), two horses (2*50gp), and a fortnight's worth of feed (4*14*0.05gp) = roughly 173gp, less 50gp from Modri, and 21.5gp from Fairla = 101.5gp from Artanis' pocket at present. Bonus Action: β€” Movement: β€” Reaction: β€” Object Interaction: β€” Mount Action: β€” Mount Movement: β€” 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) [0]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [12]. 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. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 3/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 3/3 (Long Rest) Leadership Dice (d6). 5/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).
  5. Air Genasi Valkuryte Racer AC: 19 (Splint, Shield) | HP: 43/43 () | HD: 5/5 | Speed: 35 ft. | Initiative: +0 Senses: Passive Perception 17, Insight 17, Investigation 10. Darkvision 60ft. StrSave: +3 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +2: 14 (+2) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: +3 Religion: 0: 10 (+0) | WisSave: +7 Animal Handling: +4 Insight: +7 Medicine: +7 Perception: +7 Survival: +4: 18 (+4) | ChaSave: +2 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Auran Spell Slots: L1 4/4 | L2 3/3 | L3 2/2 Rush was somewhat taken aback by the odd-eyed man's compliment - tattoos, obsidian jewellery, rather dashing marine blue and white captain's jacket or even the geometric thundercloud symbol of Valour strung around his neck were all things he would have expected comments on. His otherwise fairly mundane skin tone - for a genasi - not so much. Still he pivoted as best able, snapping back an 'eloquent' "Uh, thanks. Name's Rush." Scrambling for a conversational life raft, he spotted the nasally-blessed turtle leaflet in the man's hand. "You're not thinking about signing up with that right? Can't imagine any ship shaped like a turtle will go very fast." Used to recognising a lost cause as the flighty young Genasi gets pulled further into the surrounding distractions, Thordal finished off his drink and slapped the table as he rose, edging out of the cafe before anarchy managed to fully descend. "Listen lad, I've got to get back to the forge. Let me know when you've finished those new 'flying ship' designs and I'll be happy to tell you all the ways it won't work with proper steel." Rush's head swivelled round from where he had been about to chime with some helpful advice for the two fashion disasters, and shot a quick goodbye "You're wrong Thordal, it's the future of fast! Catch you later!" Spinning back to the beleaguered Pudgetackle pair (who were not quite under as much fire as the poor doomsayer tiefling), he offered off the back of the goop "Actually, if you are looking for a fitness club I can recommend this martial arts place just off Bindle Street. I've had a look in a few times - those instructor's'll have your legs flying fast as lightning, which might make you seem a little more frightening." He moved round to make space for the far more familiarly shaped halfling bustling over to the table - actually now that he thought about it Baldur's Gate had always been cosmopolitan, but he wasn't sure he remembered it being quite this diverse. Bugs weren't common, but he'd heard of similar down in Calisham. Cats less so, but maybe some tabaxi had grown a little closer to its roots, or some wizard's familiar got a little uppity. Goop? That was a new one. He eyed his ever diminishing drink in face of the halfling woman's - Fred's - offer. "I'll have another Thunderball if you're paying. I'll Persuade Tender Henk it's a popular drink yet. If not, maybe an Electric Lightning to match my beautiful skin." He flashed a smile back to Thom. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage. Javelin. Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., ranged 30/120 ft., one target. Hit: 1d6 + 3 piercing damage. Shocking Grasp . Melee Spell Attack (V,S): +7 to hit, Touch, one target. Hit: 2d8 Lightning damage. Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 2d8 radiant damage. Toll the Dead . Cantrip (V,S): Creature you can see, range 60 ft., one target. WIS Save: 2d8/2d12 necrotic damage. Bonus Actions: - Reactions: - Class/Race Features: FeatherFall (1/1 Long Rest) . Levitate (1/1 Long Rest) . Wrath of the Storm (4/4 Long Rest) . You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. Channel Divinity (1/1) Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
  6. Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3] Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [08/8] | Init [3] | Wounds [04/4] | Awareness [2] | Mettle [00/2] Devotion [5d6 +1] | Determination [4d6] | Intimidation [3d6 +1] | Intuition [5d6 +1] | Survival [4d6] | Theology [4d6 +1] | Finger ClawsDamage: S (1 per success) Piercing, Slashing Subtle, Dowerchime StaffDamage: 1 + S (1 per success) Crushing Two handed, Ethersea CloakA Ethersea cloak appears as roiling waves falling from the wearer's shoulder and causes the air to fill with the smell of seawater. Created by Isharran Tidecasters, an ethersea cloak surrounds the wearer in the aura of the ethers, allowing land dwelling creatures to breathe and move underwater as if they were on land, and sea creatures to 'swim' through the air as if underwater. | MiraclesUniversal; β€’ Healing Spirit (Zone/Self/Instant) DN5:1 Soul(Devotion) test, [S] Toughness recovered (+ Soul for 1 Mettle) Ethersea; β€’ Favourable Tides (You/Long/Instant) β€’ Diviner of Truth (1/Short/Instant) Opposed Soul(Devotion) vs Soul(Determination) β€’ Seeker of Souls (1/Long/[S] Hours) DN4:1 Soul(Devotion) test β€’ Abyssal Nightmare (Zone/Medium/Sustained, 2 Mettle) 1 Mettle to Sustain Disquieting PresenceYou are a terrifying vision death: pale-skinned with glowing white eyes, circled by freezing ethersea mists that chill the hearts of your enemies. Creatures than move to Close Range with you or start their turn there must make a DN4:3 Soul(Determination) test. On a failure, they are Frightened until the start of their next turn. If a creature passes the Test, they are immune to this effect for 1 day. Other members of your Binding are permanently immune to this effect. | Blessed (The Ethersea)Where others may worship a god, you are one of the truly devoted. For your devotion and piety, you have been blessed with a fraction of your god's power. The Idoneth have no need of Gods, having forsaken their creator Telcos centuries ago. Instead, they put their faith in the unknowable eldritch power of the Ethersea, trusting in it to guide and protect them. Caith continues to maintain the abyssal nightmare until it fully engulfs the diseased kraken and drags it down to the depths, spare tentacles lashing at surrounding plague priests as he does. Whilst channelling, he turns slowly to the watching sailors, and stares out from beneath his shell-white mask, slick with the disturbing oil-like iridescence, and whispers "That is a true monster of the deep, not these pale mirrors that skirt the surface. You would do well to remember." OOC Sustain: Abyssal Nightmare Miracle (1 Mettle cost) cast over monster and rafts - You call forth a grotesque nightmare from the depths of the abyss, filling your enemies with terror as they are lashed by whipping tentacles. Choose a Zone within Medium Range. This Zone immediately becomes a Major Hazardas it fills with twisting alien tentacles. A creature that enters the Zone or starts its turn there gets a terrifying insight into the nightmares that lurk in the deep and is Frightened until the end of their next turn. Can I also intimidate the crew as part of this, in order to fulfil my short term goal of "Remind a seafaring mortal why the deeps should be feared"
  7. Oh right, sorry I totally missed that as the intention and thought she was genuinely interested in these alternative methods of payment. In which case, I assume we're all ready to move in to the carnival? Siegfried had also previously offered to front a second ticket for anyone who wanted one (besides him), with no takers, so I assume it's still none
  8. The equivalent spell Rarys Telepathic Bond is 5th level and only lasts an hour, so I'd probably agree with you on that
  9. Yeah, that phrasing is what initially put me towards two way, then I reconsidered it as a link that was just designed to limit the range of the Thri-keen telepathy (though again, I'm not sure exactly why it needs to be described as a link to limit that range - saying "within 120 ft they can transmit their thoughts" seems equally functional, and clearer if it's intended as solely one way). Though maybe it's to imply that the thoughts are transmitted to a single person rather than broadcast, which I guess raises why yahs would have heard to respond. Anyway, all I can definitely say is the telepathy rules are written inconsistently and poorly, and in the grand scheme of things with this being just an opening scene, it probably doesn't matter (but would be good to clarify for future)
  10. Yahs seems to place picked up the conversation thread instead, so I'm happy to assume Celsior said nothing out loud Thri-keen telepathy Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). Telepathic feat You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. Aberrant Sourcerer Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. Hmm - pretty ambiguous I'd say. There's equivalent features that call out specifically one way and specifically two way communication , so not clear which is the default. GOO Warlock doesn't say either way. Transmit your thoughts to me implies one way I'd say
  11. i think it was only Jasmin inquiring about an extra ticket for alternative payment
  12. As in just the favoured enemy & favoured terrain you mean? Compared to favoured foe and deft explorer? I agree the latter are more generically useful. I still think there's a place for the former options depending on the campaign and story style, but that requires a degree of cooperation with the GM. Especially for the favoured terrain as exploration is often a pillar that gets glossed over, especially with all the features that trivialise surviving the wilds (looking at you Outlander background, and to a lesser extent Goodberry). For it to be a fun feature I think it needs to have up and downtime, anything that's permanently on risks being forgotten rather than being "aha, my character has got this!" In general though, I'd agree putting the usefulness of a feature in the hands of the GM rather than the player is poor design. As for favoured enemy Vs favoured foe, I think the former has way more flavour, but again requires some kind of cooperation with the GM to make sure you're not picking something useless
  13. Taunus, Goblin Ranger Taunus levels a appraising gaze at the half-orc, ruby red eyes raking over their outfit as if assessing how best to categorise them. Their lack of obeisance earns enough points for Taunus to rule in their favour apparently, and the goblin chips in "None taken, almost all the best people I know are woods dwelling berry eaters." He pauses, then continues deadpan "The rest are obviously cave dwelling boar peepers." "As to the plan," he offers an exaggerated shrug, "as long as the colour of their money is true it seems a reasonable enough suggestion. Need iron to fix the village wall." He squints into the night, one crooked tooth denting his lower lip. "Not sure how we'll catch them though - caravan is pretty slow. If anyone can hazard a guess on where they're headed I might be able to find a shortcut through the woods but I'll have to negotiate cutting the contract with the caravan short. We're close enough to Yuvia it might not be a problem." It's probably to most he's spoken in one go for the past few days.
  14. Air Genasi Valkuryte Racer AC: 19 (Splint, Shield) | HP: 43/43 () | HD: 5/5 | Speed: 35 ft. | Initiative: +0 Senses: Passive Perception 17, Insight 17, Investigation 10. Darkvision 60ft. StrSave: +3 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +2: 14 (+2) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: +3 Religion: 0: 10 (+0) | WisSave: +7 Animal Handling: +4 Insight: +7 Medicine: +7 Perception: +7 Survival: +4: 18 (+4) | ChaSave: +2 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Auran Spell Slots: L1 4/4 | L2 3/3 | L3 2/2 Shortly after his request, the bowl seemed to start making its own way to Rush. Thordal groaned in embrassament at the Genasi's actions, even more so when someone not only humoured him but joined in reply! Rush assumed some kind of magic was involved - a sprinkling of cantrips was hardly unusual in Baldur's Gate, and he glanced around for who to thank. The fancy dressed elf sat nearby looked a likely candidate for a wizard, with the unique fashion sense and clear air of superiority. However just as he'd been about to shout his thanks a little halfling spoke up from near the olives, casting doubt on his assumptions. "If you're offering to buy us something more we wouldn't say no little lady," he yelled back, apparently having decided to make sure the ex-cafe adopted an atmosphere more appropriate for its brief tenure as de facto pub "feel free to float along whatever you think we need to keep going!" He catches the tail end of Thom's question as he returns to his seat, fingers already shuttling little green globes to his mouth. Anyone who happened to gaze just under the surface of his mind might find his thoughts like barracuda darting after shoals of silvered fish - or perhaps a particularly rowdy livestream chat depending on cultural touchpoint. "Never seen the like before, exciting though right?" he offered between olives. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage. Javelin. Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., ranged 30/120 ft., one target. Hit: 1d6 + 3 piercing damage. Shocking Grasp . Melee Spell Attack (V,S): +7 to hit, Touch, one target. Hit: 2d8 Lightning damage. Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 2d8 radiant damage. Toll the Dead . Cantrip (V,S): Creature you can see, range 60 ft., one target. WIS Save: 2d8/2d12 necrotic damage. Bonus Actions: - Reactions: - Class/Race Features: FeatherFall (1/1 Long Rest) . Levitate (1/1 Long Rest) . Wrath of the Storm (4/4 Long Rest) . You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. Channel Divinity (1/1) Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
  15. Taunus, Goblin Ranger As trouble rides off into the night Taunus relaxes again, sliding the arrow back into his quiver and resting his crossed arms on his squatting knees. He turns his head over his shoulder to snipe back at Alfred "And I'm sure that's a nice little arrangement for you buttercup; bully boys for the mob boss. Perhaps if you lot spent more time on bread and circuses instead of taxes and levies you'd find a bit more loyalty from us 'subjects'." There's a clear inflection of disdain on the last word. "Didn't see any crown for the wolves, but they somehow found a way to send word come harvest time. I imagine it'll be the same whoever's in charge, so why should we care?"
  16. Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (0 THP) | HD: 5/5 | 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: +2β˜… Save: βˆ’1 Acrobatics: βˆ’1 Slight-of-Hand: βˆ’1 Stealth: βˆ’1β˜† β˜… Add Cha to Initiative (class feature) β˜† disadvantage on Dexterity (Stealth) checks from Plate 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. Brooch of ShieldingWhile wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.. 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. β€œMy words,” | β€˜My thoughts,’ | My actions . . . As Vigdan follows Artanis down the stairs, the knight blushes. "Please, just call me Artanis," he corrects, "I'm not fancy born. Village I grew up it wasn't that different from Vogler, without the river though." As they head towards the quarter where they'd find most of the horse merchants he asks "Anything I can help with? Your personal matter that is?" OOC Action: Artanis is off to secure the draft horses - if he can - and a wagon. He'll only be buying from reputable dealers unless he sees some really abused animal to rescue, in which case he'll likely cause a scene. Bonus Action: β€” Movement: β€” Reaction: β€” Object Interaction: β€” Mount Action: β€” Mount Movement: β€” 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) [0]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [12]. 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. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 3/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 3/3 (Long Rest) Leadership Dice (d6). 5/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).
  17. Please feel free to be the unlucky sod who caught Rush's eye, the aforementioned "next table over", a disapproving onlooker, or the bowl of olives.
  18. Air Genasi Valkuryte Racer AC: 19 (Splint, Shield) | HP: 43/43 () | HD: 5/5 | Speed: 35 ft. | Initiative: +0 Senses: Passive Perception 17, Insight 17, Investigation 10. Darkvision 60ft. StrSave: +3 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +2: 14 (+2) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: +3 Religion: 0: 10 (+0) | WisSave: +7 Animal Handling: +4 Insight: +7 Medicine: +7 Perception: +7 Survival: +4: 18 (+4) | ChaSave: +2 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Auran Spell Slots: L1 4/4 | L2 3/3 | L3 2/2 Rush's callused fingers tapped a staccato rhythm on the otherwise neat tabletop as he watched The Polakka slip out the harbour, Captain Linus threading the needle between two Fist ships with a judicious Gust. "Coulda got out quicker if he'd gone the other side and stole their wind," he judged, turning back to his drink and the dwarf sat next to him. He took a quick sip of his custom Thunderball cocktail - a pint of 'White Lightning cider charged with a shot of black Chult vodka. It had taken a bit of persuading - or rather gold - to get Tender Henk serving such a monstrosity in his more respectable cafe, but Rush was flush off his latest voyage. Even if he was between ships. "I'm telling you Thordal," he continued their earlier conversation "I almost made it last time. Knocked another few seconds off before everything else got knocked off." The heavyset smith just shook his head with a chuckle. "You're a tree-brained idiot Rush. Denser than adamantine, though I'll grant your balls are made of the same. What kind of sailor curses out the Sea Bitch in the middle of a storm." A wide smile cracked the Genasi's face, showing pearly white teeth between pale blue lips set in an angular jaw. Changing subjects on a dime, he snapped out "I gotta new idea though. You know all these things falling from the sky? I reckon there might be something there to work with right? Fancy magic flying rocks..." The dwarf immediately shook his head, red beard jangling as the steel trinkets shook like wind chimes. "Nah-uh, ain't touching none of that. Not after what I heard happened to those divers. Have to find yourself some other smith. Not even for all the gold in Waukeen's sweaty pits." A frown rolled across Rush's brow, wrinkling the jagged geometric tattoos that broke up his face. It passed as quickly as it arrived though, blown away by the same invisible breeze that caressed the frosted tips of his white hair and set his obsidian earrings swaying against the popped collar of his deep blue captain's jacket. "Nevermind. Here, I thought we were getting some snacks?" He shot from his seat, rising above the webs of low conversation that had been growing as if a particularly industrious cave spider was working its way around the impromptu bar. "Can anyone pass over that bowl of olives there?" he shouted, gesturing towards the kitchen hatch. "Yeah, you'll do," he added, as someone had the misfortune of meeting his eye, "just grab it and send it hand over hand. Pass it on to that table there and they can keep going." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage. Javelin. Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., ranged 30/120 ft., one target. Hit: 1d6 + 3 piercing damage. Shocking Grasp . Melee Spell Attack (V,S): +7 to hit, Touch, one target. Hit: 2d8 Lightning damage. Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 2d8 radiant damage. Toll the Dead . Cantrip (V,S): Creature you can see, range 60 ft., one target. WIS Save: 2d8/2d12 necrotic damage. Bonus Actions: - Reactions: - Class/Race Features: FeatherFall (1/1 Long Rest) . Levitate (1/1 Long Rest) . Wrath of the Storm (4/4 Long Rest) . You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. Channel Divinity (1/1) Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
  19. Is there a Lore thread I've missed? Because none of these names are ringing any bells for me, so I've just rolled with Taunus home town being an isolated forest village that got on by itself.
  20. Taunus, Goblin Ranger Taunus watches the supposed prince give himself up without judgement, though speaks up when the loudmouth pretty boy cries out in defence, "Never met the Emperor, so don't know who's side he's on, or who's side you think I should be on. Doesn't matter what face the throne has, sole of the boot always looks the same. Besides, that guy was a knight, not a bandit according to your prince. Though I've never hear of this Aurellia neither. They've also never been out defending the village."
  21. Bugbear Echo Knight AC: 15 (Chain Shirt) | HP: 31/31 () | HD: 3/3 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 13, Insight 11, Investigation 11. Darkvision 60ft. StrSave: +6 Athletics: +6 Carrying Capacity: 540 lb. Lift/Push/Drag: 1080 lb.: 18 (+4) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +4: 14 (+2) | ConSave: +5: 17 (+3) | IntSave: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1: 12 (+1) | WisSave: +1 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +3 Survival: +3: 12 (+1) | ChaSave: +1 Deception: +1 Intimidation: +3 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Undercommon, Wandile strolls doubtfully over to the field of food, glancing back to the tortoises. Animals had never really been his strongpoint, but he felt like he couldn't bow out the competitions now. Maybe best just to do it his way. He turns his back on the fields and steps up to the line of tortoises. "Alright then, which one of you thinks you're tough enough to take a bit of this!" he challenges them in common, slapping a tattoo'd bicep. None of them seem particularly impressed, though one at the end shows a little more interest in the noisy bugbear. "Right then, you're up. Never tried out for the cavalry regiments, but here we go!" He grabs the reins as he swings himself up atop the creature. "Hyah! Go on, git! We've a medal to win you lazy bugger! Call that racing? I seen faster snails! By the time you make it to the end, the other's will have eaten all the best leaves! Food is for winners, and second place is just first loser!" OOC Action: - Bonus Action: β€” Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Maul . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning damage. Flail . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 4 bludgeoning damage. Javelin [4] . Thrown/Melee Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 1d6 + 4 piercing damage. Bonus Actions: Manifest Echo . magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. Echo Swap . You teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. Second Wind . 1/1 (Short Rest) Regain hit points equal to 1d10 + your fighter level. Reactions: Class Features: Action Surge . 1/1 (Short Rest) You can take one additional action. Unleash Incarnation . 3/3 (Long Rest) When you take the Attack action, you can make one additional melee attack from the echo's position.
  22. Given last time we saw her she had summoned a flock of holy spirits and waded into battle, to me it makes most sense that she just stayed with the village defence force instead of coming through the portal with us. Gods know they need a little miracle to survive. Although they did visit within the last 24hrs so maybe just a busy time? since in the Rime of Frostmaiden they (also) let people know they were withdrawing. Would be good to know either way
  23. Taunus, Goblin Ranger Taunus initially shrugs at the demands of the midnight man. He doesn't know who this Prince is, who this man represents, or why he should acre about either of them. Nobles never cared much to venture into the forest and to be entirely honest that suited him just fine. They left him alone, he ignored them. His eyes harden at the implicit threat to the rest of them though, even addressed to this Prince as it was. Laying the voice at this Aldenar's feet did not mean it was any less of the midnight man's doing. If a prince was even here. "Thrashdak," he cursed in goblin, spitting over the side of the wagon towards the bandit. "I would not take orders or threats from you, midnight man. Let your business with this prince remain between the two of you." Hand still on taut bowstring, he makes no effort to move from his perch above the wagon, his body as tense as his weapon. Mentally he begins to pick targets, stretching his senses.
Γ—
Γ—
  • Create New...