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PureChance

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Posts posted by PureChance

  1. I might need a quick update on how exactly spell jamming works (though I'm aware Rush also doesn't know) - so to fly you need to be attuned as per a magic item yes? Can you fly without being attuned? Is there any proficiency required or associated?


  2. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 21 (Plate, Shield +1) | HP: 17/38 (0 THP) | HD: 5/5 | Speed: 30 ft.
    Senses: passive Perception 11, Insight 13, Investigation 9
    Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
    Languages: You can speak, read, and write Common and Solamnic

    DR3 vs nonmagical bludgeoning, slashing, piercing. Brooch of Shielding. Force all attacks targeted at mount to target Artanis instead. Mount has Evasion


    My words,  | My thoughts,’  | My actions . . .


     

    Artanis weathers a torrent of blows despite his defensive action, the knights seemingly unusually motivated. Partly it is because he is defending Tiergan from their strikes, which earns him a nasty gash from the first soldier, drawing blood before the wound is cauterized. The second flanking him also manages a lucky blow, and though his armour absorbs most of the steels damage it does nothing for the vicious fire. Luckily he is aware enough to block all the third knights blows, but doesn't see the officer striking from above before it's too late! Once he's aware of the threat though, he fends of further attempts without difficulty. Tiergan whinnies and rears, as Artanis is emboldened by his allies joining him. Spotting the southernmost RDAS2... Knight harassed by spirits and distracted by Merituuli's osprey, he exhorts Vigdan to take advantage; "quick, a clean shot whilst the birds distracting him!" Meanwhile, bruised and bloody as he is, he focuses on defending himself, trading the now unwieldy lance for longsword.

     

     

    OOC

    Action: Dodge

    Bonus Action: Commanding Rally on Vigdan - @RagallachMC can immediately make a single weapon attack as a reaction (given it's not your turn, this does allow sneak attack on this and on your turn, plus since you haven't yet taken your turn it uses your otherwise unused reaction from this past round). If you hit, you deal an extra d8 damage. RDAS2 is granting advantage thanks to Merituuli.

    Movement: 

    Reaction: Opportunity Attack if applicable (using Longsword)

    Object Interaction: 

    Mount Action: Dodge

    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) [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.

    Bonus Actions:

       Rallying Mark

       Urgent Orders  

       Helpful Word

       Commanding Rally 2/3 (Long Rest)

    Class Features:

      Precise Strike. 3/3 (Long Rest)

      Leadership Dice (d6). 4/5 (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).

  3. 15 minutes ago, Draidden said:

    I think it would go along the lines of the charm spell. While it is active and affecting them they aren't aware of it. But once it wears off them the realize they were charmed. They not know who cast a spell on them but they would feel the effects of it wearing off and understand more or less what it did.

    That's perhaps a reasonable compromise actually - is Hex Enchantment school?

  4. Sorry to hear you're dropping out, and especially sorry that you feel you have to withdraw from the hobby altogether. There's as many different tables and experiences as there are kinds of people - though obviously some are more prevalent - so I'd encourage you to give it another go on perhaps a different setting in the future. Equally there's no obligation to enjoy TTRPGs with other people, not an obligation to do something you don't enjoy. Some people (like my wife) will never enjoy it.

     

    Either way, thanks for letting us know and best of luck on the future. I'm sure Ren will do a sterling job holding back the tide of devils alongside the folks of Hethton.

  5. Quick question - how aware are we that we lost something at the carnival last time we came? I seem to recall you mentioned that the carnival seems familiar but distant in memory, and the "loss" kind of like a word on the tip of your tongue - as in we're vaguely aware we have lost something, but can't pin down what it is. I may have made all that up though.

  6. @Anthr4xus to be clear out of character at this junction - I'm not intending to be the guy who deliberately obstructs the adventure or doesn't answer the call. This is pretty much exactly Karlov's listed phobia. If there is legitimately another option (even if obviously more dangerous/slower), Karlov will absolutely take that. If there is not, I'll describe Karlov having a very unpleasant walk / breakdown underground. I don't want to hold up the game in name of "it's what my character would do", but thought immediately rolling over on his phobia renders it somewhat shallow.


  7. spacer.pngSanguinus Aurelius Cicero

    Human Cleric of Tyr


    AC: 18 (Chainmail, Shield) | HP: 10/10 () | HD: 1/1 | Speed: 20/30 ft. | Initiative: +0
    Senses: Passive Perception 15, Insight 15, Investigation 12.
    Str: 10 (+0) | Dex: 10 (+0) | Con: 14 (+2) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 14 (+2)
    Languages: Common, Tharian, Chondathan
    Spell Slots: L1 2/2 | L2 0/0


     

    Audrey's entrance alongside two halflings went unnoticed by Sanguinus, despite the woman's interest in their party. The group was too mundane, for want of a better word, comfortable enough to not warrant a second glance. Krone on the other hand, drew eyes by her exotic nature. Uncanny in appearance - for all she seemed human there was something more, something off about her that hd Sanguinus' gut churning as his eyes roved to find it. As she joined them, he suddenly realised his attention could be misinterpreted and turned into his cup, coughing to hide his embarrassment. "Very well, pleased to make your acquaintance," he replied to the silver woman. "Though I'm not sure who 'we' are to be joining yet. Certainly I am not a performer as it seems Mareen, Gemma and yourself are. Fuma could perhaps pass as a strongman."

    Once the performers had finished their introductions, he returned to Mareen's question. "Not much of a story I'm afraid," he replied bluntly, "and my part in it's even smaller. Woman named Ymmeline - hunter round these parts I believe - asked my help regarding some rust monsters. Mustn't have heard what happens when I try to help though, because we lost their trail," he chuckled darkly. "She asked me to head into town to find out if anyone had seen or heard more, but I suppose she may have simply been trying to shed the extra weight. I'm a city boy, not a survivalist at heart. Though I didn't catch any trace of deceit in her so probably not. We were each straightforward as the other, which was a pleasant change."

     

    OOC

    Action: -

    Bonus Action: -

    Movement: -

    Reaction: -

    Object Interaction: -

    Actions & Resources

    Actions:

    Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.

    Light Crossbow . Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., one target. Hit: 1d8 piercing damage. Loading, Two-Handed

    Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

    Word of Radiance . Cantrip (V,M): Each creature of your choice that you can see, range 5 ft. CON Save: 1d6 radiant damage.

     

    Bonus Actions:

    -

     

    Reactions:

    -

     

    Class/Other Features:

    Voice of Authority . You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

    Inspiring Leader . You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

     

     

  8. Alban Lord Stuart - Human Shadow Sorcerer Credit: KuraiGeijutsu

    AC: 14  | HP: 38/38 | Initiative: +4 | Passive Perception: 11 (Darkvision 120ft) | HD: 5/5 | Inspiration 0/1 

    Exhaustion: 1 | Concentrating:


     

    Uncanny indeed, the odd courtyard they found themselves in. Each piece inspected was unremarkable, but like the whole broken house somehow out of place in these broken wastes. He would say it mirrored his own history, broken since his brother's death, but in truth he had been broken long before that by his father's cruelty. There had never been some glorious past. "I would pray rather we find something than more wretched silence emptiness. These damned plains have enough of that, and I am anxious to be done and gone," Alban muttered, conscious of the portal still behind them. "I have naught but my own understanding to break enchantments and illusions I am afraid," he added reluctantly, "shadows conspire to obscure rather than reveal." He stepped carefully forward, avoiding the cracks within the ochre tiles, sniffing the air. "The mage's old residence perhaps, that he knows of this infernal amulet? It would be a pretty irony," he suggested. His faith in their patron had long since faded, too much information hidden and too little trust extended. The prize offered too sweet and tailored for each unsuspecting victim.

     

    "Vadim King was a being of arrogance and luxury," he mused, "but too tricky to rise to a challenge I would guess. Perhaps we check the master suite first." As an afterthought he whispered, "Keep quiet too, lest we spook him."

     


    OOC

     

    Stat Block

    Imperial (variant) Human Sorcerer 5

    Languages Common, Elven

    Background Noble Background Feature Position of Privilege


     Str 11 Dex 18 Con 16 Int 12 Wis 12 Cha 20

    Proficiency Bonus +3 Saving Throws Con, Cha

    Speed 30

    Tools Calligrapher's Tools

    Spell Attack Bonus +8 | Spell Save DC 16 | Spell Slots L1 4/4 ; L2 3/3 ; L3 2/2

    Sorcery Points 5/5 | ShadowTouched L1 0/1 ; L2 1/1


    Actions

    • Dagger +7 to hit for [1d4+4] piercing damage | Light, Finesse, Thrown 20/60
    • Light Crossbow +7 to hit for [1d8+4] piercing damage | Loading, Two-handed, 80/320
    • Mind Sliver DC16 INT Sv for [2d6] psychic damage | V, one creature, 60ft | -1d4 next saving throw
    • Frostbite DC16 CON Sv for [2d6] cold damage | VS, one creature, 60ft | disadvantage next weapon attack roll
    • Chill Touch +8 to hit for [2d8] 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

    • Shield [Hit by an attack / targeted by Magic Missile]

     

  9. 22 minutes ago, Wizard of the Coat said:

     

    If this were 3.5, I'd suggest a houserule, like, the target gets a save every time they make a ability/skill check with the targeted ability score, maybe even give a +1 bonus to each successive save until successful. But 5e did away with minor bonuses and penalties, as well as minimizing the number of game mechanics that need to be tracked from round to round. In 5e design philosophy, we'd just say: this is a minor thing, so no mechanics--either the target knows or they do not.

     

    That's the kind of thing I was thinking - some kind of insight check each time it affects them in a non damaging manner, like illusion and investigation I guess. Plus something to deal with the perpetual loop that would occur when wisdom was hexed.

  10. Hmm. Not sure - till you posted the above I would have said experiencing the effects would have been the extra damage, but I can see it noticing something like being more clumsy after the 3rd or 4th time it's dropped something, or feeling a little fuzzy in the head. Equally that happens to me and I don't assume I've been hexed.

    I'd definitely vote no to some degree because I think it adds social interest to the spell that's otherwise just a combat lego block.

  11. spacer.pngPhlebas, Ship's Carpenter

    Reborn Fathomless Warlock 


    AC: 15 (Studded Leather) | HP: 57/57 (15 THP) | HD: 6/6 | Speed: 30 ft. ; 40ft. Swim | Initiative: +3
    Senses: Passive Perception 11, Insight 14, Investigation 10. Darkvision 60ft.
    Str: 14 (+2) | Dex: 16 (+3) | Con: 18 (+4) | Int: 11 (+0) | Wis: 12 (+1) | Cha: 20 (+5)
    Languages: Common, Chondathan, Illuskan, Comprehend any speech between fully submerged creatures
    Resistance: Poison, Cold | Advantage on Saving Throws vs: Disease, Poison, Death
    Don't need to eat, breathe, sleep and magic can't put you to sleep.
    Spell Slots (3rd Level): 2/2 | Talisman Charges: 2/3 | Tentacle Uses: 2/3 | Past Knowledge Uses: 2/3

     

    Current Gear: Studded leather armour, 1 dagger, Rod of the Pact Keeper, Cape of the Mountebank, Goggles of Night


     

    Phlebas floats dead in the water as Finn descends towards the anchor rope, allowing the swell to move him as the lumps of kelp. When the sea elf rises from the depths he nods towards her, producing his gold coin. "It's the druid, one of ours," he shares quietly. No sense in drawing unnecessary attention. Watching Finn saw at the anchor rope - the fibres old and weathered by sat till they resemble bound steel more than hemp - he realises this may take a while. He skulls down to join the sea elf, drawing his dagger to saw opposite, securing himself with his free hand. It would detract from lookout, but the sooner they were out of here the better he figured.

     

    OOC

    Action: Attack anchor rope (do we need to roll to hit?)

    Bonus Action: —

    Movement: -

    Reaction: -

    Object Interaction: -

    Actions & Resources

    Actions:

    Eldritch Blast . Ranged Spell Attack (2 beams): +10 to hit, ranged 120 ft., one target. Hit: 1d10 + 5 force damage, push 10 ft.

    Toll the Dead . Cantrip: DC18 Wisdom Save, one creature in 60ft, Fail: +2d8/2d12 Necrotic damage.

    Dagger [1] . Thrown/Melee Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

    Coiling Grasp Tattoo . Melee Attack: DC14 Strength Save, reach 15 ft., one target. Fail: 3d6 force damage, grappled (DC14).

    Unarmed/Improvised . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage.

     

    Bonus Actions:

    Summon/Command Tentacle . Range: 60 ft. | Move: 30 ft. | Melee spell attack: +10 to hit, reach 10 ft., one target. Hit: 1d8 cold damage, -10ft speed.

     

    Reactions:

    Rebuke of the Talisman . When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus (3) and push it up to 10 feet away from the talisman's wearer.

     

    Other Features:

    Rod of the Pact Keeper +2 . 1/1

    Cape of the Mountebank . 1/1

     

    Gear

    Gear - mundane

    Studded leather armour, Cold weather clothing, Carpenter's tools, sailors kit (explorers kit minus torches, minus bedroll, plus hammock, all in an oilskin bag) a set of traveler's clothes, and a pouch containing 15gp, a light crossbow and 20 bolts, 3 1 daggers, 10 iron spikes, pint of oil, hooded lantern, fishing tackle

    magic items, *attuned (2/3)

    • Rod of the Pact Keeper +2* (rare),
    • Cape of the Mountebank (rare)
    • Coiling Grasp Tattoo* (uncommon)
    • Goggles of Night (uncommon)

    wish list

    Barrier tattoo medium

     


  12. spacer.pngSanguinus Aurelius Cicero

    Human Cleric of Tyr


    AC: 18 (Chainmail, Shield) | HP: 10/10 () | HD: 1/1 | Speed: 20/30 ft. | Initiative: +0
    Senses: Passive Perception 15, Insight 15, Investigation 12.
    Str: 10 (+0) | Dex: 10 (+0) | Con: 14 (+2) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 14 (+2)
    Languages: Common, Tharian, Chondathan
    Spell Slots: L1 2/2 | L2 0/0


     

    "I'm sure any show would be worth my while," Sanguinus replied frankly, "though I'm not sure I can speak to my tastes. Those cultural things always went over my head, and were too expensive besides." He took advantage of the rumour to begin eating, carefully and steadily working through the bowl of stew, nodding at the appropriate points, happy to let the bard talk. Like most bards she seemed to enjoy the sound of her own voice. One eye was kept on a group of patrons in the corner who seemed to be getting just a little too rowdy, and occasionally he glanced towards a young lad dressed in hand-me-downs loitering by the door. He wiped his mouth on a spare cloth when she wrapped up, adding "Well it all seems a bit much for me. Something for heroes and adventurers. Hopefully Glenna's problems are more on the simple side of things."

    He stamped his feet against the straw, feeling beginning to return to his toes with a hot prickle, and looked up at the two latest customers joining their table. A veritable mountain of a man who looked like he belonged in the very stories Mareen was describing. A voluble halfling buried beneath an equivalent mountain of rags. "Well met Fuma, Gemma," he greeted them both politely. The former was - he decided - a reassuring presence in whatever Tyr had planned for him. The kind of study man you could build a line around, and rely on to keep it. Presuming, of course, he was on their side. Otherwise he was the kind of man who made you remember there was some paperwork needed filing back at the station. Not for him any more. He sighed, and took another long drink of ale. He's thankfully saved from having to respond to the halfling's pointed comment by their short attention span. He was perfectly aware that watchmen didn't always have the best reputations with some folk - especially not in the last few months. It didn't help his feeling just a little more run down each time he was judged on that by common folk, rather than the good they did. Used to do. "Sorry if I don't have much conversation in me tonight, it's been a tough winter," he apologised. "Don't suppose you saw any rust monsters on your journey Fuma?" he inquired halfheartedly, not expecting an easy solution. Of the three he judged the barbarian most likely to have encountered them in the wilderness.

     

    OOC

    Action: -

    Bonus Action: -

    Movement: -

    Reaction: -

    Object Interaction: -

    Actions & Resources

    Actions:

    Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.

    Light Crossbow . Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., one target. Hit: 1d8 piercing damage. Loading, Two-Handed

    Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

    Word of Radiance . Cantrip (V,M): Each creature of your choice that you can see, range 5 ft. CON Save: 1d6 radiant damage.

     

    Bonus Actions:

    -

     

    Reactions:

    -

     

    Class/Other Features:

    Voice of Authority . You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

    Inspiring Leader . You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

     

     


  13. spacer.pngSiegfried Duval

    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.
    Str: 10 (0) | Dex: 16 (+3) | Con: 16 (+3) | Int: 18 (+4) | Wis: 14 (+2) | Cha: 17 (+3)
    Languages: Common, Elven
    Spell Slots: L1 2/2 |


     

    Siegfried nods kindly at the little Kenku. "Dragonflies it is then!" he declares loudly, seemingly glossing over the quiet Ilse's opinion. Whether it is because of her forgettable nature, because it didn't coincide with his, or because she's so clearly of a different world would go unknown. In fact it seems as if he's barely taken anyone else's opinion into consideration, though there is no obvious malice or superiority in his tone. "This way then?" he asks Fixit, gesturing with his amethyst-studded cane - roughly in the direction of the Calliope directly ahead, only just managing to wait for an answer.

     

    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.

     

     

  14. I'm assuming that time taken to walk between events is effectively null time - this may be wrong. If it is, then the order we go in is merely a reflection of our characters attitudes to these kinds of things - do they choose the logical route or just jump between different events? Again, I've assumed that running across the park has no mechanical impact.

    Siegfried would be happy to hit the calliope on the way to the dragonfly rides, he just definitely wouldn't want to miss out on the hall. Otherwise - if alone - he would have stumbled round the park on a fairly random manner. He's fairly used to getting his own way because he's both rich and from a rich family, so he probably just assumes that's how the world works these days. He wants to go to these things, so that's what will naturally (be made to) happen.

  15. 38 minutes ago, darlis moonbeam said:

    Gavin's vote would be Dragonfly rides. Just out of curiosity in case it may be been explained and I missed it. What is calliope in regards to here? I know who it is from mythology and such so I can hazard a guess that there will be singing there. Which I know that Gavin would also be interested in as he enjoys music and even plays though he has lost his talent with it.

    You should check the lost and found then, maybe you can pick up a talent in drawing instead.

     

    Also looking like we're starting with dragonfly rides .

  16. Disappointing, but these things happen - especially with ups and downs in realise. I suspect a lot of people who play PbP have limited time already.

    I'd agree that at the moment we seem to have a good crew to get going with (Presuming Thom survives his city adventures), and can always look at re-recruitment later.

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