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PureChance

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Posts posted by PureChance

  1. 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:


     

    As they strode on through the incalescent night, the ruddy light that offered no respite, Alban's limbs grew increasingly leaden - each thought and action fighting the stifling pressure around them. Still his demand for satisfaction drove him onward, until at the very edges of his sight he caught a glimpse of some uncanny manse, all at once familiar and strange. "More mind games," he cursed, "though we shall see if they have the taste of our patron or Vadim King's own enchantments. Perhaps they are yet one and the same." He wiped sweat and ash from his brow, leaving grey streaks in a mockery of the Redeemers mark of absolution. Grit had worked its way into his robes and boots alike, scratching incessantly and contributing to his dishevelment. Even within the confines of the grave he had not appeared so undone. "Whatever is within we will see the end of this business soon I believe. Do not forget the strength and sacrifices that bought us to this point. We are not doomed to the past. We cannot be." So he dragged himself forward, resolute in this land of ruination. Gods, Men and Devils be damned, he would have what he deserved.

     


    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]

     


  2. spacer.pngRush

    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.
    Str: 16 (+3) | Dex: 10 (+0) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
    Languages: Common, Auran
    Spell Slots: L1 4/4 | L2 3/3 | L3 2/2


    "Don't know why you'd become a bartender if you didn't like cocktails," Rush muttered to himself at Henk's grumbling "I'll see how good it is before I tip too." The chatter of apocalyptic doom mongers - twenty to the dozen in alders Gate - is tuned out without even trying. Instead, he listened to the rather acidic retort of the goop as his brain tried to parse the almost familiar words between. It was odd - like he had been served a seafood broth but instead of the usual clams, fish and shrimp it was stuffed with the candy equivalent. He'd sailed a far bit around Toril, but never heard of the Astral Sea, and whilst the concept of pirate galleons, extended bows and the upshots of manoeuvrability over defence (the former being his preference always) was intimately known, he'd never seen nor heard of Tortoise Class Haulers, or their apparently unique cargo. "Only one way to find out," he replied to the cultist distractedly, "fortune favours the bold!" Turning his head to encompass the ooze more fully he continued in the same breath "Sorry, I'm not sure if I misheard you there. I'm a sailor, but I'm not sure I've ever heard of the Astral Sea, Tortoise Class Haulers, Karpri or Chados... I'm not so interested in those slow ships you mention, but presumably if they're the slow workhorses there's something faster too, and that catches my interest. I'm working on a new design for the fastest ship see, last one still didn't quite cut it."

     

    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 Undead

    • Destructive Wrath

       

     

     

  3. spacer.pngTaunus, Goblin Ranger



    Taunus shrugs an answer to the pixie, "Like I told buttercup, I don't care for those political whatsimabobs but the village is in dire need of iron, and that takes coin." He flicks a bug from his skin. "Though I'm not doing it for 'connections', that's sure."

    He gazes in the direction the horses left. "If you're wanting to go the trail will be at its warmest now. Otherwise it'll probably be up to the King what he does, and I doubt it will be so quiet."

  4. token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

    Moon Elf Rogue 


    AC: 14 (Leather) | HP: 24/24 () | HD: 3/3 | Speed: 30 ft. | Initiative: +5 (Dex&Cha)
    Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft.
    Str: 10 (+0) | Dex: 17 (+3) | Con: 14 (+2) | Int: 10 (+0) | Wis: 10 (+0) | Cha: 14 (+2)
    Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant


     

    Keryn nods at Io's foresight to cast her spell - whilst he speaks quite a few languages, there are many more throughout the land he does not. Thankfully, it seems the late Markus is co-operative rather than cryptic, though little help. "Indeed, we have a start, and have uncovered several answers in the negative as well," Keryn contributes carefully. "Sometimes as valuable as the positive in divining the truth. Indeed, there used to be an old art style within Myth Drannor where murals were wrought upon city walls in light, through judicious use of space in the architecture. Obviously it was only possible with a degree of central planning and foresight, and has thus been lost, but it was magnificent I believe."

    With the crime sene seemingly done for, Keryn takes the time to thank the watchman for fulfilling his duty in preservation, turning over Gaerzil's point in his mind. He inquires as to whether Bolnata has been informed yet, wondering if they are to make a habit of bearing bad news to women.

    "Perhaps the rules of such a pact are not so straightforward?" he offers after a few minutes, "What does it mean to be a native of a city? If you were born and left on the first day of your life, would you be native? What if you first drew breath in Baldur's Gate, but had spent all your waking hours in Elturel? Maybe when you left, you left. Though I suppose that would not account for Markus being a target, except that he intended to return?"

    "Your point of the hellriders is apt too, though no doubt such origins would have been buried deep no knowledge is every truly lost to those devoted enough. Did you come across anything in Candlekeep Hravin?" he asked the scholar.

     

    OOC

    Action: -

    Bonus Action: -

    Movement: -

    Reaction: Absorb Elements if triggered

    Object Interaction: -

    Actions & Resources

    Actions:

    Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

    Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves.

    Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

    Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage.

     

    Bonus Actions:

    Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

    Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

     

    Reactions:

    Absorb Elements 1/1

     

    Class Features:

    Sneak Attack . Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll]

    Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

  5. 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.


  6. 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 |


     

    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.

     

     

  7. 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.


  8. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    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
    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 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 naïve - 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: 

    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) [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 3/3 (Long Rest)

    Class Features:

      Precise Strike. 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).


  9. spacer.pngRush

    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.
    Str: 16 (+3) | Dex: 10 (+0) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 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 Undead

    • Destructive Wrath

       

     

     

  10. 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 Claws, Dowerchime Staff, Ethersea Cloak | Miracles


    Disquieting Presence | Blessed (The Ethersea)


     

    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"

     

  11. 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

  12. 27 minutes ago, KingGoblin said:

    Like, if he can receive too, there is no more need for anyone in the party to ever talk, since we can just have him relay communications. Kind of overpowered reading, imo, since it would let us just talk away while, say, bluffing a guard or sneaking around a castle or whatever.

     

    And since he is a Face, too, it just makes things more crazy.

    The equivalent spell Rarys Telepathic Bond is 5th level and only lasts an hour, so I'd probably agree with you on that

  13. 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)

  14. 16 hours ago, KingGoblin said:

    Just, ah, mentioning that thri-kreen telepathy is one-way communication, I think. Unless someone speaks to him, or has their own way of transmitting telepathic messages, Steve can’t hear anyone else’s thoughts. He would be speaking common, but, well, he can’t speak.

    @JubalBreakbottle

    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

  15. 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

  16. spacer.pngTaunus, 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.


  17. spacer.pngRush

    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.
    Str: 16 (+3) | Dex: 10 (+0) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 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 Undead

    • Destructive Wrath

       

     

     

  18. spacer.pngTaunus, 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?"


  19. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    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
    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 . . .


     

    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: 

    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) [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 3/3 (Long Rest)

    Class Features:

      Precise Strike. 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).


  20. spacer.pngRush

    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.
    Str: 16 (+3) | Dex: 10 (+0) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 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 Undead

    • Destructive Wrath

       

     

     

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