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PureChance

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Posts posted by PureChance

  1. Siegfried splashed for another ticket (and Eeek has a second too I believe) so Siegfried at least is gunning for a full 16!

    Siegfried also suggested the dragonfly rides, so I'd count that as two votes for dragonflies for now. So potentially that route but in reverse. We'll want to be at the big top for the extravaganza too right? Siegfried certainly will.


  2. 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


     

    Sanguinus trudged towards the tavern, chainmail weighing heavy as duty on his shoulders. His breath misted in the crisp air, condensing on the roughwrought plain steel rings of his watch-issued hauberk and coif. A past life now, he reminded himself again. Though the insignia had been stripped, his origin was clear in the swing of his step, the square of his shoulders, the trim of his beard. Even this far from the city of his home he carried that ineffable sense of 'copper'. He had learned, though, in the past few months to follow the dogs and place his trust in Tyr. He had no choice but to do so. Thus he trudged after the mastiff that walked frosted streets, having left a disappointed Ymmeline still searching the wilds. Though he tried his best it never seemed good enough. Still, his best was all he could do. One step at a time.

    The dark oaken door swung open, revealing the warm bustle of life sheltered from winters harsh grasp, and Sanguinus found himself grateful not just for the food and drink, but the companionship it promised. He looked for a table, and was surprised when the dwarven lady approached him and mentioned a table already set aside. He hadn't thought Ymmeline had sent word ahead. Grateful for the opportunity he sits heavily and sighing, shedding his coif in relief and loosening hardworn black leather boots on the straw below. Of the mastiff, there is no sign. His face is more young than old, but lined with stress and lack of sleep and dark bags gather under his warm brown eyes. His beard remains well trimmed, showing this is a man who still cares for his appearance, though clearly not a vain one by the rest of his modest outfit.

    "I always have time to listen to those in need," he replied to the proprietor, pouring himself a long goblet of weak ale to soothe his cracked lips, "though these days there seem more rather than fewer." He pulled over the warming stew, settling his frostbitten fingertips around the edge of the wooden bowl to warm. Times had been tight, and what little money he had scraped together had been sent back to Melissa, his wife, and their two boys, Quintus and Caecilius. The warm meal was a pleasant treat. He turned his head to the nobly dressed lady to his side, "Well met, Mareen. My name is Sanguinus. I'm afraid accompaniment is beyond my talents, but I would be happy to watch. I don't suppose you know any more than I why we have been brought together?" Over the past months he had grown used to Tyr's cryptic guidance. His god, it seemed, was not a verbose one.

     

    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.

     

     


  3. token_1-3.png.80b517fb3733af2d43343fa50882a4af.pngInquisitor Karlov Mikhail Ilyich

    Marked Half-elf Grave Cleric 2


    AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0
    Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft.
    Str: 11 (+0) | Dex: 10 (+0) | Con: 12 (+1) | Int: 10 (+0) | Wis: 19 (+4) | Cha: 12 (+1)
    Languages: Common, Elven, Dwarven, Abyssal, Infernal

    Encumbrance: 76.5lbs (55lbs/110lbs/165lbs)


     

    Karlov's eyes remain wide, and his stare fixed on the black portal before him. He picks up on the halflings words. "Perhaps I shall take the second best route then, and meet you in this Haven hmm? If that is a better place to stand and cleanse the land," he suggests uncomfortably - and more importantly, still unmoving. His hand seems to have crept beneath the coarse grey wool of its own volition, where it now clasps the symbol of Kelemvor with pale knuckles.

     

    OOC

    Action:

    Bonus Action: —

    Movement: —

    Reaction: —

    Object Interaction: —

    Concentration:

    Actions & Resources

    Actions:

    Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage.

    Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured.

    Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage.

     

    Bonus Actions:

    Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable.

     

    Reactions:

     

    Class Features:

    Eyes of the Grave: 3/4 (Long Rest)

    Detect Magic: 1/1 (Long Rest)

    Detect Poison and Disease: 1/1 (Long Rest)

    Channel Divinity: 1/1 (Short Rest)

    • Path to the Grave
    • Turn Undead
    • Harness Divine Power (1/1 Long Rest)
  4. Ha! That went predictably poorly. I imagine Rush's passive insight is sufficient to realise such. I took the liberty of adding a response from the crowd.

  5. 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:


     

    Physically exhausted though he is, stained with dust and ash, Alban's spirit was not cowed. "We are bound in this dark business by experience, magick and blood," he intoned, "drawn by greater fate than some mere trick. I have come to believe this business will be finished together, stand or fall." He would make sure he was standing. "Come, delay only serves to let Vadim - and whatever he has wrought - fester." He drew himself upright, brushed the dust from his robes and exerted his power to make them flare briefly. "You will lead Dalin, with axe and shield. I will stand behind the former, and you will take her left flank Jozelle, to offer the shield bite of its own." Alban knew little other than tricks and deception, finding his way by with honeyed words rather than direct force, but he was outmatched by Vadim King in this. He could only hope their coterie would provide sufficient cover. "This is a land of destruction, let us guide its natural path."

     


    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]

     


  6. token_1-3.png.80b517fb3733af2d43343fa50882a4af.pngInquisitor Karlov Mikhail Ilyich

    Marked Half-elf Grave Cleric 2


    AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0
    Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft.
    Str: 11 (+0) | Dex: 10 (+0) | Con: 12 (+1) | Int: 10 (+0) | Wis: 19 (+4) | Cha: 12 (+1)
    Languages: Common, Elven, Dwarven, Abyssal, Infernal

    Encumbrance: 76.5lbs (55lbs/110lbs/165lbs)


     

    As they step into the darkened tavern, wooden floor creaking under their passage a hot prickle begins to grow at the name of Karlov's neck. Despite the cold mist that besets them, he finds a sweat upon his brow. As Willa lifts the trapdoor his throat tightens, and the dour priest visibly flinches as she speaks of locking up. "No," he stammers - a quaver in his conviction for the first time since arriving - "No I will await them here. This building seems sturdy enough." He bangs a fist against the bar, which shakes an alarming amount, dust gently drifting downward with a musty scent. "Surely this is as defensible as the cellar. I can bathe more of them in Kelemvor's grace from here," he scrambles between justifications.

     

    OOC

    Action:

    Bonus Action: —

    Movement: —

    Reaction: —

    Object Interaction: —

    Concentration:

    Actions & Resources

    Actions:

    Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage.

    Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured.

    Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage.

     

    Bonus Actions:

    Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable.

     

    Reactions:

     

    Class Features:

    Eyes of the Grave: 3/4 (Long Rest)

    Detect Magic: 1/1 (Long Rest)

    Detect Poison and Disease: 1/1 (Long Rest)

    Channel Divinity: 1/1 (Short Rest)

    • Path to the Grave
    • Turn Undead
    • Harness Divine Power (1/1 Long Rest)
  7. Rush's backup plan is Gust of Wind to try and help clear a corridor for us, but Suggestion might help riff off the "be elsewhere" lowercase suggestion, and whatever basic thing I'm assuming Steve will do.


  8. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 21 (Plate, Shield +1) | HP: 38/38 (6 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 . . .


     

    On the Way

    Meeting back with the others, Artanis is overwhelmed with offers of money for the purchase, having to turn some of it away even. It fills his heart with joy to see his companions new and old happy to offer investments in their future together, as Merituuli puts it. "I don't see why you can drive there Arlo," he tells the little kender. "I'll ride Tiergan alongside whilst you get the hang of it, so should be able to correct any missteps. They're both solid old horses though, shouldn't give any trouble. They can probably do it in their sleep!" He offers the other wagon to Merituuli, "Same for you, I can't imagine it's that much different. They just need a nudge in the right direction." It was most likely a failure in his imaginative ability... "I'm sure we can share it out though." He happily helps stow away any luggage or supplies before they set off the following morning, including some healer's kits should the army need any further supply.

     

    The morning after, well rested twice in a row for a change, Artanis takes the time to properly check over his armour and Tiergan's tack, giving everything relevant a good polish. Today was the day they would be meeting the army, and first impressions count. He hopes Darrett will be there to greet them rather than out on the line, but only time will tell.

     

    Coinage

    Previously 101.5gp from Artanis' pocket. Subsequently less 50gp from Arlo, 21.5gp from Hunni, 50gp from Vigdan, and we're already over. Artanis shall take nothing from Coltan, Merituuli, and demure 25gp from Vigdan.

     

    Battle for Steel Springs

    Unfortunately it seems warm welcome is not to be had - not from their own troops. Smoke is the first sign of trouble, and Artanis shifts in his saddle, plate clinking against steel stirrups as he adjusts himself. "Be ware," he tells the party unnecessarily. As the worst comes into view, he knocks down his visor and joins the dwarves' charge. "Get to the wagons!" he shouts as he thunders past the retreating soldiers, dust and water flying. Levelling his lance he brings Tiergan to block the northern-most crossing, trusting Modri to 'his' left flank. He raises the famous Greenshield against the enemy, daring them to pass him as he covers the soldier's retreat. "See if you can shoot that beast through the heart again Vigdan, same scales look weak!" He shouts back without breaking eye contact.

     

     

    OOC

    Action: Dodge

    Bonus Action: Helpful Word to grant Vigdan Advantage vs the Dragonell - he should be able to get within 80ft of it and thus get Sneak Attack.

    Movement: 

    Reaction: Opportunity Attack if applicable (using Lance)

    Object Interaction: 

    Mount Action: Dash

    Mount Movement: Y3 > L10 (I make it around 90ish feet with difficult terrain and 5-10-5 diagonals. I might be a little off, but I'm pretty sure it's less than 120ft.)

    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). 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).

  9. spacer.pngTaunus, Goblin Ranger


    Taunus grabs a nut from the deerskin pouch on his belt and tosses it into his mouth. A moment later his lips part to reveal a shell between spiked teeth, which he spits into the undergrowth before savouring the contents. "Taunus," he grunts in reply to the two - it seemed - noble folk. "Of no last name," he adds, as if daring them to make something of it.

    At the monks invitation, he finally moves, slinging his bow over his shoulder and dropping down off the top of the wagon on sprung legs. "If they're paying I'll come." He looks at the large and loud pair. "Too many folk'll keep us from being quiet," he adds, before turning to head into the forest proper. "We can see where they went leastways. Caravan will be easy to find again."


  10. 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 laughs with delight as mere seconds after stepping inside the wonder begins. Tossing his cane from one hand to the other, he reaches out to grab a seed with manicured hand. His practice makes the task of plucking it from the air simple - though whether it is practice with calligraphy, instrument or his own indulgences in sleight of hand who could say. He looks down to see the little kenku has not managed his own. He is about to offer his own downward, when it dissolves into brightly coloured confetti with a small pop, shot through with glittering dust. A small chuckle escapes his lips, despite himself. "Sorry EEEEK," he apologises, "it looks like they aren't transferable."

     

    He reaches forward towards the talking squirrel to take the dandelion in its place - the entire scene is hilariously surreal. "Why not, we're here to have fun yes?" He's not quite sure what to wish for initially, then closes his eyes and blows strongly. The wisps fly free, scattering into the air where they sparkle gold in the torchlight.

    Fixit catches up a moment later, and Siegfried takes the opportunity to peak at some of the place names. "I for one would love to visit the Hall of Illusions," he says wondering what tricks he could pick up, "through I could hardly miss the dragonfly rides. I've sailed before, but never flown. I wonder if the dragonflies are made big, or we are made small?"

     

     

    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.

     

     

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

    Moon Elf Rogue 


    AC: 15 (Studded 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 thanks the watchman for the lead - it definitely would save them time. Indeed, he is about to take them for arranging a meeting - very happy to avoid waiting, when Mishka interrupts to decline. Not wanting to show display conflict amongst cloaks, he holds his tongue till they are clear before inquiring as to her reasoning. Her explanation however proves surprisingly sound. "A good idea, the last thing we want is another Vollis situation. Better it be contained."

     

    He is happy again to let Io take a more gentle lead than he would have, given the little time they have to waste. He does chip in with his best attempt at consolation however, "If you had taken his suggestion to move back to Elturel you would likely all be dead now, rather than just Markus. Don't blame yourself for his death." The star does draw his interest, and he continues with a gesture towards it "A memento of your husband's or your own?"

     

    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.


  12. spacer.pngRush

    Air Genasi Valkuryte Racer 


    AC: 17(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 2/3 | L3 2/2


    Rush landed on the docks with a thumbs up to his fellow jumper, even if the man had been slightly less aerodynamic it was the thought that counted. "Good on you, and best of luck out there - remember Valkur favours the bold!" he offers, before skipping through salty puddles in a, well, rush. He briefly dips under the dock to grab his waxed duffle, the dull red cover of his well thumbed copy of 'Racers of Toril' just poking out the top. Naturally Derelict Dave - one of the beach bums who Rush had offered a couple of silver to watch his bag many times in the past - had long since disappeared. His instinct for trouble and its avoidance bordered on the supernatural and the easygoing half-elf had slunk aboard one of the first ships to leave. He was one of those people who had, perhaps, already stumbled accidentally into a sort of nirvana, washed along by the waters of life quite happily gazing up at the sky as it passed by and avoiding any number of unlikely deaths by sheer grace.

    Reunited with his equipment, he swung up onto the pier to meet the dashing captain, fancy noble and accompanying theme song. Oh, and the angry mob. Thinking on his feet, he drew on a soupçon of divine power to enhance his voice with the crack of lighting and rumble of thunder. "The Fist's been hit by the Upper Ward - all the best looting is there, and free horses!" He trusted that at least some of Baldur's Gate citizenry would find some sense within themselves and act according to their nature. If not, he could already feel a fair wind beginning to blow at his back. If it happened to blow the thugs into the water alongside parting the crowd all the better.

    For a moment, Rush feels a surge of optimism as the crowd pauses. Only for a moment though, as one squinting member yells suspiciously back "How come yews are here then!", their point punctuated with a stubby dirtstained finger. "'ere yeah that's a good question, he's got his duffle too," a neighbour rumbles. Rush flounders for a response, feeling the mob begin to slip away again. He hadn't really thought this far ahead.

     

    OOC

    Action: Cast Thaumaturgy to enhance voice (booming up to 3 times as loud for 1 minute). If he has more than one action, there'll be a literal crack of lightning and rumble of thunder preceding it.

    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 (0/1 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

       

     

     

  13. I've a suddenly even more hectic week coming up next week, so probably won't be able to make any proper IC posts till Tuesday 21st - sorry. I may be able to squeeze a short one in but don't count on it.

  14. I've a suddenly even more hectic week coming up next week, so probably won't be able to make any proper IC posts till Tuesday 21st - sorry. I may be able to squeeze a short one in but don't count on it.

  15. I've a suddenly even more hectic week coming up next week, so probably won't be able to make any proper IC posts till Tuesday 21st - sorry. I may be able to squeeze a short one in but don't count on it.

     

    Combat posts are usually quick if needed.

  16. I've a suddenly even more hectic week coming up next week, so probably won't be able to make any proper IC posts till Tuesday 21st - sorry. I may be able to squeeze a short one in but don't count on it.

     

    I'll try to have one in before next week starts, but otherwise assume Taunus is being sullen yet cooperative.

  17. I've a suddenly even more hectic week coming up next week, so probably won't be able to make any proper IC posts till Tuesday 21st - sorry. I may be able to squeeze a short one in but don't count on it.

  18. I've a suddenly even more hectic week coming up next week, so probably won't be able to make any proper IC posts till Tuesday 21st - sorry. I may be able to squeeze a short one in but don't count on it.

     

    combat posts are usually quite quick if needed.

  19. 21 minutes ago, Gregorotto said:

    I put zero thought into what languages were what from a Earth language family perspective, so naturally most of Faerun is devil-worshipers :D

    Well Avernus is on the rise I heard


  20. token_1-3.png.80b517fb3733af2d43343fa50882a4af.pngInquisitor Karlov Mikhail Ilyich

    Marked Half-elf Grave Cleric 2


    AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0
    Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft.
    Str: 11 (+0) | Dex: 10 (+0) | Con: 12 (+1) | Int: 10 (+0) | Wis: 19 (+4) | Cha: 12 (+1)
    Languages: Common, Elven, Dwarven, Abyssal, Infernal

    Encumbrance: 76.5lbs (55lbs/110lbs/165lbs)


     

    "Hah," Karlov barks darkly, "this whole land is rotten. There's no safety to be had in the plane." For someone new the Falkovnia, he seems to have picked up the local vibe remarkably quickly. Perhaps it's his personality, or perhaps he has learned quickly from their journey here. "Not until all is purified - man and beast whole - will the earth follow."

     

    OOC

    Action:

    Bonus Action: —

    Movement: —

    Reaction: —

    Object Interaction: —

    Concentration:

    Actions & Resources

    Actions:

    Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage.

    Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured.

    Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage.

     

    Bonus Actions:

    Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable.

     

    Reactions:

     

    Class Features:

    Eyes of the Grave: 3/4 (Long Rest)

    Detect Magic: 1/1 (Long Rest)

    Detect Poison and Disease: 1/1 (Long Rest)

    Channel Divinity: 1/1 (Short Rest)

    • Path to the Grave
    • Turn Undead
    • Harness Divine Power (1/1 Long Rest)
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