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PureChance

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Posts posted by PureChance


  1. 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


    Events conspired to interrupt any answers from the ooze, as the previously distant and beautiful meteor shower turned into imminent danger. His eyes flicked to the sky as soon as the first strange metal pod landed, seeking more. He hoped Thordal had been clear. No time to dwell as they continued to fall and the cafe exploded into panic. With one free hand he lunged and grabbed the fresh-made Thunderball from the bar, offering a quick toast to the little halfling. No sense in wasting good booze. He notes the slime person had the same good instincts. The next second, he was forced to down it as the cafe literally exploded. He was grateful now that he had run straight from the harbour, not bothering to waste time changing out his armour, though the rest of his sailors bag was still down there. "What in the hells are all these!" he shouted over the din as arms, mops and crossbow bolts started flying. He dodged the dog, and found his eyes drawn to the strange, beautiful geometric shapes. He snapped back to reality, and a crack of thunder erupted across the racing crystal vines as his eyes blazed with lightning. "Shatter!" It seems to briefly stunt their growth, but then they simply bud from lower down, weaving an even denser net. "Well shit. That didn't work." he muttered. "Plan B." He spun towards the fancy elf.

    "I'm not sure what half those words mean, but if it means getting out I'm in," he shouted, vaulting over a flying table. "Sorry Henk, I'll settle up later. You know I'm good for it!" he called back in the direction of the bar. "Same place that other chap ran too? Down in the harbour I assume?" he rattled back at the elf again. Despite the destruction, an undercurrent of excitement could be found in his voice and body. He loved living on the edge. It was the best place to go faster. He hoped he wasn't about to get on one of those strange turtleships though, they needed to be light enough to juke these pods and get to open water. "Guess that's a yes," he thought as the aristocrat disappeared down the stairs.

    He thumbed towards the newly installed open air balcony on the cafe's sea view. "Shortcut anyone?" he offered with a wide grin, waiting a moment for anyone who wished to follow, before swan diving backwards into freefall, trying his best to aim for the edge of the harbour. He stretched it as late as he could before letting the air cushion him - and up to four other brave jumpers - against fatal deceleration.

     

    OOC

    Action: Cast Shatter on the crystal vines growing to encase the building.

    Bonus Action: -

    Movement: -

    Reaction: Featherfall

    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

       

     

     


  2. 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)


     

    At the mention of undead, Karpov's head whips round with surprising speed, mouth set in grim line as he scanned the mists for the abominations. The knight quickly draws sword, and Karlov nods in approval at his eagerness to strike down the threat. "We can trust them," he shares curtly, "they are wary and desperate, not duplicitous - yet. I doubt it is an ambush over a true threat." What would happen when supplies ran low was another matter - nothing like hardship to see a persons true colours. Still watching the edge of the village, Karlov began to slowly walk backward, shield held ready. "If too many approach, I shall invoke Kelemvor's will to Turn them, as able. I do not know what this foul place will do to the magic though."

     

    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)
  3. Tharian is apparently a descendant of Thorass - the same root as common and Chondathan, so all Italic languages. Perhaps, if Thorass is Latin and Chondathan is French, Tharian could be Spanish or Italian? Though I see you previously assigned Latin to Infernal.

     

    Hmm, not sure if he would have been incorporated into the Red Plumes - to me it seems that would have been a reward for the most specifically-loyal-to-Lord-Torin soldiers/watchmen, which he was not, though he was straight. I also imagine that they would have recruited people who share their view on the great laws, so again not him. He was quite settled as a regular Watchman, not ambitious. So let's say no.

  4. Aha! Aren't you in for a treat. Under latest ALG rules, if your background does not provide a feat you can take your choice of Skilled, Tough, or Magic Initiate.

    You can pick up Deception, and have two extras! Disguise Kit seems thematic, and then the third is wide open - trying to think what might be appropriate... Maybe sleight of hand? Poisoners kit? Forgery Kit?

  5. 43 minutes ago, Feuerrabe said:

    Well, now that PureChance mentioned it, I am indeed troubled that my character does not have Deception. Regardless of what reason for being there I end up picking, it's kinda implied in her theme. But, assuming I can somehow rearrange it using a custom background, what to sacrifice?

    Athletics is an off-feat if she scales rooftops and races after villains, she better has some of it.

    Acrobatics is amongst the most useless skills in D&D 5E and only comes up when a game designer remembers that exists and introduces a narrow ledge. But she is a former ballerina and does a lot of acrobatics, so she better has the acrobatics skill. That's why she has a expertise in it...

    Dropping stealth would be really painful...

    As an entertainer, she kinda needs performance.

    ... and I am not going to drop Diplomacy.

    I dunno - erm. Is there a rule change that might help? Erm, TricksterArcane's character got a feat at the level 13 update. What's that? Can I somehow use that, too?

    What's her background feat? Could it be skilled to have them all?

    I did once play a bard with deception expertise over persuasion - intended to be a force of chaos. Was a nice little mechanical incentive to just always lie, even when no obvious immediate benefit.

  6. @Feuerrabe my inclination is the first of the options - avoids the obvious question of why she's not currently doing that and getting involved in whatever we're about to get involved with, especially since any kind of infiltration like that requires a bit of long term investment for payoff (plus she's not trained in deception right? Seems an oversight for a social spy rather than a circus spy).

    Seems like number 1 plays most to her talents and offers more opportunities for subversion of the propaganda - thinking of hidden messages inside the posters etc. - which seems very harper-esque

     


  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


     

     

     

    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. Excellent question. I'd somewhat imagined some lovecraftian perspective trick, where an army wide trail somehow perfectly fits into a pair of double doors. Though I guess it could be a mundanely large pair of double doors that the devils just marched two abreast out of - there were 10s, rather than hundreds, at hethton right?

  9. Name: Sanguinus Aurelius Cicerospacer.png
    Race: Human (Variant)
    Class: Cleric (Order Domain)
    Background: Ex-In terms of the feature, I imagine he will still know where to find both criminal and lawful elements of the city, and have all those contacts. He'll just be welcome in neither. Perhaps one of two Watchmen would still be willing to help him, as long as they weren't seen doing it. City Watch
    - Background Feat: Skilled
    Pronouns: Male - He/Him/His
    Alignment: Lawful Good
    Deity: Tyr
    Faction: None yet - fresh meat for recruitment
    Lifestyle: Modest
    Region of Origin: Hillsfar

    Description: 

    Past is Prologue: Sanguinus had been a City Watchman in Hillsfar. Now he didn't know what he was.

    He'd joined up back when he was a young man, about a decade ago, all bright eyed and bushy tailed thinking he'd make a difference in the city and keep people safe. Not wanting to discourage the young lad, his parents had simply nodded and wished him the best, but in retrospect maybe their smiles had been a little pained, their eyes a little sad. He'd done his best to do what was right, and being relatively competent with a good gut had risen to the middling rank of sergeant. After that he'd stalled - in retrospect probably because he had done his best to do what was right - but eventually found satisfaction in his position. He'd go out, do some good, and bring home enough pay to his wife and kids to keep them safe and fed. Gods - or Tyr perhaps he should say - what would happen to them now? His mind replayed the day everything had changed.


    "Come on Sanguinus, you know the new law. Captain wants us sweeping the muck out of Cobbler's Street," Markus called. Several of the lads grabbed beat sticks and chuckled to themselves. It had been happening a lot recently. Demi-human clearances. Tended to be good for the pay packet too, no-one noticed a few bits and pieces going missing in the kerfuffle and who would believe some filthy half-breed over a watchman? In fact, it didn't even matter who believed them against a humans' word. Lord Torin had spoken. So far Sanguinius had managed to avoid them. Not this time. Dread settling in the pit of his stomach, he trudged outside along rough-paved streets dressed in his standard issue chainmail.

    Markus hauled the elderly halfling out of the shoeshop - "Soles for all souls" - and threw him roughly to the ground. "Please, I've done nothing wrong, I've lived here for years and always payed my taxes, ask my neighbours!" His eyes frantically skipped across the crowd, finding only jeers and scorn. "Shaddup filth - you've been stealing honest human jobs and wages is what you've been doing!" The cudgel smacked across his jaw with a vicious crack, and the halfling cried out in pain. "You heard the new laws. Hillsfar's for humans!" Thwack. The cudgel came down again. The watchmen laughed as the little man crawled, whimpering. Thwack - "Stop. Stop!" The words came from Sanguinus' mouth. He didn't know when he'd started talking, shouting. It was as if he was watching everything from the outside. What was he doing? Silence rippled outwards, moving slowly through the crowd, and hushed whispers echoed back as Markus slowly turned around, blood dripping from the end of his wooden beat stick. "What did you say Sanguinius?" he asked, menacingly. "Stop," Sanguinius replied wavering initially then growing in strength "this isn't right. It just isn't. You were all his neighbours last week!"

    "Yeah? Well laws changed now." Markus strode up to him, and thrust the stained cudgel towards him handle-first. "So why don't you do your job, or I'll see you back at the station house."

    Sanguinus stared at the weapon before him for what seemed like an eternity. Duty, fear and justice warring in his heart. He reached out, felt the rough and splintered wood beneath his callused fingers, watched as the fat globs of blood plopped heavily to the ground. "No," he replied softy, sadly, eventually. "No, it isn't right." He push it aside, and walked over to the halfling, dropping to one knee. the man's eyes were unfocussed, but he still lived long enough that kindness - not hate - was the last thing he knew. Sanguinus stood, dropped his cudgel and wandered back through the aghast crowd in a daze.


    "I'll need your badge I said," the Captain repeated, prompting Sanguinus to toss it down on the table. He still hand't processed what had happened, what would happen. "Hmph. Good luck out there civilian," the Captain snorted in dismissal, "a shame." Sanguinus headed out of the station for the second time that day - without uniform this time - shoulder colliding with something hard and unyielding just before the door. He looked up, confused, to see the sneering disgust of Markus. "Yeah, good luck out there, civilian. Streets are dangerous these days with all your demifriends running around. Don't worry, we'll sort them out soon for you harharhar." He left amidst catcalls and slurs. A decade of service forgotten in an instant.


    It was that night that Tyr bestowed his blessing; in a dream of all things. It seemed so cliche. He could not say what words were said, but he understood the approval radiating from the Maimed God. He had stood up for justice, to defend the weak in the name of what was right, when he had nothing to gain - he had not known the halfling and his actions had only harmed him. For this, he was apparently worthy of being Tyr's mortal champion. His own thoughts on the matter be damned. He caressed the holy symbol around his neck, inexplicably warm in his hand.

     


     

    Current Themes:

    • Sanguinus' life has been upended - he doesn't know the first thing about being a priest or cleric, and is adrift. To his mind he is no hero, just a regular guy.
    • He doesn't understand his new divine powers, and what Tyr expects of him
    • He is worried about the consequences of his actions for his family, and he's not naive enough to think there won't be.
    • He does strongly believe that the current new rules of Hillsfar are unjust, and genuinely wishes to make a difference.
    • He's between two lives, Watchman and Criminal, and welcome in neither - certainly the criminal elements of Hillsfar will remember his is an ex-cop, without the good grace to even be a crooked one, and he's likely to find no succour there. Most of the force now seems him as a turncoat and traitor as well, most will look down on him with a few going out of their way to make life difficult. One or two still may - on the quiet - offer him help, in honour of past relationships. Those are the few that probably disagree with the law's fairness, but lack the integrity, stupidity or bravery to stand up to it.
    • Sanguinus is ripe for recruitment into any number of secret societies - particularly the Harpers, the Order of the Gauntlet and the Zhentarim (presuming they disguise their true intentions, as they often do, he would be at risk of seduction under the guise of rebelling against Lord Torin).

     

    Adventure Hook: Rising up, back on the streets, did my time took my chances fighting for what's right.

    Downtime: Nothing planned - depending on where the story goes he may start learning a new language.

    Where Do We Go From Here: I would be in favour of more mundane rather than fantastical adventures with this character.

  10. 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]

     


  11. 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

       

     

     

  12. 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."

  13. 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 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.

  14. 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.


  15. 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.

     

     


  16. 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).


  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


    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

       

     

     

  18. 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"

     

  19. 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

  20. 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

  21. 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)

  22. 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

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