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PureChance

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  1. 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 is instantly suspicious of the party, who had both the ability and intention of hiding from his sight. Honest folk don't hide. Apparently the hypocrisy of this is lost on the cleric, who'd explored more than one roadside bush on their journey here whilst Talons passed. He squints at the symbol on the elf's shield from beneath his grey wollen hood, as if it would become clearer with time. It does not.

    He is more interested anyway in the band's intentions, and listens carefully to their reply as Kain waxes lyrical. He's pretty sure he has their measure, whilst gods and land may change, the tells of liars don't.

     

    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)
  2. spacer.pngTaunus, Goblin Ranger


    Taunus perches atop the lead wagon in a low squat, hands holding his longbow loosely as he scans the edges of the road for any signs of danger. The cart rolls beneath him, but he keeps his balance none-the-less, his head staying still as the world rotates around him. Things had been too quiet for his liking, not even the hint of a monster. Wasn't natural.

    He wonders if something bigger's been scaring them away, or if there's some other trap he's missed. His ruby eyes flicked over the other members of the caravan again, seems like only one of them's worth their salt. The rest not paying attention. "See anything yet Monk?" he calls out for the third time that day, in a surprisingly gravelly voice given his size. Perhaps one of the wood pigeons might be able to shed some light. Otherwise it'll be good for the pot. His hand slowly crawls across his back towards the quiver slung there, and slides an arrow onto the willow bow.

  3. spacer.pngWandile Dandala

    Bugbear Echo Knight 


    AC: 15 (Chain Shirt) | HP: 31/31 () | HD: 3/3 | Speed: 30 ft. | Initiative: +2
    Senses: Passive Perception 13, Insight 11, Investigation 11. Darkvision 60ft.
    Str: 18 (+4) | Dex: 14 (+2) | Con: 17 (+3) | Int: 12 (+1) | Wis: 12 (+1) | Cha: 12 (+1)
    Languages: Common, Undercommon,


     

    "Jigrow resident myself, though not quite native. Moved here a few years back. Retired." he replies bluntly to the human. "Lots of people visiting, lots to do! If you're look for a drink later, I can recommend The Orc's Horn." There, Thrindrut would be a little happier with him taking the day off perhaps, he thought.

     

    Wandile looked at Piper as the little blue goblin - Namira he repeated to himself - offered more company. He wasn't sure what to think of them really. Perhaps they were still just full from the pies, but with their lackadaisical attitude it certainly seemed like they were a sitting duck for criminals. Not that Jigsaw was a hotbed of crime, but Wandile did feel somewhat like a responsible citizen, he wouldn't have signed up for the army otherwise. At Namira's gesture he leans closer in, wondering if she's something to tell him. Confusion crosses his face as a hand creeps round behind his head, only growing as it begins to gently scratch him. By the second scratch, he realises there's nothing else forthcoming, and grasps her wrist firmly, delivering her hand back as he standing up again. "Well, right," he replies, not quite sure how to react. He looked sideways at Vir and Piper joining them. "It's not so much racing as herding cats - they're the little ones of those bigger ones you've seen round here," he shares regarding the tortoises. "That sounds like a good show to me though, if I can see over the top of the maze I doubt they'll let me in. It would ruin the fun."

     

    He strolls slowly behind the scampering group, long legs easily keeping up. "Food, or perhaps a good bit of encouragement to remind them where to go," Wandile muses, rubbing his biceps again. "I've seen those things get going mind you - slow but stubborn as an ox and harder to change direction than an avalanche. Don't know how the goblins do it." He looks towards the orc, "So is it a turtle each, or we work in teams?"

     

    OOC

    Action: -

    Bonus Action: —

    Movement: -

    Reaction: -

    Object Interaction: -

    Actions & Resources

    Actions:

    Maul . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning damage.

    Flail . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 4 bludgeoning damage.

    Javelin [4] . Thrown/Melee Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 1d6 + 4 piercing damage.

     

     

    Bonus Actions:

    Manifest Echo . magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

    When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.

    When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

    Echo Swap . You teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

    Second Wind . 1/1 (Short Rest) Regain hit points equal to 1d10 + your fighter level.

     

    Reactions:

     

     

    Class Features:

    Action Surge . 1/1 (Short Rest) You can take one additional action.

    Unleash Incarnation . 3/3 (Long Rest) When you take the Attack action, you can make one additional melee attack from the echo's position.

     

  4. 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)


     

    Cath found a quiet part of the deck to loom as he watched the play of the soul-light around them, the ebb and flow of the crew. At least, until the captain's shout came. At the same time as the disgusting beast came into view, Caith was granted a vision of its twisted soul, a weak a fluttering thing twisting under the taint of chaos. Making sure to intone loudly this time, to remind the crew of what lurks beneath, he once again calls upon the ethersea to bring forth the horror of the abyss, and around the creature manifest great pale tentacles, filled with razor-sharp suckers that rip and tear at cultists and creature alike.

     

    OOC

    Action: Abyssal Nightmare Miracle (2 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"

     

  5. Yes, sorry if I wasn't clear - my point was that giving free dice seems much much more "powerful" than an XP reduction in terms of XP saved. Unless I've interpreted the core rules incorrectly.

    It seems similar to WoD system, so I understood Each point you purchase with XP gives you one additional d10 to roll? So if you've 2 points in perception you would roll [attribute]+2 dice. If you're a Tabaxi, you would roll an extra 2 dice on top of that for perception and stealth, which is the equivalent of having two extra free points of the most expensive end for each of those skills, which is equivalent to a lot more XP than a 1 point reduction (that tops out at 15XP saved only for all 5 points?)

  6. spacer.pngWandile Dandala

    Bugbear Echo Knight 


    AC: 15 (Chain Shirt) | HP: 31/31 () | HD: 3/3 | Speed: 30 ft. | Initiative: +2
    Senses: Passive Perception 13, Insight 11, Investigation 11. Darkvision 60ft.
    Str: 18 (+4) | Dex: 14 (+2) | Con: 17 (+3) | Int: 12 (+1) | Wis: 12 (+1) | Cha: 12 (+1)
    Languages: Common, Undercommon,


     

    Despite keeping an exceptionally close eye on the suspicious looking halfling, Wandile is unable to detect any sign of cheating, and they retire shortly after their third pie. Wandile huffs, and turns away. Probably they had only changed their mind because they'd seem him watching. He's happy to climb onto stage again for a fun prize giving, smiling widely alongside his fellow victors as the second medal clinks against his first. As they step down he turns to the goblin and catfolk and congratulates them. "You both put away an impressive amount for your size. Name's Wandile,"

    Back down on the ground he grabs the approaching human's hand with visor on his own giant mitt. "Absolutely," he replies with a toothy grin, doing his very best to be friendly despite his intimidating appearance, "Piper and I only came here for a cheap lunch to be honest. I built up an appetite at the wrestling this morning. You local or just visiting for the festival?"

     

    OOC

    Action: -

    Bonus Action: —

    Movement: -

    Reaction: -

    Object Interaction: -

    Actions & Resources

    Actions:

    Maul . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning damage.

    Flail . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 4 bludgeoning damage.

    Javelin [4] . Thrown/Melee Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 1d6 + 4 piercing damage.

     

     

    Bonus Actions:

    Manifest Echo . magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

    When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.

    When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

    Echo Swap . You teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

    Second Wind . 1/1 (Short Rest) Regain hit points equal to 1d10 + your fighter level.

     

    Reactions:

     

     

    Class Features:

    Action Surge . 1/1 (Short Rest) You can take one additional action.

    Unleash Incarnation . 3/3 (Long Rest) When you take the Attack action, you can make one additional melee attack from the echo's position.

     

  7. 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 [02/2]


    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)


     

    Between the knight and the aelf, the remainder of the rats are quickly dealt with in darkness, any retreat cut off. The aelf, he notes somewhat bitterly, is just as deadly as he would expect one of his cousins to be when gifted with Teclis' fickle blessings. Though perhaps that huge sword was just more suited to a larger opponent. He relaxes his grip on the tides, breathing heavily as the summoned abyss fades away into ethereal mists. When the Captain opens the door Caith offers him a scowl from beneath his bone white octopus mask - not believing the mans word for one minute. Whilst it would be laughable for such a thing to be considered an assassination attempt, the Captain clearly did not hold their health in high regard - Caith would be sure to extend him exactly the same courtesy. "Indeed, now that the first of your little pest problems is taken care of, perhaps we can more onto more fitting tasks."

     

    OOC

    We automatically get all our toughness back at the end of the fight right? So no need to case Healing Spirit? Otherwise I'll go for that miracle to regain Caith's toughness.

     


  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. Force all attacks targeted at mount to target Artanis instead. Mount has Evasion


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


     

    Artanis sheaths his longsword, breathing heavily. He looks down on the broken body of the Red Dragon Captain at the base of the wall. The man had demonstrated none of the qualities of a true knight - no empathy, no leadership, no honour. It was a fitting end. Still, there is no time to rest despite the hard fought battle. If his allies' counts were true many more soldiers lie still within the fort, and they would have to move quickly to maintain the element of surprise. He nods towards Modri and their new companion of circumstance - the lady in white - before leading the way down the stairs.

    With both keys secured by the freed prisoners, Artanis grunts as he sets his weight against the wheel of the gate, though any sound is disconcertingly suppressed once again by Coltan's divine powers. Despite his growing exhaustion, he musters enough drive to fight alongside the regular troops that Mayor Raven leads to take the fort, doing his best o bolster their resolve against the monsters and stepping in to save more than one that had hesitated in horror. He remembered all to clearly how he felt the first time he saw these draconians. He's thankful that the Mayor is here to oversee the interrogations, and avoid any more unpleasant instances...

    Whilst the fort is secured and Coltan works on harvesting the dragonelle, Artanis introduces himself to the mage who had - surprisingly given her slight build - sent the Captain tumbling to his death. He makes sure to renew his stash of Red Dragon javelins before leaving, eager to return them to the enemy again, and leaves behind his regulars for the army's benefit. He's thrilled to see Tiergan back as well, the warhorse uninjured but clearly a little upset to be left out of the battle. "Don't worry, I'll make sure you're there for the next mission," Artanis promises him, laughing. "I'll not be trading you in for one of those dragons any time. That creature didn't have half your heart."


    He's more than happy to be joined on the journey back to Kalaman by the other two prisoners as well; though he's clearly embarrassed by Vigdan recognising them as the 'Heroes of High Hill', he can't help hide a smile as well.

     

    Back in Kalaman, word of Lord Barakis leading an assault causes Artanis to raise a mailed palm to his face and groan. For the benefit of Mage Fairla and Arlo, who may not have had the pleasure of meeting the infamous Barakis before, he shares his impression of the man as a blusterous lout full of hot air, and he is in no way surprised by Ser Darrett's concern. "Coltan is right, I'm sure Ser Barrett is doing his best, but we need to get there as soon as possible to minimise his influence. Preferably without meeting him till after, otherwise I'll be in the same position as Ser Darrett. We might have to strike a bit of a balance actually, if we're too successful we'll just embolden Lord Barakis and the Council to launch more operations spearheaded by him - at least till Marshall Vendri returns."

     

    OOC

    Action:

    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. The Tabaxi bonus of +2 stealth and +2 perception dice seems super strong compared to some of the other racial bonuses - at minimum it's effectively 48XP free for skills that are generically useful to most characters, and it only gets better the more you invest in those two skills since it's effectively two extra dots at the highest levels (so if the player drops 48XP to bring those skills up it's suddenly 112 free XP). Perhaps changing it to -1 XP cost for those two skills would bring it in line with some of the other racial bonuses?


  10. 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


     

     

     

    OOC

    Action: -

    Bonus Action: -

    Movement: -

    Reaction: -

    Object Interaction: -

    Actions & Resources

    Actions:

    Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage.

    Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage.

    Javelin. Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., ranged 30/120 ft., one target. Hit: 1d6 + 3 piercing damage.

    Shocking Grasp . Melee Spell Attack (V,S): +7 to hit, Touch, one target. Hit: 2d8 Lightning damage.

    Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 2d8 radiant damage.

    Toll the Dead . Cantrip (V,S): Creature you can see, range 60 ft., one target. WIS Save: 2d8/2d12 necrotic damage.

     

    Bonus Actions:

    -

     

    Reactions:

    -

     

    Class/Race Features:

    FeatherFall (1/1 Long Rest) .

    Levitate (1/1 Long Rest) .

    Wrath of the Storm (4/4 Long Rest) . You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

    Channel Divinity (1/1)

    • Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

      A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    • Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

       

     

     

  11. spacer.pngPhlebas, Ship's Carpenter

    Reborn Fathomless Warlock 


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

     

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


     

    Phlebas shrugs in response to the kraken. "I don't know, just thinking we've heard but not seen a lot of the Captain, and right now the one who looks to be in charge is the lady," he guesses, "suppose the captain could just be one for delegating. Was more thinking about a persona for the noble powers to chase after than anything else. Like those mysterious Lords of Waterdeep."

    He acknowledges the four before diving after Finn. Hopefully he wouldn't have to deal with any of them himself.

     

    OOC

    Action: -

    Bonus Action: —

    Movement: -

    Reaction: -

    Object Interaction: -

    Actions & Resources

    Actions:

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

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

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

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

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

     

    Bonus Actions:

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

     

    Reactions:

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

     

    Other Features:

    Rod of the Pact Keeper +2 . 1/1

    Cape of the Mountebank . 1/1

     

    Gear

    Gear - mundane

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

    magic items, *attuned (2/3)

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

    wish list

    Barrier tattoo medium

     


  12. 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)


     

    The absence of the partially undead creature's gives Karlov ease, even if Haakon laments the loss of their knowledge. Such reasonableness was how they seduced you further into corruption. "We, too, have lost several to the land and mists alike," he replies gravely.

     

    As Falken steps forward to search for survivors, Karlov offers "Those atop the spokes are truly dead at least, and I think offer your explanation for the change. Truly it seems these Talon's are as much a blight as the undead themselves. I shall join your search." Where Falken investigates the buildings, Karlov simply walks through the nearby streets keeping a wary ear for any rustling or movement that may betray some still living folk.

     

    OOC

    Action: Perception for sounds of life

    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)
  13. spacer.pngPhlebas, Ship's Carpenter

    Reborn Fathomless Warlock 


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

     

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


     

    "Good to hear, and good to hear you are the druid," Phlebas chuckles in reply to Jubal. His own skirt of spectral tentacles skull his half-dead form through the water with little apparent effort on his part, though it is not truly effortless nor as graceful or swift as the beast truly born of the sea. "To be honest, I'm not sure. Kinda noticed it happening with those long dead pirate we spoke to earlier, then some of the animals swimming by when scouting earlier. Didn't think to try it on the boat, I guess you're used to not speaking os there wouldn't have been anything the hear."

     

    Much further conversation ends up being cut short by their new boss, and Phlebas wonders what the more seasoned sailor makes of her. "Heads up, looks like Blueblood has some new orders. Maybe the Captain's just a story and it's all her," he mutters to the baby kraken as he spins to get a better view. He nods once to signal his understanding, then drops down after Finn, keeping a wary eye out whilst the sea elf works. "Let me know if you need anything," he bubbles in their direction.

     

    OOC

    Action: -

    Bonus Action: —

    Movement: -

    Reaction: -

    Object Interaction: -

    Actions & Resources

    Actions:

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

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

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

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

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

     

    Bonus Actions:

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

     

    Reactions:

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

     

    Other Features:

    Rod of the Pact Keeper +2 . 1/1

    Cape of the Mountebank . 1/1

     

    Gear

    Gear - mundane

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

    magic items, *attuned (2/3)

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

    wish list

    Barrier tattoo medium

     

  14. 6 hours ago, TheRaconteur said:

    We lost Dragon?

    He certainly mentioned either this game or somewhere else (I'm in one other game with him) that he was dealing with some RL troubles, but it's been a little while. Up to @Brian Skies as well, but perhaps we can agree the little kobold demurs on the pies for now, which lets us keep moving along a little whilst still giving them room to rejoin.

     

    EDIT:// Yes, it was this game back March 27th stye mentioned having an emergency at home.

  15. Is there any restrictions on small characters using longbows? The caravan doesn't seem to have a scout type character, so I was considering a Goblin or Tabaxi ranger type character. Also seems slightly odd that the heat crossbow shoots further than the longbow, especially when their weapon type bonuses give an advantage to the bows at long range and the crossbows at short range

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