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PureChance

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Posts posted by PureChance

  1. @Ironblaze don't forget everyone automatically regains 1 mettle each round, so any round you don't spend at least 1 mettle when you're already at max mettle is effectively a wasted resource.

    You can use it to take a second action (eg attack again, attack and dodge, attack and defend), or double either training or focus for a single dice pool.

  2. Yup, I was going to double check neither the corpses nor the dogs flashed as undead Anthraxus.

     

    I was wondering about corpses rising as zombie in general, or if all the zombies tended to come from the mists rather than dead people (excluding those killed by zombies) - because impaling seems the most common method of punishment and generally the bodies are left there, which to me implies they probably dont become zombies? Because otherwise the talons would just be creating dangerous work for themselves surely?

    If they do come back as zombies, then it seems odd that cremation isn't the most common method of disposal of the dead.

    Whilst Karlov wouldn't know this, I assume Fallen would.

     

     


  3. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 21 (Plate, Shield +1) | HP: 38/38 (6 THP) | HD: 4/4 | 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 watches the "Knight" ignore his challenge, and instead fly straight over his head to perch atop the wall, shooting at Coltan whilst the beast tries to strike the lady in white. He turns to the little Kender next to him, and mutters quickly "There should be a key on that monsters body in the middle of the grease there, we need it to open the gate." Kender were good at finding things, and the little chap had proven himself keen to escape the fort. Then he yells out to Modri, knowing the dwarf was quicker than he looked after their battle with the goblins. "The coward keeps trying to run away, go get him whilst you can! "

    Artanis then rushes up the stairs himself, striking at the perching dragon with his longsword! Up close, it's easy to see how wounded the beast really is, much of the blood having been difficult to spot against the red scales, and he plunges his longsword past the damaged armour where Merituuli's arrow had struck. It pierces the monster's heart and the creature quivers before slumping forward. He steps forward over the now limp corpse's tail, forcing the knight face him and making sure the leave space for Modri next to him. The soldier had refused his challenge and shown no honour, he would fight him as any common soldier. Artanis lashes out with the silvered blade, catching the man off guard as he's forced to jump down from the dragon. His shining form contrasted against the red armour of Takhisis cuts an inspiring figure.

     

    OOC

    Action: Longsword vs Dragonnel; Hit, 10 damage and DEAD! Precise Heroic Strike vs Vanse; 17 Slashing Damage & the next time damage is rolled against that target by an allied creature before the start of your next turn, the ally rolls an extra 1d6 damage and regains the same amount of HP

    Bonus Action: 

    Movement: Y19>AA17 (25'), AA17>Z17 (5')

    Reaction: 

    Object Interaction: Draw Longsword

    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) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

      RDA Javelin (range, thrown) [7]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

      Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage.

      Battlefield Presence.

    Bonus Actions:

       Rallying Mark

       Urgent Orders  

       Helpful Word

       Commanding Rally 2/3 (Long Rest)

    Class Features:

      Precise Strike. 0/3 (Long Rest)

      Leadership Dice (d6). 2/5 (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).

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

    Moon Elf Rogue 


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


     

    The Aftermath of the Battle

    Keryn nods slowly at the monks correction to his pronunciation, rolling the word around his mouth carefully. It was not an elven name, nor one in any language he recognised, but given Qan-Di's involvement he would treat it with respect. Otherwise he simply files away this information as neither relevant to their immediate situation, nor seemingly to his own goals for now.

     

    What Came Before

    Keryn sighs as they are denied discussion with the cultists who tried to kill them. No doubt there are infiltrators, and it is not a poor idea to isolate them, however clearly he is not one of those fool enough to throw his lot in with devils. He carefully notes their new guide's rivalry with Manip Hithlin - a tool perhaps for future use - and wonders if the infiltrating aspects could in fact be the very Flame that responded so rapidly. As they walk to the caravan, he gently props the far more affable Tradan on the subject of Benn, trying to ascertain if the dislike is born of rivalry, suspicion or simply mutual dislike. Hithlinn did seem both officious and coarse enough to engender the latter.

    When they reach the caravan he speaks gently with Vasha initially, wary of teasing out any sore points alongside the story of her husband's past. The woman has had enough responsibility mounted her shoulders recently, and though she has risen to the occasion remarkably well for someone without the necessary years of training it takes but one straw to break the constructs back. It seems there is little to be gained from the recent past, though perhaps further back something may be found? When Io takes the lead in continuing the interrogation regarding Markus he is happy to yield to her expert tongue, figuring with at least half-elven blood she should be capable of some feats. Besides, the association had been made with the original party now and she will no longer be a stranger or Baldur's Gate, but a friend of the caravan by association. Much like the others of their party had been pulled into the Fist's confidence. He double checks whether either of Segren's parents are still alive before leaving, though suspects it unlikely with humans leading such pitiably short lives.

     

    What Falls Out

    As they pick their way around the crime scene, Keryn is careful to avoid disturbing both evidence and Velnar. He notes the wizard, Gaerzil, seems much more at home here in the city that he had out on the road. Perhaps the effect of being home? Maybe he could persuade the Tiefling that a healthier mind is the product of a healthier body, that morning calisthenics will stimulate his intellect as much as his muscle. Though he's already such little time available he probably can't spare dedicating any of it to projects other than the arcane. With Gaerzil taking the lead in investigation, aided ably by the bard, Keryn does his best to placate the City Watch instead; judging it difficult to offend Manip Fremantle he chooses to draw attention to their lack of affiliation with the Flaming Fist - stressing how they only have the city's best interests at heart - in an effort to build bridges.

    He listens carefully to Gaerzils explanations, tilting his head curiously at the wordings on the wall. He recalls similar accusations being levelled at Segren by the creature formerly Vollis. "Devils live for a damnably long time," he muses aloud, "and humans do not. The fiend within Vollis spoke of more to come, and of killing traitors specifically. Now we see further messages of revenge. Could some ancestor of the Hall's have entered - knowingly or not - into a pact that has since been defaulted on? Clearly Elturel is not new to dealing with devils."

     

    He raises a laconic eyebrow at Gaerzil's narrowing of the suspect pool. "On the subject of divine magic, with this being so recent would could perhaps seek out a practitioner still able to question Markus' soul before it departs? Though if he was asleep at the time of the attack as you say he may not be able to tell us much." He frowns, several lines marring his perfect skin. "I suppose the refugees will be keeping them busy as well. I don't suppose, Hravin, you might be able to replicate such a feat...? Otherwise I guess we should visit the widow."

     

    OOC

    Action: -

    Bonus Action: -

    Movement: -

    Reaction: Absorb Elements if triggered

    Object Interaction: -

    Actions & Resources

    Actions:

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

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

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

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

     

    Bonus Actions:

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

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

     

    Reactions:

    Absorb Elements 1/1

     

    Class Features:

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

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

  5. Slowly making progress; just ironing out the crunch now.

    Selecting Carpenters tools and smiths tools would be with the aim of tinkering with prototype speed vessels during downtime (and the ship itself to make it faster) - if other tools would be more appropriate I'll swap those in instead.

     

    Proposed magic items (in no particular order) would be

    • Mithral Plate Armour - actually might be going off this one as may go for a strength build whatever. So maybe Adamantine Plate Armour?
    • Gloves of Climbing and Swimming
    • Eyes of the Eagle
    • Javelin of Lightning - though it sucks it doesn't come back which seems a good way to loose my only magic item
    • Winged Boots - assume a nono
    • The ol' reliable Amulet of the Devout+1
  6. I would also not be a fan of Ravenloft, considering I'm in one of those games right now. However, the concept of Wilovar was originally conceived as a merchant travelling between points of light in the wilderness for a West Marches-esque type game, and only slightly tweaked into a Trickery rather than Unity/Peace domain cleric of Waukeen for this specific game. I'm not sure he would shine in another more traditional adventuring setting (and those aren't the particular themes I want to write with him) - so I think I'll bow out. This is no slight on the excellent job you have done taking up the DM reins scootloops - I've very much enjoyed the prologue - and I totally understand where you're coming from in shifting the game slightly. If I had a different character, I would definitely keep playing! I don't though, and if you're combining the groups you'll need to trim things down to keep it manageable as well.

    I will however play out the prologue, since I have enjoyed it, but Wilovar will probably reconsider his life when he returns to town (as I've started to suggest in his posts).


  7. spacer.pngWilovar Haften

    Half Elf Merchant, Waukeener 


    AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
    Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
    Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
    Languages: Common, Elven, Dwarven, Halfling
    Spell Slots: L1 3/3 |


     

    Wilovar - sitting in the quiet of the first watch and keeping a wary eye on the various offerings around, finally manages to catch sight of one of the small winged creatures. He smiles seeing them, a little pinch of mystery and wonder amongst the rain and grime of the journey. Very carefully he slowly starts to motion towards Dee, sure the other man would want to see these, but no matter how many times he points them out, Norman always seems just to slow to catch their quick movements. Eventually Wil gives up and turns his attention fully to the pixies, relying on Dee to keep an eye out for any other danger whilst he's so focused. He tries to make out what they are saying, but is unable to understand the high-pitched flowery language. Hoping to entertain them, he draws on his illusion, bringing it forth before miming a silent game of pat-a-cake with himself, then directing the illusion into a small slapstick routine. Considering he's not specifically practiced anything - and lacks the silver-tongued bard's formal training, he thinks he manages a pretty good job. Before the watch ends, he pins a small note to Elrod's tent, letting the dragon kin know their watchers were back.

     

    As he settles down in his own accommodation, he wonders what he truly ants this side of the mountains - he'd fled the grasping reaches of the Broken Knives, but if he just replaced them with bloodshed of his own what life going to be any different? What wonders would he miss by not taking life at a slower pace? What connections would he fail to forge? He was a merchant after all, playing at being a solider. Not like Arden and Tseren, or even Norman.

     

     

    OOC

    Action: -

    Bonus Action: -

    Movement: -

    Reaction: -

    Object Interaction: -

    Concentration: -

    Actions & Resources

    Actions:

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

    Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 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.

     

    Bonus Actions:

    -

     

    Reactions:

    -

     

    Class Features:

    Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

    Channel Divinity (1/1)

    • Turn Undead

      As 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.

    • Invoke Duplicity

      As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

      For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

     

     

  8. Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3]


    Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [7/8] | Init [3] | Wounds [4/4] | Awareness [2] | Mettle [0/2]


    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)


     

    The swarm comes tumbling out of the zone of nightmare, barrelling straight for Caith. Taken by surprise at their ferocity he fails to ward them all off, catching a nasty bite in the process. He kicks the offending monster free and steps back behind his allies as he continues to channel the fury of the deep at the far end of the cabin. He then relies his staff with two hands, ready to head off any more vermin that seek him.

     

    OOC

    Regain 1 Mettle at start of turn

    Sustain Abyssal Nightmare (1 Mettle cost)

    Action: Dodge (raise Defense one step from Poor > Average)

    Move: Not sure how many zones there are here, but he's just trying to move behind his allies so the (hopefully mindless) rats simply go for the closest enemy.

     

  9. 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,


     

    Wandile digs into his coin pouch to locate his earlier winnings, and hands 5 silver over to the orc. Not the cheapest lunch he has bought, but not awful value for a festival day. "I don't know Vir," he replied gruffly as he located a free chair and unbuckled his jerkin in anticipation, "I've seen some small guys drink everyone under the table, and put away twice as much food as you think they'd weigh," he replies with a wink, "maybe our Kobold's one of those hmm? Aurora folk are different though."

     

    He easily grabs the first pie in one clawed mitt, and chows down with vigour before reaching for the second alongside another slug of ale. He idly notices a small blue goblin seemingly packing them away no end as he does, and points over at them with hooked finger. "See, like that one there Vir - pretty sure they're on pie four or five now, and still going strong."

    Wandile meanwhile proceeds to continue packing pies away with the eagerness of someone who's familiar with not knowing when their next proper meal will be - albeit slowing slightly with each. He almost grinds to a halt on number 4, before rejuvenating himself with another large slurp of ale to wash down number 5 in a final push for victory. Unfortunately number six ends up lying half eaten before him even as he eyes the little goblin again - trying to remember how far they'd got. He knows when he's done though, and leans back in his chair with a large stretch - cracking several more joints than a normal arm contains. The halfling still has that same sly smirk he notices, with turns his contentment into a subtle frown. Judging he can trust another soldier, he motions at them with a thumb under the table and a crooked eyebrow to Vir.

     

    OOC

    Action: -

    Bonus Action: —

    Movement: -

    Reaction: -

    Object Interaction: -

    Pie #6 should be DC16 for a failure - mistyped

    Nat20 to see if that dodgy Halfling is cheating. If not, maybe it's time for a deep seated pre-judgement of halflings to develop!

    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.

     


  10. 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 troops into town alongside a much smaller group, equally weary as his companions. As much the land had taken its toll upon their group, it had done so on his person. Relentless grey drizzle and endless dreich skies led to a state of permanent dampness of body mind and spirit not known in Toril (nor outside of Glasgow Scarby may have volunteered had they ever met). It was all too easy to see however the rot that infested the very land, seeping into it from the actions of every scrabbling rat, cruel talon and faithless wolf. Purge the people, purge the land. An endless task perhaps, but one he was willing to shoulder in service and devotion. One that weighs heavier in the face of the derelict town that stands before him.

    He unconsciously edges closer to the few remaining members of their group as he catches sight of several familiar faces from the inn that seems now a fever dream of the past, unsure if this is some new trick played upon them by Falkovnia. His eyes flash briefly grey, pupils replaced with black and white scales, as he confirms they are still truly living, continuing to check the circling vermin and dog are the same - and the corpses truly dead.

    As Falken strides to greet at least one of the members with warmth Karlov still listens in, careful to ascertain the words match the tone. More than once has he seen people pass coded messages at odds with their actions when thinking none could understand. "Indeed it is," the inquisitor replies in guarded tone to the wizard, happy to let him approach only after confirming to his own satisfaction the man was living. Not that living prevented acts of evil. "Is this all of you?" he questions, squinting suspiciously "you have not seen any other from that night since?"

     

    OOC

    Action: Eyes of the Grave - As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. Ensuring no undead about largely for flavour. Though also specifically suspicious of the dog and corpses.

    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 GraveYou can use your Channel Divinity to mark another creature’s life force for termination.

      As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
    • 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.
    • Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. (1/1 Long Rest)
  11. All seems to make sense to me. The rat swarm 2 needs to make a soul(determination ) test DN4:3 or be frightened of Caith as well thanks to his Disquieting Presence. Whilst I assume frightened doesn't stack, I also assume creatures can be frightened of multiple things in terms of movement.

    Does Rat swam 2 deal a flat 2 damage or 2 + S for a total of 3?


  12. image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

    Human Knight of Solamnia 


    AC: 21 (Plate, Shield +1) | HP: 38/38 (6 THP) | HD: 4/4 | 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 ducks as the knight and dragon fly over him, cursing even as he avoids both the lance and claw. "Come down here and fight me like a true knight, coward!" he challenges the retreating form, before hearing Modri's cry for aid. He's about to step forward when he sees the little kender slip on the ground - getting a cracking shot off with his sling none the less. Instead he backs up and takes a flying leap over the slippery ground, landing at the bottom of the stairs below Modri. He drops his sword and draws a javelin, loosing it at the remaining soldier still cheering his 'heroic' victory over the other little kender. The first javelin goes long as he misjudges Modri's relative position up the stairs, but the second strikes the soldier straight in his chest with enough weight to send the javelin clean through, trailing flames in its wake!

     

    OOC

    Action: Precise Heroic Strike (Javelin) vs RDAS7 (Miss! Precise Strike not expended). Precise Heroic Strike (Javelin) vs RDAS7 (Crit! 1d6+1d4 Javelin base, 1d8 Precise Strike, 1d6 Heroic Strike all doubled) ; 30 Piercing and 7 Fire damage

    Bonus Action: 

    Movement: X23>Y24>Y23 (10ft) ; Long Jump up to Str Score Y23>Y20 (15ft) ; Y20>Y19 (5ft)

    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) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

      RDA Javelin (range, thrown) [7]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

      Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage.

      Battlefield Presence.

    Bonus Actions:

       Rallying Mark

       Urgent Orders  

       Helpful Word

       Commanding Rally 2/3 (Long Rest)

    Class Features:

      Precise Strike. 1/3 (Long Rest)

      Leadership Dice (d6). 3/5 (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).

  13. Rush

    Tempest Cleric of Valkur

    Theme Song

    d657efea956949c9ab255a36bf382823.jpeg.2bfa83fd5598f96e25f8772524400c29.jpeg

    Character Concept:

    Sailor who wants to set the world speed record in Toril (can't be the fastest man in Toril if Toril is destroyed!). Funds his aims as a sailor, and until very recently thought that a small skimmer would be the way to achieve this. News of recent events in Baldur's Gate involving the crash of a flying ship have flooded his head with new ideas, and he has sped there post-haste to discover what he can!

     

    Background Vignette:

    Lightning cracked above the tempestuous seas, and atop the main mast a blue skinned figure cackled with glee as he clung to the rigging. "More sail!" he yelled to the harried sailors below, already barely clinging to the deck as the boat skipped from crest to crest. "We'll outrun her yet!"

    The wind howled, and the wood freaked ominously as more sail caught. The ship bent under the strain, and then shot forward again - thud thud thud against the sea crests. He laughed wildly, wispy white hair blowing in the wind and earrings flailing. His sharp face was split in a mad grin, lashed with wind and rain as he sought not to tame but to harness the storm. He urged divine magic upward, growing the storm beyond natural limits, watching flashes of magelight fade in the distance as he gauged their speed. Sure, they were trying to outrun a leviathan, but if he happened to set a new record in the process? Happy coincidence.

    His gaze flicked back forwards, and his eyes widened. "Oh..." his curse was lost in the wind as he saw the ocean part ahead of them. A second beast was blocking their way. He screamed against the wind "Port! By Umberlee's saggy tits Hard to Port!" The bosun heaved the wheel, rain slicked muscles bulging as he fought to pull the vessel round. For a frozen moment the ship began to tilt and turn, then *CRACK*

    The bosun fell sideways, the wheel spinning freely in his hands. The rudder had snapped. "Braaaace!" Rush managed to cry as sailors scrambled for flotsam below him. Then he was thrown free, wood crunching and splintering as their ship collided with the second leviathan. As he soared through the sky above the wreckage, he wondered how fast he was going now.

     

    Personality:

    Rush is driven by a need for speed - he talks fast, acts fast, moves fast. Why walk when you can run? Nor is he quiet in his actions, his detractors quick to label him brash, overconfident and a hooligan.The only time he sits still is when he's tinkering with a new prototype racer, shaving wood or beating metal paper thin to shed whatever few grams he can. He's smashed more craft than he can remember in his quest to ride the lightning, gone down any number of dead ends both material and magical. He worships Valkur, admiring the hero-gods ambition and doctrine of boldness or defying the odds. A daredevil who cannot resist a challenge, he's taken many an ill conceived bet on, but rarely holds a grudge for a loss unless cheating was involved. Instead, he looks forward to what he can do better next time - reflecting on the past is for the slow! He's driven and reckless, used to throwing caution to the wind - only those who are willing to burn get to fly closest to the sun and falling is a risk he's willing to take. Glory lives forever after all.

     

    Knives:

    Al-abdil - a capricious Djinn who has taken a personal interest in Rush, purporting to be responsible for his family tree's elemental heritage. How much of that is true, merely a justification for messing with Rush, or itself an attempt to mess with Rush, is debatable. Still, he amuses himself - largely at Rush's expense - by engineering interesting times for the Genasi. He is also the reason Rush took to learning Quran, fed up of the Djinn cackling at him.

    Thordal Hammerhand - A dwarven smith within Baldur's Gate whom Rush has worked with several times in designing ever more outlandish racing craft. The dwarf - who is loud, boisterous and enjoys his ale a little too much even for a dwarf - finds Rush a riot and is more than happy to indulge in helping hammer out the latest designs as a break from more mundane work.

    Luth Windriver - An Illuskan captain who blames (possibly accurately) Rush for the loss of his ship in a storm, the navigator choosing to sail through it rather than avoid it, and now bears Rush expected ill-will.

     

    Basic Information

    Race: Air Genasi (MPMM)       |     Sex: Male     |      Age: 28       |   Height: 5'10"  |   Weight: 65kg


    Alignment: Chaotic Good | Background: Sailor


    Class:  Cleric (5) | Domain:  Tempest

     

     

    strong.svg
    STRENGTH
    body-balance.svg
    DEXTERITY
    caduceus.svg
    CONSTITUTION
    read.svg
    INTELLIGENCE
    meditation.svg
    WISDOM
    aura.svg
    CHARISMA

    16 (+3)

    10 (+0)

    14 (+2) 10 (+0) 18 (+4) 8 (-1)
    +3 Str Save +0 Dex Save +2 Con Save +0 Int Save +7 Wis Save +2 Cha Save
    +6 Athletics +0 Acrobatics
    +0 Sleight of Hand
    +0 Stealth
      +0 Arcana
    +0 History
    +0 Investigation
    +3 Nature
    +0 Religion
    +4 A. Handling
    +7 Insight
    +7 Medicine
    +7 Perception
    +4 Survival
    -1 Deception
    -1 Intimidation
    -1 Performance
    -1 Persuasion

     

     

    Racial & Background Features

    Race

    Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. [Wisdom, Constitution]

    Creature Type. You are a Humanoid.

    Size. Your size is Small or Medium. [Medium]

    Speed. Your walking speed is 35 feet.

    Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

    Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

    Lightning Resistance. You have resistance to lightning damage.

    Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

    Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). [Wisdom]

    Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. [Auran/Primordial]

     

    Background

    Skill Proficiencies: Athletics, Perception

    Tool Proficiencies: Navigator's tools, vehicles (water)

    Languages: None

    Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10gp

    Free Feat: Skilled [Carpenter’s tools, Smith’s tools, Nature]

     

    Class Features

    Hit Points

    Hit Dice: 1d8 per cleric level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

    Proficiencies

    Armor: Light armor, medium armor, shields
    Weapons: All simple weapons
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a mace or (b) a warhammer (if proficient)
    • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a priest's pack or (b) an explorer's pack
    • A shield and a holy symbol

     

    Spellcasting

    As a conduit for divine power, you can cast cleric spells.

     

    Divine Domain - Tempest

    Bonus Proficiencies

    At 1st level, you gain proficiency with martial weapons and heavy armor.

    Wrath of the Storm

    Also at 1st level, 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.

    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

     

    Channel Divinity

    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

     

    Channel Divinity: Turn Undead

    As 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.

     

    Channel Divinity: Destructive Wrath

    Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

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

     

    Harness Divine Power (Optional)

    At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

     

    Destroy Undead

    Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above. [CR1/2]

     

    Feats

    Level 4 ASI: +1 Strength +1 Wis

     

    Inventory

    Weapons

    Warhammer

    Belaying Pin (Club)

    Light Crossbow + 20 Bolts - Sold (+13gp)

    4 Javelins (-2gp)

    Net (-1gp)

     

    Armour

    Chainmail - Sold (+37.5gp)

    Shield

    Split (-200gp)

     

    Magic Items

    Proposed Magic Items below

     

    Carried

    Holy Symbol

    Sailor's Clothes

    Explorer’s Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    50ft Silk Rope

    Trinket (A yellow gemstone that glows dimly when a storm is nearby.)

    Pouch

    Fishing Tackle (-1gp)

    Map/Scroll Case (-1gp) with 10 sheets of Paper (-2gp)

    Cartographer's Tools (-15gp)

    Navigator's Tools (-25gp)

    Carpenter's Tools (-8gp)

    Smith's Tools (-20gp)

    Book of Famous Racers Across History, clad in red leather with yellow stripes (well thumbed) (-25gp)

    Genie knucklebones, conveniently worth 25gp (-25gp)


     

    Total


    Money 360 Gold, 5 Silver, 0 Copper

     

     

     

     

     

     


  14. spacer.pngWilovar Haften

    Half Elf Merchant, Waukeener 


    AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
    Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
    Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
    Languages: Common, Elven, Dwarven, Halfling
    Spell Slots: L1 3/3 |


     

    Wilovar chuckles as the dragon kin lists of the items he was unwilling to offer, privately wondering if poor Elrod had just marked exactly which items were most likely to go amiss. Unless his and Norman's ideas held weight. He appreciated the mans indulgences, and certainly the chap seemed to have a lot of knowledge, and have dabbled in a lot of different jobs judging by yet another the story that drew forth.

    Unfortunately Wilovar's own offering was cut short by the arrival of the raven. The ominous message did nothing to ease his nerves of spending the night in these ruins, with whispering watchers and potential bandits about. The only saving grace was the miserable weather that made him grateful for their little cover, even if a little damp still crept in amongst moss covered stone.

    He joined D on the first watch, eager to find out more about the mans interesting and varied past. Clearly the young lad was something of a polymath to have succeeded at all these different careers and be looking for more talents still. He was also curious as to what might happen with the saucer, given that the vermin had so far avoided it. Anything to take his mind off what might wait back home. A pity it wasn't gnolls - as terrifying as they were, at least they were known.

     

     

    OOC

    Action: eagle-eyed Wilovar cranks out another nat 20 on perception. I think that's three in a row, so I'm expecting a run of 1's next combat.

    Bonus Action: -

    Movement: -

    Reaction: -

    Object Interaction: -

    Concentration: -

    Actions & Resources

    Actions:

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

    Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 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.

     

    Bonus Actions:

    -

     

    Reactions:

    -

     

    Class Features:

    Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

    Channel Divinity (1/1)

    • Turn Undead

      As 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.

    • Invoke Duplicity

      As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

      For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

     

     

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

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

    Concentrating:


     

    The devil that was Vadim King ignored his gathering power and departed behind whatever spiked monstrosity now breached the portal. It was clear that if the tide was not stemmed soon, Hethton would be lost. Yet all such thought of future vindication - and even the same glory and respect enjoyed by the late Captain - was lost amidst the anger that cooled and coalesced inside him. He'd had the creature that tricked and used him, had beaten him, in his sights. He would not lose them again. Besides, Dalin was right. Without a way to close the portal, there would be no stemming this tide of blood and fire. "Indeed we must," he ground out in reply, "please do lead us in this dance Jozelle. The amulet must be the key." It had to be. He had no other hope.

    So he dove into the melee, the clash of metal and blood, the smell of sweat and brimstone so alien to his finery. It was others that slipped and died in the mud - he was meant for greater things. He let his focus narrow on the one who wronged him, to preserve his sanity.

     


    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]

     

  16. @Neopopulas you can spend a mettle to take an extra action as well, and regain 1 mettle per turn up to your maximum, so when you've only 1 mettle there's really no reason not to spend it.

     

    Though I think you can spend it on other things too like double your focus or training. Not sure if you can double your focus twice, and whether that would give you a total of 6 or 8, but that could potentially give you another 1 or two rounds?

  17. Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3]


    Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [8/8] | Init [3] | Wounds [4/4] | Awareness [2] | Mettle [0/2]


    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)


     

    As the rest of the soulbond joins him and the door shuts behind, they are plunged into a darkness not even Faith's vision can penetrate. It feels oddly familiar - the sound of water and the lack of light - but lacks the bone chilling cold and constant soul crushing pressure of home. His kin darts forward into the dark, and Caith raises his arms, dowerchimes jingling in unseen currents. With whispered words, he calls upon the horrors of the deep - the kind of beasts that dwell so far below the surface only the Idoneth have ever glimpsed them, and summons writhing tentacles amidst icy black currents in the depths of the hull. These nightrats will either be driven forward to face his allies blades or suffer the savagery of the ocean.

     

    OOC

    Action: Abyssal Nightmare Miracle (2 Mettle cost) cast towards rear of cabin - 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 HazardA Major Hazard causes serious injury ... When a creature enters the Hazard for the first time or starts its turn there, it takes 3 Damage as 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 FrightenedWhilst the source of a Frightened creature's fear is in line of sight, they roll one less die for all Tests. The character cannot willingly move closer to the source of its fear. until the end of their next turn.

     

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

    Moon Elf Rogue 


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


     

    Keryn tries his best to place the odd elf, or the odd place she mentions as she binds his wounds. He's not quite sure what to make of her. Eventually he gives up and settles for straightforward honesty. He doubts the monk would hold with those of suspect character. "I'm afraid I don't recognise the name - Realmspace or Brawl," he replies simply in common, watching as she cleans the wound and applies various tinctures. Standing once she has finished, he gives it an experimental stretch, judging it will hold for the moment. Seconds later, he is reinvigorated by Io's magic as well, chasing away the post battle fatigue. Between everyone's aid, he judges he'll make it back to the caravan without needing to strain the temples any further, or press on the Fist's very clearly threadbare hospitality further.

     

    When they arrive back at the caravan he takes Vasha's report in his stride. The loss of competent fighters was a disappointment, but they had agreed to band together to reach the city, and had done so. No further loyalty was owed. He styles down in a quiet place to trance, working through the days events and sorting the relevant parts to memory or oblivion. Several hours before dawn he rises again - this time without screaming, though the city is far from quiet even during Godswake. Dressed in simple white leggings and vest he makes a round through the camp to wake those who had agreed to join him in morning calisthenics. What follows - aside from grumbling - is a fairly punishing regime of stretching and exercise that leaves even Keryn with a thin sheen of sweat. He then excuses himself to wash and change, mentally debating how much silence he can enforce in these workouts.

     

    By the time they are summoned back to Flame Falburn, he is crispy dressed in familiar midnight blue leathers and ultramarine cloak again, seemingly no worse for wear. When the letter is slid across the desk he inspects it carefully. He's not sure there is anything beyond coincidence at play, but for a deal such as Flame Falburn has just offered is willing to trust her gut. Especially after their challenges yesterday. "Very well," he assents, "perhaps Vasha knows of her husband's past in his absence, or of some friends who may. Otherwise do you have details of these other two tragedies he refers to? Or details of any next of kin?" he asks politely. After a moment he adds an afterthought "I don't suppose the scene of the murder was anywhere near yesterday's altercation? Perhaps we can still talk to the ringleader there."

     

    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.

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