Jump to content

Rumrunner

Members
  • Posts

    2,361
  • Joined

  • Last visited

Posts posted by Rumrunner

  1. Does anyone have a bag of holding?

    On another note, should we fastforward to where we're ready to go? Or are we going to split into separate threads?

    I'd like an option for a getting ready post or sequence of posts, but it's probably best if our characters says their goodluck and farewells before splitting the party.

  2. R.jpg.2ca289fdf72caaacb64a030887b89370.jpgPrincess Merida of DunBroch - Character Sheet | Application

    AC: 18 |  HP: 52/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


    Merida didn't know what to do to help Moana learn her spells, she was awful at learning spells herself, but reading over the book... "Lesser restoration?" Magic to help heal, she thought of her past of how the wisps were soles that knew what it meant to be whole and that wholeness of spirit was something that could lend itself to healing. The redhead, however, had now way to explain that in a way that could help with magical learning, but maybe, just maybe "they could".

    Laying a hand on Moana she called upon the spirits to offer their guidance, and in her friend's head she knew there would be a chime, it wasn't words it wasn't knowledge, it was just an understanding of things that helped the pieces fit together.

    Mechanics:

    Cast guidance on Moana.

    Statblock

    [b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]You have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc]
    Princess Merida of Dunbroch
    Human Ranger 6 Chaotic Good

    AC 16 HP 52 Speed 35ft

    Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

    Attacks
    Longbow +1 +10 1d8+5
    Rapier +7 1d8+4
    Shortsword(Highland Dirk) +7 1d6+4



    Background Folk Hero
    - Rustic Hospitality

    ASI & Feats +2 Dex
    - Fey touched , Sharpshooter

    Race: Wispbound Human(Wildhunt Shifter)
    - Ability Score Increase , Darkvision , Natural Tracker , Keen Senses . Wisping , Mark the wisps

    Class: Ranger
    - Favored Foe , Canny , Roving , Fighting style(Archery) , Spellcasting , Primal Awareness , Extra Attack

    Subclass: Horizon Walker
    Detect Portal , Planar Warrior

    Stellar Blessing

     

     

  3. 3 hours ago, Ayeba said:

    I think you mentioned somewhere that you'll hand out healing potions for free? May I ask how many for each, so I can note it down on the character sheet?

    Do the underwater items allow normal actions (like firing Merida's bow) underwater?

    For Moana's part; she has both underwater breathing and swim speed, but the cloak gives her an even greater swim speed, so she'll gladly accept that one.

    Would definitely take the cloak as I'm not sure the helm will fit over Merida curls.

    Are the tracking orbs still useful? I have those on my sheet.

  4. So I recall Varen Tai calling this out from the side threads as there seemed to be a bit more collaboration there. So I figured I'd toss on the table a couple of concepts and methods I'm hoping to explore, as time goes on. That way if you have any objections or additions we can make sure we're on the same page so things don't get looked over and we can add more more depth to interationsJust a quick disclaimer:
    I'm not implying there hasn't been depth so far, just that I think some dialogue be a tool to add depth. :)
    .

    1. prejudice, kobold, bugbear and Svirfneblin... oh my!

    2. jealousy, with Yopine spending more and more time with Aly, I'm planning on having Rillik get a little jealous, despite the fact that she's been neglecting her lil Svirf.

    3. lack of self awareness. Rillik represses a lot, not going to detail all of it here, but my intention is to use the cat as a proxy for her feelings to some extent. Generally it wanting to hide in a bag and be comforted, while occasionally going off to murder something to blow off steam, fits well to represent Rillik's current disposition. This scenario is fraught with the unknown and seemingly insurmountable danger, Rillik's perception of duty will generally override her feelings though. This can get tricky with others controlling the cat, but don't worry just because I'm using the cat as a proxy doesn't mean everything the cat does has to be relevant to Rillik's disposition. Open to other ideas here too.

    4. duty and law. How much should be sacrificed for these concepts? What do they even mean? how much must they correlate? This maybe explored with Roland? Didn't he take part in some sort of rebellion or something? This can also be explored in the context of the whole group's mission.

    5. Value of knowledge and magic, maybe? Trying to think of ideas for RP with Aly.

    None of this is set in stone, but it's where I've been approaching my posting from, sometimes ideas change, inspired by what other people post, which is what makes this dynamic collaborative writing so much fun!

  5. @Zelphas can we do a minor edit, just your last line really :) ...skinning is not something that is done instantly and I think it would be a fun opportunity to RP between Torben and Rillik.

    Goal here is for Rillik to probe a bit into the mind of the bugbear. I'm hoping its clear that she still sees him as a bugbear before anything else, and she's concerned that he may just snap at some point or perhaps has already. Like is this calm demeanor a sham? So far, he's a bugbear been trained for his whole life to not be, what happens when his "true nature" comes out? How likely is that? These are her concerns.

    Is she being prejudice, Absolutely! But from what I can tell, you're playing him to explore the persecuted role, so I'm happy to indulge you. :) If I'm way off the mark let me know.

     

  6. https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_12/c64euxtRA2uOQ7cVwHg1--1--zmktg.webp.be92493580a451ac9dc42632a2ce61ee.webpRillik d'Sivis


    Rillik watched curiously as the bugbear took a moment of silence and bowed his head over the deer carcass. He was such a curious fellow, she wondered if the large goblin kin needed a moment to regain some measure of self control at the sight of blood and violence, perhaps some form of monastic supplication to help him calm his demons. The blood soaked earth squelched a little as she reflexively stepped back from his reach, his long arm hefting the gazelle with ease. The effortlessness of it wasn't a particular surprise, but it was heavier than her and all her gear combined by a fair margin, and the reminder that he could physically overpower her without a second thought was unsettling despite his apparently placid demeanor.

    She walked beside him to the camp, on the side with the gazelle. A glance caught him drooling over the kill, another reminder of his monstrous nature. At his query she looked about for a suitable place and strode to a barren space. With a gesture the earth gave way to her will, smoothing away dust and debris into a clay slab, but she extended a hand for him to wait. Tracing her fingers along a tattooed fissure, the gnome once more drew upon her magic, as if reaching into another dimension she pulled a square of glowing fabric, a canvas that she laid upon the cleared space. "There."

    Once the bugbear laid the kill down Rillik rolled back her sleeves and knelt beside it, unceremoniously slashing open its paunch and tossing the entrails aside for the black dog to tear into, then carving back the pelt as she slowly separated it from the meat. Without looking up from her work she spoke the words low, enough her him to hear but not carry across the camp. "Your name is Torben right? Can I ask you something..." She didn't hesitate before pressing on with the same deliberate pace that she cut skin from flesh. "You cover yourself to hide the fact that your a bugbear. Do you resent it?"

  7. 3 hours ago, Basil_Bottletop said:

    Is the cat's hunting abilities known to the group or does Rillik make like she's going hunting and just returning very quickly with a fresh carcass?

    A dog who's feared by a dragon. A cat who can take down prey ten times its size. I did not come dressed for quite this menagerie.

    She makes it about as clear as the post does... She doesn't hide it, but I don't think mist has taken down any large prey previously.

  8. 6 hours ago, Zelphas said:

    @Rumrunner, do you mind if Torben slips into the story you've set up? He wants to feel useful but doesn't know how to set up camp very well, and his Powerful Build means that he can easily carry anything that needs heavy lifting, so he'd jump at the chance.

    Sure thing! Sounds great.

    @Zelphas  may make things a little out of order but don't worry about it. Could be a decent rp scene, I'm going to edit to ask him specially. Her military experience would easily have her pick out someone who wasn't currently making themselves as useful as they could be.

  9. https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_12/c64euxtRA2uOQ7cVwHg1--1--zmktg.webp.be92493580a451ac9dc42632a2ce61ee.webpRillik d'Sivis


    This was fourth nation's borders they'd entered since they'd began this trek, though by land like this it was often hard to tell where one nation ended and another began. She could hardly recall when they entered or left the beastlands, but they were definitely in Mulhorand by now. The forested areas were infrequent and cover was sparse. At least there was the general advantage of their enemies would not be able to sneak up on them easily.

    The dragon fear had long subsided. Relegated to a memory of a thing rather than a thing onto itself, so if not entertained it would affect them not. What did affect them was the infection good mood of the black dog, and a cat's frustration. It wasn't until they had setup camp that she'd felt relief from it.

    They'd began settling in to a routine, she managed a small square log cabin styled fire, it generated the most heat for the least amount of smoke, so would suit them well. Laying the sticks deliberately, two by two until it was in place, then the tinder and then the consuming flame was conjured to it, raking it's ravenous tendrils along the curls of bark, grass and twigs before catching the larger sets. More wood was added, and more was consumed. It was felt soo good, an odd release of natural destruction she looked down at her fingernails half expecting blood when Mist strode up, slinking between her legs and purring. His paws were wet as he trod off, then looked back with his satisfied cat smirk, beckoning her to follow. Rillik knew the look. A quick scan of the site brought her eyes to the bugbear. She needed muscle and he seemed to be waiting for something to do. She knew the type, eager to help but not a clue. That would come with experience, they made great members of a company, seeing an example of cooperation... At least she hoped so, this was a bugbear, maybe he was looking around aimlessly because he was wondering who'd taste best. She shrugged it off and gave him a chance.

    "Um, big fella. I'm probably going to need some muscle, are either of you equipped to field dress a kill? Probably a deer, could be boar, I haven't seen much game, but it'll be more than I can lift for sure." She extended her hand and drew out closed, signaling for him to follow, assumed acquiescence and followed the small cat through the underbrush. Just along the forest edge she spotted the flatted grass and the slain gazelle, the dry earth greedily soaking up its blood, the mud making for a rich earthy scent. When it was a living thing, the small antelope's shoulder probably stood taller than her, but its its slender antlers and agility weren't sufficient. It had claw marks down its neck and it's throat torn out by claws. A close inspection could see where Mist had dropped onto the much larger creature from a slender branch and then raked its neck. Rillik knew that wasn't what killed it, the psychic damage from the little murderous fey cat's claws would have dropped the thing before it knew what had happened, and then Mist had taken the pleasure of ripping its neck to pieces. That dog had been frustrating Mist more than she thought, at least her familiar was... not really empathetic... more like socially aware enough to not attack the dog. It didn't want to miss out on being carried and pet when it wanted to be.

    "So this should do us for a bit, maybe feed the dog the entrails so it won't beg so much."

  10. 12 minutes ago, morgan_ said:

    In my mind, Mulan is doing this mission instead of what happened in Mulan 2, so she's pretty much only done her training in the imperial army. I picture her warlock abilities more as an extension of that training or the result of her ancestors watching over her than as something she learned separately by studying. Tbh the only reason I made her a warlock to begin with was so she could have Mushu as a pact of the chain familiar.

    I've already spent almost all of Mulan's starting gold, so she'll have to wait to learn any new spells.

    In greek mythology, there are amphibious horses called hippocampi, a potential option if Moana did want to learn Find Steed at some point.

    I think hippocampi might be a greater steed, but a giant seahorse might work.

    *there are several homebrew versions that would fit either of the greater or basic find steed... guess it would depend on what version, though I feel like mythical creatures fit the greater steed with the griffon and Pegasus etc.

  11. R.jpg.2ca289fdf72caaacb64a030887b89370.jpgPrincess Merida of DunBroch - Character Sheet | Application

    AC: 18 |  HP: 52/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


    ...see spell store thread...

    Merida had only a little success with the book despite her sacrifice of hundreds of gold. She did not like books, books were basically just ruined wood that should have been made into arrows as far as she was concerned. It was probably for the best that she couldn't catch the blasted thing on fire anyhow. The Fa Mulan was a welcome distraction though, she jerked a thumb over her shoulder at her.

    "Oh she's a proper one. Well miss Envoy of the Land of Dragons, we're just talking about diving to the depths of the underwater realm on a once in a life time opportunity to save the world by finding a magic sundial that can control time... you want to come with? Or you can go with them to find a old cast iron bucket, your choice."

    Mechanics:

     

    Statblock

    [b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]You have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc]
    Princess Merida of Dunbroch
    Human Ranger 6 Chaotic Good

    AC 16 HP 52 Speed 35ft

    Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

    Attacks
    Longbow +1 +10 1d8+5
    Rapier +7 1d8+4
    Shortsword(Highland Dirk) +7 1d6+4



    Background Folk Hero
    - Rustic Hospitality

    ASI & Feats +2 Dex
    - Fey touched , Sharpshooter

    Race: Wispbound Human(Wildhunt Shifter)
    - Ability Score Increase , Darkvision , Natural Tracker , Keen Senses . Wisping , Mark the wisps

    Class: Ranger
    - Favored Foe , Canny , Roving , Fighting style(Archery) , Spellcasting , Primal Awareness , Extra Attack

    Subclass: Horizon Walker
    Detect Portal , Planar Warrior

    Stellar Blessing

     

     

  12. aahh-ah.gifPrincess Merida of DunBroch - Character Sheet | Application

    AC: 18 |  HP: 52/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


    "Ohhh, you've got a real knack for this Mo. Let me give it a go." Scrunching her face over the book she concentrated at it, trying to envision what she wanted, she wasn't great at it, her imagination mostly just drifting around variant of spells she already knew and then settled on a prayer for guidance about what she was doing with the giant tome.

    A small chime went off in her mind as she cast the spell for guidance and it suddenly made sense, the witch's crow could be a familiar and Angus was a steed surely, it was possible that she could find them with magic and call them too her... maybe even changing their form like with her summon beast spell... but how did that makes sense? What would happen to their forms where they were? Her brow furrowed and the spell was lost. "Ugh! stupid magic is stupid! I have spells that make friends and share their senses with beasts or summon certain types of them, why can't I get the familiar or steed? Should be the same stupid thing!"

     

    Mechanics:

    Spent 30+90+180 = 300g

    Statblock

    [b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]You have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc]
    Princess Merida of Dunbroch
    Human Ranger 6 Chaotic Good

    AC 16 HP 52 Speed 35ft

    Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

    Attacks
    Longbow +1 +10 1d8+5
    Rapier +7 1d8+4
    Shortsword(Highland Dirk) +7 1d6+4



    Background Folk Hero
    - Rustic Hospitality

    ASI & Feats +2 Dex
    - Fey touched , Sharpshooter

    Race: Wispbound Human(Wildhunt Shifter)
    - Ability Score Increase , Darkvision , Natural Tracker , Keen Senses . Wisping , Mark the wisps

    Class: Ranger
    - Favored Foe , Canny , Roving , Fighting style(Archery) , Spellcasting , Primal Awareness , Extra Attack

    Subclass: Horizon Walker
    Detect Portal , Planar Warrior

    Stellar Blessing

     

     

×
×
  • Create New...