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DarkAngel

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  1. ... Sandy Sea Elf Paladin, Oath of the Watcher sea elf adult female, CG Paladin, Watcher 7 ... spell slots, 4,3 ... CHA cast +8 save DC 16* Gear... Marine scale armor +2, Short spear +2 tide caller, weapons belt, healing kit (10), *shell amulet Sea Elf... (AC 20, hp 74) .. cond.. normal .. Feats .. Healer, War Caster int +7 stats.. STR 12, DEX 18, CON 18, INT 11, WIS 15, CHA 16 ..Saves.. WIS +5, CHA +6 Skills... Athletics +4, Stealth +7, Perception +5, Persuasion +6, Survival +5, Medicine +5... swim 20' The storm and tidal surge causes those in the water to be at the mercy of the waves for those above the waterline. Sharp blades are applied in ernest to cut through the thick anchor rope, Finn and Phlebas work together as the sea elf 'Sandy' looks on. She knows the plan and does her part to help by bringing a blessing from the Sea Queen to aid in the endeavours of Blueblood's crew. "The Sea Queen sends her blessing for your task..." Shelly says briefly with a knowing smile. Her blue green eyes took in Phlebas and Finn as they concentrated on their task, she would focus on the two and keep watch from below the waves incase any threats should emerge from beneath the sea... ... Bless (Finn, Phlebas) +1d4 dam / +1d4 saves ... Ooc .. Actions main hand - short spear off hand - Combat (init 23) Actions - options Cast ...Bless on Finn, Phlebas and herself bonus ... move ... Swim 20' Sea Elven Gear Marine Serpent scale armor +2, stealthy Short Spear +2, tide caller (Adv. attacks underwater), finesse Shell necklace amulet of the Devout +2 Sea Horse special mount (Paladin) Sea Elf traits Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net. Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. Languages. You can speak, read, and write Common, Elven, and Aquan.
  2. I think this has been answered before... Stone beds are really heavy, like tonnes
  3. need to reroll same dice to confirm crit, only need a hit to confirm Then damage dice is doubled, adding bonuses thereafter...
  4. noted The gold you are suggesting the pirate captain should share with the crew... from the sold Skiff. Cursed Gold would solve problems of mutiny and such I would think... You're giving the players ideas.
  5. I'll allow a Climb check as a Dash Action in addition to a Move action. Result = Roll added = Success to climb however Njardun has less actions left once he climbs the ship this round .. bonus ?
  6. ,,,. Sandy Sea Elf Paladin, Oath of the Watcher sea elf adult female, CG Paladin, Watcher 7 ... spell slots, 4,3 ... CHA cast +6 save DC 16* Gear... Marine scale armor +2, Short spear +2 tide caller, weapons belt, healing kit (10), *shell amulet Sea Elf... (AC 20, hp 74) .. cond.. normal .. Feats .. Healer, War Caster int +7 stats.. STR 12, DEX 18, CON 18, INT 11, WIS 15, CHA 16 ..Saves.. WIS +5, CHA +6 Skills... Athletics +4, Stealth +7, Perception +5, Persuasion +6, Survival +5, Medicine +5... ... updating .. Ooc .. Actions main hand - short spear off hand - Combat (init ) Actions - options Attack ... Extra attack, undersea advantage - short spear +2, tide caller +9 (1d6+6) - short spear +2, tide caller +9 (1d6+6) Cast ... Prayer of Healing, Bless ... Channel Divinity (2) bonus ... Divine Favor move ... Swim 20' Sea Elven Gear Marine Serpent scale armor +2, stealthy Short Spear +2, tide caller (Adv. attacks underwater), finesse Shell necklace amulet of the Devout +2 Sea Horse special mount (Paladin) Sea Elf traits Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net. Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. Languages. You can speak, read, and write Common, Elven, and Aquan.
  7. Blueblood was going to sell it and steal it back later maybe... depending on her mood. Thinking about putting a curse on the gold... hmmmmm
  8. discuss the Hex poll here !
  9. I'll throw that one to the players... what does everyone else think about HEX... ooh, a poll !
  10. ... . 'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Criminal... Young adult 5'11 female human variant fighter, CN eldritch knight 4 ..action surge.. (1) init +3 ..mage armor.. (AC 16, HP 28... 28) second wind..(1) heal 1d10+4 condition.. normal, mobileMobile You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. ..base move..40' human traits... AthleteAthlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet., Stealth+5 ...prev.. Pirate ..skills.. Athletics+4, Perception+3, Acrobatics+5, Intimidation+1. stats.. STR 15, DEX 16, CON 10, INT 14, WIS 12, CHA 8 ..saves.. STR +4, CON +2 ..spells.. INT ..prof.. +2 heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip, Menthelius' Sword) ..cantrips.. blade ward, shocking grasp (kiss) spell... Casting +4, Save DC 12 ..known.. mage armor, shield, protection from good / evil, thunderwave ..slots (3) *DRINKING* ms. Blueblood hires a retainer for 2 sp, but only after he promises to love, honour and obey her... then she hands him the bullseye lantern to illuminate the area for her. Her eyes searched for her crew mates, as she walked the pathways through Sinkhole. No doubt they would find the tavern, it was like a rendevous for lost souls in any town... not to mention extremely well lit up with an impressive amount of torches. She leaves the retainer to wait outside with the lantern... Inside the building looks like she's walked into a very posh joint ... not really what she'd call a tavern, it was far too clean... like nobility who had servants just to clean things. ms. Blueblood liked that. Strutting through the front doors ms. Blueblood made her appearance. She rocked the Pirate Drow look down to the shoes she wore. Beneath her veil under her new pirate hat ms. Blueblood hid her criminal smile and her true self. As a waiter passes with a bottle of something fizzy in an ice bucket ms. Blueblood helps her self to the bottle when the waiter is distracted and walks her way to the bar... towards the drow there. "Ghouls..." ms. Blueblood says by a way of introduction to the Drow with the mace. ... Shopping Bloody Rapier - 1000 gp Everburning Bullseye Lantern - 60 gp Pirate hat - free Retainer - 2 sp
  11. If she is up a mast, she should be ok if she doesn't speak too loud... surely. disclaimer : DM's perogative
  12. Does Blueblood have a drow barge ... yes, she acquired it defeating the Drow Menthelius... Ryn got one, Blueblood the other... Ryn and drow survivor are all on one barge This barge is empty except for the drow trapped treasure chest (bonus !) Pashgir doesn't want it ... ms. Blueblood has taken possession. It's connected by ropes to Pashgir's Ship...
  13. As long as the night crew are not on alert ... everyone can post their Round Two actions and gain suprise as appropriate Grusk is now engaged with a Bugbear on deck looking down at Grusk, the Port Authourity Watchman in the rowboat... ruse seems to be in effect.
  14. Maybe Eirann could convince the night crew to join him for a glass of fine elvish wine perhaps... ?
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