Jump to content

MysteriousMiller

Members
  • Posts

    664
  • Joined

  • Last visited

Everything posted by MysteriousMiller

  1. Not sure what's happening at the moment. FYI - Sorry...work is going to be intense for the next few days. Should be okay again by end of Thursday 🀞
  2. FYI Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🀞
  3. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🀞
  4. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🀞
  5. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🀞
  6. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🀞
  7. Sorry all...work is going to be intense for the next few days. Should be okay again by end of Thursday 🀞
  8. Oooh, old school! Any plans for character creation...I'm assuming level 1. Standard array? Point Buy? Rolling?
  9. PC Ru'ath Firvanna Shadar-kai Rogue (Spy) 5 AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14 DM Inspiration: 1/1 "Noone up here Amelia! Is there a cellar to check? Downwards it is!" Ru shrugs her shoulders. For a second there it looked like the was to be something to stir the soul...perhaps they can still be heroes! She trudges back the way she came. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: down the ladder Manipulate: none
  10. KenkuAbility 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. Creature Type. You are a Humanoid. Size. Your size is Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. 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., InvestigatorSkill Proficiencies: Choose two from among Insight, Investigation, or Perception Tool Proficiencies: Disguise kit, thieves' tools Equipment: A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table) a set of common clothes, and 10gp. Features - Official Inquiry You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. - Rogue 1 AC: 15 | HP: 8/8 | Init: +3 | PP: 17 Sneak Attack: 1d6 | DM Inspiration: 0 EEEEK! nods gratefully as Jasmine offers to buy an extra ticket but his eyes go wide as she warns them to be careful. "Ummm...that's very, very kind of...umm...I mean, we probably have enough, but...umm...I'd be happy to share...let's say I'll help you out in the future...if deals with these fey can be treacherous then, well...umm...better we make them between ourselves!" He's used to people rewarding him for the little jobs and favours that he's done, but this is the first time anyone has offered to help him...the corners of his mouth raise into a shy smile. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: none Manipulate: none
  11. Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (20) 0/1 | DM Insp: 1/1 Noodles was almost as surprised at Willowveil's response as he had been my her sudden appearance. The Piney certainly knew how to gain people's respect. As she began to examine the runes, he strolled over and sat down by her, refocused on the task by his companions interest. The runes might be magical, and they were certainly ancient. He scratched his head, trying to recall if hed seen anything similar in his travels that might help "Hmmmmmmm!" Mechanics Main Hand: - nothing Off Hand: - nothing Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - History check Bonus Action: - none Move: - none Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits
  12. RatfolkAbility Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Age. Ratfolk have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years. Alignment. Ratfolk care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment. Size. Ratfolk are about 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Swim. Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet. Darkvision. Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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. Nimbleness. You can move through a hostile creature’s space in combat as long as it is size Medium or larger. Pack Tactics. You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Rodent Empathy. You have advantage on Handle Animal checks to influence the behavior of rodents. Languages. You can speak, read, and write Common., ScoundrelSkill Proficiencies: Acrobatics, Sleight of Hand Tool Proficiencies: Gaming Set (Cards), Forgers Kit Languages: none Equipment: A set of common clothes, pouch containing 100 ball bearings, and a pouch containing 10gp Features Urban Explorer You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction. - Rogue 1 AC: 15 | HP: 5/9 | Init: +3 | PP: 15 Sneak Attack: 1d6 | DM Inspiration: 0 Riffraff was tired, and could use a rest, but he agreed with Allera's comment. "You know what they say...curiosity killed the rat!" he replied with a grin. "I can wait...just as long as the rest of us can?!" He strolled over to examine the area around the grate, still convinced that the "Architect" must have left some traps in place, and that a lever would be an obvious place to put one. Mechanics Main Hand: dagger Off Hand: Empty Action: Search for any more traps Bonus Action: none Move: go over to the grate Manipulate: none Notes: -2 on STR saves,att,dam, ab.ch After this I'm happy to take a short rest
  13. Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (20) 0/1 | DM Insp: 1/1 The climb went well, as Noodles knew it would, and at the top of the rope he took a deep breath and laughed out loud..."See...gobboes good at all stuff...told you!" He took a long look around, at the mosaic, the arch and the doors, the beauty and craftsmanship not lost on the little wanderer. His eyes glistened appreciatively, as for a moment his gnomish nature came fully back to the fore of his mind before the goblin took over once more. Leaning over the ledge he could see and hear the group as they debated whether to join him, but he didn't really follow all the arguments as he became distracted by the arrival of Question's raven and Willowveil's little twig friend. He sat down, kicking his feet and whistling as if he didn't have a care in the world. When Taborlin shouted to him he grinned and stuck up his thumbs. "Is verrry nice up here!" he shouted, comfortable on his rocky perch. However, he almost jumped out of his skin as Willowveil suddenly appeared. "Careful....careful...no surprise gobboes...gobboes bite!!" he squealed, his teeth bared and a blade of pure psychic power appearing in his hand. Mechanics Main Hand: - Psychic blade Off Hand: - nothing Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - call Psychic blade Bonus Action: - none Move: - none Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits
  14. PC Ru'ath Firvanna Shadar-kai Rogue (Spy) 5 AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14 DM Inspiration: 1/1 Ru chuckles softly at Amelia's comment, a wry smile playing across her ruby lips. "Yes, we're not the most subtle of rescuers are we?! Hey, ho...onwards and upwards!" She sheathes her sword and follows Saara up the steps. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: up the ladder Manipulate: sheathe sword
  15. Ylsa "Flagonfist" - Duergar Rune Knight 5 AC: 16 | HP: 49/49 | Runes: Fire 1/1 Stone 1/1 | Giants Might: 2/2 | Init: +1 | Speed: 30 feet | PP: 13 | Darkvision: 120' Buffs: None | Debuffs: None | Resistances: None | Inspiration: 0 | Exhaustion: 0 | Ylsa grimaced as the stench of the foul creatures hits her. Movement: None Action: none Bonus Action: none Reaction: none Key Features Languages: Common, Undercommon, Giant Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using 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 Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself. Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Fighting style Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. Fire Rune This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Stone Rune This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Giant Might At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
  16. Noodles will climb, but if a roll is needed, I'd like to use my Prescience (a lucky roll of 20)...let's hope that I don't need it later
  17. Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (20) 1/1 | DM Insp: 1/1 At the base of the spire, Noodles peered upwards to the narrow nook. It was quite a good way up. When Taborlin asked if he could climb it, the little gnome muttered and chunered away to himself..."Noodles clime...clime good...silly question...gobboes good at all stuff!" In his heart he knew he could make it, despite his somewhat feeble arms and lack of climbing experience. Needs ropes he thought, but before he could grab his own, Questions rope flew forth and seemed to attach itself. "Oooh! Magic climey ropes!" he exclaimed loudly, his earlier grumpiness dissolving like haze in the desert sun. "Up, up!!!" he squealed excitedly as he grabbed the rope and began to ascend. Mechanics Main Hand: - nothing Off Hand: - nothing Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - climb (use Prescience 20) Bonus Action: - none Move: - none Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits
  18. thanks for the post...I've edited my last post to reflect this
  19. Yup, but you can also apply it to attack rolls and saving throws...the ultimate "I knew that was coming"!
  20. Ru is teleporting up and into combat...does that give her advantage or surprise? Don't wanna add unwanted rolls
  21. PC Ru'ath Firvanna Shadar-kai Rogue (Spy) 5 AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14 DM Inspiration: 1/1 At the sound of the explosion, Ru rushes back inside. The trapdoor was now breached and she can see their enemies in the room above. Picking out a spot near to the wounded woman, Ru prepares to whisper a word of power. She's keen to fly on silent wings, to catch the "witch" by surprise, but Saara stops her...taking a second look, it's clear that both spellcasters have fallen in the onslaught of magical energy. Ru nods gratefully and saves her power lest it is needed later in the day. Mechanics Main Hand: rapier Off Hand: Empty Action: none Bonus Action: none Move: back into the room Manipulate: none
  22. Woohoo...a nat 20 on Prescience! Let's hope I can use it before the end of the day!
  23. Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (20) 1/1 | DM Insp: 1/1 After a good night's sleep in the strange little hut, Noodles was full of beans and anxious to get going. His Wyrd senses told him that things were going to go well today! Lolloping along, head constantly flicking this way and that as he sniffed out the route and kept a wary eye out for problems, the little gnome thought about his companions and their strange attitudes. Clearly all were here to find something...treasure, information, whatever!! But their thinking was odd to one who had spent so long in the goblin wastes. He thought about the question he had overheard them discussing about whether stealing to save a life was appropriate. Fam has needs...fam gets...steals not a problem..Silly big not-gobs!! he decided, shaking his head at the very idea that the Wizard would expect anything less. As the day wore on, they closed in on their destination. A glint drew their attention and Willowveil soon had her stick-creature off to investigate. Noodles absent-mindedly scratched behind his ear as Question suggested they should prepare to fight...he was ALWAYS ready for a fight! Clenching his fists, two fairly glowing, Purple blades appeared in his hands. "Noodles ready!!"he declared, peering at the familiar as it moved towards the base of the spire. As to the question of leadership...well, Noodles certainly didn't want THAT responsibility! Mechanics Main Hand: - Psychic blade 1 Off Hand: - Psychic blade 2 Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - Summon psychic blades Bonus Action: - none Move: - none Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits
Γ—
Γ—
  • Create New...