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JubalBreakbottle

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  1. I posted in my hidden thread Think a bunch of us are waiting for the info from Elsa on the last places that the kindred were seen or known to be, so we could reconvene to investigate together. cheers
  2. Jack Aldrich - Eldritch Hero Points 0 | Damage 0 | Initiative +2 | Perception +5 | Insight +5 Dodge 2/11 | Parry 4/11 | Fortitude 4 | Toughness 4 | Will 6 Jack follows his roommate back into the cafeteria. He still wears his sweatpants and hoodie that he changed into after the school welcome. He looks for Francis who looked like he wanted to talk before he chased after Volker.
  3.    Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12 StrSave: +2 Athletics: +5 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Chain mail gives disadvantage: 8 (–1) | ConSave: +3: 16 (+3) | IntSave: +0 Arcana: +0 History: +0 Investigation: +2 Nature: +0 Religion: +2: 10 (+0) | WisSave: +5 Animal Handling: +5 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 18 (+4) | ChaSave: +2 Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +2: 10 (+0) Languages: Speak, read, and write Common and Dwarvish Standing next to his bedroll, Coltan nods toward the sea elf with a knowing look. He knew about the prince and was happier that secrets were being revealed among the companions. When Hunni reveals Decimus to be a duke, the dwarf furrows his brow. It's possible, but he struggles to believe the gully. Not that he doesn't trust her, but that her perspective may not be accurate. The smith nods again toward Michelle. His family had worked on many poor manors who could not support a full time smith. He appreciated the gesture of promising something that she did not actually have yet. It was the thought and intent which counted for him. Coltan grimaces in condolences when Darrett storms out. Poor kid. He nods when Artanis follows him out like a good brother and stops nodding when Mery follows them both out. The Apprentice of Reorx replies to the mayor and those left in the men's quarters, "aye. I've a few more winks to get before sunrise." He settles back onto his bedroll and attempts to return to sleep. OOC Action: — Bonus Action: — Movement: — Reaction: — Use Object: — Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +6 or DC 14 | 1st 4/4 | 2nd 3/3 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Channel Divinity: 1/1 short rest Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.      
  4. Jack Aldrich - Eldritch Hero Points 0 | Damage 0 | Initiative +2 | Perception +5 | Insight +5 Dodge 2/11 | Parry 4/11 | Fortitude 4 | Toughness 4 | Will 6
  5. Jack Aldrich - Eldritch Hero Points 0 | Damage 0 | Initiative +2 | Perception +5 | Insight +5 Dodge 2/11 | Parry 4/11 | Fortitude 4 | Toughness 4 | Will 6    
  6. Jack Aldrich - Eldritch Hero Points 0 | Damage 0 | Initiative +2 | Perception +5 | Insight +5 Dodge 2/11 | Parry 4/11 | Fortitude 4 | Toughness 4 | Will 6  
  7. Jack Aldrich - Eldritch Hero Points 0 | Damage 0 | Initiative +2 | Perception +5 | Insight +5 Dodge 2/11 | Parry 4/11 | Fortitude 4 | Toughness 4 | Will 6
  8. There's a private message to you in my post of last Friday that I've waiting for you to reply. I just tagged you inside it, because it's been days. Can you read it?
  9. Carnadine Description The long black hair of this soldier cannot hide his sharp elven ears, unnerving alabaster skin, and golden, inhuman eyes. He wears an amulet with a raven’s head facing left amid layers of leather waterproofs over chain mail armor. A longsword and dagger hang in scabbards on his weapons' belt. Traveling, he shoulders a veteran leather backpack, a brace of javelins, and shield.   Backstory Carnadine was born in the camp of the Neverwinter army baggage train seventeen years ago. His human mother died in childbirth, so he was raised by a friend of his mother, Sildar Hallwinter. Well, sort of. Sildar had feelings for his mother, and even though Carnadine's elven heritage was obvious, Sildar paid to care for him. His only souvenir of his mother is a holy symbol of the Raven Queen. The actual father never materialized, so Carnadine saw Sildar as a father figure. However only a figure, because Sildar was a soldier not a nanny and treated Carnadine like a new recruit during his childhood whenever they saw each other, which was infrequently. For example, Carnadine received a goblin dagger (that he still carries today) for his seventh birthday, as example of the paternal instinct. Carnadine grew up idolizing the soldier life and trained to be one. Last year, he was hired by a soldier to be his shield-bearer and effectively his servant. Carnadine enjoyed the work, because it earned him coins and brought him into the life of a soldier. Three months ago, he was the only one to return of a squad of Neverwinter soldiers. He barely returned having had much of his blood drained by presumably a vampire. He claims not to remember the horror. After recovering, the army did not want him, because his alabaster skin and golden eyes indicated that he was not the same kid who grew up in the army and bore the shield of a soldier who did not return. So, Sildar recruited him to his latest gig working for Gundren Rockseeker.   Personality Traits: I'm always polite and respectful. I enjoy being strong and like breaking things. Ideal: Neverwinter. My city, nation, or people are all that matter. Bond: Sildar Hallwinter who raised me like a father. Flaw: Hunger: dhampirs thirst for blood. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.   Ability Scores & Skills Abilities Strength Dexterity Constitution Intelligence Wisdom Charisma Scores 16 10 14 8 10 16 Mods +3 +0 +2 -1 +0 +3 Saves +3 +0 +2 -1 +2 +5 Skills Athletics +5   Acrobatics +0 Sleight Hand +0 Stealth +0     Arcana -1 History -1 Investigation +1 Nature -1 Religion -1 Animal +0 Insight +2 Medicine +0 Perception +2 Survival +0 Deception +3 Intimidation +5 Performance +3 Persuasion +5       Race & Background Racial: Dhampir Background: Soldier Ability Scores: Choose three different +1 Size: Medium Speed: 35 ft., climb equal to your walking speed Ancestral Legacy. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Investigation & Perception 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 as shades of gray. Deathless Nature. You don't need to breathe. Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Languages. You can speak, read, and write Common and one other language (Goblin) that you and your DM agree is appropriate for your character. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set (Dice set), vehicles (land) Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp Feature: Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.                                 Class Features Paladin 1   Hit Dice: 1d10 Armor Proficiencies: light armor, medium armor, heavy armor, shields Weapons Proficiencies: simple weapons, martial weapons Tools Proficiencies: none Saving Throws: Wisdom, Charisma Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. Starting Equipment: You start with the following items, plus anything provided by your background.     (a) a martial weapon and a shield or (b) two martial weapons     (a) five javelins or (b) any simple melee weapon     (a) a priest's pack or (b) an explorer's pack     Chain mail and a holy symbol Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.       Equipment Worn Containers Traveler's clothes - 2 gp Holy symbol (Raven Queen) Chain mail Shield Longsword Dagger Javelins (5) Explorer's pack Set of common clothes Belt pouch 8 gp Bone dice set    
  10. David Macleod Realizing that his current spending is unsustainable, David looks for a cheaper airbnb and informs his real estate agent that his new target condo is a one bedroom or loft with an underground parking. He's never needed luxuries but has enjoyed them while he could. Since he hasn't met the PI's, he investigates them for known associates, known addresses, and any financial information. OOC: Do you want me to roll anything?  
  11. David Macleod David left the hotel room of the Taiwanese tourists near three in the morning. All were sated. The girls would have a memorable time in Heidelberg, and he was topped off and ready to start investigating the disappearance of the kindred. He walks to his car in a round about way to identify any tails and continue to get a feel for his new town. While wandering, he searches his smartphone for local private investigators. Marking their locations, he walks or drives by each of their offices assessing their success by how much apparent rent they pay. OOC: Do you want me to develop the list of local Private Investigators? The next day after receiving the information from Elsa, he calls, interviews, and engages each of the PI's with a different package asking for all associated addresses, known associates, and any financial information. To the best PI, he gives the names of Friedbert Urwalder, Burschenschaft Normannia, Kurzer Buckel, and students: Florian, Felix, and Friedrich. To the second best PI, he gives Diane Kannengiesser, Marion Schneider, Gregor Johann Kohl, Bauamtsgasse 6, and Maria Pia Schmidt. To the third best PI, he assigns Karl Jaspers, Philosopher and professor of psychiatry. He plans to evaluate each of the PI's for their potential as retainers and ghouls. In the comfort of his rental, he checks on his real estate transaction to purchase his condo.  
  12. I thought Elsa was going to provide information about the results of the previous investigations too. Who investigated? Address of leads like the warehouse. I thought we wanted to visit the last known meeting location.   thanks
  13. After looking for it, I just found it. Let me read and I'll have actions
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