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Coruja

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  1. What about my question? Regardless of the answer, the character is done (I think) and ready for inspection.
  2. Description Physical Description Sarah is a redheaded woman who dresses in dark leather. Her yellow eyes feel almost supernatural looking. She's average height and weight, never standing from the crowd. She likes to keep her luxurious hair loose under normal circumstances, but tie them back to a knot during a mission. Personality Sarah is a victim of tragedy. She experienced pain, desperation, desolation in first degree. There's a kind of trauma you can never overcome, but that you can learn to live around it. She dedicated her life to learn how to face and fight the horrors that inhabit the world so that they could never do harm again. Not on her watch. She does get recognition for her deeds, but that's not what she is after. What drives her is the very existence of evil lurking in every shadow. And perhaps it's more effective to cut it by the roots. That's why she decided to join the company heading west. Knives A named person your character cares about, living or dead (e.g. sibling, spouse, childhood friend): The abbot father Jerome. A phobia or trauma your character has experienced: the hamlet she was born was attacked by undead when she was 5. A mystery in your character's life (e.g. unknown parents, unexplained powers): parents unkown, but unique eye color runs in the family, probably a family of monster hunters like Castlevania's families (Belmont, Belnades, Danasty ...). An enemy your character has: Probably a BBEG behind the attack to the hamlet. It was not a random act. They intended on erasing Sarah's family from the living, but she survived. They might be after her. More might have survived too. Or perhaps a parent has been turned vampire? Oh, the irony! Any discrimination experienced (e.g. fantasy racism): Being a woman isn't easy, specially in medieval times. Even though she is a renowned monster hunter, she usually has to prove who she is to small brained people. A secret your character is keeping: the source of her fame is a lie, since she didn't kill a vampire or necromancer, but a cursed man. A vice: Sarah likes to drink heavy and live on today. No strings attached. She can't make sure the people she care about will stay living. Backstory Sarah was born in a peaceful hamlet of no more than 200 people. Everybody knew everybody. There was little to zero criminality and no militia. The hamlet was led by a council of the heads of the five major families. She remembers vaguely her grandmother being one of them. What she trully remembers and keeps to the heart was all the time with her father and mother in the gardens, doing gardening and learning about all kinds of herbs, flowers, fungi, leaves, roots, vines and so on. The colors, shapes and smells engraved deep in her mind, so much that they mix with her very parents faces. She was only five years old when evil stroke the hamlet. Chaos and fire engulfed the wooden buildings. Screams and smoke traveled through the air, alerting others to the dangers lurking and marching. She remembers seeing her parents arming themselves and giving her to a serf so she could escape. She remembers many known faces being attacked to death, eaten alive, blood spilling. The monsters should be dead, but weren't. The putrid and foul smell was a testimony of the unearthly nature of the attackers. Finally the serf was caught and Sarah fell to the side of the escape road, rolling down a slope in the woods and vanishing from sight. These faces are now but a blur, a fragment of memory. Her own family name and faces, she has trouble remembering. They are never clear enough to get a picture. She only get glimpses of a stroke of hair, a chin, the sweet smile on her mother's lips, the hardworking hands of her father, but never the whole picture. Some time later, a pilgrim found the girl. He took her with him and carried her to the Abbey of the Saint Lady Heart. Due to her young age and not remembering her family name, she was baptized as Sarah Heart, after the saint patroness of the abbey. She wasn't the only orphan kid in there. And all kids had to study and to work. In Sarah's case, her liking to the earth made it easier for her to find her fit. She worked the land in the morning and attended school in the afternoon. But the nightmares wouldn't let her rest. She would countless times wake up in the night screaming. Father Jerome, the abbot, thought carefully about her case, and finally concluded that there was no treatment for her case unless she faced her demons. She was moved from the civilian side of the abbey and into the military side, where the acolites would train. The Abbey of Saint Lady Heart used to brew clerics, paladins and evil hunters alike. Her classes changed to learning about the creatures of the night and how to properly fight them. The nightmares never really gave away, and eventually she reached an age of rebellion. She couldn't stand it anymore, and despite she was very thankful to all the years and care and teachings at the abbey, she had to leave to breath and live her life. She traveled the land and decided to stay at a small village. She sought work and a place to stay. It wasn't hard considering she was a young pretty woman at the peak of her blossoming. It didn't mean people would do harm to her, but that they would be extra helpful for no reason. Soon she learned that the village was governed by a tyrant at the keep in the hill. The village was also haunted by undead creatures that would raise from time to time. It didn't take much for Sarah to connect the dots, and after defending the folk from some zombies, she dashed to the keep to face the greater evil she thought to be a vampire or a necromancer. She did slay the tyrant noble, but he was neither a vampire nor a necromancer. He was indeed cursed, and by killing him, she cleased the land from the raising of undead. The whole town really thought she fought a vampire lord, a necromancer, and so much more. The truth she kept as a secret. Now she's a famous monster hunter known by the name Sarah Heart. She's still looking for her family, albeit she doesn't even remember where the hamlet was settled. In the meanwhile, she pursuing the calling to save as many people as she can by preemptively destroying evil wherever it is.
  3. Sarah Heart "My candle burns at both ends; It will not last the night; But ah, my foes, and oh, my friends— It gives a lovely light!" Personal Quest Monster Slayer. I wish to leave behind a heroic legacy by defeating dread beasts. My personal quest is to slay three of the greatest monsters rumoured to dwell in Drakkenheim, and bring back their heads as trophies. Each must be a notable creature with a challenge rating greater than my own level when I defeat them. My allies can assist me, but I must strike the decisive blow myself! Traits Languages Common, Infernal, Abyssal. Detail-Oriented You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim. Proficiency Armor: light armor, medium armor, shields. Weapons: simple weapons, martial weapons. Tools: herbalism kitProficiency with an herbalism kit allows you to identify plants and safely collect their useful elements. Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars. Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions. Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss. Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants. Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook. Identify Plants. You can identify most plants with a quick inspection of their appearance and smell. Herbalism Kit Activity DC Find plants 15 Identify poison 20, alchemist's suppliesAlchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire. Components. alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water. Arcana. Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials. Investigation. When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area. Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying. Alchemist's Supplies Activity DC Create a puff of thick smoke 10 Identify a poison 10 Identify a substance 15 Start a fire 15 Neutralize acid 20, cook's utensilsThese special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit. Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits. Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction. Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals. Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food. Cook's Utensils Activity DC Create a typical meal 10 Duplicate a meal 10 Spot poison or impurities in food 15 Create a gourmet meal 15. Healer You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: You have advantage on all Wisdom (Medicine) checks. When you expend one use of a healer’s kit to stabilize a dying creature, make a DC 10 Wisdom (Medicine) check. On a successful roll that creature regains 1d6 + your wisdom modifier + your proficiency bonus (if you are proficient in medicine) hit points. (If you fail the check the creature is not stabilized.) As an action, you can spend one use of a healer’s kit to tend to a creature that has at least 1 hp, make a DC 10 Wisdom (Medicine) check. On a successful roll that creature regains 1d6 + your wisdom modifier + your proficiency bonus (if you are proficient in medicine) hit points + additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest. You may not do this on yourself. 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 can increase that damage by 1d4. 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. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Deft Explorer You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. Canny Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Fighting Style Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. Spellcasting Spell Slots: 1 ■■□ Spells Known: entangleEntangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away., hunter's markHunter's Mark 1st-level divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours., snareSnare 1st-level abjuration Casting Time: 1 minute Range: Touch Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hours As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.. Spellcasting Ability: Wisdom Spell save DC = 8 + your proficiency bonus 2 + your Wisdom modifier 2 Spell attack modifier = your proficiency bonus 2 + your Wisdom modifier 2 Spellcasting Focus: 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. Hunter's Prey Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. 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 Level Spell 3rd speak with animalsSpeak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. 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. Spells Slots 3. 1st Level Entangle Conjuration. Casting Time: 1 action. Range: 90 feet. Components: V, S. Duration: Concentration, up to 1 minute. Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. Hunter's Mark Divination. Casting Time: 1 bonus action. Range: 90 feet. Components: V. Duration: Concentration, up to 1 hour. You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Speak with Animals (Sub-class) Divination (ritual). Casting Time: 1 action. Range: Self. Components: V, S. Duration: 10 minutes. You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. Snare Abjuration. Casting Time: 1 minute. Range: Touch. Components: S, M (25 feet of rope, which the spell consumes). Duration: 8 hours. As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
  4. I got a question. Does Favored Foe (optional ranger feature) works with Hunter's Mark (ranger spell)? My main issue is that both say it uses concentration, but are from different sources (feature and spell). The book says I can only have one spell that uses concentration. So it's up to you, .
  5. Allow me to use this for discussion. 😀 I didn't know the flat bonus would double as well. I always thought they wouldn't. Also if Sarah fails, how much damage does she do to her ally? Same as a normal attack? I would like to advocate for Lay on Hands to cost only 5, since that's the amount the book already set for other recoveries other than HP. Does long rest recover HP at all? I know the haze is bad, but not sure how bad.
  6. I like this rule. It's just not clear if it's every 4 levels or every 6 levels. The description says 4 levels, and down the road it says 6 levels. There's another houserule that I love, called Crunchy Critical. Instead of rolling twice the damage dice, the damage goes as maximum damage plus roll the damage dice once. This avoids you rolling less damage in a critical hit than you roll on a normal hit.
  7. The factions play a crucial role in everything. But we do not need to pick one faction and be married forever and ever.
  8. I've read the link. I prefer Chris Perkins' fix. It escalates with wisdom bonus and proficiency instead of a flat +4.
  9. I'm sorry, I said it wrong. Der Kluge rules are regarding Thieves Tools. Healing was fixed by Chris Perkins. Lasting injuries are also something that appeal to me. Drakkenheim already offer a high degree of difficulty with corruption, mutation, and limited healing. Healing Fixed SKILL: Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion, evaluate other’s wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death. With a successful DC 10 Wisdom (Medicine) check you can stabilize a dying character at 0 hit points. Medicine may also be used to provide long-term care to poisoned or diseased creatures. When a poisoned or diseased creature is cared for by someone proficient in the Medicine skill, they make their recuperation saving throws (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage. EQUIPMENT: Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. If you are proficient in Medicine and expend one use of a healer’s kit, you may make a DC 10 Wisdom (Medicine) check to bring the creature to 1 hit point. (If you fail the check the creature is not stabilized.) During a long or short rest, someone proficient in Medicine may expend one use of the healer’s kit and make a DC 10 Wisdom (Medicine) check to restore 1d4 hit points to a creature or a DC 15 Wisdom (Medicine) check to restore 1d8 hit points (must decide which one prior to rolling). The ‘healer’ may do this a number of times equal to their proficiency bonus per short rest and two times their proficiency bonus per long rest. A creature may only benefit from this once per 24 hours. The ‘healer’ may not do this on themself. (The ‘healer’ doing this on more than 1 person, may not gain the benefit of the short rest. The ‘healer’ doing this on more than 2 people, may not stand watch on a long rest or they lose the benefit of the long rest.) If you expend one use of a healer’s kit to treat a poisoned or diseased creature, they make their recuperation saving throw (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage. FEAT: Healer. You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: You have advantage on all Wisdom (Medicine) checks. When you expend one use of a healer’s kit to stabilize a dying creature, make a DC 10 Wisdom (Medicine) check. On a successful roll that creature regains 1d6 + your wisdom modifier + your proficiency bonus (if you are proficient in medicine) hit points. (If you fail the check the creature is not stabilized.) As an action, you can spend one use of a healer’s kit to tend to a creature that has at least 1 hp, make a DC 10 Wisdom (Medicine) check. On a successful roll that creature regains 1d6 + your wisdom modifier + your proficiency bonus (if you are proficient in medicine) hit points + additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest. You may not do this on yourself. DOWNTIME: Recuperating. You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. If you are treated by someone proficient in the Medicine skills, you have advantage on this saving throw. On a successful save, you can choose one of the following results: End one effect on you that prevents you from regaining hit points. For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. (Written by Chris Perkins with modifications)
  10. Scoot, will you use Der Kluge's healing rules?
  11. Sarah Heart Variant Human Hunter Ranger 3 | Custom Treasure SeekerSkill Proficiencies: Acrobatics, Survival Tool Proficiencies: Two tools Alchemist's Supplies, Cook's Utensils Equipment: A set of artisan's tools (one of your choice, Alchemist's Supplies), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp Treasure Hunters’ Secrets: You carry an old compass that doesn’t point north, you hope it points towards a great treasure. Personality Trait: If someone is in trouble, I'm always ready to lend help. Ideal: Respect. People deserve to be treated with dignity and respect. (Good) Sincerity. There's no good in pretending to be something I'm not. (Neutral) Bond: I have a family, but I have no idea where they are. One day, I hope to see them again. I protect those who cannot protect themselves. Flaw: I have a weakness for the vices of the city, especially hard drink. | Age: 20 | Height: 5' 6" | Weight: 100 lb | Alignment: NG | Inspiration 0d6 StrBonus: +0 Save: +2 +0 Athletics Carry: Lift: 10| DexBonus: +3 Save: +5 +5 Acrobatics* +3 Sleight of Hand +5 Stealth* AC: +3 Initiative: +3 16 | ConBonus: +2 Save: +2 HP: +2/die 14 | IntBonus: +1 Save: +1 +1 Arcana +1 History +1 Investigation +1 Nature +1 Religion 12 | WisBonus: +2 Save: +2 +2 Animal Handling +4 Insight* +6 Medicine** +4 Perception* +4 Survival* 14 | ChaBonus: -1 Save: -1 -1 Deception -1 Intimidation -1 Performance -1 Persuasion 8 | PB +2 | ACBase: 10 Dex: +3 Armor: +2 15 | HPHit Die: d10 Constitution: +2 Hit Points: 12 + 8 + 8 28/28 | HD 3/3 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft | Coins 181 gp InventoryBackpack, 5 lb. Bag of Holding, 15 lb (Alchemist's Supplies, Herbalism Kit, Cook's Utensils, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of rations, Waterskin, 50 feet of hempen rope, Letter of introduction from Saint Lady Heart Abbey, 9 healer's kits). | EquippedLongbow A:+7 D:1d8+3 piercing T:ammunition 40 (150/600 ft), heavy, two-handed Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach Studded Leather Armor 13 lb, AC 12 + 3 (Dex) Traveler's clothes, 4 lb Amulet of Saint Lady Heart, 1 lb Healer's Kit (10), 3 lb | Favored FoeWhen 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 can increase that damage by 1d4. 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. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. It works with the Foe Slayer feature. ■□ | Deft ExplorerYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. *Canny* Choose one of your skill proficiencies (MEDICINE). Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. | Fighting Style*Archery* You gain a +2 bonus to attack rolls you make with ranged weapons. | SpellsSpells Known: entangle, hunter's mark, speak with animals, snare. Spellcasting Ability: Wisdom Spell save DC = 8 + your proficiency bonus 2 + your Wisdom modifier 2 Spell attack modifier = your proficiency bonus 2 + your Wisdom modifier 2 1 ■■□ | Hunter's Prey*Colossus Slayer*. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. | Primal AwarenessYou 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 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. ■ Description. Thoughts "Speech."
  12. That's great! I think I have already settled my character. Race: Dhampir (if everyone is okay with it, else human). I'll have to go with human because of the feat. I'll take Healer this time to help healing, since healing is a critical factor in the city. Class: Hunter Ranger. Personal Quest: Monster Slayer (we can keep this a secret from each other, but I think we should be open with each other for better bounding and fun). Background: Treasure Seeker, Soldier of Fortune.
  13. That's a nice pick! I'm looking forward the Treasure Seeker variant Soldier of Fortune. That aligns with my monster hunter concept.
  14. I hope to help you guys by sharing this bit of common knowledge about Drakkenheim's backgrounds. There are quite a ton of videos explaining a lot of things regarding Drakkenheim. Appendix F: Character Backgrounds Many types of Adventurers travel to the ruins of Drakkenheim in hopes of uncovering things once lost. Whatever their call to the city may be, there is a chance that their history is ripe with danger. Some have colourful pasts that have readied them for the dangers ahead, some have crimes and mistakes they seek to hide from in the ruins, and others are bound to those who fight for what’s left of the crumbling empire. Continental Nobility Continental Nobility Requirements: Any class except sorcerer, warlock, or wizard You are the scion of a noble household. Whether you hail from Caspia, Elyria, or Westemär, the fall of Drakkenheim has either adversely impacted your family’s fortunes, or created a tantalizing opportunity to increase your political power and influence. Skill Proficiencies: Two of the following: Persuasion, Athletics, History, or Intimidation Languages: Two of your choice Equipment: A signet ring or brooch bearing your family crest, a cape in the colours of your house, a set of fine clothes, and a pouch containing 25 gp. Feature: Noble Confidence During a short rest you can give an inspiring pep talk to a number of allies equal to your proficiency bonus. Once in the next 8 hours, each of those allies can roll 1d4 and add it to the result of a single attack roll, ability check, or saving throw. Defining Event (1d8) 1 I was well celebrated in my city as a slayer of a great troll. 2 I witnessed the death of my family during the civil war. They were targets for their ties to the von Kessel name. 3 I led my knights to victory in defending our castle during a raid in the war. 4 I lost a lot of good soldiers in an earlier expedition into Drakkenheim. We never made it past the gate. 5 My house was an enemy of the von Kessel family and had many battles with them. 6 I broke ties with my family when they folded to the Silver Order. 7 I am related, not to a king or queen, but to a noble figure who sat in the small council and made important decisions for their represented house. 8 My family lost everything in the destruction of Drakkenheim. We are noble only in name, no longer in standing. Personality Trait (1d8) 1 I consider myself a renowned monster slayer, and like to remind everyone of the many accomplishments I hold to my name. 2 I keep family traditions close. Honour and family are amongst the most important things in the world, and I cherish them. 3 I miss the comforts of my home. This city is dirty and smells terrible. 4 I believe in the good in people, and I hope to find a peaceful resolution to our problems. A diplomatic approach is something Westemär greatly needs. 5 As a noble, I have a responsibility to protect those who cannot protect themselves. 6 It is highly important that I look my best and maintain my regal demeanor in all situations. My reputation must go untarnished. 7 I may be of noble birth, but have lived life on the road for some time. I am more than willing to share what I have with others, as I am no better or worse than anyone else. 8 There is no challenge I can’t face. I heard about the horrors and monsters of this world, and I am what they fear the most. Ideal (1d6) 1 Respect. I am a respected member of my family, and I expect what remains of Drakkenheim’s nobility and royal line to acknowledge my standing. (Lawful) 2 Responsibility. It is my responsibility as a representative of my noble line to remain cordial, and diplomatic in dealings with the various high ranking members of Drakkenheim’s society. (Good) 3 Privacy. I do not wish for my nobility to come up. It may be best if the people of Drakkenheim do not know who I am. At least for now. (Any) 4 Duty. It is my duty to aid the people of Drakkenheim. As a noble I was connected to this city, and it is what is expected of me. (Good) 5 Glory. I must claim my victories and prove myself in battle. (Any) 6 Family. Blood is thicker than water and I will fight to defend my family’s honour. (Good) Bond (1d6) 1 I must prove myself as a great warrior for my house and my people. 2 My family was once bound to the royal family of Westemär, I must ensure we remain bound to whoever takes the throne. 3 My family’s fortune was lost. Drakkenheim may be our last chance to get it back. 4 My family was betrayed by one of the royal houses, and I plan to make sure any that remain of that name are brought to justice and my family takes its place where it belongs. 5 I am destined to rule, as my ancestors before me have. 6 I have been sent unwillingly on a diplomatic mission to Drakkenheim. I am to gain political standing in these crumbling ruins. Flaw (1d6) 1 I boast about my own triumphs, and belittle the accomplishments of others. 2 Bound by honor, I can never back down from a challenge, nor can I let those who undervalue my name go unchallenged. 3 I do not like getting my hands dirty. Other people must do the heavy lifting, not me. 4 I like to flaunt my wealth, and I spare no expense. 5 I’m never wrong. Even if I was, I would never admit it. 6 I was forced to lead, but I am very far out of my depth and desperately hoping people do not catch on that I don’t know what I am doing here. Variant: Last of the Line In the years following the destruction of Drakkenheim, calamity and misfortune wracked your house leaving you the sole surviving heir. Penniless and without land, you have come to Drakkenheim to rebuild your family’s legacy. Mageborn Mageborn Requirement: You must be a bard, sorcerer, warlock, or wizard You manifested arcane magical abilities at a young age, and were taken into the guardianship of the Amethyst Academy. You learned to harness your magic at a secluded magical school. After you came of age and completed your apprenticeship, you became free to pursue your own interests, but you must respect the laws and customs that govern all those with spellcasting powers. Under the Edicts of Lumen, mages are disinherited of any noble titles, and cannot own land. Skill Proficiencies: Two of the following: Arcana, Deception, Investigation, Perception Languages: Draconic or Elven Equipment: A gnarled wand made of wood, a duster jacket, a satchel for material components and potions, an amulet or other trinket of importance to you Tool Proficiencies: Either calligraphers’ supplies or alchemists’ supplies Feature: Bookworm Once per day after you finish a long rest, you can spend one hour to create a spell scroll. You need only paper and ink to do so, and the level of the spell you can create equals one half your proficiency bonus (rounded down) or lower. The scroll you create must be a spell you know or have prepared. Mageborn Quirk (1d8) 1 My eyes are two different colours. 2 Whenever I cast a spell, my voice echoes and an unknown wind seems to blow around me. 3 My eyes glow with octarine light when I am casting spells. 4 I hear voices and sounds when close to magical entities, as if the magic itself speaks to me. 5 I have full conversations with myself out loud that occasionally can get heated. 6 Magic floods my mind and makes it difficult to sleep without constant nightmares and visions. 7 I speak to beings from other planes of existence who manifest as simple creatures before me. 8 I have a birthmark in a unique shape that appears every day for 2 and a half hours, then vanishes. Personality Trait (1d8) 1 I idolize one of the archmages of the Academy and hope to prove myself to them in time. 2 Nothing will get between me and my goals. When people say something I care about is impossible, I prove them wrong. 3 I am confident in my powers, and do not fear the horrors of Drakkenheim, for I can bend reality. 4 I am constantly reading books. The more knowledge I can obtain, the more I can outwit friends and foes alike. 5 I am a mage for hire and am not afraid to use my magic to get my hands dirty. A lot of people will pay top coin for a skillset like mine. 6 I am a sucker for a good mystery and pride myself in my ability to solve them. 7 Everyone is always so serious - we all die in the end, might as well enjoy the ride. 8 I always push myself to be the best at whatever it is I set out to do. Ideal (1d6) 1 Respect. My powers are a blessing and a curse, and I work diligently to show people not to fear magic. (Good) 2 Knowledge. I left the Academy on good terms to work at one of the many historical institutes of the world, hoping that my love for books and history would be of use. (Any) 3 Love. I left the Academy due to love, and I plan to keep my promise to that love. (Good) 4 Forgiveness. I must undo the mistakes of my past by proving myself to those I care about most. (Good) 5 Power. Delerium is power, and I must learn all I can about its origins and properties if I am to harness that power. (Chaotic) 6 Independence. I stand alone from the Academy for a reason. I do not wish to be on their bad side, but I do not wish to be on their good side either. (Neutral) Bond (1d6) 1 It is my duty to protect the Amethyst Academy. 2 My life’s work in the study of delerium caused my expulsion. I must continue that research to prove its value. 3 The mysteries of my past and my power are tied to the meteor. I need answers. 4 My terrible mistake was covered up by my mentor in the Academy. I owe them my life. 5 My nightmares have guided me to Drakkenheim. I must investigate these visions. 6 I come from a long line of wizards, my exit from the Academy was highly upsetting to them and I need to earn my way back into their favour, even if it means risking my life in Drakkenheim. Flaw (1d6) 1 I walk straight into danger. What’s the worst that could happen? 2 I believe my plan is always far superior to everyone else’s. 3 I am distracted by possibilities of gaining knowledge or power, regardless of the cost or danger. 4 I overcomplicate most situations with small details and over analyzing simple things. 5 I get angry quickly, and cause more harm than good with my magic when I get mad. 6 I can’t get enough delerium. I want the power for myself. Variant Mageborn: Malfeasant Mage You were expelled from the Amethyst Academy for some trespass, real or imagined, or perhaps you were never taken in by them and learned magic on your own. Common folk are often mistrustful of spellcasters who do not wear the Amethyst Academy colours, so you may need to hide your identity and abilities, especially from the Amethyst Academy and the Knights of the Silver Order. Devoted Missionary Devoted Missionary You are a follower of one of the many religions of the world. Through either divine calling, visions, or prophecies, or because your church sent you as an envoy and representative, or maybe because you are seeking divine answers, you have made the journey to Drakkenheim. What sacred purpose lies in the ruins that you are quested with uncovering? Skill Proficiencies: Two of the following: History, Religion, Arcana, Nature Equipment: A set of pale robes, a small chip of delerium encased in glass, a walking stick, an amulet with a symbol of your chosen god, a small book of religious text Languages: Any two of your choice Feature: Guided by Faith A number of times per day equal to your proficiency bonus, you may ask the Game Master to reveal the DC of any ability check you make before rolling the dice. You may then decide whether or not you wish to attempt the roll. Missionary Life (1d8) 1 I was on a quest of self-enlightenment. 2 I ritualistically surround myself with lit candles and ancient texts when I rest. 3 I had taken a vow of silence until the time that my voice was needed to fulfil my destiny. 4 I was the caretaker of ancient relics of our faith and am quested with finding others. 5 I am but a pilgrim hoping to find divine light in dark places in the world. 6 I was guided to my faith by angels who rescued me from my dark past. 7 I broke my vows to my faith and was exiled. I seek redemption. 8 I must prove myself worthy to my faith and its purpose, no matter the amount of blood spilled or lives lost. Personality Trait (1d8) 1 I empathize with those who do not follow the path of light. Creatures of all types can be brought back to the path of righteousness and are often suffering and in great pain. 2 I believe in the words of my religion and quote its texts and scriptures as often as I can. 3 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. 4 I have spent my life in a temple or church. Rough living wears on me quickly. 5 I believe very strongly that everything will turn out okay, and nothing can shake my positive attitude. 6 My faith kept me distant from others. I have very little experience with the world outside the church/temple/shrine. 7 I have extremely strict etiquette and manners for interactions and tasks, and I refuse to stray from them. 8 I am working on my thesis of religious ongoings in the world and excitedly discuss the nuances of these ideas with anyone and everyone. Ideal (1d6) 1 Logic. Emotions must not cloud our judgement on what is right or true. (Lawful) 2 Self. My religious journey is that of discovering myself. If I can obtain that, there is nothing left to know. (Any) 3 Charity. I will always help those in need, no matter the cost. (Good) 4 Faith. The path laid out before me is determined by the divine entity I worship. I will follow its signs and patterns to fulfil my purpose. (Lawful) 5 Power. The gods have granted me divine powers and I must use them to make those who do not worship as strongly as I see the divine light and understand that I am the one true speaker of my faith. (Chaotic) 6 Peace. I do not like to be part of conflicts, rather a neutral voice of reason to all sides. (Neutral) Bond (1d6) 1 Nothing is more important than my church and what it represents. 2 I joined my religion to hide from a past I would rather forget. 3 The path to enlightenment is unending. I must stay the course. 4 I will die if it means doing right by my religious beliefs. 5 Everything I do is for the good of the common people. 6 I seek to preserve the ancient texts and artefact of my religion. Flaw (1d6) 1 I judge others harshly and believe my path to be the one true path. 2 I believe in the words of my religion so strongly that I follow them without question. 3 The goal I have set for myself is my destiny, and I can not act against it or abandon it for any reason. 4 My religion was meant to keep the dark thoughts at bay, but I find myself losing that battle and a blood thirst grows within me. 5 This is my first taste of life outside my religion, and I enjoy its pleasures a little too much. 6 The gods and my faith have determined that I am always correct as I speak on their behalf. There is no question in my mind that I speak the ultimate truths and any who do not agree are misguided fools. Variant Devoted Missionary: Stargazer You witnessed the meteor 15 years ago. Whether you believe it to be destiny, a magical or divine calling, or just curiosity of the secrets that need to be unearthed, you are drawn to the crater. You believe that the crater holds some answers to the questions you seek, and that somewhere in Drakkenheim lies a truth beyond your comprehension. Your pilgrimage to Drakkenheim may have taken you weeks, months or even years but you had to come - something called you here and you must discover its origin. Survivor Survivor Not everyone left Drakkenheim after the meteor. Some stayed behind, searching the ruins for things they lost: friends and family, or just seeking out treasure and artefacts. You know what places in the city are the most dangerous, what paths are the best to take, and often have an idea of the fastest ways to travel. Despite the Haze, and dangers, you’ve managed to survive, but carry the weight of Drakkenheim’s madness with you. Skill Proficiency: Two of the following: Perception, Survival, Stealth, Athletics. Equipment: Cook’s utensils, climber’s kit, a shovel, a pair of thick gloves, a cloak with a hood. Tool Proficiencies: Cook’s utensils, one other set of artisan’s tools. Feature: Makeshift Meals You know how to purify food and rations found in the ruins. When you take a short rest, you prepare a meal for a number of creatures equal to your proficiency bonus. Creatures who consume the food regain hit points equal to your level. Once they do, they can’t regain hit points from another one of your meals until they finish a long rest. Marks of Survival (1d8) 1 Being alone for so long means I am very used to conversing with myself out loud. 2 I eat things that others find disgusting. I have learned to love the delicacies of scavenged food in the ruins. 3 I have many scars across my body from barely scraping by. 4 I am missing a finger on one hand due to a horrible encounter I had in the ruins. 5 I keep a locket of someone I lost in the ruins. I stare at it every night before I fall asleep to remember what I am looking for. 6 I keep souvenirs of the monsters I have bested in these ruins, to remind myself how strong I truly am. 7 I can sleep just about anywhere, nothing really phases me anymore. 8 I often recite the names of people I used to know and lost so I can hold on to their memory. Personality Trait (1d8) 1 I always have an exit strategy in mind if things go poorly. 2 You can’t survive in this grim city without a good sense of humor, but I have a taste for gallows humor. 3 I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better. 4 If you spot danger, it is best to avoid it, that’s how you survive. 5 Drakkenheim is a dangerous place. But I can navigate it with my eyes closed. No one else I’ve ever met is as good as I am. 6 In order to survive the monsters of Drakkenheim, one must be a monster of Drakkenheim. 7 Take everything you can from the dead, take it from the living if you can. If you are to survive, you must take any opportunity to scavenge. 8 I will never give up until I reclaim what I lost in these ruins. Ideal (1d6) 1 Self-Reliance. I won’t risk my life for others. Everyone must fend for themselves -- better you than me. (Evil) 2 Bravery. I find the thrill of surviving the monsters and magics of Drakkenheim exhilarating and thrive on the chaos. (Chaotic) 3 Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books. (Any) 4 Helpful. People need all the help they can get in the city, and I know I can provide it. (Good) 5 Hope. I believe there is something worth saving here, we must hold on to the idea of a better future. (Good) 6 Responsibility. I lived here before the meteor, I’ll live here long after. I must protect my home and do what I can to make it livable again. (Lawful) Bond (1d6) 1 I had family in these ruins. I know not what became of them, but I must find out. 2 This city is my home, and I will fight for what’s left of it until the very end. 3 I’ll do any dirty work in the city if it means a hot meal, a warm bed, or some good company. 4 I’ve spent so long in these ruins, its the outside world that terrifies me now. 5 Why haven’t I left Drakkenheim? Have you seen how much gold there is to be made here? 6 I am bound to the throne of Drakkenheim, and fight to see it one day reclaimed. Flaw (1d6) 1 Any meal could be my last. I’ll eat just about anything. I do what I must to survive. 2 I don’t like being outside the Haze of the city for too long, I’ve gotten used to it. 3 I am convinced my family is alive in the city somewhere. I hear their voices call to me at night. 4 I don’t trust anyone easily. I’ll sleep with one eye open even around my companions, for Drakkenheim makes monsters of us all. 5 The years spent here have turned me to a vice, I very much rely on that vice to get me through my days. 6 I hear voices constantly. Sometimes I get distracted with conversations with people who are not there. Variant Survivor: Veteran of the Civil War You survived the civil war that ravaged Westemär, either as a soldier or fleeing refugee. The war took something from you and changed you. It may be that you had to do things that went against your morals, or perhaps you lost friends and family in the bloodshed. Regardless, you walked away with scars that will not easily heal. Treasure Seeker Treasure Seeker Lost treasure and valuable relics brought you to Drakkenheim. Perhaps the prospect of earning more gold than you can spend in your lifetime is too tantalizing to pass up, or alternatively you may seek items for their historical or religious significance. Skill Proficiencies: Investigation and one choice from the following: Stealth, Insight, or Perception Equipment: Thieves’ tools, a set of dark clothes with a hood and a face covering. A signet ring of a fake lord, a fake identification, a set of weighted dice, and a deck of cards. Tool Proficiencies: Thieves’ tools, cartographer’s tools Feature: Detail-Oriented You double your proficiency bonus when making any ability check to search the ruins of Drakkenheim. Treasure Hunters’ Secrets (1d8) 1 You keep a cryptic map to a lost treasure that you have always wanted to uncover. 2 You have a coin that is heads on both sides, helpful for winning a chance game. 3 You have a magnifying spyglass you use to examine items. 4 You have a ring that opens to reveal a small compartment inside. 5 Your left boot has a compartment for a hidden dagger. 6 You carry an old compass that doesn’t point north, you hope it points towards a great treasure. 7 You have a collection of exotic coins and medals that are of personal value to you. 8 You have a rival treasure hunter who used to be a partner. You parted ways years ago. Personality Trait (1d8) 1 I believe that I am destined for greatness, and nothing can convince me otherwise. 2 I always have a plan or plot to outwit my foes. It may not always be good, but it’s almost always overly complex. 3 I love to flaunt my wealth and showcase the things I have bought with it. 4 I pay no mind to the risks of a situation. I always bet on myself and my abilities and it’s gotten me this far. Never tell me the odds. 5 I have a quip, allegory, or joke for almost any situation. 6 I lie about anything and everything. I lie for almost no reason at all, sometimes just to see if I can fool the people around me. 7 I use flattery and honeyed words to get what I want. 8 I can’t help it if valuable objects lying around end up in my pockets. It’s for safe keeping. Ideal (1d6) 1 Independent. No one tells me what to do. I make my own rules, and my own luck. (Chaotic) 2 Fair. I do not take anything from anyone who couldn’t afford to lose it. I am a treasure hunter, not a thief. (Lawful) 3 Family. I care about material possessions and wealth, but not as much as I care about my friends and family. (Good) 4 Aspiration. Wealth is power. Wealth means you will be remembered. In this world making a name for yourself is as simple as acquiring enough gold to buy your way to victory. I intend to be remembered. (Any) 5 Danger. Every great discovery requires risk. The greater the risk, the greater the reward. It’s the thrill of the hunt that I live for. (Any) 6 Dignity. The dead and their prized belongings deserve more than to waste away in the ruins. They deserve to be found, remembered, and taken care of. (Lawful) Bond (1d6) 1 My desire for wealth is out of a need to protect my family. 2 Something important to me was stolen. I’ve longed to get it back ever since. 3 I’m wanted for my many crimes and hope that where I am going, the law will not follow. 4 I made mistakes in my past that cost me the life of someone I loved. I will not let that happen again. 5 I plan to be the greatest thief or most cunning explorer of all time. 6 This is my last job, the big one. After this I hope to settle down with my wealth, maybe start a family. Flaw (1d6) 1 My entire identity is layers of falsities presented to hide my true self, for I am not a good person. I’ve never told the truth for as long as I can remember and it’s too late now to stop. 2 Every situation, every person, is only as valuable to me as what I can gain from them. I’m not afraid to pull strings to bend luck in my favour. 3 I jump to defensive measures as soon as someone catches me in a lie, or tries to call me out for anything. 4 I take what I want, and I want it all. 5 I like to show my skills, talk big, and take big risks in the hopes of impressing everyone watching. 6 I know for a fact I am the smartest person in the room, and if people are suggesting anything otherwise they are terribly mistaken. Variant Treasure Seeker: Soldier of Fortune Rather than seeking your fortune from finding treasure, you seek yours by hunting down the brigands, outlaws, and monsters that now hide in Drakkenheim. You often take up dangerous bounties and follow wanted posters as long as the price is right. Danger is second nature to you and the horrors of the city are nothing compared to the thrill of the hunt, and the coin it can gain you.
  15. Also about the setting, Drakkenheim comes from tyranny of the arcane spellcasters. That left the people suspicious of arcane magic, and ensued magic regulation under the control of a faction. Will we take on this approach? How about backgrounds? Continental nobility, treasure seeker, and so on?
  16. I completely agree with you. But even Favored Enemy, the usefulness is not all that good. Favored Foe has a lot more mechanical impact. In the case of my own character, I can keep it delicious, full of flavor, because she's some kind of monster hunter, and she focus on each enemy she's facing at a time, recollecting information about them and preparing specifically for them. I assume you are going to start a new game of your own, instead of trying to keep using this one. I'm eager to get the invitation. We are already 5 people. Do you really feel like having a sixth person? About my character, I would like to keep the whole backstory, but I would like to check my options regarding class and subclass. I'll keep the monster hunter theme in mind.
  17. Things are either very situational or outright useless. I prefer the variants. They are more versatile in order to help the group.
  18. It's preferred to keep the characters, but scoot already said it's fine to either fine tune them or change them completely. I myself would like to tweak or change it. I don't like vanilla ranger.
  19. Sarah Heart Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 36 (30/120 ft.), light, loading Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach Inspiration 0d6 | Spells 1 ■□ | Cart cart, 2 mules, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed. They had finished the three threats. "Nice one, guys! Almost no injury on our side. We are doing great! Let's check the perimeter first, and deal with the corpses. We should also call for their mayor, or whatever they have for it. Looks like Mosswood is but the tip of the iceberg. We should reconvene back at the Eagles HQ and report. There might be more ahead of us ..." To be continued ...
  20. Same Setting & Characters Other Setting & Characters Dropouts Ruins of Grendelroot Arcane Library Where the Machines Wait Dungeons of Drakenheim The Styes Uncaged, Volume 1 Lost Shrine of Tamoachan Whiteplume Mountain So far this is what we get. , you can paste it on your first post, first page, for easy access.
  21. That's amazing! I follow them since forever and love their videos. The series Epic NPC Man and Bored are priceless. I wish I could meet them, but I live quite far away.
  22. I think you guys would like to see this too. XD
  23. I wold pick either Grendelroot, Arcane Library, or Drakenheim.
  24. Sarah Heart Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 36 (30/120 ft.), light, loading Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach Inspiration 0d6 | Spells 1 ■□ | Cart cart, 2 mules, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed. Finally, there was only one bad smelling foe left. Sarah moved her mark to him and fired the crossbow once. "Let's burn them down for their corruption to be purified by the fire." Actions Movement: Comes 10 ft closer. Bonus Action: Move mark to Grissom. Action: Attack with Crossbow. Movement: Backs 10 ft away.
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