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Kazic5000

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  1. I don't think the claws paralyze. The glare specifically calls out that it paralyzes, whereas the claws don't. Also, why would it ever use the glare if the claws paralyze, do damage, and it gets 2 of them?
  2. The PHB says torches only do 1 fire damage if used like a weapon, but that seems kinda useless. Can we treat it like a club, or an improvised weapon so we can get a 1d4 and stat damage bonuses?
  3. Are we rounding down on resistance damage? I've been rounding up all this time. Oops
  4. I probably should have specified in my post, but when I reckless attack, enemies get advantage on attacks against me. I rolled for the scarecrow, and it got another hit off on Badmaw. Also, I don't think you added the damage Amberlyn did last round to it's hp tracker, so combined with the damage she did this round, and Badmaw's attack, I think the thing is dead.
  5. Badmaw Dhampir Lizardfolk Athlete Beast Barbarian AC: 18 (Unarmoured Defense, Shield) | HP: 21/29 | Speed: 35 ft. climb, swim Senses: Darkvision 60ft, Danger Sense, Passive Perception 12, Insight 10, Investigation 10 Str:Save: 0 Athletics*: +2 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb. 11 (+0) | Dex:Initiative: +3 Save: +3 Acrobatics*: +5 Slight-of-Hand: +3 Stealth*: +5 16 (+3) | Con:Save: +3 17 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature*: +2 Religion: +0 10 (+0) | Wis:Save: 0 Animal Handling: 0 Insight: 0 Medicine: 0 Perception*: +2 Survival*: +2 10 (+0) | Cha:Save: 0 Deception: 0 Intimidation: 0 Performance: 0 Persuasion: 0 10 (+0) Languages: You can speak, read, and write Common, Draconic, and Halfling “My words,” Badmaw spits out in a raspy voice | ‘My thoughts,’ Badmaw thinks to himself | My actions . . . Badmaw endures one final slash from the ragman before he gains his bearings, and forces the magic from himself. Seeing the grin on the construct's face, Badmaw takes a second to square his stance, and really line up a shot. His sword strikes true, straight into the grinning gob of the scarecrow, and out the back of it's head. Gritting his teeth, Badmaw then yanks the blade out of the side of it's face; tearing the head cloth away, and leaving his opponent to collapse on the ground. "I'll give you something to smile about, freak." Badmaw grumbles to himself as he runs over to Pen to support his battle. Noticing the torch and tinderbox on Pen's belt, the lizardman drops his rapier, and grabs for the fire implements, intent on lighting them up. OOC Movement: N9 Action: Reckless rapier attack Bonus Action: Reaction: Grabbing a torch and tinderbox from Pen Enemies get advantage on attacks against Badmaw this turn. Dirty work health 28/29
  6. It's all good lol. You being a good dm gave me the opportunity to be a good player
  7. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn. I think everything these guys do has us quivering in our booties. But the glare swaps out the damage for the paralyze. But if decides no will save, I can redo my post.
  8. Badmaw Dhampir Lizardfolk Athlete Beast Barbarian AC: 18 (Unarmoured Defense, Shield) | HP: 25/29 | Speed: 35 ft. climb, swim Senses: Darkvision 60ft, Danger Sense, Passive Perception 12, Insight 10, Investigation 10 Str:Save: 0 Athletics*: +2 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb. 11 (+0) | Dex:Initiative: +3 Save: +3 Acrobatics*: +5 Slight-of-Hand: +3 Stealth*: +5 16 (+3) | Con:Save: +3 17 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature*: +2 Religion: +0 10 (+0) | Wis:Save: 0 Animal Handling: 0 Insight: 0 Medicine: 0 Perception*: +2 Survival*: +2 10 (+0) | Cha:Save: 0 Deception: 0 Intimidation: 0 Performance: 0 Persuasion: 0 10 (+0) Languages: You can speak, read, and write Common, Draconic, and Halfling “My words,” Badmaw spits out in a raspy voice | ‘My thoughts,’ Badmaw thinks to himself | My actions . . . Badmaw shrugged off the physical damage from the scarecrow's strike easily enough, but the magic once again welled up inside him, and made him panic. He stopped thinking, and started swinging his sword wildly at the scarecrow - hitting nothing but air. His desperate strikes left him exposed. OOC Movement: (I moved to I7 last round, map doesn't show it, but I'm there.) Action: Rapier reckless attack Bonus Action: Reaction: Attack of opportunity if I get the chance Actually didn't get advantage from reckless attack, I used it to cancel out disadvantage, so I missed. Dirty work health 28/29
  9. Yeah, if doesn't have time for this anymore, we could open it up again. Lots of characters already made. Maybe IC Rurik gets a lead on searching for his master that takes him elsewhere. Or we could keep it at 4 players. We seem to be doing alright as is. We might need to get a few extra healing potions to compensate, though.
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