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Ayeba

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  1. Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 8, 14 | Acc. Healing 1/1 | Inspiration: 1/1 Question stood at the bottom, helping everyone get up using their preferred methods. Once she was the only one left, she started the climb herself. While she could replicate the feat Willowveil pulled off, it was an unnecessary risk and expenditure of resources. Instead she used the accumulated data from observing the others' attempts and successes. After determining the optimal course, she started her own ascension. Every movement was precisely calculated to maximize the safety of the operation, leading to a slow, but methodical approach devoid of hesitation and probing. She reached the top with no trouble, save for dirtying her clothes. The task of cleaning it was filed into her task list. As she had already seen the area through Raven's eyes, she didn't even hesitate for a moment before walking up to the inscriptions. "Informational statement: This unit will cast a spell to comprehend the language," she said, and promptly started the ritual. The spell finished ten minutes later, but the only visible effect was that she appeared frozen for a good ten seconds. "Error: Language unrecognized." She was as stoic as usual, but internally was confused. It was a novel experience to find a language that the spell couldn't decipher. The confusion quickly gave way to interest; this could potentially provide new insight. She moved to the center of the alcove. "This unit will manifest a Tiny Hut," she informed them. Since the others were familiar with the spell, they were aware that the dome was transparent from the inside, allowing them to study the inscriptions even while inside it. In addition, all the others could freely leave or enter the dome; only the caster was incapable of leaving it without ending the spell. Eleven minutes later, the dome sprang into assistance. "Inquiry: Please provide sufficient light near the inscriptions," she asked the group in general. She sat down next to the wall, looking at the text through the transparent dome. "Observation: Prominent illustration of water crashing against something at the bottom. Inquiry: Try pouring some water on it?" Provided that didn't yield any results, she went on to observe the letters themselves. OOC Got a ley line interruption on Comprehend Languages, so ... hit me! us! Someone. The resolution on the text is a bit low, . Is it possible to get it any larger? I'm trying to analyze the letters to determine how many of them there are and the frequency of each, but there are some that are extremely hard to determine. As an example, on the left door, third line, right-most word, is that an 'a'-like letter, or two letters, 'c' and 'i' close together? I'd appreciate help in decrypting it. This is a task for us as players to solve, so it doesn't matter how smart your character is or isn't. Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: Ritually casting Comprehend Languages, then Tiny Hut. Bonus Action: Stabilize all spells. Move: - Manipulate: - Reaction: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard 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. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous 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. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  2. Can I ask you kindly to make a ruling for this before we finish requisition.
  3. I think you're misunderstanding the question. The chances to hit are almost negligible in the first place. I'm asking how far out the suppression effect reaches -- that is, how far does an enemy have to be to avoid making a pinning check?
  4. 99 years ago At a clearing in a forest, not too far away from the path, a forlorn boy sat on a treestub. His eyes were red from crying, and his clothes were dirty and crumpled. The tears had dried up, but he was still stewing in misery. "Why do they always compare me to Glen?" he muttered to himself. He had a straw of grass in his hand which he tried to tear into as small pieces as possible, in a futile attempt to vent his frustration. "What's on your mind, child?" A melodic voice startled him. He nearly fell off his seat in sheer surprise. Somehow, someone had managed to sneak up being him. He turned to see a woman crouching down to his height. She was beautiful, way more beautiful than any woman he had seen in his life. Her fair skin was flawless, her green eyes gorgeous. She was dressed in an unfamiliar but fine-looking outfit; red with white lines, and there was not a speck of dirt on it. Her smile was alluring and inviting, but there was also something strange about it. She looked... hungry? "Who hurt you?" The woman interrupted his thoughts. "No one," he muttered. He had some apprehensions about the woman, but she seemed strangely trustworthy. "Really? But I can tell you've been crying." "It's nothing," he said weakly. "Nothing? Don't tell me a delicious boy like you are crying for no reason? Come on, tell me all about it." There was something strange about the description, but he couldn't put a finger on what. Regardless, he could use someone to complain to, and if this lady was willing to lend him av ear... "My parents are always comparing me to me older brother, Glen," he explained, "and it's not fair! I know he is better than me. He's so much smarter, stronger than better than me, I know that. But why aren't they treating my sisters the same way? Mom never complains that they aren't as good as Glen." "Oh, I understand," she said, stroking his hair. It was strangely soothing. "That's so unfair. You have all the right in the world to be angry at your brother." "I'm not angry at him," he protested "He's great! I'm fed up with my parents!" "Yes, of course. They have been very naughty. They don't deserve a fine treat like you." Something was wrong, but at the same time, everything felt right. He felt so understood. "What's your name, lady?" "Oh, my. It's rather impolite to ask someone else if their name before introducing yourself." "I apologize," he said and stood up so he could give a proper bow. "My name is Chris Wintergreen." "Such manners. Well, Chris Wintergreen, how about I invite you to my home? It's not far away." Go with the woman? He knew he had to be home soon, but he didn't want to face his parents again. At least not yet. "You live near the forest?" he asked. "In a manner of speaking." She motioned for him to follow and started walking. But the direction was wrong; this was further into the forest, not towards the edge. "Are you sure this is the right way?" he asked. "Absolutely. I never lose my way. But before we continue, I have to ask one thing of you." "What is it?" "I have some... peculiar neighbors. Promise me that you follow me all the way to my home, regardless of what you see. In return, I promise you will be safe all the way to my home." Strange neighbors? It sounded like she had her own struggles to deal with. Well, she gave her promise, and he didn't want to be impolite. "I promise," he said. "Magnificent," she grinned. They walked further, and Chris was starting to get a bit uncomfortable. Suddenly, in the corner of his eye, he noticed something strange. A tail sticking out from behind the lady? But when he turned towards her, it was gone. Was he daydreaming? "Excuse me, lady. I never got your name?" "No, you didn't. You can call me Vixen." "Like a female fox?" "Yes, exactly like a female fox." An indeterminate amount of time later "Chris Wintergreen" All manner of plants, creatures, terrain and indescribable features flew past. Or rather, he flew past them. "Chris Wintergreen?" He knew it was hopeless. No matter how fast or how far he dashed, it was impossible to get rid of them. "Chris Wintergreen!" They repeated his name again and again. It has already reached the point where hearing his name called out filled him with dread. "Chris Wintergreen..." It wasn't even his full name. He usually shortened it from Christopher. Something told him it was good that he did, because this would be even worse if they knew his full real name. "Chris Wintergreen..." He was slowing down, unable to keep up the pace. It was pointless anyway. The creatures would always catch up with him. "Chris Wintergreen...?" It was possible to get rid of them. He had realized that after a few of them gave up. But it was still hopeless; more creatures had joined in, more than replacing those that were lost. "Chris Wintergreen!!" He sat down, face towards a tree -- or something that probably was supposed to be a tree, if it hadn't been pink -- and put his hands on his ears to block out as much sound as possible. "Chris Wintergreen." The creatures surrounded him, repeating his name times and times again. The noise seeped past his feeble defenses. "Chris Wintergreen?" The blue moon was up. It shredded their pretty illusions and fake faces, and revealed their cruel and greedy smiles. He wasn't sure how, but he could also hear their lies clear as day. They all wanted him for their own purposes. To turn them into something horrible. He wasn't sure exactly what, only that it was something he would not appreciate. Maybe he wouldn't mind, because they would take away what made him him, leaving only a hollow shell. That's what many of the fey looked like under the moon's light. "Chris Wintergreen! I can fulfill all of your dreams of being left alone..." "Chris Wintergreen, listen to me. I can make your parents suffer..." "Chris Wintergreen, I can show you a safe place..." The worst part was that they all tempted him with something he actually wanted, except one thing. None of them would lead him back home, out of ... wherever he was. Their offers were genuine, but the moon revealed the hidden strings attached. The unsaid words in their offers. But he was getting so worn out. How long had he been here? A week? More? Less? Time didn't make sense, and almost nothing was logical. Well, not logical in the usual sense. There was some strange logic to everything, the kind of dream logic that didn't make sense when you woke up. "Chris Wintergreen, I have something tasty for you. I know you're hungry." He was hungry. Why he hadn't starved to death, he had no idea. "Chris Wintergreen. Let me cradle you in my arms." A tempting offer, were it not for the fact that he knew who made it and how frightening the creature looked under the blue moon. "Chris Wintergreen! I'll let you see your family again." Like most of them, this offer had been given repeatedly. It hurt a lot to decline it the first time, but now he was just numb. The moon had reveled that the creature would hunt his family and bring them to him dead or dying. "Chris Wintergreen..." "Chris Wintergreen..." "Chris Wintergreen..." He did his best to ignore all their offers, but it felt like a losing battle. Like he was slowly drowning, and all his struggles would only delay the inevitable. He would have to accept one of their offers, sooner or later, and let himself be claimed. Vixen would be back again soon, and he wasn't sure he could resist her again. "Chris Wintergreen. I can give you a new name." The words barely stood out from the other offers, but once he heard them, he couldn't unhear them again. The offer was not without strings, but it was the lesser of all evils he had heard. "YES," he shouted as he sprang to his feet, "I accept your offer." He didn't even need to specify who he was talking to. The dream logic ensured that everyone understood who he answered. The onslaught of offers stopped, and it was suddenly dead silent around him. They all looked towards the creature that had made the offer. The creature appeared to be a human girl with flowers in her hair, until the light of the moon shone on her. Her true nature was revealed; a grotesque mix between a plant and an insect. It's head and forearms looked like a giant flying mantis. Numerous leaves grew from its back, and the hind legs were replaced by roots. At the back end, it had a closed flower bulb, where a hint of the white petals could be seen. For some reason, he could tell that it was a female. Even if she lacked a human face, he could tell that the creature was surprised that its offer had been accepted. Not only that, from the other creatures, he could sense loathing, disappointment and derision. "Very well. Come with me, boy, and I'll uphold my end of the deal." The way she spat 'boy' was peculiar. Everyone else had up to this point called him by his name. She motioned for him to follow, and he obliged. They walked a mere hundred steps, but the terrain rapidly changed in a way it hadn't even when he had run as long as he could. He had a feeling she was leading him out of the trap he had gotten stuck in. The insectile girl walked up to a tree, and grabbed a handle that wasn't there before. She swung a door open, revealing a passage inside that was way larger than the tree the door was attached to. Chris follow her inside. After just a few steps, he found himself inside a cacophony of plants, surrounded with insectile/plant creatures similar to herself, only smaller. "Uphold your end of the deal. Surrender your real name." He could sense the power of this place enforcing her words. He was as much bound by the deal as she was. If he reenacted on the deal, he would surrender his soul to her. "Christopher Wintergreen." Just as the last syllable left his mouth, he felt confused. What did he just say? He couldn't recall the words. She asked for his name, but he couldn't for the life of his remember what it was. "It is not cheap to grant a new name," the girl said, "But I am bound by my words. At the very least, knowing your real name allows me to make you one of us." One of them? What did she mean? He felt a shudder down his spine. She spoke a name; his new name. It was not made up of words, but rather, concepts. The smell of thistle in spring. The thundering sound of a raindrop hitting a petal. The exhilaration of a mantis catching its prey. Air swirling in spiral patterns. Why was she suddenly taller than him? She was positively towering over him. No wait, everything else was larger too. Was he growing smaller? The moon was not in sight, he didn't know if this was real or an illusion. And then he was swallowed. Something pressed in on him from all sides, forcing him into a fetal position. There was not even a hint of light, and all sounds were muffled. "Grow well, small one. When you come out of the cocoon, you will be beautiful. Like us." More to come.
  5. Moana Waialiki — AC: 15 HP: 35+11/35 Initiative: +2 PP: 14 Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3 SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: - Moana listened to each explanation, nodding in turn. Both Merida and Kronk appeared quite humble. "You two have experience in this... hero business," she said, "If you have any advice for us, don't hesitate to share it." She nodded towards the portal. "If we're all ready, shall we? Kronk, Mulan, can I ask one of you to lead the way?" She didn't mind taking the leadership role, but not necessarily lead from the front. The water would protect her, but she was far from invulnerable. OOC Mage armor up. If anyone else needs Mage Armor, let me know.
  6. If we're all in agreement of going up to the alcove, decide how you're going to get up (Athletics, most likely). Question will stay at the bottom until the rest are up, helping any climbers with Minor Illusion and the Telekinetic feat, as well as cast Feather Fall on any unlucky failures. I don't get why Taborlin decided to throw up another rope? Maybe she doesn't trust Question's telekinetic rope-tying skills?
  7. Do any of my spells work differently underwater? How about Sleet Storm? Here's t, for a full list of spells.
  8. Moana Waialiki — AC: 15 HP: 35+11/35 Initiative: +2 PP: 14 Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3 SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: - Moana nodded at Mulan before she walked through the portal. She locked eyes with Ursula for a moment before the latter used her magic to slip away, leaving only ink behind. Why did she even wait if she wasn't going to talk with us?, she wondered. Unlike the other present, Moana was quite used to being underwater. She tested her movement with the hood of the cloak up or down. The magic of the cloak increased her speed somewhat compared to her own ability, so she decided to keep the hood up for now. "If I understood the rules correctly, the timer starts when we enter the next portal. Before that, I think it might be wise to spend a time learning about each other's abilities." She made a simple motion with her hand, and the water around her moved. It was hard to perceive underwater, so she repeated the motion a few times to let the water around each person swirl a bit. "I can use pull or push allies and enemies a bit. If you notice it around you, it's probably me trying to get you out of trouble. I'll also use the water to yank our enemies off balance. I can manipulate the water in other ways, too, such as causing a turmoil in a large area or create a torrent to can send the target flying. It's within my ability to speed up to two of you up, though I need to be very careful with that one, as it has a backlash if I get interrupted." She looked at Kronk and Mulan, both of them looking like they knew how to handle themselves in close quarters. "If you can, please try to keep them any enemies away from me."
  9. Great. I'll work on the character when I have time.
  10. , an idea for a curse I'd like to hear your opinion on: A refluffed Thiefling Psion (so not a weapon user) whose age varies throughout the day like a pendulum. For example: Day 1 right after midnight: Kid Day 1 morning: Teenager. Day 1 Noon: Adult Day 1 Evening: Middle-aged Day 1 Midnight: Elderly Day 2 Morning: Middle-aged Day 2 Noon: Adult Day 2 Evening: Teenager Day 2 Midnight: Kid again. It need not go all the way down to a kid if you're not comfortable with it; it can stop at teenager or even young adult. This has no direct impact on the rules, but will affect how she acts and how others perceive her. It's very different when her teenager version tries to intimidate vs an old woman being intimidating.
  11. Moana Waialiki — AC: 15 HP: 35+11/35 Initiative: +2 PP: 14 Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3 SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: - Moana smiled curiously. "I guess we're all weird here." I kind of miss home now.
  12. Moana Waialiki — Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) AC: 15 HP: 35 PP: 14 Moana listened to Mickey talk to his group. He might not be the most confident speaker ever, but he was still inspiring to listen to. She turned to her own group. They were allies she had trust in. Kronk, with his friendly demeanor despite his muscular looks. Merida, blessed with confidence and eagerness. Admittedly, she didn't know Mulan that well yet, but the impression so far was positive. She seemed honorable and trustworthy. "It's time for us to go, as well," she said, "But I have some thoughts to share first." She pointed towards the portal. "The... individual we're up against, Ursula, claims herself to be goddess of the sea. I have no doubt she is powerful. But goddess of the sea? I have spent all my life on the ocean or at the shore, once even under it. Up until this point, I had never heard of any god or goddess of the sea. The ocean itself is alive, and has aided me many times throughout my journey. Perhaps it should be considered a God? I don't know." "The only thing I do know for sure is that Ursula is not the goddess of the sea. She is at best be a minor goddess of the sea. We're not up against the ocean itself, just one that has carved out a small part of it as her domain. Quite the opposite, the ocean is on our side. The odds may be against us, but they are far from insurmountable." "We will face this challenge with confidence. Let us show the Sundial that we are strong enough to protect it. And if the other villains show up to claim it, we will show them why the protagonists of the stories are the heroes, and not the villains. As long as we work together, we will chart out a course to our destination, through whatever storms we may face." OOC Inspiring Leader: Note down 11 temporary hp for Kronk , Merida and Mulan
  13. Perhaps you can suggest the Bag of Holding in-character, so we can advance from this, frankly, minor issue?
  14. Sounds like she's staying outside or in your pocket dimension, then. From the : So you can put all the stuff inside and not worry about the hauling.
  15. Sorry, I have to delay for another day. My daughter's birthday is tomorrow, and we've spent all day cleaning house and preparing, and my mind is toast right now.
  16. I just read the rules for magnitude damage against hordes (p360), and by the rules as written, the Phosphex Incinerator Cannon isn't as much king as the God of mankind. The magnitude damage for flame weapons is a quarter of the range (60/4 = 15) + 1d5. The heavy flamer, in comparison, deals 7+1d5 damage, and is considered great against hordes. If you're not fine with that type of magnitude damage, you may need to decide on a cap or some other measure before we head into battle.
  17. I'm trying to cover different ground than what the rest of the party brings. The shotgun is a good weapon for suppression fire. For other purposes, it's essentially the same as a bolt pistol: Can be used in one hand and has 30m range. I'm reading the suppression fire action (p243), and it doesn't specify how far out it reaches. Can you make a ruling how far out the suppression effect reaches? Weapon range? Double weapon range? If it's only within weapon range (30m for the shotgun), the Heavy Bolter has a huge advantage on outdoor terrain. I'm still struggling with my decision, so I'll take all input into account. The reason I initially landed on the for the moment is its huge range. We have two flamers already in the party, but they're only 30m. I figured it would be nice to hit a lot larger area. But if you don't think that's very valuable, I'm willing to change my tune. A missile launcher is definitely an option. Great range (250m), great damage (at least with Kraken missile). A heavy bolter also has good range (150m), and can also suppress, so it pulls sort of double duty. But if we really want to get those long distance hits in, the missile launcher is absolutely better. My thinking on Heavy Bolter vs Assault Shotgun vs Phosphex Incinerator Cannon: The solid weapons can be both selective (explicitly targeting something) and indiscriminate (suppressing everything). The incinerator cannon is always indiscriminate. Suppressive fire forces a save regardless of hitting anything. All enemies must make a Hard (-20) Pinning (Willpower) test. A single failure will force enemies to take cover, only get half actions, and take a -20 on BS tests. It is unlikely to damage anything. The Incinerator cannon requires all enemies to make an Agility test to avoid being hit. If they succeed, nothing bad happens. If they fail, they take a good amount of damage and must make an Agility test to avoid being set on fire and pass a Fear (1) check. That's a lot of overlapping bad stuff coming from a single hit with the weapon, but it requires a lot of failed checks. The heavy bolter always requires a full action, whether to fire or suppress. The incinerator takes a half action to fire. The assault shotgun has all options available. The incinerator is abysmal when it comes to reliability, jamming 18% of the time. The heavy bolter jams 6% of the time. The shotun jams less than 0.6% of the time. The heavy bolter has the highest damage potential against a single target (full auto 2d10+10, pen 6, Tearing). The assault shotgun is a close second, particularly when loaded with Slug rounds (full auto, 2d10+4 I, pen 0, Tearing, Felling(1)). The cannon is unmatched against groups of enemies (single 2d10+6 E, pen 6). A suppressive field covers a 45 degrees angle. The cannon covers 30 degrees. The Heavy bolter has the best range by far, with 150m, which can be further extended with Kraken rounds. The incinerator cannon has 60m, but can't hit anything beyond that range. The shotgun has 30m, but can go beyond with long or extreme range. Against hordes, the heavy bolter will do 2xhits magnitude damage. The shotgun deals 1xhits magnitude, so it's better to lob a grenade. The incinerator cannon will do a massive 1d5+15 magnitude damage. Eh... I think the latter might be a little more than intended. I'll create a post about it in the 30k weapons thread. If Trish rules that suppressive fire extends to at least long range (60m) for the shotgun, I'm extremely tempted to go with both the shotgun and a missile launcher to get some of the best of all worlds. Both combined are just 17 requisition, plus extra for slug and/or additional missiles.
  18. You talk about the need to haul up things, but what are those things? Deidre has a bag of holding. Can't you just jam all of it in there? What is there to haul up, then, apart from our backpacks and ourselves?
  19. You're still great at portraying Mickey. Sad we're in separate groups. I'll post in the new thread sometime tomorrow. Oh, one thing, , Moana will want to use her Inspiring Leader before entering the portal. I can put that in the previous thread before I post in the new one.
  20. I'm not sure which alternative you voted for? Only that you didn't want to haul everything up tonight. I'd appreciate if everyone is super clear which alternative they prefer, so we can reach a decision fairly quickly. Also let us know if you have no opinion, so we're not waiting for anyone.
  21. Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 8, 14 | Acc. Healing 1/1 | Inspiration: 1/1 "Correctional statement: The Tiny Hut will dissipate once this unit leaves it," Question interjected. "Informational statement: This unit can stay down here in the hut and observe through Raven's eyes. Communication may be an issue." Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: Minor Illusion to mark dangerous areas with red if someone climbs. Telekinetic trust to give them a boost, or help them keep balance. Hopefully enough to elicit a Help action on Athletics. Bonus Action: Will try to avoid ley line interruptions whenever possible. Move: - Manipulate: - Reaction: Feather fall if someone falls 10 ft or more. Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard 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. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous 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. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  22. Two of my daughters have upcoming birthdays, so I'll have to come back to this once all the celebrations are over. Meanwhile, I'll let my thoughts simmer.
  23. , Sanguinary Priest WS 43 (+4) BS 39 (+3) S 40 (+10) T 46 (+8) A 44 (+4) I 50 (+5) P 44 (+4) WP 47 (+4) F 42 (+4) Movement: 5/10/15/30 Armor: Body 9, Rest 7 Wounds 19/19 Fate Points: 3/3 Pain Suppressant Doses: 6/6 Zoreal wasted no time in making his way to the armory. They didn't know exactly how time critical the mission was, but he wanted to hurry in case the minutes made a difference. While walking, he mentally wrote a sermon that he intended to share with his brethren once he returned, sharing with them the meeting with the Primarch and his impressive display. Once he reached the armory, he was absolutely floored with all the options available. With his lack of frontline experience, he lacked the experience to help guide him. His inherited memories didn't offer a lot of clues, as almost all his predecessors had fought with what they were assigned, most of them preferring the chain sword. He trusted his sword to help him in melee, but he needed something with a bit more range. They were up against hordes of greenskins, weren't they? Maybe he ought to take a weapon that could cull their numbers, while he trusted new brethren to take care of the toughest ones. He asked the armory personnel for a recommendation, and was handed a weapon he was completely unfamiliar with; a Phosphex Incinerator Cannon. Its design left little doubt about its purpose; this was a weapon designed to terrorize Xenos and teach them fear, if they even survived the first blast. It was heavy and unwieldy, not something to rely on once the enemies got close. But against numbers of greenskins, this sounded like a great option. With the weapon secured, he requisitioned some other items that would aid him and his brethren. OOC Do I have any clue if Greenskins use toxins? Are there any special tactics I know of that they might employ? Rolling Forbidden Lore (Xenos), if that affects the outcome. I have Int 50 and rolled a 40, so that's one degree of success?
  24. Not out of the question. I'll have to wait until we're back before considering it, though. Good point. I can stow away the heavy weapon when we get to melee range. I'm not too worried. The core weapons are plenty dangerous already. Take the Lascannon; 300m, 6d10+10 E, pen 10? That's going to leave a mark. To be honest, I wasn't even considering them. The problem, as far as I'm concerned, is that they are seem hard to stick on an enemy with unnatural toughness, and their effects don't stack well with the rest of the team. The only thing you might be worried about is the size of the areas affected by the spray weapons. With 60m, the Phosphex Incinerator Cannon affects an absolutely massive area. It matters less if we're fighting hordes, but against grouped up single enemies this is potentially a game changer. Which is exactly why I'm considering taking it. I'm not sure that will make the choices any easier. Do let us know what you decide on, 'cause there are at least one item I'd love to get at higher renown; a Death Mask. Fear me, greenskins! Something entirely different: If we carry a teleport homer, can we be beamed up again at the end of the mission? That sounds like a no-brainer for easy extraction.
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