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Ayeba

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  1. Bixbite portraitBixbite Bellowgranite, Hylar dwarf bard 8

    Str 10 Dex 14 Con 16 Int 8 Wis 12 Cha 20
    AC 17 HP 77/77 Init +3 PP 18
    Spell Attack +10 DC 18 1st 4/4 2nd 3/3 3rd 3/3 4th 2/2
    Bardic Inspiration 5/5 Performance of Creation 1/1 Animating Performance 1/1 Inspiration 0/1

     

    The group in front of her seem to be diverse, and some of them are rather intense. But they don't seem to have bad intentions, which is reassuring.

    "I would never betray someone that has given me their trust," she answers the gnome confidently. At worst, she may lie by omission, to hide facts about herself. This is another blank slate, and she doesn't want to intentionally sabotage it. At least not until her curse acts up.

    The knight, Grace, seems like a newly forged sword; sharp and ready to cut through anything that stands in its path.

    "I remember setting up camp in a forest in Lemish. I ... faintly recall waking up by something hitting me, but my memory is all fuzzy. My apologies."

    Bixbite omits to share that she was alone because she was chased out of her last group. She split from them as they were headed into the Garnet Range. Have they found the monsters they were looking for, she wonders?

    "I'm ready to help you in whatever way I can," she assures both the group and Valgar Ravenmane, "Lead the way. While we walk, may I inquire what I should call you?" She knows only the knight's name so far.

    OOC

    I'm assuming she has her equipment, otherwise she'd like to spend some time looking for that first.

    Mechanics

    Main Hand:
    Off Hand: 


    Action: -
    Bonus Action: -
    Move: -
    Manipulate: -

    Spells

    SPELLS PREPARED

    Cantrips: Mage Hand, Minor Illusion, Vicious Mockery

    1st level: Bless (C)(F), Healing Word (B), Feather Fall (R), Dissonant Whispers

    2nd level: Misty Step (B)(F), Enhance Ability (C), Aid, Calm Emotions (C)

    3rd level: Dispel Magic, Enemies Abound (C), Sending

    4th level: Polymorph (C), Dimension Door

    Bardic Inspiration

     

    A creature with a Bardic Inspiration die from Bixbite may add a

    • Add a d8 to an attack roll. Afterwards, the target and each creature of her choice within 5 feet must succeed on a Constitution Save or take thunder damage equal to the Inspiration die roll.
    • Add a d8 to an ability check. Roll the Inspiration die twice, take the best result.
    • Add a d8 to a saving throw. Gain temporary hit points equal to the Inspiration die roll + 5.
    • Add a d8 to the damage dealt to a single creature affected by a spell.
    • Add a d8 to the healing restored for a single creature affected by a spell.
  2.  

     

    Good boy

    Madrai Berserker 1


    Age 23 Height 3'2''
    Weight 45 lb.

    Size Small

    Culture Motley Crew Background: Fogfen Tale-Teller

     

    VITALS
    HIT POINTS
    13
    HIT DICE
    1 (1d12+1)
    ARMOR CLASS
    13

    SPEED
    30 ft.

    MANEUVER DC
    12
    PERCEPTION
    13 (passive)
    17 (scent)
    IMMUNITIES
    None
    INSIGHT
    11 (Passive)
    RESISTANCES
    None
    VULNERABLE
    None

     

    SKILLS & SAVES

    image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 15 (+2) Athletics +4 (climb, run, swing +1d4)

    Strength Save +4


    image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 8 (-1) Acrobatics -1 (climb, run, swing +1d4), Sleight of Hand -1, Stealth -1

    Dexterity Save -1


    image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 13 (+1)

    Constitution Save +3


    image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 8 (-1) Arcana -1, Engineering -1, History -1, Investigation -1, Nature +1, Religion -1

    Intelligence Save -1


    image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 12 (+1) Animal Handling +3, Culture +1, Insight +1, Medicine +1, Perception +3 (Scent +1d6), Survival +3 (Tracking +1d4)

    Wisdom Save +1


    image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0 (-1d4), Intimidation +2, Performance +0, Persuasion +0 (+1d4)

    Charisma Save +0


    Bold denotes Proficiency

     

    Proficiencies & Languages

    Armor Light armor, Medium Armor, Heavy Armor, Shields
    Weapons Simple Weapons, Martial Weapons
    Tools


    Languages Common, Undercommon, +2

     

    Archtype: None yet

     

     

    Equipment
    • Glaive [5 lbs.] 12gp
    •  

    TODO

    • Backpack [5 lbs.] 2gp
    • Bedroll [7 lbs.] 1gp
    • Mess Kit [1 lb.] 2sp
    • Tinderbox [1 lb.] 5sp
    • Torches (10) [10 lbs.] 1sp
    • Supply (10) [20 lbs.] 5gp
    • 50 ft. Hempen rope [10 lbs] 1gp
    • 2 Waterskins [10 lbs.] 0.4gp

    120 total

    Maximum Supply: 15
    Maximum Bulk: 2

     

    Background: Fogfen Tale-Teller

    Connection. A brother who believes he has only seen illusions caused by the fog or that there is some other logical explanation for what he witnessed.

    Memento. A mysterious, scale-covered egg that you found on one of your expeditions into Fogfen. It’s dormant for now, but you feel it holds the key to proving your stories true.

     

    Destiny: Devotion

    SOURCE OF INSPIRATION

    Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself.

    Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.

    INSPIRATION FEATURE

    image.png.fcf31a364bc94b86835dcbc82eff559d.pngSelfless Aid. Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn. 

    FULLFILLMENT FEATURE

    You fulfill your destiny of Devotion when you perform an act of selfless devotion.

    Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to.

    Miraculous Revival. Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.

     

    WEALTH

    COIN POUCH

    Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


    BANKED COIN

    Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


    ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

    1.
    2.
    3.

     

    MAGIC ITEMS

    ATTUNED ITEMS (Maximum of 3)


    1.
    2.
    3.

    NON-ATTUNED ITEMS


    1.
    2.
    3.

    CONSUMABLES


    1.
    2.
    3.

     

    COMBAT

    image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

    ATTACKS

    image.png.62206a923a5c1eea3023189185b4fafd.png Glaive (Reach, two-handed) +4 to hit; reach 10 ft.; one target; 1d10+2 slashing damage.

    image.png.62206a923a5c1eea3023189185b4fafd.png Javelin (Thrown (30/120)) +4 to hit; 30/120 ft.; one target; 1d6+2 Bludgeoning damage.

     

    Maneuvers

    None yet

     

    Furious Criticals

    Not yet

     

    FEATS & FEATURES

    Helpful. When using the Help action to aid an ally in combat, the range at which you can do so is 30 feet.

    Teamwork. You may take the Help action as a bonus action during combat.

    Expert Cooperator. When you use the Help action to aid another creature make an ability check, they also gain an expertise die .

    Mimicry. You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Insight check against a DC of 8 + your proficiency bonus + your Wisdom modifier.

    Steady Nerves. You are immune to the rattled condition.

    Superior Darkvision. You are used to living in the dark and can see further in darkness and dim light than others of your kind. You have darkvision out to a range of 60 feet. If you already had darkvision, its range increases to 120 feet instead.

    Feature: Monster Mythos. You have a knack for recalling and sharing tales of the creatures that lurk in the depths of swamps and mists. Your stories are so vivid and detailed that they can inspire or terrify those who hear them. As an action, you can captivate an audience with your tales, giving them either a sense of hope and inspiration or a shiver of fear. This can affect a number of creatures up to your Charisma modifier (minimum of one) within 30 feet who can hear you and understand the language you speak. The effect, whether it’s granting a 1d4 inspiration die or imposing disadvantage on the next ability check, lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell).

    Titan Wrestler. You have practiced grappling with creatures larger than yourself. You can attempt to grapple or shove a creature up to two sizes larger than you.

    Battle Defense: Juggernaut. You gain proficiency with heavy armor. In addition, your speed is not reduced by wearing heavy armor, you can still benefit from raging while wearing heavy armor, and you do not count the weight of any worn armor when determining your carrying capacity.

    Intense Determination (aka Rage). 2/long rest.

    • Advantage on Strength checks & Strength saves.
    • +2 Rage hp at the start of turn.
    • Resistance to bludgeoning, piercing, and slashing damage.
    • Can’t cast or concentrate on spells while raging.
    • No benefit from temporary hit points.

     

    EXPLORATION

    Agile Sprinter. You are adept at traversing obstacles while running, able to efficiently and rapidly climb and leap between trees, vines, rooftops, and ropes. You gain an expertise die on Athletics and Acrobatics checks made to climb, run, and swing.

     

    SOCIAL

    Nothing.

     

    APPEARANCE

    TODO

     

    BACKSTORY

    TODO

     
     
    ALLIES & ORGANIZATIONS

    TODO

     

    FOLLOWERS & STRONGHOLDS

    None.

     


  3. Bixbite portraitBixbite Bellowgranite, Hylar dwarf bard 8

    Str 10 Dex 14 Con 16 Int 8 Wis 12 Cha 20
    AC 17 HP 77/77 Init +3 PP 18
    Spell Attack +10 DC 18 1st 4/4 2nd 3/3 3rd 3/3 4th 2/2
    Bardic Inspiration 5/5 Performance of Creation 1/1 Animating Performance 1/1 Inspiration 0/1

     

    A fly citadel? How had she gotten here? It looked like she was not the only one; an elf seemed to have been in the same predicament as her. She did not immediately recognize him, but she was notoriously bad at telling elves apart. As long as he didn't put an arrow in her, everything was fine.

    "Reorx's blessing on you, Aubryn Grace," she greeted the human, "I will gladly provide you what assistance I am capable of. Preferably not in a straight up brawl; I'd prefer to stay a bit further away from the frontlines if possible."

    She was more than eager to join the adventurers. Though she would need time to trust the group, she was at their mercy anyway, so why not take the opportunity to witness their exploits? If these people were willing to give her a chance despite her curse, she would be silly not to accept.

    "Would you, by any chance, consider yourselves heroes?" she asked, trying to gauge their ulterior motivations. Where they trying to stop the Dark Queen out of the goodness of their hearts, or for some other reason? This woman being a Knight of the Crown was a positive sign, but she had met other knights with less than noble intentions.

    Mechanics

    Main Hand:
    Off Hand: 


    Action: -
    Bonus Action: -
    Move: -
    Manipulate: -

    Spells

    SPELLS PREPARED

    Cantrips: Mage Hand, Minor Illusion, Vicious Mockery

    1st level: Bless (C)(F), Healing Word (B), Feather Fall (R), Dissonant Whispers

    2nd level: Misty Step (B)(F), Enhance Ability (C), Aid, Calm Emotions (C)

    3rd level: Dispel Magic, Enemies Abound (C), Sending

    4th level: Polymorph (C), Dimension Door

    Bardic Inspiration

     

    A creature with a Bardic Inspiration die from Bixbite may add a

    • Add a d8 to an attack roll. Afterwards, the target and each creature of her choice within 5 feet must succeed on a Constitution Save or take thunder damage equal to the Inspiration die roll.
    • Add a d8 to an ability check. Roll the Inspiration die twice, take the best result.
    • Add a d8 to a saving throw. Gain temporary hit points equal to the Inspiration die roll + 5.
    • Add a d8 to the damage dealt to a single creature affected by a spell.
    • Add a d8 to the healing restored for a single creature affected by a spell.

  4. Bixbite portraitBixbite Bellowgranite, Hylar dwarf bard 8

    Str 10 Dex 14 Con 16 Int 8 Wis 12 Cha 20
    AC 17 HP 77/77 Init +3 PP 18
    Spell Attack +10 DC 18 1st 4/4 2nd 3/3 3rd 3/3 4th 2/2
    Bardic Inspiration 5/5 Performance of Creation 1/1 Animating Performance 1/1 Inspiration 0/1

     

    Bixbite stirs when someone touches her. "By Reorx's Beard," she cries out in Dwarven as her eyes open, clearly showing her confusion. A cursory glance reveals this to be a stone chamber of some kind, a far cry from the place she set up camp in a forest. What happened? she thinks to herself.

    The dwarf carefully sits up, still groggy from the spell. She is also wary about the people nearby. Are they Allies? Enemies? Could this be some sort of elaborate trap? she asks herself. Best to remain cordial.

    "My apologies," she says in Common with a slight hint of dwarven accent. She rises to her feet and gives a shallow bow. "I am Bixbite Bellowgranite." She does not explain her connection to the more famous Bellowgranite. If these people are not familiar with dwarves, all the better for her.

    Now standing at her full height of four feet, the dwarf takes a closer look at the people gathered, as well as the room around her. She is clad in a fairly heavy, well adorned armor which has gotten rather dirty from lying in the dust for a while. Her normally well-made braids look a bit frazzled.

    "I seem to be at a disadvantage here. Who are you, and where are we?" she asks, primarily at the gnome that she assumes to be the one that woke her up.

    Mechanics

    Main Hand:
    Off Hand: 


    Action: -
    Bonus Action: -
    Move: -
    Manipulate: -

    Spells

    SPELLS PREPARED

    Cantrips: Mage Hand, Minor Illusion, Vicious Mockery

    1st level: Bless (C)(F), Healing Word (B), Feather Fall (R), Dissonant Whispers

    2nd level: Misty Step (B)(F), Enhance Ability (C), Aid, Calm Emotions (C)

    3rd level: Dispel Magic, Enemies Abound (C), Sending

    4th level: Polymorph (C), Dimension Door

    Bardic Inspiration

     

    A creature with a Bardic Inspiration die from Bixbite may add a

    • Add a d8 to an attack roll. Afterwards, the target and each creature of her choice within 5 feet must succeed on a Constitution Save or take thunder damage equal to the Inspiration die roll.
    • Add a d8 to an ability check. Roll the Inspiration die twice, take the best result.
    • Add a d8 to a saving throw. Gain temporary hit points equal to the Inspiration die roll + 5.
    • Add a d8 to the damage dealt to a single creature affected by a spell.
    • Add a d8 to the healing restored for a single creature affected by a spell.
  5. 7 minutes ago, bwatford said:

    Unless I have put instructions for rolling checks in the Scene Information you usually don't need to roll any checks, just explain in your post what you are doing and if I need a roll I can make one for you offscreen as you really shouldn't know how well you roll on things like perception or investigation anyway.

    I would rather keep the immersion without a bunch of dice rolls constantly having to be placed into a post.

    Great, thanks.

  6. Alyria-portrait.png.458835ddd103f279bb51042c7b0cbb13.pngAlyria, Dreamborn druid 1

    Str 8 Dex 14 Con 14 Int 12 Wis 16 Cha 10
    AC 17 HP 10/10 Init +2 PP 15
    Spell Attack +5 DC 13 1st 2/2
    Knack 1/1 Nature provides 0/1 Inspiration 1/1

     

    The sudden voice in her head sparked the Dreamborn's interest. She was suddenly a lot more interested in that than the leg. But if the elf wanted to keep quiet... fine. Alyria didn't quite see the point. If this was a prank, everyone would know of them already.

    Granted, this was probably not a prank, or at least a very weird one. If this was no prank, the dead woman probably made a lot of noise moving the altar, alerting anyone in the adjacent rooms.

     

     

    Mechanics

    Main Hand: Hooded lantern
    Off Hand: Shield


    Proficiencies:
    Arcana (Fey)/History/Nature (Fey & Feywood) +3
    Insight/Perception (Scent)/Survival +5


    Action: In the previous room, using Nature Provides to turn some rock into a hooded lantern. Using Druidcraft to light it up.

    Guidance on Alyria herself, expending it to examine the room, then re-cast it.
    Bonus Action: -
    Move: For the most part flying/hovering, only landing after every third round to 'recharge' for a round.
    Manipulate: -

    Wild Shapes

     

    None yet.

     

  7. I think Oath of Glory makes the most sense in-character for many of the participants. Oath of the Astartes seems a lot less fitting, judging from the description; a lot of time spent training together to work in coordination.

  8. @bwatford, I'd like to know how you prefer to handle things like the perception check in the room.

    • One perception check for the entire room and the doors?
    • One perception check for the room, another for the doors?
    • One perception check for the room, one for each door?

    There's also an interesting (kind of) interaction with Guidance and a skill specialization. Alyria has 1d20+5+1d4 on Perception (with Guidance), but 1d20+5+1d6 regarding scent. So, do I roll the d20 once, and the d4 and d6 separately?

    Also, is it possible to use the shield hand for the Seen components of a spell if I forego the shield bonus to AC for that round?

    Finally, can I throw Produce Flame somewhere to have it momentarily light up the area? The description says that it can only be used to attack a creature with it, so the rules are pretty clear. I'm essentially asking for you to houserule that the spell can also be used to momentarily light up an area within the range (30 feet).

  9. Alyria-portrait.png.458835ddd103f279bb51042c7b0cbb13.pngAlyria, Dreamborn druid 1

    Str 8 Dex 14 Con 14 Int 12 Wis 16 Cha 10
    AC 17 HP 10/10 Init +2 PP 15
    Spell Attack +5 DC 13 1st 2/2
    Knack 1/1 Nature provides 0/1 Inspiration 1/1

    Before ascending the stairs

    The others spent way too much time on the dead woman. She was already dead, what did it matter to her what happened to her body? It would rot regardless, and become food for the next cycle of life. Perhaps less so in this place. It wasn't exactly teeming with living creatures.

    Alyria let the tall ones figure out what to do about the corpse, and focused on what interested her; getting out of here! This creepy place, devoid of life, was not one she wanted to spend more time in than strictly necessary.

    The darkness was too much her to pierce with just the tiny light she had at hand. She grabbed some loose stoneAssuming there is any here. If not, discard the rest of the paragraph.. Using both hands, she shaped the rock into something more useful; a tool to piece the gloom. Within moments, what was just a rock moments ago was shaped into a lantern, shedding light in a much wider area.

    She nodded eagerly at Lawrence's question if she was ready, and led the way up the stairs. For the most part, she hovered over the ground, landing every once in a while to give her wings a break.

     

    Back to the present

    "Huh," she says upon reaching the top of the stairs, "A room with three doors. Nothing dangerous I can see."

    The Dreamborn puts the lantern down for a moment to give her a free hand, weaving a simple spellGuidance on herself before she picks the lantern up again. She flies up into the air, making a wide circle while she's examining the room and taking in the scents. The doors are of particular interest; she tries to see if she can pick up anything recent from any of them. When the first spell is expended, she puts her lantern down to weaves the spell once again.

    The armor-clad woman, Nulia, decides on their next direction when she reaches for one door. "I guess one door is as good as any," Alyria mutters and flies over to join her.

    "Your leg got hurt?" she asks the elf.

     

     

    Mechanics

    Main Hand: Hooded lantern
    Off Hand: Shield


    Proficiencies:
    Arcana (Fey)/History/Nature (Fey & Feywood) +3
    Insight/Perception (Scent)/Survival +5


    Action: In the previous room, using Nature Provides to turn some rock into a hooded lantern. Using Druidcraft to light it up.

    Guidance on Alyria herself, expending it to examine the room, then re-cast it.
    Bonus Action: -
    Move: For the most part flying/hovering, only landing after every third round to 'recharge' for a round.
    Manipulate: -

    Wild Shapes

     

    None yet.

     

  10. Moana-portrait-orange-border.png.4ca1bbdcf7ccf36d342db60233d0126e.pngMoana Waialiki Sea Soul 6

    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: -

     

    Fascinating, Moana thought to herself as they passed through the coral-like rock.

    "I suggest a right turn here," she said when she saw their two available options. "The left path seems to lead to a more open room, and I'd like to ensure that we're not caught in the open with no options for retreating."

    Spells

    Cantrips

    • Water Whip
    • Water Bullet
    • Ray of Frost
    • Mage Hand
    • Prestidigitation
    • Shape Water

    1st level

    • Crashing Wave
    • Mage Armor
    • Shield
    • Silvery Barbs
    • Healing Word

    2nd level

    • Become Water
    • Dancing Wave
    • Lesser Restoration

    3rd level

    • Water Cannon
    • Sleet Storm
    • Counterspell
    • Haste
  11. Question, Automaton wizard (Diviner) 5Portrait of Question, Automaton Diviner

    Str 10 Dex 14 Con 14 Int 18 Wis 10 Cha 10
    AC 15 HP 32/32 Init +2 PP 10 / 13
    Spell Attack +8 DC 16 1st 4/4 2nd 3/3 3rd 2/2
    Portent - Acc. Healing 1/1 Whisperium 1/1 Inspiration 1/1

    Question followed the staircase, prioritizing processing power to her sensory suite. She was particularly interested in calculating the vertical distance this travel would take them.

    Noodles' call initially failed Question's primary parsing attempt. Her secondary parsing mapped out interesting words, most notable 'beware'. She moved a bit closer to see what was causing this strange message, bringing her light with her.

     

    Mechanics

    Main Hand: -
    Off Hand: Arcane Grimoire (+1)


    Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3


    Move: Move close enough to see, but not into melee. Once the spell is cast, move back again.
    Action: Web, if she can catch at least two enemies without affecting any of her allies. If she can't, Pummelstone against the closest enemy, prioritizing hurt ones.

    Bonus Action: Stabilize spell.
    Manipulate: -
    Reaction: If attacked, Shield or Absorb Elements depending on the type of attack.
    No action: Move the levitated torch closer. Have Raven stay within line of sight of the enemies if possible while Question retreats back, but only if it doesn't leave Raven at immediate risk of getting hit -- i.e. no allies between Raven and the enemies.

    Spells

    SPELLS PREPARED

    Cantrips: Crushing Curse * |  Pummelstone* | Mage HandMinor Illusion

    1st level: Shield (R) | Absorb Elements (R) | Feather Fall (R) | Mage Armor | Pendulum* (C)

    2nd level: Misty Step (B) | Invisibility (C) | Web (C)

    3rd level: Summon Undead (C)

    RITUALS

    1st level: Detect Magic | Comprehend Languages | Find Familiar | Identify | Speak with Inanimate Object

    2nd level: Augury

    3nd level: Tiny Hut

    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.

  12. Alyria will prefer to borrow a shoulder to sit on in the marching order. She is not particularly picky about position.

    It's also an option that she takes point. While she's not great at stealth, she's not particularly bad either. In addition, she is very perceptive and decently tough.

    As for sleeping order, she'd prefer an early watch where there's still light from a campfire. She lacks darkvision.

     

  13. 4 minutes ago, scootloops said:

    I think that would be a good idea, though I'm not sure I want to risk the leyline disruption on a summon just yet. We've got our stuff covered in the Bag of Holding for the moment.

    What's the wrong thing that could happen? No, wait, don't answer that.

    Is it correct to assume Sanaa is more of a pack animal and less of a direct combatant?

  14. Alyria-portrait.png.458835ddd103f279bb51042c7b0cbb13.pngAlyria, Dreamborn druid 1

    Str 8 Dex 14 Con 14 Int 12 Wis 16 Cha 10
    AC 17 HP 10/10 Init +2 PP 15
    Spell Attack +5 DC 13 1st 2/2
    Knack 1/1 Nature provides 1/1 Inspiration 1/1

    The smallest bundle stirs. After a few seconds, the bundle reveals itself to be a tiny creature clad in a similarly small robe as it sits up. The object that pokes out of the robe is recognizable as a head only because of the two eyes and a tiny nose, otherwise it could easily be mistaken for a flower. She is a Dreamborn, a creature native to the Dreaming.

    After witnessing the scene with the armor-clad woman dying, the Dreamborn looks around, a bit disoriented. Her first thought is that this is a trick her fellow fey is pulling on her, but something is off. She has experienced countless pranks by her fellow Dreamborn, and this is very different from the others. Everything looks so static, realistic and, frankly, depressive. Perhaps this is a prank performed by a different type of creature? She can't remember hearing about anything like this before. It faintly reminds her of scary stories she heard when she was still human. The last thing she recalls was getting close to a human settlement where she hoped to find more information.

    She looks at the other cape-clad fellows, but they seem to be as confused as herself. If this is a prank, they are clearly not in on the joke. One of them starts reciting a lengthy verse -- no, a prayer. Mortos, Lord of Darkness and Keeper of Secrets? Not someone she is familiar with. She wants to ask, but the woman seems rather busy, so she waits until she's free.

    The robes are awfully restrictive, so she pulls them over her head, revealing the rest of her body. While most of her body shares some likeness with a flower, there are also features that look more fitting on an insect, such as her legs. With her wings clear, she darts up and flies in a circle to get a better impression of the room and the other inhabitants. She creates a mote of flame in her hand to light up the area.

    She lands next to the dead woman. "Her name was Mylady?" she asks the elf, "Friend of yours?" She leans close to both the woman and the creature beside it to get a good sniff.

    "Does anyone have any idea what is happening..?" The pale woman asks.

    "Nope," the Dreamborn replies, "Let's find out, shall we?"

    She darts up into the air again, and makes a twirl. "My name is my own, but you can call me Alyria," she introduces herself, "What can I call you?"

    Alyria waits for the others to introduce themselves, before impatiently moving on to the next subject: "I find this place creepy. Who's eager to get out of here? Besides me, I mean?"

    OOC

    If the Wasp creature is related to Fey, add an expertise die to the roll.

     

     

    Mechanics

    Main Hand: Mote of fire from Produce Flame.
    Off Hand: Shield


    Proficiencies:
    Arcana (Fey)/History/Nature (Fey & Feywood) +3
    Insight/Perception (Scent)/Survival +5


    Action: Casting Produce Flame and using the flame as a torch.
    Bonus Action: -
    Move: -
    Manipulate: -

    Wild Shapes

     

    None yet.

     

  15. Question, Automaton wizard (Diviner) 5Portrait of Question, Automaton Diviner

    Str 10 Dex 14 Con 14 Int 18 Wis 10 Cha 10
    AC 15 HP 32/32 Init +2 PPPassive Perception 10Question / 13Raven
    Spell Attack +8 DC 16 1st 4/4 2nd 3/3 3rd 2/2
    Portent - Acc. Healing 1/1 Whisperium 1/1 Inspiration 1/1

    Question froze upon hearing Willowveil's full translation. Comparing what she said to the cipher she had translated made her realize several mistakes she had made, and immediately set out to correct them in her database for future references.

    Once the process was completed, she rose to her feet and walked over to Willowveil. "Informative statement: This unit acknowledges the superiority of your mental faculties."

    It was a compliment, but also an expression of a feeling Question was not used to; jealousy. She had spent almost all her existence alone or in the company of Anastasia Eronodius, and there had never been a reason to be jealous of her mistress. Now, several of her processes were returning unexpected or sometimes illegal values, a sign of how upset she was. She logged all deviating data for future reference. It would be used to evaluate her performance and perform adjustments on her algorithms.

    After a few seconds, broke off the stare to peer into the tunnel inside. Her visual sensors were insufficient for this task. She swiftly brought out and lit a torch to alleviate the problem. It left her hand to fly ahead of her into the tunnel, revealing only stairs before the walls obfuscated her sight.

    The feeling of jealousy gradually gave way to a curiosity about his place. This was unexplored territory, which increased the chance of learning significant new information. She considered the possibility that it was connected to her origins to be extremely slim at less than 0.3%, but she wasn't exclusively interested in that.

    "Informative statement: This unit is unsuited for taking point," she announced, "Please lead the way."

    Her raven, no more able to see in the darkness than her, flew over and landed on Question's shoulder.

     

    Mechanics

    Main Hand: -
    Off Hand: Arcane Grimoire (+1)


    Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3


    Action: Mage Hand to levitate the torch. Will keep the torch as far ahead as the walls will allow, about 8 feet above ground, less if the ceiling is lower.
    Bonus Action: -
    Move: -
    Manipulate: -
    Reaction: -

    Spells

    SPELLS PREPARED

    Cantrips: Crushing Curse * |  Pummelstone* | Mage HandMinor Illusion

    1st level: Shield (R) | Absorb Elements (R) | Feather Fall (R) | Mage Armor | Pendulum* (C)

    2nd level: Misty Step (B) | Invisibility (C) | Web (C)

    3rd level: Summon Undead (C)

    RITUALS

    1st level: Detect Magic | Comprehend Languages | Find Familiar | Identify | Speak with Inanimate Object

    2nd level: Augury

    3nd level: Tiny Hut

    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.

  16. Happy to be here. I'm already in another of bwatford's games, and while I haven't gotten too far yet, the impression I've gotten is all positive.

    I'm 42 years old, married and have 3 daughters ranging from 7 to 17 and live in Norway. I've loved roleplaying games ever since I was introduced to them. Because of reasons I don't want to go into too much detail on, I can't commit to a weekly physical meetup, so I'm left with forum-based games as my primary way to get my fix. But I don't consider it second rate; it has qualities of its own, allowing for longer, more elaborate roleplaying that I don't normally see in table-top.

    Other hobbies include comics, novels, writing, computer games (less so than before) and listening to various podcasts or YouTube/Nebula videos while doing housework.

    I invite opinions and criticism on my gameplay and posts. Please let me know if I'm being obnoxious or annoying. Nothing is worse than a minor irritation that grows over time until it poisons the mood.

    Finally, I find writing in-character posts from my phone to be extremely tedious and annoying. There are times when I might quickly answer OOC but delay an IC post because I'm unable to sit down in front of a computer.

    Welcome aboard, @Nebula. Hope you find your stay pleasant.

    Edit: Character! I'm playing Alyria, a tiny fey (Dreamborn) druid. Maybe, possibly, potentially a future fey queen. We'll have to wait and see. Looking forward to meeting the rest in-character.

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