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Shocker

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  1. I just watched it for the second time and it was a lot better experience.
  2. Let’s try a better known face
  3. Oh this is going to be more challenging than I thought. neither Air Force one nor Die Hard.
  4. She had a knack for wearing memorable costumes well.
  5. Omar Baldul Human Sage Evocation Wizard AC: 11 (14 Mage Armor) | HP: 4/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Searing pain in his middle causes Omar to bend double. He thought he had known pain before. He had been wrong. Never before had his flesh been pierced. What was this arrow been made of, molten lead or shear fire? He stumbles behind the fallen form of the Worg, to gain some cover. In war and opera the best places are in the back, his Master Braufix always had said, never explaining what opera was, based on how this felt it must have been horrendous. Omar gritted his teeth and steadied his breathing "You can't stand another hit like this old son. Time to harden up" grabbing the staff, and sliding his left over his heart he mumbles "Defendarius". He then calls out "Ezra is there something more useful than getting slaughtered that we can do?" OOC Move 5 ft to aa17 Action: cast mage armor (1/2 spell slots) temporary AC 14 To Whom It May Concern . . .
  6. It's more or less the only visual that stuck from this movie with me.
  7. Omar Baldul Human Sage Evocation Wizard AC: 11 | HP: 9/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar sees with satisfaction as first one then the other Worg crashes towards the ground and remain there. "Well now that the doggies are down, let's see what we can do about those pesky archers." He moves quickly but without apparent haste close to the place where the Worgs had died. Judging the distance to be now close enough to target one of the goblin archers. Keeping a firm grip on his staff, "Pyrofuego" and hurls the bolt of fire at the first goblin. With clinical detachment he notices that his aim is true, hitting the goblin fully in the chest. But the hit creature only staggers for a moment. "It must be the distance" he muses "I'm to far away to have the full impact." OOC Move 30 ft to aa16 Action: fire bolt against Goblin 1, it takes 1 point of fire damage To Whom It May Concern . . .
  8. Omar Baldul Human Sage Evocation Wizard AC: 11 | HP: 9/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar sees the fire bolt cast by Garon “Fuego is it, sounds familiar. Let’s see how he likes mine” he takes a few steps to the south (AA 09), looking at the worg. His hand grasping his staff tightly while holding the other out, with the palm cupped upwards. Fire is easy, pulling from his own heat he mumbles the words “Pyrofuego” causing a coin sized ball of almost white fire to manifest in his hand before pushing the hand towards the worg sending the fiery sphere towards the creature he sees it hitting the Worg straight on the nose, but not doing as much damage as he would have liked OOC Move 10 ft to aa9 cast: fire bolt against Worg 1 To Whom It May Concern . . .
  9. Sorry for the misunderstanding, I had only added the link inside my character thread. I added the other one as well now.
  10. Omar Baldul Human Sage Evocation Wizard AC: 11 | HP: 9/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . The trip has been long and tiresome, Omar doesn't mind the long march, as it allows him plenty of time to look around and think about the things he sees. Yet the arrival at the village makes him uneasy, are those bells chiming an alarm or just calling all the faithful believers to the temple. "How strange to see those watchtowers deserted. In my homelands this is very unusual, is it common in the north for also the watch to congregate all at the same and leaving the gate open?" he asks in general. Then suddenly upon spotting the feasting worgs, his grip tightens around his staff "Stay calm Omar, remember the words of Master Braufix. Nobody wants to see a wizard frightend.". He hears Duala's suggestion to slay the worgs "I don't much care for those beasts either Duala, but perhaps we should see first what the bell ringing is about. Perhaps somebody is in need of our immediate help. Thordin has a point there" He turns toward the temple and looks closely for any signs of the citizens of Nightstone OOC I will add a history check as well To Whom It May Concern . . .
  11. Omar Baldul Human Sage Evocation Wizard AC: 11 | HP: 9/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Actions OOC To Whom It May Concern . . .
  12. Stats & Skills Str: 10 (0) Dex: 12 (+1) Con: 16 (+3)* Int: 18 (+4)** Wis: 14 (+2)* Cha: 14 (+2)* Saving throws INT (+6) WIS (+5) * Increased by 1 with racial trait ** Increased by 1 with Keen Mind Athletics: 0 Acrobatics: 1 Stealth: 1 Sleight of hand: 1 Arcana 6 History: 6 Investigation: 4 Nature: 4 Religion: 4 Animal Handling: 2 Insight: 5 Medicine: 5 Perception: 5 Survival: 2 Deception: 2 Intimidation: 2 Performance: 2 Persuasion: 2
  13. Character sheet everything should be ready now.
  14. Spellbook Cantrips Mage Hand Light Prestidigitation Fire Bolt Shocking Grasp 1-Level spells (0/2 spell slots used)(5 prepared (bold)) Detect Magic Mage Armor Chromatic Orb Identify Frost Fingers Disguise Self Feather Fall
  15. Inventory: Worn: Traveler's clothes 4 lb Staff: 4lb Dagger at belt (1 lb) coin purse (0.68 lb) Stored backpack: 5lb Spellbook: 3lb ink pen: bottle of black ink bedroll: 7lb mess kit: 1lb tinderbox: 1lb Torches (10): 10 lbs rations (10d): 20 lbs Waterskin: 5lb 50ft hempen rope: 10 lb Coins (0.68 lb) CP 8 SP 9 EP GP: 17 PP weight: Worn 9.68lb + loaded backpack (63lbs) total 82.68 lbs max load 10 x 15 = 150 lbs (unencumbered) I decided to go with Traveling clothes because that's essentially what Omar is wearing, albeit fancier ones. Fine clothes as described did not fit this, But if you feel 2GP is to cheap I'm willing to up the buying price to 5 to keep the balance reasonable. I did go with the 100GP and bought everything that class or background would have given me.
  16. Feats: Variant Human: Keen Mind Source: Player's Handbook You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits. Increase your Intelligence score by 1, to a maximum of 20. You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month. bonus Feat: Magic Initiate Source: Player's Handbook Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. (Prestidigitation, Shocking Grasp) In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. (Feather Fall) Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  17. Class: As a wizard, you gain the following class features. Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: a dagger a Staff as arcane focus an explorer's pack A spellbook Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier: 8 + 2 + 4 = +14 Spell attack modifier = your proficiency bonus + your Intelligence modifier 2 + 4 = +6 Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
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