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Old_Skuul

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  1. Well done Orn! I added a second roll to my post
  2. mine was much better *rolls eyes* Not sure if we get the higher of our passive stealth and the roll or if we take the roll
  3. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class. If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier. Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed. The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true. At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. Dandi follows Amdiran's lead and attempts to sneak into position on the opposite side of the road from him. He will look for a tree or bush to hide behind that is roughly 20 ft away from the road but has good visibility. He assumed they were not going to walk into the trap set by the ruffians but were to set their own trap a little way short of their location. Then Master Orn will do his thing to lure them out. Dandi also readies his bow, at least for the opening volley and sends his best lucky thoughts in Orn's direction. Stealth Perception Stealth #2 Initiative
  4. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class. If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier. Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed. The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true. At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. "Very smart, very smart indeed! Generally, I like to give people the benefit of the doubt. But their current position, laying in wait in the bushes, attracting people with a fake cry for help, is just not good. If they show their true colors then I have no problem giving them a stern talking to and a bump on the nose if it comes to it," says Dandi waving his finger in an admonishing way. "I am happy to go along with your plan, but I am not the bait," he says looking at Orn with a worried look.
  5. Ok the beans have been spilt, now is orn’s chance to bring the crazy
  6. "There were six of them from what I could see... laying still and quietlike under the bushes...one with a bow...one with an axe and shield...and four with nasty looking spiked clubs...all looking like they were up to no good. They were very focused on the trail just ahead of us!"
  7. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class. If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier. Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed. The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true. At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. Dandi nods his head and confirms Amdiran's assessment of the crying woman, "A crebain! Can you believe it!" he chuckles. In a more serious tone he points his finger into the air says, "Botho Maggot strikes again! It is just like the Fiend of Frogmorton I tell you!" Noticing some odd looks and raised eyebrows, he nods with recognition that he has some explaining to do. Using a lot of hand motions he continues, "The point is that it was a frog after all, trained to steal things... you see...The Fiend was a frog..." He gives everyone a look to see if they are following his clear explanation, in his own mind at least. "The Crafty Cryer of Chetwood...a crebain!...also trained!" he says with eyes wide. "This case is nearly closed, all we have to do is confront those ne'er-do-well's. I must say I was so impressed by Master Fletcher's sneaking up to them, he is too modest to tell you himself. But I'll tell you it was masterfully done! He could have reached out and touched the boot of the one and they never even knew he was there, ha ha!" Dandi gives Amdiran a proud nod before turning to Orn and Léofwyn.
  8. Mr Fletcher would you like to say anything along the trail or just meet up with our comrades and pick it up there?
  9. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class. If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier. Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed. The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true. At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. Dandi watches Amdiran move silently back to Orn and Léofwyn with admiration. He creeps away from his hiding spot and when he feels he is in the clear he moves quicker to catch up to Amdiran. As he draws near he whispers, "Mr Fletcher...Mr Fletcher...THAT was brilliant hiding and seeking!" Dandi is truly impressed at how sneaky Amdiran crept up to the crebain. "We should tell the others of what you saw, I'm sure Master Orn and Lady Léofwyn will be very interested and want to do something about it. A crebain? Ha! It's Botho Maggot all over again I tell you!" Dandi smiles and begins lightly chuckling and shaking his head.
  10. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class. If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier. Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed. The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true. At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. Dandi attempts to get Amdiran's attention by silently waving his hand. Stealthy wave
  11. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class. If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier. Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed. The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true. At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. Dandi waits for Amdiran to look his direction and attempts to get his attention without making a sound. He holds his hand out or pokes his head out behind a tree so that Amdiran can see him. As a last resort he will imitate a Shire Swamp Toad if Amdiran looks like he is going to reveal himself to the crebain. He will wait until he has Amdiran's attention and will then put an index finger up to his mouth. OOCWaiting for Amdiran's reaction or DM's ruling
  12. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class. If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier. Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed. The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true. At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. "A woman in danger?" asks Dandi. As Amdiran scouts ahead he looks at Orn and Léofwyn, "Do we have time to wait?" His curiosity will not let him wait until Amdiran returns. OOC He will follow Amdiran and try to stay behind him 25ft just using his natural quietness (Passive Stealth 18) He will stop when Amdiran stops, move when Amdiran moves. Since a "trap" was mentioned, from his rearward vantage point he will focus his attention on making sure Amdiran is not ambushedDandi Perception. If he is unable to follow Amdiran or loses him he will return to or stay with the others.
  13. Dandi would prefer route 1 so that the eye of the enemy does not take notice of their movements, but option 2 if the other decide speed is of the essence. Route 3 is his least favorite. Sweet Roll!
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