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RagallachMC

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  1. Rekunaar Half-Orc Faction Agent Ranger AC: 15 ( Leather, +4 Dex) | HP: 20/20 | Speed: 30 ft. Senses: passive Perception 17, Insight 15, Investigation 14 Str: 15 (+2) | Dex: 19 (+4) | Con: 15 (+2) | Int: 14 (+2) | Wis: 17 (+3) | Cha: 9 (-1) Languages: You can speak, read, and write Common, Deep Speech, Elvish, Infernal, Orc Spell Slots: 2/2 “My words,” Rekunaar said. | ‘My thoughts’ Rekunaar thought. | My actions . . . Rekunaar growls in frustration and stands. The fat gnome that had been leaning against him and snoring like a swamp pig opened his eyes momentarily, shifte,d and immediately fell back into the loud snoring. Rekunaar stepped into the aisle, grabbed his gear from the overhanging shel,f and walked towards the rear of the car. Most of the others in this coach car were also sleeping, but the few that were still awake stared at him as he made his way quietly to the door at the back of the car. He had boarded the Lightning Rail in Sigilstar and had been astounded at the ticket's cost. The fat purse his father had given him when he left The Marches almost 6 weeks ago was down to the last few gold coins. 'I'll have to figure out a way to make coins on top of doing what I came here for.' He grunted at that thought. He had supplemented his coins with some caravan guard work when he left Korranberg. The money had been easy. No goblin raids on their run, but he had seen their tracks along the trails. Next run-maybe not so easy. He opened the door and then stood aside as a pair of Lightning Rail Security guards were coming through from the rear of the train. They both eyed him and his weapons but didn't say anything. Rekunaar stepped through the open door and shut it behind him and then opened the door into the next car. He had to travel through four more coach cars before he came to the Lounge car. An entirely different energy suffused the air of the Lounge Car. Mood lighting and the long windows gave it almost the same feel as sitting around a campfire. People were laughing and the hum of their conversation almost covered the soft sound of music coming from somewhere. He wound his way smoothly down the aisle and to the little bar in the corner of the car. "What can I get you sir", asked the bartender, a genial-looking Dwarf with a gold embossed nameplate that read 'BELLBEY'. "Do you have tea?" "We have a fine Talenta Plains. It's a local favorite." Rekunaar nods his approval and the bartender pulls out his tea-making apparatus. Rekunaar watches the process with some interest and holds a porcelain cup of tea after a few minutes. He steps away from the bar and moves back down the aisle to an empty chair. He places his backpack under the table and sits down, gently placing the teacup and saucer on the table. He nods at the tiger-striped Tabaxi and the similarly purple-striped changeling, the red-haired human woman and the brown-haired human man and at the bugbear. "There might be stranger folk on this rail tonight, but I'd not bet on it. I'm Rekunaar.", he says with a small smile and sips his tea. OOC
  2. The Fluke OCV: 8 | DCV: 8 | Stun: 40/40 | Body: 13/13 | End: 40/40 | Conditions: none "Ok! Ok! Don't do anything drastic. We're all complying here! You'll get your money. Mr. Security Guard, let's go open the vault for these guys before anybody gets hurt. Rescuer", he says making eye contact with John "Maybe you could help the tellers?" The Fluke picks up his backpack and starts walking towards the Secured Door. Mechanics OOC: I don't think persuasion is gonna work. Divide and conquer? I'll try to get a couple away towards the vault and look for an oppurtunity. Unless they start blasting or another Hero jumps in.
  3. Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 | Speed: 40 ft. Senses: passive Perception 15, Insight 15, Investigation 12 Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant “My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . . On the Way Vigdan joins the caravan and takes a seat next to one of the drivers for the first few hours and spends the time scanning the woods with his bow in hand. When nothing happens, he climbs into the back and finds a spot to curl up and grab some sleep. The next morning, he spends some time getting his gear ready and stretching out his back from sleeping in the back of the wagon. When they come upon the battle, seemingly won already by the Dragon Army, Vigdan curses loudly. This was all so needless. He leaps from the back of the wagon and sprints towards the river crossing. Artanis goes thundering past on his horse: "See if you can shoot that beast through the heart again Vigdan, some scales look weak!", gesturing towards the dragonelle. Vigdan is across the crossing, weaving through retreating soldiers and takes up next to a large boulder. Pulling an arrow from his quiver he aims and looses at the beast. He sees the dragonnel react in pain as the arrow flies true and pierces into the beast. OOC Action: Sneak Attack with Shortbow using Advantage from Artanis. Sharpshooter negates any disadvantage on range. 14pts of damage. Bonus Action: Dash Movement: AA3-Q9 Reaction: Skirmisher to move 'east' if anyone gets close enough. Arrows: 16/20 OOC:
  4. The Fluke OCV: 8 | DCV: 8 | Stun: 40/40 | Body: 13/13 | End: 40/40 | Conditions: none They're not blasting, so Charles considers that a win. He sees the interest in the man's eyes. "I haven't seen that movie in awhile. What should I call you? Mr. White? Mr. Brown?", he says to Thug 1. "You're the boss here, right? I can tell. You're smart. You've got this team well trained. You're a businessman, right? Let these people go and we can talk business. I can get you more money than this bank has. Let's make a deal. Let these people go. Including Mr. Rockstar and Fireman hero guy. Just you and me and we'll make a deal. Ok?" Mechanics Another Persuasion -12 Check
  5. Badge Character Sheet Badge S14 D14 C13 I14 W10 CH10 HP: 6/6 System Strain: 13/13 Armor: Ranged-16 Melee-14 Saves: P-14+, E-14+, M-15+, L-15+ Skills: Exert 0, Lead 0, Notice 1, Shoot 1, Stab 0 Attacks: Heavy Pistol - Attack Bonus +3, 1d8+1 dmg, Trauma 1d6/x3 Knife - Attack Bonus +2, 1d4+1 dmg, Shock 2/AC15, Trauma 1d6/x3 Edges: On Target - Gain a Combat Skill as a Bonus Skill. Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down. Veteran's Luck - Once per scene, as an Instant action, trigger this ability to gain one of two effects: an attack roll that just hit you is instead treated as a miss, or an attack roll that you just made that missed is instead treated as a hit. This ability can be applied to vehicle weapons used by the operator, but it cannot protect against environmental damage, vehicle crashes, falls, or other harm that doesn't involve attack rolls. Foci: Alert - You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move. Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack action on you. When your group rolls initiative, your vigilance allows them to roll twice and take the higher roll. Gear & Equipment: Heavy Pistol 3 Magazines and 24 Cartridges Armored Clothing (AC 16/14, Damage Soak 5, +1 Trauma Target) Knife Smartphone, Basic Trauma Patch Middle Class Lifestyle, 1 month Contacts: Friend- Tung '2 Train' Tran Known them for several jobs Street People, Gangs and Ciminal Types I got a problem person off their back They trust me to a rare degree We were hired on a job together They can help me find profitable operator jobs Badge nods and pulls his phone out. After clicking for a minute, Wolf receives the following text from an unknown number Guy at the bar is our man. Chopping same make/model van filled with high end gear. Working for 'Sun Boys'. Red Suns? Sun-Leung? Say we snatch him when he steps out.
  6. Rekunaar Half-Orc Faction Agent Ranger AC: 15 ( Leather, +4 Dex) | HP: 20/20 | Speed: 30 ft. Senses: passive Perception 17, Insight 15, Investigation 14 Str: 15 (+2) | Dex: 19 (+4) | Con: 15 (+2) | Int: 14 (+2) | Wis: 17 (+3) | Cha: 9 (-1) Languages: You can speak, read, and write Common, Deep Speech, Elvish, Infernal, Orc Spell Slots: 2/2 “My words,” Rekunaar said. | ‘My thoughts’ Rekunaar thought. | My actions . . . OOC Action: Bonus Action: Movement: Reaction: Arrows: 20/20 OOC:
  7. Inventory Backpack Mess Kit Rations x10 Tinderbox Torch x10 Faction Emblem Guarding the Gates, a Faction text for the Gatekeepers Rope, Hempen 50' (on backpack) Bedroll (on backpack) Waterskin (on backpack) Clothes, Common (Wearing) Leather Armor (Wearing) Quiver w/20 arrows (wearing) Longbow (on backpack) Shortsword (on hip) Shortsword (On hip) Currency: 15gp
  8. Spellcasting Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spell Slots: 1st:2 Known Spells 1st Level - Absorb Elements, Hunter's Mark
  9. Feats Level 1: Skill Expert You have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. (Dexterity) You gain proficiency in one skill of your choice. (Survival) Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Perception)
  10. Statblock Medium humanoid (Half-Orc), Neutral Good Age: 20 years old Height: 6′ (182.8 cm) Weight: 178 lb. (80.7 kg) Armor Class: 15 (11 leather + 4 DEX) Max HP: 20 (2d10 + 4) Speed: 30 ft. Proficiency Bonus: +2 STR 15(+2) Save: +4 Athletics: +2 Carrying Capacity: 225 lb. Lift/Push/Drag: 450 lb. DEX 19 (+4) Save: +6 Acrobatics: +4 Sleight-of-Hand: +4 Stealth: +6 CON 15(+2) Save: +2 INT 14 (+2) Save: +2 Arcana: +2 History: +2 Investigation: +4 Nature: +4 Religion: +2 WIS 17 (+3) Save: +3 Animal Handling: +3 Insight: +5 Medicine: +3 Perception: +7 Survival: +5 CHA 9 (-1) Save: -1 Deception: -1 Intimidation: +1 Performance: -1 Persuasion: -1 Damage Resistances: — Damage Immunities: — Senses: darkvision 60 ft., passive Perception 17, passive Insight 15, passive Investigation 14 Languages: You can speak, read, and write Common, Orc, Deep Speech, Elvish and Infernal Proficiencies: light armor, martial weapons, medium armor, shields, simple weapons Actions Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: +6 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: +6 (1d8 + 4) piercing damage. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: +4 3 bludgeoning damage. Bonus Actions Two Weapon Fighting. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack Reactions —
  11. Ranger Level Proficiency Bonus Special Features Spells Known 1 +2 Favored Enemy, Natural Explorer 0 2 +2 Fighting Style, Spellcasting 2 Hit Point Hit Dice: 1d10 Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st Proficiencies Armor: light armor, medium armor, shields Weapons: simple weapons, martial weapons Tools: none Saving Throws: Strength, Dexterity Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival Starting Equipment You start with the following items, plus anything provided by your background. (a) scale mail or (b) leather armor (a) two shortswords or (b) two simple melee weapons (a) dungeoneer's pack or (b) explorer's pack a Longbow and a quiver with 20 arrows Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. Level 1: Favored Enemy (Aberrations) Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have on Wisdom () checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.(Deep Speech) Level 1: Natural Explorer(Swamp) You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Level 2: Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Two-Weapon Fighting When you engage in , you can add your ability modifier to the damage of the second attack. Level 2: Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See for the general rules of spellcasting and for the ranger spell list. Spell Slots table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell and have a 1st-level and a 2nd-level spell slot available, you can cast using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
  12. Background: Faction Agent(Gatekeepers) Skill Proficiencies: Insight, Investigation Tool Proficiencies: None Languages: Elvish, Infernal Equipment: An emblem of your faction, A copy of a seminal faction text, A pouch containing 15gp Feature: Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Suggested Characteristics Personality Traits I idolize a particular hero of my faith, and try to use them as an example for my actions I see omens in every event and action. The world speaks to us, we just need to listen Ideals Aspiration. I seek to prove myself worthy of my faction's favor by matching my actions to their teachings. Bonds I owe my life to the Druid that took me in when my parent's died. Flaws I am inflexible in my way of thinking.
  13. Lineage: Half-Orc Ability Scores: Your Strength score increases by 2, and your Constitution increases by 1. Size: Medium Speed: 30 ft. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Menacing. You gain Proficiency in the Intimidation Skill. Relentless Endurance. When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can't use this feature again until you complete a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of it's own, but is written in Dwarven script.
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