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Posts posted by morgan_
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Itasca Rosecliff — Human Bard
Action Phase:
Action 1: Move to Abandoned Fields
Action 2: CHA Action — Cheer On --> add 2 tactics tokens to alliance foot line
Free Action: Use CHA card --> refresh 2 alliance foot units
Action 3: Move to Prairie
Action 4: Put Out a Fire on alliance mounted line (left side of right flank)Battle Phase:
Commander Raven power --> add 2 shaken units to right flank alliance foot lineWhen a unit card is drawn: DEX Response — Misdirection After a unit card is revealed
Choose which line that card targets (the line must have at least 1 unit, and a card can't target a line on its own side). if needed to prevent the dragon army foot unit from targeting the alliance ranged lineItasca will also absorb up to 4 hits for the alliance army
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Fa Mulan — Samurai Fighter 3; Hexblade Warlock 3
"That's a good idea, Moana. I can check out the path to the right," Mulan said. She swam down the right path to the narrow part, hoping to confirm whether it really is a dead end and a safe zone, before returning and reporting what she found there.
Spells
Spellcasting
Modifier (Cha): +4Spell Attack: +7Save DC: 15Cantrips
- Create Bonfire
- Green-Flame Blade
2nd-Level
- Armor of Agathys*
- Blur(c)
- Find Familiar*(R)
- Shield
- Suggestion(c)
Stats
[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityFa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG
AC 17 HP 49 Speed 30ft
Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)
Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)
Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit
Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)
Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityLinks: Sheet | Application
Inventory
Gp: 8 Sp: 9 Cp: 5 Equipped
- Splint
- Cloak of the Manta Ray
- Clothes, common
- Dagger
- Handaxe (2)
- Longbow
- Jian (Longsword), +1
- Lucky cricket (Arcane focus)
- Signal Whistle
- Quiver (20 arrows)
Backpack
- Crowbar
- Rope, hempen (50 ft.)
- Sack
- Shovel
Khan (Draft Horse)
- Bit and bridle
- Saddle, military
- Saddlebags
- Feed (10 days)
- Ball bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Candle
- Case, map or scroll
- Clothes, fine
- Dice set
- Grappling hook
- Hammer
- Healer's kit
- Lantern, hooded
- Mess Kit
- Oil (10 flasks)
- Perfume (vial)
- Piton (10)
- Rations (10 days)
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, two-person
- Tinderbox
- Waterskin
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Human Mage of High Sorcery Abjuration Wizard
AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery: 2 spell levels per LR | Arcane Ward: 14/14 HP
“My words,” | ‘My thoughts,’ | My actions...
On the Way:
Fairla listens to Merituuli's explanation for Lady Michelle's behavior. "Ah, I misread Lady Michelle's situation; and I suppose there is a time and place for everything," she says, 'Though I still feel that was not one of those times.' She asks, "Are you also of noble descent, Merituuli?"
When Coltan mentions the Order of the Black Robes, Fairla says, "Indeed, my learned sisters and brothers in the Black Robes do not accept fools in their ranks. I can't say I understand their appeal, but they do take their magic seriously." She adds, "Of course, no one is immune from occasional bouts of foolishness."
Battle for Steel Springs:
Fairla sees the Red Dragon Army soldiers surrounding Sir Artanis. 'I'd better do something to help him out over there,' she thinks as she casts Grease on the far end of the river crossing. 'I just hope this one won't end up biting us on the behind; I'll Dispel it if more Kalaman soldiers need to retreat.' Fairla can't help but wince as she sees the warhorse slip and fall on the rocky path. Unfortunately, the enemy soldier (presumably) lands on his feet, outside of the grease.
Seeing Merituuli try to pull down one of the enemy soldiers from his horse into the river, Fairla attempts to do the same with a burst of telekinetic force. To get a better angle, she rides Billings ten feet to the right, with her new bird friend in tow. She manages to yoink the rider into the water near Merituuli.
Spells
Spellcasting
Modifier (Int): +4Spell Attack: +7Save DC: 15Cantrips
- Fire Bolt
- Light
- Mage Hand
- Mending
- Prestidigitation
1st-Level
1/4 Spell Slots- ( ) Absorb Elements
- ( ) Alarm [R]
- (P) Comprehend Languages [R]
- ( ) Detect Magic [R]
- ( ) Feather Fall
- ( ) Floating Disk [R]
- (p) Grease
- (p) Mage Armor
- (p) Magic Missile
- (P) Shield
- (p) Sleep
- ( ) Unseen Servant [R]
2nd-Level
3/3 Spell Slots- ( ) Detect Thoughts [c]
- (p) Hold Person [c]
- (p) Invisibility [c]
- (P) Lesser Restoration
- (p) Misty Step
3rd-Level
2/2 Spell Slots- (p) Counterspell
- (p) Dispel Magic
- ( ) Tiny Hut [R]
Stat Block
%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5DActions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.
Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
TelekineticInventory
Gp: 859 Sp: 5 Cp: 6 Equipped
- Bag of Holding
- Clothes, Common
- Healer's Kit
- Orb
- Quarterstaff
- Robes
- Spellbook
Bag of Holding
- Abacus
- Backpack
- Ball Bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Block and Tackle
- Book
- Bottle, Glass
- Bucket
- Candle
- Case, Map or Scroll
- Clothes, Fine
- Clothes, Traveler's
- Crowbar
- Fishing Tackle
- Flask
- Grappling Hook
- Hammer
- Hammer, Sledge
- Healer's Kit
- Ink Pen
- Ink, Black
- Ink, Blue
- Lantern, Hooded
- Little Bag of Sand
- Manacles
- Mess Kit
- Oil (flask)
- Parchment (sheet)
- Perfume (vial)
- Pick, Miner's
- Piton
- Pouch
- Rations (1 day)
- Rope, Hempen (50 ft.)
- Rope, Silk (50 ft.)
- Sack
- Scale Mail, Red Dragon Army
- Scale, Merchant's
- Sealing Wax
- Shovel
- Signal Whistle
- Small Knife
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, Two-Person
- Tinderbox
- Vial
- Waterskin
- Wine, Common (pitcher) + pitcher
- Wine, Fine (bottle)
Billings (Riding Horse)
- Bit and Bridle
- Riding Saddle
- Saddlebags
- Feed (10 days)
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Sherrin — Human Rogue 3
This is a template.
Description. "Speech." 'Thought.'
Actions
Actions:
Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with an ObjectBonus Actions:
Cunning Action—You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.Reactions:
Skirmisher—Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Stat Block
[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 3 (Scout) CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] [b]Rogue Features:[/b] [b]Sneak Attack:[/b] 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. [b]Cunning Action:[/b] Starting 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. [b]Skirmisher:[/b] Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. [b]Racial Traits:[/b] [b]Feat: Mobile[/b] PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. [b]Background:[/b] Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Sherrin
Human (Variant) Rogue 3 (Scout) CN
AC 15 HP 17 Speed 40ft
Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0)
Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3
Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting 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.
Skirmisher: Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Inventory
Gp: 82 Sp: 7 Cp: 9 Equipped:
- Slippers of Spider Climbing
- Traveler's clothes
- Crowbar
- Dagger (20)
- Shortsword
- Signal whistle
- Studded leather armor
- Thieves' tools
Backpack:
- Acid (1 vial)
- Ball bearings (bag of 1000)
- Bedroll
- Bell
- Caltrops (10 bags of 20)
- Candle (5)
- Cartographer's tools
- Case, map or scroll
- Chalk (10 pieces)
- Grappling hook
- Hammer
- Hooded lantern
- Mess kit
- Oil (7 flasks)
- Piton (10)
- Rations (10 days)
- Rope, silk (50 ft.)
- Sack
- String (10 ft.)
- Tinderbox
- Waterskin
Buster the Mule:
- Bit and bridle
- Feed (20 days)
- Pack saddle
- Portable ram
Saddlebags:
- Blanket
- Common clothes (dark with hood)
- Forgery kit
- Hempen rope (50 ft.)
- Manacles
- Perfume (1 vial)
- Playing card set
- Soap
- Shovel
- Whetstone
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PC Q&A
in PC threads
8 hours ago, scootloops said:Changing the start date to Monday, May 20th EST. @morgan_ are you going to join us?
I should have time tomorrow to finish updating my character.
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I loved the Scooby-Doo and the Cyber Chase movie as a kid. I wonder how it would feel to watch it now.
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Fa Mulan — Samurai Fighter 3; Hexblade Warlock 3
"I believe the direct approach would be best," Mulan said, "especially because we have a time limit and they already know we're here. I'll trust you all to have my back in there; you can expect the same from me." With that, Mulan swam into the cave, on the lookout for the guards the mysterious voice mentioned.
Spells
Spellcasting
Modifier (Cha): +4Spell Attack: +7Save DC: 15Cantrips
- Create Bonfire
- Green-Flame Blade
2nd-Level
- Armor of Agathys*
- Blur(c)
- Find Familiar*(R)
- Shield
- Suggestion(c)
Stats
[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityFa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG
AC 17 HP 49 Speed 30ft
Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)
Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)
Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit
Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)
Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityLinks: Sheet | Application
Inventory
Gp: 8 Sp: 9 Cp: 5 Equipped
- Splint
- Cloak of the Manta Ray
- Clothes, common
- Dagger
- Handaxe (2)
- Longbow
- Jian (Longsword), +1
- Lucky cricket (Arcane focus)
- Signal Whistle
- Quiver (20 arrows)
Backpack
- Crowbar
- Rope, hempen (50 ft.)
- Sack
- Shovel
Khan (Draft Horse)
- Bit and bridle
- Saddle, military
- Saddlebags
- Feed (10 days)
- Ball bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Candle
- Case, map or scroll
- Clothes, fine
- Dice set
- Grappling hook
- Hammer
- Healer's kit
- Lantern, hooded
- Mess Kit
- Oil (10 flasks)
- Perfume (vial)
- Piton (10)
- Rations (10 days)
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, two-person
- Tinderbox
- Waterskin
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Human Mage of High Sorcery Abjuration Wizard
AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery: 2 spell levels per LR | Arcane Ward: 14/14 HP
“My words,” | ‘My thoughts,’ | My actions...
On the Way:
Fairla weighs in on the discussion of Lady Michelle's treatment of her guards. "I've only met Lady Michelle the one time," she says, "and it sounds like she's had a long road to get to where she is now. It is my opinion, however, that her use of coarse language is counterproductive to her position. To insult a subordinate in such a way is unbecoming of a noblewoman. I feel such behavior likely undermines her authority with her guards and, indeed, anyone else in the castle who might have heard her. Those guards seemed to obey her direct orders just fine anyway."
In the morning, Fairla starts her day like usual, by casting Mage Armor. She also spends a few minutes preparing her newly-learned Sleep spell.
Battle for Steel Springs:
When Fairla sees the retreating Kalaman soldiers and the dragon army in pursuit, and her companions protecting the center and left, she excitedly rides towards the right side, hoping to block the space between the rocks. 'This is why I came out east, and why I studied magic to begin with,' she thinks. 'I just hope this mission works out better than Wheelwatch.' She does not intend to lose most of her allies this time, nor get captured again.
She casts Grease under the nearest horseman (RDAS 4 and Warhorse 4) before he can try to cross the river. The grease appears, but the warhorse remains steady.
Spells
Spellcasting
Modifier (Int): +4Spell Attack: +7Save DC: 15Cantrips
- Fire Bolt
- Light
- Mage Hand
- Mending
- Prestidigitation
1st-Level
2/4 Spell Slots- ( ) Absorb Elements
- ( ) Alarm [R]
- (P) Comprehend Languages [R]
- ( ) Detect Magic [R]
- ( ) Feather Fall
- ( ) Floating Disk [R]
- (p) Grease
- (p) Mage Armor
- (p) Magic Missile
- (P) Shield
- (p) Sleep
- ( ) Unseen Servant [R]
2nd-Level
3/3 Spell Slots- ( ) Detect Thoughts [c]
- (p) Hold Person [c]
- (p) Invisibility [c]
- (P) Lesser Restoration
- (p) Misty Step
3rd-Level
2/2 Spell Slots- (p) Counterspell
- (p) Dispel Magic
- ( ) Tiny Hut [R]
Stat Block
%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5DActions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.
Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
TelekineticInventory
Gp: 859 Sp: 5 Cp: 6 Equipped
- Bag of Holding
- Clothes, Common
- Healer's Kit
- Orb
- Quarterstaff
- Robes
- Spellbook
Bag of Holding
- Abacus
- Backpack
- Ball Bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Block and Tackle
- Book
- Bottle, Glass
- Bucket
- Candle
- Case, Map or Scroll
- Clothes, Fine
- Clothes, Traveler's
- Crowbar
- Fishing Tackle
- Flask
- Grappling Hook
- Hammer
- Hammer, Sledge
- Healer's Kit
- Ink Pen
- Ink, Black
- Ink, Blue
- Lantern, Hooded
- Little Bag of Sand
- Manacles
- Mess Kit
- Oil (flask)
- Parchment (sheet)
- Perfume (vial)
- Pick, Miner's
- Piton
- Pouch
- Rations (1 day)
- Rope, Hempen (50 ft.)
- Rope, Silk (50 ft.)
- Sack
- Scale Mail, Red Dragon Army
- Scale, Merchant's
- Sealing Wax
- Shovel
- Signal Whistle
- Small Knife
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, Two-Person
- Tinderbox
- Vial
- Waterskin
- Wine, Common (pitcher) + pitcher
- Wine, Fine (bottle)
Billings (Riding Horse)
- Bit and Bridle
- Riding Saddle
- Saddlebags
- Feed (10 days)
-
Fa Mulan — Samurai Fighter 3; Hexblade Warlock 3
"I am happy to lead the way, if no one objects," Mulan said. "My strength lies in my sword and my martial training, so it would make sense for me to be in the front line if they attack."
Having stepped through the portal, she looked to the entrance of the underwater cave, hoping to see whether Ursula had posted any guards in the area. Despite the dim light (not to mention being underwater), she could still see the entrance reasonably clearly.
Spells
Spellcasting
Modifier (Cha): +4Spell Attack: +7Save DC: 15Cantrips
- Create Bonfire
- Green-Flame Blade
2nd-Level
- Armor of Agathys*
- Blur(c)
- Find Familiar*(R)
- Shield
- Suggestion(c)
Stats
[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityFa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG
AC 17 HP 49 Speed 30ft
Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)
Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)
Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit
Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)
Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityLinks: Sheet | Application
Inventory
Gp: 8 Sp: 9 Cp: 5 Equipped
- Splint
- Cloak of the Manta Ray
- Clothes, common
- Dagger
- Handaxe (2)
- Longbow
- Jian (Longsword), +1
- Lucky cricket (Arcane focus)
- Signal Whistle
- Quiver (20 arrows)
Backpack
- Crowbar
- Rope, hempen (50 ft.)
- Sack
- Shovel
Khan (Draft Horse)
- Bit and bridle
- Saddle, military
- Saddlebags
- Feed (10 days)
- Ball bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Candle
- Case, map or scroll
- Clothes, fine
- Dice set
- Grappling hook
- Hammer
- Healer's kit
- Lantern, hooded
- Mess Kit
- Oil (10 flasks)
- Perfume (vial)
- Piton (10)
- Rations (10 days)
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, two-person
- Tinderbox
- Waterskin
-
Human Mage of High Sorcery Abjuration Wizard
AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery: 2 spell levels per LR | Arcane Ward: 14/14 HP
“My words,” | ‘My thoughts,’ | My actions...
Fairla gladly takes Artanis up on his offer to pick up her horse, reasoning that even if it were not to pull the wagon, having a swift horse nearby could come in handy. She would also offer reimburse Artanis and Vigdan for her share of any group purchase.
When it is time to leave, she hitches her horse to the back of a(/the) wagon and climbs inside the wagon. When night falls, she casts Alarm on the rear entrance of the wagon (excluding present company from its effects) and says, "I'd like to get some sleep. Please wake me up if something happens or if you need me for anything. I can see a little in the moonlight, but I'd rather not be the one to drive the wagon at night. Oh, and if any of you want to ride my horse, her name is Billings and she's friendly enough."
Spells
Spellcasting
Modifier (Int): +4Spell Attack: +7Save DC: 15Cantrips
- Fire Bolt
- Light
- Mage Hand
- Mending
- Prestidigitation
1st-Level
3/4 Spell Slots- ( ) Absorb Elements
- ( ) Alarm [R]
- (P) Comprehend Languages [R]
- ( ) Detect Magic [R]
- ( ) Feather Fall
- ( ) Floating Disk [R]
- (p) Grease
- (p) Mage Armor
- (p) Magic Missile
- (P) Shield
-
( ) Sleep1st Level Enchantment
Casting Time: 1 action
Range: 90 feet
Target: Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures)
Components: V S M (A pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. - ( ) Unseen Servant [R]
2nd-Level
3/3 Spell Slots- (p) Detect Thoughts [c]
- (p) Hold Person [c]
- (p) Invisibility [c]
- (P) Lesser Restoration
- (p) Misty Step
3rd-Level
2/2 Spell Slots- (p) Counterspell
- (p) Dispel Magic
- ( ) Tiny Hut [R]
Stat Block
%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5DActions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.
Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
TelekineticInventory
Gp: 859 Sp: 5 Cp: 6 Equipped
- Bag of Holding
- Clothes, Common
- Healer's Kit
- Orb
- Quarterstaff
- Robes
- Spellbook
Bag of Holding
- Abacus
- Backpack
- Ball Bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Block and Tackle
- Book
- Bottle, Glass
- Bucket
- Candle
- Case, Map or Scroll
- Clothes, Fine
- Clothes, Traveler's
- Crowbar
- Fishing Tackle
- Flask
- Grappling Hook
- Hammer
- Hammer, Sledge
- Healer's Kit
- Ink Pen
- Ink, Black
- Ink, Blue
- Lantern, Hooded
- Little Bag of Sand
- Manacles
- Mess Kit
- Oil (flask)
- Parchment (sheet)
- Perfume (vial)
- Pick, Miner's
- Piton
- Pouch
- Rations (1 day)
- Rope, Hempen (50 ft.)
- Rope, Silk (50 ft.)
- Sack
- Scale Mail, Red Dragon Army
- Scale, Merchant's
- Sealing Wax
- Shovel
- Signal Whistle
- Small Knife
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, Two-Person
- Tinderbox
- Vial
- Waterskin
- Wine, Common (pitcher) + pitcher
- Wine, Fine (bottle)
Billings (Riding Horse)
- Bit and Bridle
- Riding Saddle
- Saddlebags
- Feed (10 days)
-
Fa Mulan — Samurai Fighter 3; Hexblade Warlock 3
"That is reassuring, Moana, that we are not fighting the sea itself," she said. "I've seen what happens when people try to fight forces of nature. A rushing torrent can lift boulders like paper lanterns; an avalanche can wipe out an army in an instant. It is the nature of momentum."
Mulan took ten minutes to get ready to enter the portal. She first put on a Cloak of the Manta Ray with her splint armor. She also sorted through the items in her backpack, leaving the ones she believes would not work underwater behind with her horse in the Academy's stables.
She waited in front of the portal with the sundial glyph, ready to proceed.
Spells
Spellcasting
Modifier (Cha): +4Spell Attack: +7Save DC: 15Cantrips
- Create Bonfire
- Green-Flame Blade
2nd-Level
- Armor of Agathys*
- Blur(c)
- Find Familiar*(R)
- Shield
- Suggestion(c)
Stats
[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityFa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG
AC 17 HP 49 Speed 30ft
Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)
Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)
Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit
Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)
Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityLinks: Sheet | Application
Inventory
Gp: 8 Sp: 9 Cp: 5 Equipped
- Splint
- Cloak of the Manta Ray
- Clothes, common
- Dagger
- Handaxe (2)
- Longbow
- Jian (Longsword), +1
- Lucky cricket (Arcane focus)
- Signal Whistle
- Quiver (20 arrows)
Backpack
- Crowbar
- Rope, hempen (50 ft.)
- Sack
- Shovel
Khan (Draft Horse)
- Bit and bridle
- Saddle, military
- Saddlebags
- Feed (10 days)
- Ball bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Candle
- Case, map or scroll
- Clothes, fine
- Dice set
- Grappling hook
- Hammer
- Healer's kit
- Lantern, hooded
- Mess Kit
- Oil (10 flasks)
- Perfume (vial)
- Piton (10)
- Rations (10 days)
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, two-person
- Tinderbox
- Waterskin
-
-
Drakkenheim and Grendelroot interest me the most out of those options.
-
Human Mage of High Sorcery Abjuration Wizard
AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery: 2 spell levels per LR | Arcane Ward: 14/14 HP
“My words,” | ‘My thoughts,’ | My actions...
Looking over the map, Fairla says, "I agree, Vigdan. A river crossing may be a good place to stop the Dragon Army's advance, but it does seem like an awfully big risk to leave the city without its military. If we are to travel to Steel Springs, I second the notion that a wagon would be best, if we can get one." She shifts her weight to ease the stiffness of legs already sore from hours of walking. "To that end, I do have a horse here in town I can bring." Inwardly, Fairla adds, 'and I'm going to have to pay additional stabling fees if I don't pick her up soon.'
Fairla bows to the noblewoman when introduced. "Lady Michelle, it is an honor to meet you. To host refugees during these times... If there be anything I can do as well to support your work, please just say the word."
Fairla would be in favor of leaving for Steel Spring as quickly as possible after a few hours of rest. During the afternoon, she visits a magic shop (one not run by a black-robed mage, if she can find it) to purchase the inks and materials required to add Sleep to her spellbook and finds a quiet place to copy the spell over.
Spells
Spellcasting
Modifier (Int): +4Spell Attack: +7Save DC: 15Cantrips
- Fire Bolt
- Light
- Mage Hand
- Mending
- Prestidigitation
1st-Level
3/4 Spell Slots- ( ) Absorb Elements
- ( ) Alarm [R]
- (P) Comprehend Languages [R]
- ( ) Detect Magic [R]
- ( ) Feather Fall
- ( ) Floating Disk [R]
- (p) Grease
- (p) Mage Armor
- (p) Magic Missile
- (P) Shield
- ( ) Unseen Servant [R]
2nd-Level
3/3 Spell Slots- (p) Detect Thoughts [c]
- (p) Hold Person [c]
- (p) Invisibility [c]
- (P) Lesser Restoration
- (p) Misty Step
3rd-Level
2/2 Spell Slots- (p) Counterspell
- (p) Dispel Magic
- ( ) Tiny Hut [R]
Stat Block
%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5DActions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.
Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
TelekineticInventory
Gp: 52 Sp: 4 Cp: 4 Equipped
- Bag of Holding
- Clothes, Common
- Healer's Kit
- Orb
- Quarterstaff
- Robes
- Spellbook
Bag of Holding
- Abacus
- Backpack
- Ball Bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Block and Tackle
- Book
- Bottle, Glass
- Bucket
- Candle
- Case, Map or Scroll
- Spell Scroll of Sleep
- Clothes, Fine
- Clothes, Traveler's
- Crowbar
- Fishing Tackle
- Flask
- Grappling Hook
- Hammer
- Hammer, Sledge
- Healer's Kit
- Ink Pen
- Ink, Black
- Ink, Blue
- Lantern, Hooded
- Little Bag of Sand
- Manacles
- Mess Kit
- Oil (flask)
- Parchment (sheet)
- Perfume (vial)
- Pick, Miner's
- Piton
- Pouch
- Rations (1 day)
- Rope, Hempen (50 ft.)
- Rope, Silk (50 ft.)
- Sack
- Scale Mail, Red Dragon Army
- Scale, Merchant's
- Sealing Wax
- Shovel
- Signal Whistle
- Small Knife
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, Two-Person
- Tinderbox
- Vial
- Waterskin
- Wine, Common (pitcher) + pitcher
- Wine, Fine (bottle)
Riding Horse
- Bit and Bridle
- Riding Saddle
- Saddlebags
- Feed (10 days)
-
Fa Mulan — Samurai Fighter 3; Hexblade Warlock 3
(Presumably with Merida's encouragement, gold, and guidance,) Mulan approached the spellbook. Browsing the available spells, she settled on one that would give her allies all the strength of a raging fire. 'There's something strange about this type of magic,' Mulan consoled herself. 'I guess it's not the sort of thing you can just pick up right away.'
She turned to Merida and said, "Thank you, Merida, for your assistance. It doesn't look like I will be able to learn anything right now. Rest assured, I will pay you back when we return from the sea."
Spells
Spellcasting
Modifier (Cha): +4Spell Attack: +7Save DC: 15Cantrips
- Create Bonfire
- Green-Flame Blade
2nd-Level
- Armor of Agathys*
- Blur(c)
- Find Familiar*(R)
- Shield
- Suggestion(c)
Stats
[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityFa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG
AC 17 HP 49 Speed 30ft
Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)
Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)
Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit
Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)
Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityLinks: Sheet | Application
Inventory
Gp: 8 Sp: 9 Cp: 5 Equipped
- Splint
- Clothes, common
- Dagger
- Handaxe (2)
- Longbow
- Jian (Longsword), +1
- Lucky cricket (Arcane focus)
- Signal Whistle
- Quiver (20 arrows)
Backpack
- Ball bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Candle
- Case, map or scroll
- Clothes, fine
- Crowbar
- Dice set
- Grappling hook
- Hammer
- Healer's kit
- Lantern, hooded
- Mess Kit
- Oil (10 flasks)
- Perfume (vial)
- Piton (10)
- Rations (10 days)
- Rope, hempen (50 ft.)
- Sack
- Shovel
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, two-person
- Tinderbox
- Waterskin
Khan (Draft Horse)
- Bit and bridle
- Saddle, military
- Saddlebags
- Feed (10 days)
-
Bless is a great spell. If Mulan learned it, she would cast it at second level to cover four characters. She would need 90 gold pieces to learn it; she currently has 20 she can spend.
-
Human Mage of High Sorcery Abjuration Wizard
AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery: 2 spell levels per LR | Arcane Ward: 14/14 HP
“My words,” | ‘My thoughts,’ | My actions...
With the battle finished, Fairla takes a moment to process the remarkable change in circumstances it brought. 'To think, just a few minutes ago we were prisoners here, and now we have retaken the outpost.' She expresses her sincere gratitude to her new allies for finishing what she could not as she introduces herself to them.
Responding to Arlo's question about the spectral Coltan, Fairla says, "I suppose it was some sort of horrible illusion, likely reproducible by a mage"—she recalls the specter's wicked howls—"or imitable, at least." Inwardly, she thinks, 'To want such a thing at his funeral, Arlo's friends and relations must be heartier than mine.'
After the Voglerite militia secures the outpost, she confirms to Lt. Vogler and to Merituuli that Arlo, Vigdan, Lanal, and she were, regretfully, the only survivors of the unit sent to retake the fort.
"There is, indeed, much we can discuss," she says to Hunni. "To learn from a fellow mage is one of life's greatest delights." She adds, "I am sorry to hear that my brother has left the pursuit of magic behind. I have not met him, but if he's anything like you he must make pleasant company." She also wonders what Hunni meant by, "Thanks to me," but does not ask about it.
Fairla spends the following days puttering around the outpost, helping out in small ways here and there. She is very relieved to recover her spellbook and other possessions. Of the other treasure, she takes one set of Red Dragon Army Scale Mail, the spell scroll of Sleep (and any of the other spell scrolls that go unclaimed), resolving to copy it into her spell book when she has the time and resources to do so, and maybe even make some spell scrolls of her own when she gets back to Kalaman.
Spells
Spellcasting
Modifier (Int): +4Spell Attack: +7Save DC: 15Cantrips
- Fire Bolt
- Light
- Mage Hand
- Mending
- Prestidigitation
1st-Level
4/4 Spell Slots- ( ) Absorb Elements
- ( ) Alarm [R]
- (P) Comprehend Languages [R]
- ( ) Detect Magic [R]
- ( ) Feather Fall
- ( ) Floating Disk [R]
- (p) Grease
- (p) Mage Armor
- (p) Magic Missile
- (P) Shield
- ( ) Unseen Servant [R]
2nd-Level
3/3 Spell Slots- (p) Detect Thoughts [c]
- (p) Hold Person [c]
- (p) Invisibility [c]
- (P) Lesser Restoration
- (p) Misty Step
3rd-Level
2/2 Spell Slots- (p) Counterspell
- (p) Dispel Magic
- ( ) Tiny Hut [R]
Stat Block
%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5DActions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.
Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
TelekineticInventory
Gp: 52 Sp: 4 Cp: 4 Equipped
- Bag of Holding
- Clothes, Common
- Healer's Kit
- Orb
- Quarterstaff
- Robes
- Spellbook
Bag of Holding
- Abacus
- Backpack
- Ball Bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Block and Tackle
- Book
- Bottle, Glass
- Bucket
- Candle
- Case, Map or Scroll
- Spell Scroll of Sleep
- Clothes, Fine
- Clothes, Traveler's
- Crowbar
- Fishing Tackle
- Flask
- Grappling Hook
- Hammer
- Hammer, Sledge
- Healer's Kit
- Ink Pen
- Ink, Black
- Ink, Blue
- Lantern, Hooded
- Little Bag of Sand
- Manacles
- Mess Kit
- Oil (flask)
- Parchment (sheet)
- Perfume (vial)
- Pick, Miner's
- Piton
- Pouch
- Rations (1 day)
- Rope, Hempen (50 ft.)
- Rope, Silk (50 ft.)
- Sack
- Scale Mail, Red Dragon Army
- Scale, Merchant's
- Sealing Wax
- Shovel
- Signal Whistle
- Small Knife
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, Two-Person
- Tinderbox
- Vial
- Waterskin
- Wine, Common (pitcher) + pitcher
- Wine, Fine (bottle)
Riding Horse
- Bit and Bridle
- Riding Saddle
- Saddlebags
- Feed (10 days)
-
Sherrin — Human Rogue 2
Sherrin peeks over the edge of the roof again. 'Only one left' she thinks. She once again runs down the wall of the barn, and stabs at it with her shortsword. Without waiting to see if she truly made purchase, she runs back up to the safety of the barn roof.
Actions
Action:
Bonus Action:
Movement:
Item Interaction:
Stat Block
[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting 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. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Sherrin
Human (Variant) Rogue 2 CN
AC 15 HP 17 Speed 40ft
Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0)
Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3
Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Cunning Action: Starting 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.
Expertise -- Sleight of Hand, Perception
Racial Traits:
Feat: Mobile PHB, pg. 168
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Inventory
Gp: 14 Sp: 7 Cp: 9 Equipped:
Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' ToolsBackpack:
Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (7 flasks)
Piton (10)
Rations (10 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
WaterskinMule:
Bit and Bridle
Feed* (20 days)
Pack Saddle
Portable RamSaddlebags:
Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone -
Human Mage of High Sorcery Abjuration Wizard
AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery: 2 spell levels per LR | Arcane Ward: 14/14 HP
“My words,” | ‘My thoughts,’ | My actions...
Fairla hears Artanis's call to Modri and sees the now Dragonell-less Captain Vanse ahead of them. 'How can I slow him down?' she wonders. She considers casting Hold Person again, but notices that he's standing of the ledge of a 20 foot wall. 'That'd do it,' Fairla thinks as she runs over to him.
When she gets past Captain Vanse, she readies herself and rams her shoulder into his side, augmenting her shove with telekinetic force. It feels like crashing into a brick wall, but with the added boost of her psychic powers, she sends Captain Vanse tumbling over the edge and falling on his face down near Lanal and Arlo.
Spells
Spellcasting
Modifier (Int): +4Spell Attack: +7Save DC: 15Cantrips
- Fire Bolt
- Light
- Mage Hand
- Mending
- Prestidigitation
1st-Level
2/4 Spell Slots- ( ) Absorb Elements
- ( ) Alarm [R]
- (P) Comprehend Languages [R]
- ( ) Detect Magic [R]
- ( ) Feather Fall
- ( ) Floating Disk [R]
- (p) Grease
- (p) Mage Armor
- (p) Magic Missile
- (P) Shield
- ( ) Unseen Servant [R]
2nd-Level
1/3 Spell Slots- (p) Detect Thoughts [c]
- (p) Hold Person [c]
- (p) Invisibility [c]
- (P) Lesser Restoration
- (p) Misty Step
3rd-Level
2 Spell Slots- (p) Counterspell
- (p) Dispel Magic
- ( ) Tiny Hut [R]
Stat Block
%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5DActions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.
Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
TelekineticInventory
Gp: 52 Sp: 4 Cp: 4 Equipped
- Bag of Holding
- Clothes, Common
- Healer's Kit
- Orb
- Quarterstaff
- Robes
- Spellbook
Bag of Holding
- Abacus
- Backpack
- Ball Bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Block and Tackle
- Book
- Bottle, Glass
- Bucket
- Candle
- Case, Map or Scroll
- Clothes, Fine
- Clothes, Traveler's
- Crowbar
- Fishing Tackle
- Flask
- Grappling Hook
- Hammer
- Hammer, Sledge
- Healer's Kit
- Ink Pen
- Ink, Black
- Ink, Blue
- Lantern, Hooded
- Little Bag of Sand
- Manacles
- Mess Kit
- Oil (flask)
- Parchment (sheet)
- Perfume (vial)
- Pick, Miner's
- Piton
- Pouch
- Rations (1 day)
- Rope, Hempen (50 ft.)
- Rope, Silk (50 ft.)
- Sack
- Scale, Merchant's
- Sealing Wax
- Shovel
- Signal Whistle
- Small Knife
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, Two-Person
- Tinderbox
- Vial
- Waterskin
- Wine, Common (pitcher) + pitcher
- Wine, Fine (bottle)
Riding Horse
- Bit and Bridle
- Riding Saddle
- Saddlebags
- Feed (10 days)
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True, I guess hippocampi are closer to pegasi than to giant sea horses.
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Fa Mulan — Samurai Fighter 3; Hexblade Warlock 3
Mulan felt relief at the warm reception despite her tardiness. She bowed to Eilonwy and to Aurora. "Hello, Princess Eilonwy. It is a pleasure to meet you as well," she said. "And thank you, Princess Aurora for the kind welcome." 'I guess I made it just in time,' she thought.
"'Mulan' would be fine," she said to Moana. "I also answer to 'treacherous snake.'" She grinned at her self-effacing joke.
Having listened to Merida's description of the two quests, she said in response, "When you put it that way, how could I refuse? I would be honored to join you in this aquatic quest to save the world."
Spells
Spellcasting
Modifier (Cha): +4Spell Attack: +7Save DC: 15Cantrips
- Create Bonfire
- Green-Flame Blade
2nd-Level
- Armor of Agathys*
- Blur(c)
- Find Familiar*(R)
- Shield
- Suggestion(c)
Stats
[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityFa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG
AC 17 HP 49 Speed 30ft
Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)
Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)
Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit
Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)
Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill VersatilityLinks: Sheet | Application
Inventory
Gp: 23 Sp: 9 Cp: 5 Equipped
- Splint
- Clothes, common
- Dagger
- Handaxe (2)
- Longbow
- Jian (Longsword), +1
- Lucky cricket (Arcane focus)
- Signal Whistle
- Quiver (20 arrows)
Backpack
- Ball bearings (bag of 1000)
- Bedroll
- Bell
- Blanket
- Candle
- Case, map or scroll
- Clothes, fine
- Crowbar
- Dice set
- Grappling hook
- Hammer
- Healer's kit
- Lantern, hooded
- Mess Kit
- Oil (10 flasks)
- Perfume (vial)
- Piton (10)
- Rations (10 days)
- Rope, hempen (50 ft.)
- Sack
- Shovel
- Soap
- Spikes, Iron
- String (10 ft.)
- Tent, two-person
- Tinderbox
- Waterskin
Khan (Draft Horse)
- Bit and bridle
- Saddle, military
- Saddlebags
- Feed (10 days)
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11 hours ago, artsmythe said:
OOC, where did your characters study and train?
In my mind, Mulan is doing this mission instead of what happened in Mulan 2, so she's pretty much only done her training in the imperial army. I picture her warlock abilities more as an extension of that training or the result of her ancestors watching over her than as something she learned separately by studying. Tbh the only reason I made her a warlock to begin with was so she could have Mushu as a pact of the chain familiar.
I've already spent almost all of Mulan's starting gold, so she'll have to wait to learn any new spells.
54 minutes ago, Ayeba said:If it wasn't for the lack of water flavor, I'd take Find Steed. :p
In greek mythology, there are amphibious horses called hippocampi, a potential option if Moana did want to learn Find Steed at some point.
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12 hours ago, Rumrunner said:
Team MMMK
Can't do much with that acronym except:
Image
OOC - Kingdom Squad
in IC G1 (The Kingdom Squad)
Posted
I had assumed the characters were weighted down by their equipment and were walking along the seafloor; will amend my posts so that Mulan is swimming.
It didn't seem to me like the entire right path would be clearly visible from the cave entrance, so Mulan was just checking briefly to be 100% sure that there was nothing down that way.