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Chapter 2: Better heroes (IC)


Shocker

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token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 20, Insight 15, Investigation 19
STR: Score: -1
Athletics: -1
| DEXScore: +2
Acrobatics: +2
Stealth: +2
Sleight of Hand: +2
:
 14 | CONScore: -19 | INTScore: +2
Arcana: +2
History: +4
Investigation: +2
Nature: +4
Religion: +2
:
 14 | WISScore: +3

Animal Handling: +3
Insight: +3
Medicine: +5
Perception: +5
Survival: +3
:
 16 | CHAScore: +2

Deception: +2
Intimidation: +2
Performance: +2
Persuasion: +4
:
 14 

Languages: Common, Elvish, Draconic, Druidic


FeatsObservantQuick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















 
 | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
<1/2>
Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















 
 | ActionsWeaponATTACK: -
RANGE: -
MAGIC BONUS: -
CRIT RANGE: -
DAMAGE: -
TYPE: -
DESCRIPTION: -













 
 | SpellsCantrips
GuidanceGuidance
Divination Cantrip
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration, up to 1 minute
Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

DruidcraftDruidcraft
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V,S
Duration: Instantaneous
Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.

Level 1 <3/3>
Speak with Animals
Cure Wounds
Entangle
Detect Magic



 

 

Feeling hope drain away as her companions rush ahead to combat, Katya feels her breath grow shallow as that same hollow feeling that spreads through her at the thought of senseless death. She is not the same woman as she was the night that Cryovain attacked though. Fighting against the rising waves of panic threatening to overwhelm her, she grounds herself through her powers, focusing on the earth beneath her feet and the touch of the cool air on her skin, she allows her magic to seep into her surroundings as she begins to chant in the secret language of the Druids.  The stones begin to shift and the vines and roots of the surrounding flora begin to twist as her natural magicks begin to take hold. The ground in front of the Orc in the back is the epicenter of her spell as the ground gives way to the roots, which tear themselves from the earth, grasping at whatever they can find purchase on. All of the orcs are within the range of her Entangle spell, with the edge of it just at the feet of her and her companions.

"Please!"

Desperation written clearly on her face.

"It doesn't need to be this way!"

Maybe if she is able to prove their superiority through nonviolence, the Orcs may be swayed by her words.

 

 

 

 

 

spacer.png

Action: Cast Entangle [DC 13 str check or be restrained] in front of Orc 6

 

 

Edited by tyrtaeus (see edit history)
Name
Persuasion
22
1d20+4 18
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Tentative strength saves based on my read of the area of effect for the entangle spell

image.png.cd2f9b5ed644dbb73bfe6743425f3788.png

Name
strength save Ubruk
19
1d20+3 16
strength save Orc 4
8
1d20+3 5
strength save Orc 6
6
1d20+3 3
strength save Orc5
23
1d20+3 20
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Vines sprout rapidly around the feet and legs of some of the orcs, Ubruk and one of his companions manage to escape the grasp. But 2 of the orcs in the back succumb to the entaglement and are now restrained, while Katya is maintaing her concentration or them breaking free.

 

image.png.907f0380c8bc2657d859694ccc875708.png

https://www.owlbear.rodeo/room/fbWgSpD7L8gE/TheDrawnPinch

 

---

Vala Hel and Vadania are still to go

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Vadania ( @CraterShip ) seems to be overwhelmed with the action suddenly evolving, (loosing her turn in this action block and moves together with Reitan this round)

 

The Orcs are enraged and begin to retaliate. Still hurting from the wound in his shoulder Ubruk decideds to get his revenge and moves to Gilavar swinging his great axe at the Elf, but misses him narrowly as the elf nimbly evades the hazardous blow.

 

Orc2 throws his javelin at Vala Hel before taking his own axe and covers the distance towards her. But the javelin bounces of her Shield.

 

Orc3 closes the distance to the closest enemy which is also Vala Hel and swings with his great axe at her. But like his companion he can't bring his attack to fruition.

 

Orc 5 is channeling his aggression moving through the entangled area before approaching Makarias Position swinging his axe at her. Like all his companions his attack fails to hit home "Those are demons" he howls in frustration

Orcs 4 and 6 try to shake of the vines holding them in position, should they succeed their rage (aggression will allow them to move out of the area of vines). Only Orc 6 breaks the restraint and manages to move next to Vadania

 

image.png.b72e9a26179a2a8a207f9ed0132e227a.png

 

This leaves us with Reitan's and Vadania's turn of action for the closing of this round

https://www.owlbear.rodeo/room/fbWgSpD7L8gE/TheDrawnPinch

 

---

Ubruk

Move: 10 feet

Action: attack Gilavar

Orc2

Action: Throws Javelin at Vala Hel

Moves 15 feet towards Vala

 

Orc3

Move: 10 feet

Action: Attacks Vala with Axe

 

Orc5

Bonus action: aggression allows movement of regular distance to a an enemy in sight (15 ft due to difficult terrain)

Move: 10 ft to close the distance to Makaria

Action: Attack with Great axe to Makaria

 

Orc4:

Action: try to break restraint

Bonus action move with Aggression if possible

 

Orc6:

Action: try to break restraint

Bonus action move with Aggression if possible

Move: to vadania

Edited by Shocker (see edit history)
Name
Ubruk Greataxe attack and damage against Gilvar
12; 13
1d20+5;1d12+3 [7]; [7,10]
Orc3 Javelin throw at Vala Hel, attack and damage
7; 8
1d20+5;1d6+3 [2]; [2,5]
Orc5 greataxe attack on Vala Hel and damage
15; 12
1d20+5;1d12+3 [10]; [10,9]
greataxe attack and damage to makaria
10; 7
1d20+5;1d12+3 [5]; [5,4]
Orc 4 strength save
12
1d20+3 9
Orc 6 strength save
21
1d20+3 18
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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

Saves & Abilities

AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


Gilavar watches his life pass before his eyes as he dodges the orc's greataxe. He drops his bow and draws his sword. In one swift motion, he brings the blade up from the low guard position.

Mechanics

Initiative 23

Free drop shortbow

Move ready shortsword

Action attack orc 1

Name
Attack with shortsword
8
1d20+5 3
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https://i.pinimg.com/originals/22/e6/9d/22e69da9d9b6723a1bab25ac3f300a4f.jpgVadania Holimion

Wood Elf | Monk


AC: 15  | HP: 19/19 | Speed: 45 ft | Features and Traits

Martial Arts | Ki Points 2 / 2


The onrush of the orcs reminds Vadania of her previous battles with the greenskinned beastmen, and she is momentarily stunned. The feeling passed quickly once she realized the danger to herself and her friends.

Numbers would not be on their side this fight, she knew she needed to dispatch them quickly, immediately she draws her shortsword and swings at the nearest Orc as it moves to her.

OOC

Shortsword + fist attack at Orc 5

 

Edited by CraterShip (see edit history)
Name
Shortsword attack
18
1d20+5 13
Shortsword Damage
11
1d6+5 6
Unarmed attack
19
1d20+5 14
Unarmed damage
7
1d4+5 2
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ReitanPostPic.png.5a41899adcf19eebacf2382c3345fecf.pngReitan Rhuin

Tempest Cleric of Talos


AC: 18  | HP: 15/15 | Speed: 20 ft | Features and Traits

Wrath of the Storm | Spells | Attributes | Channel Divinity

Watching the crush of orcs and his companions as they met he couldn't help but smile. He had never been on the front lines of any larger action, but he learned just now that he enjoyed it. He couldn't help but smile as the orc (#2) in front of him came up to Vala. The orc has no idea.

He reached out with his hand, making a sign as he did so, and merely touched the orc on the shoulder. He spoke as he did so.

"Vulnera"Inflict wounds

 

Name
Inflict wounds
14
1d20+5 9
Damage
13
3d10 4,5,4
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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (9) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Vala
Saving throws: Str
(3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Mule & Cart
Saving throws: AC (10) HP (11) Str (2) Dex (0) Con (1) Int (-4) Wis (0) Cha (-3).
Attack (hooves): 1d20+2, (1d4+2).
Abilities: Speed (40 ft. | 4.5 mph | 7.2 kph) Capacity (300 lbs. + 1900 lbs.)

When the orcs charged, Vala used her reaction to attack Ubruk; and as she moved she spoke in foreign language: Focus fire! Focus fire! * Then (in the next round) she closed the line and took the dodge action to defend Katya, Gilavar and Reitan.

* It reads "focus fire" in elvish and draconic (is it showing?); the intention is to prevent the orcs from gaining an understanding of the tactic. They may understand this if things take place as such, but this also is part
Name
Attack (reaction)
4
1d20 4
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Teifling3.jpg.5c3cfe2bccd52d258777ff8025209d06.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 13* Speed: 30 ft. Level: 2 Sorcery points: 2* (equal's one 1st level spell slot replenish after long rest)

Draconic ancestry: Brass & Fire resistance. *Draconic resilience trait's. read/write/speak Draconic.

Asmodeous bloodline: *Intelligence increase & Thaumaturgy cantrip. read/write/speak infernal.

https://www.myth-weavers.com/sheets/?id=2814689


 

Makaria's eyes widen in terror as the Orcs great axe fails to make a connection at this time; she gestures with her hands in a flicking motion while uttering in draconian. She hurls four magical darts towards her Orc opponent in quick succession.

 

Name
Magic missile damage
6
4d4+1 1,2,1,1
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The merciless combination of blows delivered by Vadania puts her opponent onto the ground and then ensures, that he will never rise again.

While Reitan's magical attack isn't as effective but still leaves his opponent profusely bleeding.

Gilavar's skill with a short sword isn't as great as with a bow and his strike goes awry.

Vala's activities seem to have no effect

 

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The projectiles formed by Makaria's magic, fly straight over the crumpled form of her intended target as the orc that had attacked her lies dead on the ground. Nonetheless they hit the Orc standing next to Vadania causing him to grunt in discomfort.

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token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 20, Insight 15, Investigation 19
STR: Score: -1
Athletics: -1
| DEXScore: +2
Acrobatics: +2
Stealth: +2
Sleight of Hand: +2
:
 14 | CONScore: -19 | INTScore: +2
Arcana: +2
History: +4
Investigation: +2
Nature: +4
Religion: +2
:
 14 | WISScore: +3

Animal Handling: +3
Insight: +3
Medicine: +5
Perception: +5
Survival: +3
:
 16 | CHAScore: +2

Deception: +2
Intimidation: +2
Performance: +2
Persuasion: +4
:
 14 

Languages: Common, Elvish, Draconic, Druidic


FeatsObservantQuick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















 
 | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
<1/2>
Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















 
 | ActionsWeaponATTACK: -
RANGE: -
MAGIC BONUS: -
CRIT RANGE: -
DAMAGE: -
TYPE: -
DESCRIPTION: -













 
 | SpellsCantrips
GuidanceGuidance
Divination Cantrip
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration, up to 1 minute
Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

DruidcraftDruidcraft
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V,S
Duration: Instantaneous
Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.

Level 1 <3/3>
Speak with Animals
Cure Wounds
Entangle
Detect Magic



 

 

Though the roots had torn themselves from the earth with such force, she had never imagined that anything could remove them from their writhing tendrils, Katya is dismayed to discover that these Orca are tougher than she had been prepared for, and though one Orc remains far back from the battle, still entangled within her spell, the others still manage to drive forward and attack her friends with fury. The sounds of blades clashing against armor and the angered voices of her friends makes her feel powerless, and the sight of blood, even that of her enemies makes her already fragile disposition waver for a moment, but she is not ready to give up hope of Diplomacy just yet. Unfortunately the spell had done performed adequately, and though she could recast it, she would only put her friends in danger. Thinking quickly, she decides that another transformation is in order, this time something slightly less grotesque, though only.marginally so.

Katya feels her body begin to inflate, her throat expanding, any sounds emanating from in sounding hoarse and strangled, like a stick being dragged over stones. Again she falls forward onto all fours and her clothes rapidly merge with her skin, which thickens and darkens into a muddy green that somewhat matches the environment around them. Her eyes begin to spray to the side of her face where her ears once were, and her mouth broadens across her chin as her teeth return back into her head. Her body feels elastic and smooth, though much heavier, almost as though she was once more in the Gorilla form. Instead, this toad body feels powerful in its own way, with her splayed legs, she pushes hard off the ground, leaping hung into the air over Gilavar and the two orcs in front of him, landing behind the Orc accompanying Ubruk.

From behind, she uses her broad mouth to clamp down on the Orc from behind, a vicious biting attack in hopes grappling the Orc, and swallowing him whole in order to restrain him. Knowing her attack is injurious worried her, but her attempts at ending this non-lethally but dangerously are at least slightly better than the more deadly approach her companions seem to be taking. Though her hope is there, it is fragile and half hearted.

 

spacer.png

Movement: move behind Orc 3

Attack: Bite and attempt to grapple Ubruk, DC 13, if successfully grappled, attempt to swallow

Screenshot_20231209_011851_Brave2.jpg.12a54ccf03e77f6885399fbf594ae40d.jpg

 

 

Edited by tyrtaeus (see edit history)
Name
Bite attack:  Damage + Poison 
14; 12; 2
1d20+4; 1d10+2; 1d10 [10]; [10,10]; [10,10,2]
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