Jump to content

Chapter 2: Better heroes (IC)


Shocker

Recommended Posts

 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 grimly nods when most of the orcs die the way they should.

When he cannot obviously get to the remaining orc in melee due to Kayta's entangling weeds, the elf sheathes his dagger and picks up his shortbow.

Mechanics

Initiative 23

Move sheathe dagger

Action pick up shortbow. Now, shortbow and shortsword are in hand

Link to comment
Share on other sites

Ooc

it looks as if his attack on Katya is actually successful, but the toad has so many hit points that this doesn’t really inconvenience her.
It’s reitans turn to close out the round before everyone else gets a chance on pounding on the remaining orc.

Link to comment
Share on other sites

 

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

Reitan watches all the orcs fall, save one remaining. Foolishly, it attacks the biggest creature opposing it, nevermind the others standing around. What could it hope to accomplish on its own at this point? Time to speed it on its way to whatever afterlife orcs believe in. He points to the ground in its direction.

"Grovel"Casting Command again.

Orc must make wisdom save or fall prone and end turn. Does that mean it will lose its next turn? Forgot how this worked.

Link to comment
Share on other sites

Yes he would essentially lose his action for the next turn. I assume its DC 13 for the wisdom save? Not that it’s going to matter much, there are 5 party members who can attack, and Katya is deadly.

Name
Wisdom save
16
1d20 16
Link to comment
Share on other sites

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 (01/22) 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.)

WAY TO GO! Shouted the Paladin as she spit some blood and wiped the cold sweat from her forehead, she immediately moved forward to discharge her spear on the orc (#4), she winked at Katya paying respects for the life-saving maneuver she delivered moments ago. And channeling her divine energy she prays to herself and the shouts: Crush the stones of fate into cosmic dust, FIGHTING GOLD! FLY AWAY TO THE GODS!

Spear attack, pole-arm mastery attack and divine smite.
Her first move looks like this:
https://youtu.be/_z5UKystdZg?feature=shared&t=154
Name
Attack 1
6
1d20+5 1
Attack 2
23
1d20+5 18
Divine smite
11
2d8 4,7
Damage (attack 2)
4
1d4+3 1
Damage (attack 1)
7
1d6+3 4
Link to comment
Share on other sites

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, see's the remaining Orc on the battlefield and unleashes a Firebolt at it adding her part to the fray. With a quick utterance and chant followed by a fist-pump into the air.

Edited by Dorik (see edit history)
Name
Firebolt attack.
5
1d20+4 1
Link to comment
Share on other sites

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 conflicted as she feels the body of the Orc crumple between her powerful amphibious mouth, the young Druid looks at her wounded companion, whose ragged breathing and bloodied body validates her anger towards the Orc, but does not diminish the conflicting feelings of anguish at taking a life. Before she can organize her thoughts, searing pain pierces through her body from behind as the final Orc attacks in desperation, splitting the thick leathery frogs hide, wounding her greatly. Whatever sound of pain she screams in her mind is nothing compared to the guttural throaty noise that erupts from her giant toad form though, and for a split second, the pain is forgotten in shock at the sound, all before it rushes back, and she relinquishes the magic that holds the form together. As the form begins to retract into her skin, the pain slowly fades with it, and by the time she is on her hands and knees, her eyes are returning to their soft brown color from the yellowish hue they had taken on, and they had returned to the rightful place on the front of her face. The pain is gone, but a phantom wound exists in her back where the blade had bit deeply into her flesh. It had been the first time she had experienced a wound of that kind.

The usual cuts and scrapes, and even the terrifying attack from Cryovain that had injured her had been different, but as the sounds of combat continue behind her, she puts that thought aside for now. Contemplating her first wound in combat when there were opportunities to gain more in the moment was foolish, and she felt particularly guilty thinking about her own wounds when Vala was right there, looking on deaths doorstep, and yet still fighting with all of her might. Standing tall, she calls to Gaia in the Druidic tongue, beseeching her for aid in healing the wounds of her friends. Pressing her hands against the back of the fighter, Katya pours curative magic from her finger tips into the injured form of Vala, hoping to relieve her of even a little of her pain. Looking to the others, she notices that Vadania too is looking as though help is needed, and the Princess curses herself once more for leaping into battle instead of being there to heal when it mattered. Though they had been through two battles now, this was the first where her ill-timed decision could have been the difference between life or death for one of her friends.

spacer.png

Movement:

Attack: Cast Cure Wounds on Vala

Bonus: Return to human form

 

 

 

Name
Cure Wounds
6
1d8+5 1
Link to comment
Share on other sites

14 hours ago, Shocker said:

@Siryuuwould you like to describe how you end him?

 

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.)

Terrain was rough and her target far away. It looked like she was about to faint because of injury, but she clung to consciousness. She exhaled as cold sweat and warm blood dropped on the ground, and locking eyes with the orc, she charged towards him spear in hand.
She rushed through the grasping vines and making broad jump, Vala delivered flying lunge that started with a feint to throw the enemy off-guard. Then, focusing her energy on the opposite side of her spear, the paladin created a blade of energy that burnt as the light of another sunrise. She swiftly thrusted the orc’s heart, piercing through the lower part of his neck*, causing fatal damage the heart.
 
When Vala landed, she walked past the orc whilst he departed to the afterlife.
 
Today you’ll find shelter in Val-hǫll.
 

* Supraclavicular fossa.
The attack looked similar to this, but with a spear and a divine smite effect:
https://youtu.be/_z5UKystdZg?feature=shared&t=154
Link to comment
Share on other sites

You hear the sound of heavy foot steps approaching at high speed, turning towards the stone gate you see Norbus and Dazlyn running towards you. Norbus carrying a pick axe and Dazlyn just a massive log of wood, holding it like a club.

They both stare at the carnage in front of them. Unsurprisingly it's Dazlyn finding his speech first

"By the great Smith, what has happened here?"

"Ain't ... that ... obvious" Norbus pushes out between deep breaths "Orcs came, Orcs fought, Orcs lost."

Dazlyn turns outraged to his partner "Somebody more stupid than you could have told me that. Wait I don't know anybody more stupid. Do you have any idea what would have happened if those orcs had found us by ourselves."

"Obviously, I'm not that stupid." Norbus turns to you "It appears we owe you thanks my friends. Your prowess is impressive."

"Do you wish to stay longer, cure your wounds, and perhaps dig in that tunnel?" Dazlyn offered

 

---

What do you do?

 

Link to comment
Share on other sites

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 (1/22) 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.)

Well, I could use some healing, said Vala; then she commended her companions for their victory, especially Katya's "jump & chomp".
 

Link to comment
Share on other sites

 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 surveys the dead and wounded and then suggests, "let's take care of the bodies, so they don't attract other animals. The orcs might have some valuables worth trading at the town."

"Vala and Vadania, why don't you go back to the dwarven camp and tend to your wounds, while we take care of this."

Mechanics

Loot the bodies

Burn or bury the bodies

Short Rest to recycle resources and use HD healing

Save spells until after HD healing

Name
Investigation!
16
1d20+4 12
Link to comment
Share on other sites

Teifling3.jpg.1b079563c492ef159fd4023521b6e729.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, looks at the two Dwarves when she makes her response slight annoyance etched on her face; but finishes with a pleasant smile.

"Indeed; Dazlyn you have a lot to be thankful for here yes I think we will stay a little longer and recuperate and rest. We will need your help still in digging out and perhaps unblocking those tunnels back there,"? she answered.

OOC: Makaria will have a long rest to replenish her spells and Sorcery manna.

 

 

Link to comment
Share on other sites

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



 

 

Katya drains the last of her magical energies to once more pour the healing magicks from her fingertips into the body of Vala, who had suffered grievous wounds, but had still managed to pull off what the red haired Princess had only imagined when reading stories of heroes of old. She wishes dearly that she could expend just a little more magic to help Vadania too, but offers only her apologies, promising that once she was once again capable, she would assess the warrior, and ensure that her wounds were fully healed. Dazlyn and Norbus and their voluble presence was unexpected, but the fact that they had arrived wielding what they could as weapons meant that perhaps they were not as ready to throw away their companions as she had initially suspected. Perhaps their fallen companion really had just been that much of a nuisance. The offer of resting is tempting, but the normally demure noble was quite excited to see the Gnomes now, and the thought of returning back to the gloomy temple deflated her spirits slightly. If healing was what was required, as long as they did not come across any hazards, she could quite capably cure those wounds.

"If we set off now, in a few hours or so, I should have everyone all healed up, and we'll be in perfect condition by the time we arrive at the Gnomes"

spacer.png

Short rest HD Spell recovery: 3 Spells

Movement:

Attack: Cast Cure Wounds on Vala

Bonus:

OOC: We can roll hit die for spells according to the short rest rules, so on this journey, everyone could be healed up in a couple of hours at most since Katya doesn't need to use it for healing.

 

Edited by tyrtaeus (see edit history)
Name
Cure wounds on Vala
11
1d8+5 6
Short Rest Hit Die [Spell Recovery]
3.5
2d6/2 4,3
Link to comment
Share on other sites

Teifling3.jpg.f3c2fb7cbc250d3c99cb392023a536be.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


 

In the aftermath of the battle Makaria quickly investigates the area where the Orcs were slain; otherwise she is ready to either continue or rest and re-plenish spell manna with the wounded. Looking for tracks that led into the area; and what bounty they were carrying at the time?

Edited by Dorik (see edit history)
Name
Investigation
22
1d20+2 20
Link to comment
Share on other sites

×
×
  • Create New...