Jump to content

Chapter 2: Icewind Dale (cont)


Poor_Knight

Recommended Posts

5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness - X), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Vithka smiled wryly at Roscoe's comments. "It seem this group not need a ranger," she said in an uncharacteristically playful manner. She then headed off, following the trail. She was curious to see if it went straight to Kelvin's Cairn or if it made any detours.

 

 

Link to comment
Share on other sites

RoscoeHuey1.png.e952bebc1c29056cbfad470fd083052c.png

Roscoe Huey Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut

AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft

Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3)

Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13

2 Attacks Per Round

Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4

Giving a hearty chuckle, "Even if all our enemies and all the monsters would be as obliging as this bunch, we would still need a Vithka." Moving out, the paladin falls into step with their "Ranger" as they draw ever so closer to Kelvin's Cairn.

Link to comment
Share on other sites

Ten-Towns: Caer-Konig


21 Kythorn at 11am-ish; Illumination: Exterior - Dark; Interior: n/a Weather: High Winds

spacer.png

Following the trail you find that it veers towards the eastern slopes of Kelvin's Cairn. You also notice it grows fainter as you move along. The winds are slowly erasing them from view until they are all but gone from sight. You're now left to your own devices to discover where they might have led to. Kelvin's Cairn is perhaps a mile away, the dark silhouette blotting out more and more of the stars above you. A faint glow in the eastern horizon signals that time of day where the sun would be approaching its summit but all you can expect is a dim light to spill across the tundra. The wolf pants happily beside Vithka, happy to be out on the open tundra. The axe beak trots silently along with Paavu, always with an eye on the wolf.

OOC

Make a Group Wisdom (Survival) check to try to locate your destination.

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander background provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: ?

Roscoe and Markax could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Fast paced Wisdom (Survival) check DC 15 (arctic) w/ Advantage due to Map
Passive Perception (Vithka + help + pace): 16 +5 -5: 16
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

 

 

Link to comment
Share on other sites

5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

If she was concerned about the trail fading away or the decreasing daylight, Vithka didn't show it. She kept trudging on, confident they would get to where they were going.

OOC

Survival

 

Name
Survival
26
1d20+6 20
Link to comment
Share on other sites

wizard4altered.jpg.4b3a9e2c92fbbe17bc4858eabf613f52.jpgDarvin gave a moments thought before shrugging. "Not premonitions, not yet at least. For the moment, its more of seeing things that might otherwise be hidden kind of divination. As for Savras himself, he is a god of scholars and knowledge. A dwarven god of ale seems more your speed. Of course, he is more foresightful in his own actions. I had to leave home for a while, and he apparently has plans for me up here. I've already started working on them, I am sure, and I have faith that he will continue to nudge events into an acceptable outcome. Then I can head home and., deal with family issues." He added, his tone suggesting a longer story than he would tell the speaker.

 

Actions/OOC

 

Concentration:

Conditions:

HP: 32/32

Statblock

Darvin, Scribe of the All Seeing Eye

Str 8 (-1)
Dex 14 (2)
Con 12 (1)
Int 14 (2)
Wis 10 (0)
Cha 16 (3)
Proficiency Bonus: +3

 

INIT: +2
AC: 13
HD: 5/5d8
HP: 32/32; TEMP: 0
Speed: 30 ft
Passive Perception: 12

 

Gifts:
Charm of Bounty: Create Food and Water 3/3

Human:
Bonus Skill/Feat

Cloistered Scholar:
Library Access

Warlock:
Otherworldly Patron: Celestial (Savras)
Pact Magic
Healing Light: 6/6
Eldritch Invocations:
-Agonizing Blast
-Beguiling Influence
-Book of Ancient Secrets
-Repelling Blast
Pact of the Tome (Detect Magic; Identify)
Rod of the Packeeper: 1/1 (1 per day, regain a spell slot)

ASI:
Magic Initiate (Warlock): Minor Illusion; Mage Hand; Hex
lvl 4: Eldritch Adept

 

Attacks
Eldritch Blast +7 1d10+3
Club +2 1d6-1
Dagger +5 1d4+2

Spell Slots

Pact Magic:
LVL 3: 2/2


Magic Initiate:

Hex: 1/1
 

Spells Known

Spells Known
LVL 0: Eldritch Blast; Guidance; Light; Mage Hand; Mending; Minor Illusion; Prestidigitaion; Sacred Flame; Thaumaturgy; Mind Sliver
LVL 1: Cure Wounds; Comprehend Languages; Hex; Detect Magic; Identify
LVL 2: Lesser Restoration; Suggestion
LVL 3: Daylight; Hypnotic Pattern

Name
Survival
4
1d20+0 4
Link to comment
Share on other sites

image.png.65a540ff2e510246cb586e87c58fa715.png

Johnny Alpharius- Half Elf Artificer 5


HP: 38/38 | AC: 17 | Speed: 30ft  | HD: 15d8/15d8 /| Spell Slots: Lv 1 4/4 Lv2 2/2

Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 

Statistics | Magic Items | Skills

Abilities

Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance
on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
These agents never risk their lives for you or risk revealing their true identities

Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 )

Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Spells

Cantrips Known: Shocking Grasp Mending

Lv1 Spells Prepared Cure Wounds Disguise Self Faerie Fire Sanctuary

Lv2 Spells Prepared Invisibility

Infusions

Infusions Known: 4
Infused Items: 2 Enhanced Studded Leather, Enhanced Arcane Wand
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables.

 


Johnny trudged along, second guessing in his head the way their resident scout was leading them. More to train his own intuition than in any belief he knew better. He figured if he guessed right most times, he must be getting used to it, right

 

Name
Survival
16
1d20+1 15
Link to comment
Share on other sites

Markax, AC 16 HP 38/38

spacer.pngBefore turning in for the night, Markax prepares some Goodberries for the next day.

"Trovus, stay in town... If you leave, who will there to defend the good people if the invisible dwarves come back?"

Markax was eager to be rid of Trovus. Perhaps by appealing to his "heroic" side the useless drunk would be dissuaded from joining the group.

 

OOC

Before the long rest, I'd like to cast Goodberry. @Poor_Knight how do you handle the 1d4 bonus healing from a Moon Sickle? Would that be +1d4 per goodberry or just the first one used?

Survival

Markax will use passive perception (17) to notice threats. He's not worried about foraging since he has goodberries.

Statblock

MARKAX (Adventurer's League Log)

Male Dragonborn, Neutral Good, Level 5 Circle of Stars Druid

Armor Class 16 | Hit Points 38/38 | Speed 30 ft.

STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 10 () WIS 18 (+4) CHA 8 (-1)

Saving Throws INT +3, WIS +7

Skills Arcana +3, Nature +3, Perception +7, Survival +7

Senses Passive Perception 17

Spell Casting Wisdom, Save DC 15, Spell Attack +7, +1 Moon Sickle (DC 16, Spell Attack +8)

Name
Survival
9
1d20+7 2
Persuasion
16
1d20-1 17
Link to comment
Share on other sites

 

 image.pngPaavu "Night Hunter" Akannathi (Twilight Scout)
Passive Insight: 12 | Passive Investigation: 12 | Passive Perception: 12
Darkvision: 300'


HP: 33/33
AC: 16 (Studded Leather) / 18 (w/ Shield)
Speed: 30'
Conditions: None
Equipped: Nothing

Ability ScoresSTR +1
DEX +4
CON +1
INT +2
WIS +2
CHA -1
 | AttacksLight Crossbow +7, 1d8+4
Moon-Touched Scimitar +7, 1d6+4
Shortsword +7, 1d6+4

Sneak Attack 2d6
| Saving ThrowsSTR +1
DEX +4
CON +1
INT +2
WIS +5
CHA +2
 | Skill ChecksAcrobatics +10
Animal Handling +2
Arcana +2
Athletics +4
Deception -1
History +5
Insight +2
Intimidation -1
Investigation +2
Medicine +5
Nature +8
Perception +2
Performance -1
Persuasion -1
Religion +2
Sleight of Hand +7
Stealth +10
Survival +8
 | Special FeaturesRacial: Goliath

Little Giant
You’re proficient with Athletics and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
You have resistance to cold damage and naturally acclimate to high altitudes even if you’ve never been to one. This includes elevations above 20,000 ft.

Stone’s Endurance
When you take damage, you can use your reaction to reduce the damage taken by 1d12+1. You can use this trait 3 times per long rest.


Class: Cleric

Eyes of Night
You have darkvision out to a range of 300 feet. As an action, you can share this darkvision with up to 2 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing
As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.


Class: Rogue

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.
 | SpellsWisdom
+5 Spell Attack
13 Save DC

Cantrips:
Guidance
Light
Spare the Dying

1st Level Spells:
Bless
Cure Wounds
Faerie Fire
Shield of Faith
Sleep

 

 


Paavu was quite confident in Vithka's abilities to lead them across the unforgiving tundra. While it helped that the landmark should be something which was quite visible, everything tended to be covered in snow and ice for the most part, and distances (especially in the near constant darkness) could easily be misjudged.

The world seemed set against them, and it would take all of them to reach their destination. The goliath determined to help where and when she could.

Survival

Survival

 

 

 

Active: Vigilant Blessing (on Vithka)

As an action, you give one creature you touch advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

 

Maps

Map that we found

 

 

Places we've been (current to Jan 5/24)

 

Name
Survival
SyntaxError: Unexpected token 1d20
roll 1d20+8
Survival
9
1d20+8 1
Link to comment
Share on other sites

On the Tundra


21 Kythorn at 12pm-ish; Illumination: Exterior - Dim; Interior: n/a Weather: High Winds

spacer.png

Trovus begins to argue with Markax about staying behind to protect the town but Markax knows how to push his half-brother's buttons and persuades the Town Speaker to remain in Caer-Konig. With wishes of good fortune Trovus departs.

While you attempt to follow the trail the wind whips at your faces, carrying the faint scent of moss and ancient ice. The vast tundra unfurls around you and as you crest a rise, your breath catches in your throat.

There, bathed in the dim light of the never-rising sun, grazes a small herd of reindeer. Not your ordinary caribou, these. Their coats shimmer with an otherworldly iridescence, their antlers branch out like intricate crowns of carved bone, each point tipped with a faint glow. Their large, liquid eyes, the color of twilight, seem to hold unspoken wisdom. A few among the heard have antlers that glow in the dark, emitting a dim light all around them.

The wolf looks like it is eager for the hunt.

How do you proceed?

OOC

 

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander background provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: noticing threats

Roscoe could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Fast paced Wisdom (Survival) check DC 15 (arctic) w/ Advantage due to Map
Passive Perception (Vithka + help + pace): 16 +5 -5: 16
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

 

 

Edited by Poor_Knight (see edit history)
Link to comment
Share on other sites

5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

"Easy," Vithka muttered to the wolf, her hand dropping down to pacify it. A thought struck her, and she quickly cast a spell that allowed her to talk to the wolf, and these magnificent creatures. "Stay calm. They not food - unless they attack. Don't worry, I make sure you get good meal," she said to the wolf.

She then held up her hands in a friendly gesture and called out to the reindeer. "We friends, not here to bother you. We looking for ogres - big people - and dwarves - little people - who can go invisible. They have home around here. Have you seen them?"

OOC

Action: Casting Speak with Animals (1/day casting from Primal Awareness)

 

Link to comment
Share on other sites

  

wizard4altered.jpg.4b3a9e2c92fbbe17bc4858eabf613f52.jpgDarvin stared at the creatures as they approached. After a moment, he shook himself out of the fanciation. Instead, he quickly stashed the map away in his satchel, pulling his journal out, and flipping to an empty page. After a brief moment, he half turned towards Vithka. "If you can speak to them, can you ask them to hold for a moment? I would love to get a sketch down." He asked, not waiting for a response before he started etching lines into the page.

 

Actions/OOC

I'll go ahead and toss a knowledge roll for these. They seem like a Nature roll, but that's my worst Int roll, so hopefully anything else will be better.

Concentration:

Conditions:

HP: 32/32

Statblock

Darvin, Scribe of the All Seeing Eye

Str 8 (-1)
Dex 14 (2)
Con 12 (1)
Int 14 (2)
Wis 10 (0)
Cha 16 (3)
Proficiency Bonus: +3

 

INIT: +2
AC: 13
HD: 5/5d8
HP: 32/32; TEMP: 0
Speed: 30 ft
Passive Perception: 12

 

Gifts:
Charm of Bounty: Create Food and Water 3/3

Human:
Bonus Skill/Feat

Cloistered Scholar:
Library Access

Warlock:
Otherworldly Patron: Celestial (Savras)
Pact Magic
Healing Light: 6/6
Eldritch Invocations:
-Agonizing Blast
-Beguiling Influence
-Book of Ancient Secrets
-Repelling Blast
Pact of the Tome (Detect Magic; Identify)
Rod of the Packeeper: 1/1 (1 per day, regain a spell slot)

ASI:
Magic Initiate (Warlock): Minor Illusion; Mage Hand; Hex
lvl 4: Eldritch Adept

 

Attacks
Eldritch Blast +7 1d10+3
Club +2 1d6-1
Dagger +5 1d4+2

Spell Slots

Pact Magic:
LVL 3: 2/2


Magic Initiate:

Hex: 1/1
 

Spells Known

Spells Known
LVL 0: Eldritch Blast; Guidance; Light; Mage Hand; Mending; Minor Illusion; Prestidigitaion; Sacred Flame; Thaumaturgy; Mind Sliver
LVL 1: Cure Wounds; Comprehend Languages; Hex; Detect Magic; Identify
LVL 2: Lesser Restoration; Suggestion
LVL 3: Daylight; Hypnotic Pattern

Name
Knowledge Roll; if something other than Nature based, +3
19
1d20+2 17
Link to comment
Share on other sites

image.png.65a540ff2e510246cb586e87c58fa715.png

Johnny Alpharius- Half Elf Artificer 5


HP: 38/38 | AC: 17 | Speed: 30ft  | HD: 15d8/15d8 /| Spell Slots: Lv 1 4/4 Lv2 2/2

Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 

Statistics | Magic Items | Skills

Abilities

Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance
on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
These agents never risk their lives for you or risk revealing their true identities

Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 )

Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Spells

Cantrips Known: Shocking Grasp Mending

Lv1 Spells Prepared Cure Wounds Disguise Self Faerie Fire Sanctuary

Lv2 Spells Prepared Invisibility

Infusions

Infusions Known: 4
Infused Items: 2 Enhanced Studded Leather, Enhanced Arcane Wand
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables.

 


Johnny watched the otherworldy creatures with a sense of awe. He kept his distance and waited on the response. He didn't expect them to fight, but he didn't get to his current age by not being careful. He kept one hand on his crossbow.

 

Link to comment
Share on other sites

RoscoeHuey1.png.e952bebc1c29056cbfad470fd083052c.png

Roscoe Huey Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut

AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft

Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3)

Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13

2 Attacks Per Round

Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4

 

Staying close to Vithka Roscoe does his best to keep an eye out around them for any would be attackers or ambushers while every now and again looks at the tracks when Vithka changes direction to see if he can spot what she did.

As they crest the ridge and upon seeing the heard, the paladin gives a low whistle, "What magnificent creatures!"

Edited by ballon (see edit history)
Link to comment
Share on other sites

On the Tundra


21 Kythorn at 12pm-ish; Illumination: Exterior - Dim; Interior: n/a Weather: High Winds

spacer.png

The wolf's posture changes after Vithka speaks to it in a series of growls.

"Yes, Alpha," it replies.

Vithka addresses the reindeer in a series of noises reminiscent of a loud wailing bugle.

The reindeer pause and observe Vithka momentarily. One of the larger in the heard, nearly six feet tall at the shoulders and it's antlers aglow, moves closer to Vithka but remains at the edge of the heard's perimeter. It eyes the wolf and the axe beak.

Responding in kind to Vithka it says, "We have smelled them. The dwarves have hunted us but they are slow and easy to avoid. The ogre is slower still, and reeks of carrion. The frozen creek leads to their cave. Avoid it."

Your path did cross over a small frozen creek. It will be easy to find and follow.

How do you proceed?

OOC

 

Show Travel

Tasks:

  • Darvin: mapping
  • Vithka: noticing threats + navigating (natural explorer feature from Ranger class prevents getting lost; you may still take a wrong turn, but you realize where you are and can course correct right away).
  • Paavu: foraging (wander feature from Outlander background provides 6 lbs of food and water each day)
  • Johnny: helping (Vithka noticing threats make most sense to me)
  • Roscoe: ?
  • Markax: noticing threats

Roscoe could also "notice threats" (which uses your Passive Perception) or help forage (Make a Wisdom (Survival) check if you do)

Pace: Fast (1-2 hexes per 2 hours)
Navigation: Fast paced Wisdom (Survival) check DC 15 (arctic) w/ Advantage due to Map
Passive Perception (Vithka + help + pace): 16 +5 -5: 16
Required food/water (6 adventurers, 1 med beast, 1 large beast): 11 lbs./gallons per day. Net -5 lbs. of food/rations per day after foraging (water is non-issue).

 

 

Link to comment
Share on other sites

5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Vithka bowed her head in thanks to the reindeer. "You not only ones they hunt," she said. "So, in turn, we hunt them. We go to their cave, then they bother you no more." She paused for a moment, thinking about what the reindeer had said. "You say not to go to cave. Is this general warning, or is there something there we should be worried about?"

 

Link to comment
Share on other sites

×
×
  • Create New...