omegoku Posted January 26 Clone Share Posted January 26 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 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +8 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 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 continued eating, his bowl cradled in one hand. He looked at the footprints, trying to confirm they were dwarven, and nodded to Roscoe when he suggested taking their time. "We want to be well rested if we are to take on more dwarves! And we know our destination, so we don't need to worry about the tracks being lost. Lets go in and have a drink and a think, eh?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted January 26 Clone Share Posted January 26 Vithka 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 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, 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 couldn't deny the logic of her friends, so with a shrug she headed back into the inn to enjoy her meal. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Poor_Knight Posted January 27 Author Clone Share Posted January 27 Ten-Towns: Northern Light Inn 20 Kythorn at 4pm-ish; Illumination: Exterior - Dark; Interior: Bright Weather: High Winds You had already been on the long road from Easthaven to Caer-Konig. With Kelvin's Cairn is still hours away across the open tundra you decide to rest at the Northern Light for the evening and pick up the trail of the invisible dwarves in the morning. Trovus is glad for your company and shares more stories about his adventures from his younger days. "...So I managed to sneak up on this half-ogre, me - in my heavy armor, and I kicked it into the river and watched it float away while it yelled profanities at me! It was hilarious, Markax, you should have been there!" The speaker sobers up as the evening wanes and he eventually takes his leave to retire to his bed. He promises to meet you here bright and early, still indicating his intentions of accompanying you on your investigation. Allie and Cori are gracious hosts and they make sure you are well fed (with knucklehead chowder) before you turn in for the night. OOC Long Rest accomplished. Caer-Konig details: https://www.myth-weavers.com/index.php?/topic/6147-ten-towns/#comment-69708 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). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted January 29 Clone Share Posted January 29 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 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +8 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 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 is up early, tinkering with his crossbow and his electronux. He orders something warm and filling for breakfast and prays it contains no fish. He is eager to get going while they have the light. "We should make it there in plenty time. Are we all ready to go? Has the good speaker arrived?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted January 29 Clone Share Posted January 29 Vithka 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 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, 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 nodded at Johnny's words. She ordered the same meal as him, and shared the same unspoken hope about the food. When it arrived, she shoveled some food into her mouth and said, "We should go when ready, Speaker or no Speaker." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ballon Posted January 29 Clone Share Posted January 29 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 Happy that the rest had decided not to pursue the unknown thieves until the morning, Roscoe heads back inside with the others and enjoys the meal that the sisters have brought out. As the warmth from the fire soaks into his bones and joints, the paladin takes leave of the rest and turns in for the night. Waking in the early morning and feeling refreshed, Roscoe takes time to make sure everything is stowed properly and dresses. Heading down the stairs, when he sees the others, he heads over to them. "Morning Johnny. Morning Vithka." Sitting down he enjoys whatever food is brought out, "I think that is a good idea. Especially seeing as how Markax and the speaker don't seem to be on good terms." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Djacob91 Posted January 30 Clone Share Posted January 30 Darvin came down to the common room, a book held open in one hand as he approached the table. At the conversation, he glanced up with a frown. It sofened a bit as he thought before he gave a shrug. "If he wishes to help, perhaps we could have Trovus help us. Assuming that his reputation as an adventurer is actually earned. Of course, it depends on whether or not he is in a state to help after drinking last night." He adds, his frown turning back down. 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
QuirkyJoe Posted February 4 Clone Share Posted February 4 Paavu "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 "...don't you mean the past few years," Paavu said somewhat saltily before cheerfully (well, for a goliath) adding, "Morning, all." "He's quite entertaining, though. I like his stories. Better a pleasant drunk than an unpleasant one." She slides a few bowls of food and places several mugs upon the table, each filled with the best swill Allie and Cori have available, offering the extras to her companions. "Got to get as much food into you as you can. Wild game isn't always easy to come by on the journey, and you'll be thankful for the energy you have in reserve. Besides..." She temporarily withdraws into herself, recalling the tales of the red yeti and finding herself greatly preferring the Speaker's outlandish stories by far. "...we need to be prepared for whatever we find. Invisible foes are deadly foes." 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Poor_Knight Posted February 5 Author Clone Share Posted February 5 (edited) Ten-Towns: Caer-Konig 21 Kythorn at 8am-ish; Illumination: Exterior - Dark; Interior: n/a Weather: High Winds There is no sign of Trovus during breakfast. Cori and Allie lay out a hot and hearty breakfast, just the kind one needs to stave off the bitter cold. Once each of you has had your fill you gather your gear and return to the scene of the tracks. They are hardly noticeable anymore but low an behold, there is another set of fresh tracks! Definitely humanoid, likely made by booted feet. They're easy to follow and in doing so you learn that whoever made them simply moved about the village without entering any buildings and then they head off towards Kelvin's Cairn. However, before you get too far from the town you hear a shout from the darkness behind you. It's Trovus! "Thought I'd *hic* missed you," he says, panting heavily after running after you. As before he is clad in splint armor and armed with swords and a crossbow. He also has a backpack slung over one shoulder that clinks with the sound of several bottles. "So...new tracks?! Nice work Markax, I knew you *hic* had it in ya. Well what are we waiting for, let's see where these tracks lead." Following the footprints takes you away from the town where they meet up with a different set of tracks. There are footprints that are much larger than the ones you'd been following that are set between two grooves in the snow that seem to remain consistently spaced apart. The smaller set of tracks that led you here mingles with the new tracks and then seem to be gone. OOC Make a Wisdom (Survival) check to try to learn more about the tracks. Caer-Konig details: https://www.myth-weavers.com/index.php?/topic/6147-ten-towns/#comment-69708 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). Edited February 5 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
QuirkyJoe Posted February 5 Clone Share Posted February 5 Paavu "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 The goliath takes great care to study the tracks as best she can, conferring with Vithka and the others should she recognize something important. 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 xDiceName xDiceResult xDiceString xDiceRolls Survival 24 1d20+8 16 Link to comment Share on other sites More sharing options...
Djacob91 Posted February 6 Clone Share Posted February 6 Darvin looked up from his map and over at Trovus as the adventurer turned Speaker caught up to them. He quickly schooled his disapproving look into just a raised eyebrow at the dragonborn. "I see you managed to find us. We generally plan on having breakfast together before heading off. It gives everyone a chance to voice any concerns or requirements before leaving. But, I suppose you were seeing to your own supplies." He added, waving towards the sounds that were presumably bottles clinking in his pack. "Concerns such as asking about what skills you have as an adventurer. I have heard that you were one, but I am not certain of your specialty. I myself am pact bound to Savras, with spells of divination, destruction, and healing granted through that bargain." He offered, hoping that Trovus would respond in kind. 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 xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted February 6 Clone Share Posted February 6 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 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +8 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 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 followed along until they found the bigger set of tracks. "A mount is my guess. Not sure why this guy came into town and wandered about before leaving? Perhaps they learned of us and went to warn their fellows? Or perhaps they were looking for something?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted February 6 Clone Share Posted February 6 Vithka 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 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, 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 looked at the tracks and generally agreed with Johnny's assessment. She pointed to the two grooves and said, "That must be sled or other conveyance." She looked over at Paavu and asked, "What you think of bigger tracks?" OOC I won't make a Survival check because it looks like Paavu's got it covered. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Poor_Knight Posted February 6 Author Clone Share Posted February 6 Ten-Towns: Caer-Konig 21 Kythorn at 9am-ish; Illumination: Exterior - Dark; Interior: n/a Weather: High Winds The larger tracks appear to be those of an ogre, and it seems to be pulling a sled of some sort. It's possible that the owner of the smaller tracks boarded the sled, which would explain their disappearance in a mundane fashion. Of course, there could be other explanations as well. Trovus nods at Darvin's comment. "So, you're a *hic* healer. I wouldn't have guessed that, but good to know. I don't know much about *hic* Savras, though. Does your god grant you premonitions and such? As for me, I employ these to *hic* these to deadly effect," Trovus adds, indicating his sheathed longsword and shortsword. The peak of Kelvin's Cairn is but a silhouette against the stary sky, but the trail veers off in that direction. 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: ? 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). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ballon Posted February 6 Clone Share Posted February 6 (edited) 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 Thanking the sisters for the hearty breakfast, Roscoe follows the others outside and when ready to leave, watches Vithka as she goes about tracking the footprints hoping to learn a thing or two from her about tracking. Moving further from the town as the sounds of bottles clanking together reach his ears, the paladin cannot stifle a groan of disappointment. "Ah hell. We could've done without him and his inebriated ways." he thinks to himself. As the speaker catches up Roscoe moves towards the front to join Vithka as she looks at the two sets of print. "Let me take a stab at it................." Looking off in the direction of Kelvin's Cairn, "Well - with an ogre and a sled, the trail should be pretty easy to follow. Are we ready to continue?" Edited February 6 by ballon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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