dtspurrier Posted December 8, 2023 Clone Share Posted December 8, 2023 Tulik Thertaerd of the Elk Tribe AC: 15 | HP: 15/15 | Initiative: +2 | Passive Perception: 13 | Features Tulik snarls and yells, " hey no bird lady harm tribe." Tulik throws one of his javelins at the bird lady. Unless the sleep spell drops them Then he will attack them on the ground Name xDiceName xDiceResult xDiceString xDiceRolls roll init 5 1d20+2 3 attack with javelin if birds still in air 6 1d20+5 1 attack with great axe on ground if birds are in melee 12 1d20+5 7 Link to comment Share on other sites More sharing options...
tbgg Posted December 9, 2023 Clone Share Posted December 9, 2023 Liene (pronounced Lahn) Level 1 Centaur Bereaved Twilight Cleric of Ilmater AC: 16 (Chain Mail) +2 (Shield) | HP: 11/11 | Speed: 40 ft. | Height: 6'4" | Weight: 716 lbs Age: 24 | Alignment: NG | Type: Fey Senses: Darkvision 300 ft; Passive Perception 15, Passive Insight 15, Passive Investigation 9 Str:Save: +2 Athletics: +2 Carrying Capacity: 450 lb. Lift/Push/Drag: 900 lb. 15 (+2) | Dex:Initiative: -1 Save: -1 Acrobatics: -1 Slight-of-Hand: -1 Stealth: -1, disadv. . 8 (-1) | Con:Save: +3 16 (+3) | Int:Save: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: +1 8 (-1) | Wis:Save: +5 Animal Handling: +3 Insight: +5 Medicine: +5 Perception: +5 Survival: +3 17 (+3) | Cha:Save: +1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (+1) Languages: Common and Sylvan Spell-casting: +5 or DC 13 | Cantrips Known: (3)Guidance, Light, Sacred Flame | Spells Known: (4)Domain Spells:(1st) Faerie Fire, Sleep Prepped Spells (1st) Bless, Guiding Bolt Spell Slots: 1st (2/2) “My words,” | ‘My thoughts,’ | My actions When the harpies attack, Liene immediately begins the incantation for Guiding Bolt and casts it at the nearer of the two bird women. Combat Action: Bonus Action: Reaction: Movement: Object Interaction: Actions & Resources Actions: Spear (simple, thrown, versatile). Thrown Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: (1d6 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage if one-handed (1d8 + 2) piercing damage if two-handed Warhammer (martial, melee, versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) bludgeoning damage if used one-handed. >(1d10+2) bludgeoning damage if used two-handed Eyes of Night Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. (1 use per long rest) As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again. Vigilant Blessing As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again. Bonus Actions: Charge Attack If Liene moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, she can immediately follow that attack with a bonus action, making one attack against the target with her hooves. Spellcasting: Liene is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (3/3 slots): light, guidance, sacred flame 1st level (2/2 slots): cure wounds, guiding bolt 1st level domain spells (always prepared): faerie fire, sleep Class Features: Bonus Proficiencies: Liene gains proficiency with martial weapons and heavy armor. Eyes of Night: Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again. Vigilant Blessing: As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again. OOC OOC comments, if I have them, go here. Name xDiceName xDiceResult xDiceString xDiceRolls initiative 18 1d20-1 19 initiative 12 1d20-1 13 Spell attack 13 1d20+5 8 radiant damage, if any 12 4d6 3,2,4,3 radiant damage, if any 14 4d6 6,2,1,5 Link to comment Share on other sites More sharing options...
BobtheWizard Posted December 9, 2023 Clone Share Posted December 9, 2023 (edited) Chut Migo (Bugbear Ranger) App AC: 15 | HP: 12/12 | Initiative: +3 | Passive Perception: 15 | FeaturesAdv. on saves vs. charm +5' reach on my turn +2d6 damage if hasn't acted Hit Dice: 1 / 1d10+4 LR Favored Terrain: Arctic Favored Foe: Monstrosities Conditions: none With the harpies already upon us, Chut attacks the closest one with a pair of swipes from his shortswords. The first one misses, but the second finds its mark, drawing blood from the foul creature. "Lookout everyone!" Mechanics Main Hand: Empty Off Hand: Empty Action: shortsword attack Bonus Action: offhand shortsword Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Notes Nymestra - dragonborn inkeeper at the Wet Trout Scython - tiefling leader of bandits in In Bremen, fishers are being terrorized by a monster that lives in Maer Dualdon. Strange that none of the other towns on that lake have been harangued by the monster. Also great irony the monsters bringing in the fishermen! In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry! Might even need to change the name of the town, to my way of thinking. In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear. If you hurry, you might be able to join the expedition! Might be a bit of a bear, though. Imdra Alaggath, captain of the militia Edited December 9, 2023 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 19 1d20+3 16 Shortsword Attack 7 1d20+5 2 Offhand attack 23 1d20+5 18 Damage 3 1d6 3 Bugbear Sneaky 11 2d6 5,6 Link to comment Share on other sites More sharing options...
Taigains Posted December 9, 2023 Clone Share Posted December 9, 2023 Name - Wyrd'Grrl Morkdaugter Class - Wizard | Level - 1 | Prof. Bonus - +2 Str - 11(0) | Dex - 12(+1) | Con- 14(+2) Int - 18(+4)* | Wis - 9(-1)* | Cha - 14(+2) Skill Profs : History, Perception, Arcana, Investigation Rune : Frost (Armor of Agathys) Combat! Attacking! Things! Panic!!! "Ohnoohnoohnoohno! Uh! Uh! Uh! F~fire~uhhhhhhh... FOREBOLT!” Her hand pops out of her blanket mantle, flames hovering around her hand that coalesce into a small pointed cone. That cone then shoots forward to the not sleeping harpy(?). Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt: To Hit / Damage 18; 9 1d20+6;1d10 [12]; [12,9] Link to comment Share on other sites More sharing options...
SithShrink Posted December 15, 2023 Author Clone Share Posted December 15, 2023 The first harpy catches the full force of the sleep spell on her upsweep. While not fully asleep, she becomes extremely woozy, unable to fly well, running into a giant icicle. A swift strike by Chut ends her wild flight with a grim finality of blood and feathers. The second harpy swoops down to attack, deslpite the quick finish of her companion. A flurry of magic and weapons adds to the blood and bodies littering the ice. Yet somehow, despite their fearsome reputation, the harpies harmed none of you. The moment of excitement leaves you with three options. Climb the northern, southern, or central frozen wall, all covered with hand and footholds, or follow the footprints into the space in the extreme south where a stream once exited the cliff. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dtspurrier Posted December 15, 2023 Clone Share Posted December 15, 2023 Tulik says, " follow the footprints" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted December 15, 2023 Clone Share Posted December 15, 2023 (edited) Rodrick Taliesin HP: 10/10 AC: 16 | P.Perception: 13 Saves +0 STR | +2 CON +2 DEX | +0 INT +5 WIS | +3 CHA "That might be unwise if we don't know what left the prints," Rodrick points out. "Chut, any ideas?" Edited December 16, 2023 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted December 15, 2023 Clone Share Posted December 15, 2023 Chut Migo (Bugbear Ranger) App AC: 15 | HP: 12/12 | Initiative: +3 | Passive Perception: 15 | FeaturesAdv. on saves vs. charm +5' reach on my turn +2d6 damage if hasn't acted Hit Dice: 1 / 1d10+4 LR Favored Terrain: Arctic Favored Foe: Monstrosities Conditions: none Chut listens to the others debate the next course of action. He knows that he's the guide, but he wants to make sure everyone is on board with the plan, because either of the options have risks. "I would have agreed with Tulik, but with the handholds and steps here in the cliffs, we might be better off getting up high now, rather than being trapped somewhere with enemies above us. I vote we go up here while we can, perhaps at the southern section of the wall so maybe we can monitor the tracks from above, but let's all agree." Mechanics Main Hand: Empty Off Hand: Empty Action: shortsword attack Bonus Action: offhand shortsword Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Notes Nymestra - dragonborn inkeeper at the Wet Trout Scython - tiefling leader of bandits in In Bremen, fishers are being terrorized by a monster that lives in Maer Dualdon. Strange that none of the other towns on that lake have been harangued by the monster. Also great irony the monsters bringing in the fishermen! In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry! Might even need to change the name of the town, to my way of thinking. In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear. If you hurry, you might be able to join the expedition! Might be a bit of a bear, though. Imdra Alaggath, captain of the militia Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ensou Posted December 16, 2023 Clone Share Posted December 16, 2023 Jinabi Jinabi scratches his bearded chin in thought. 'If time is of the essence, and we find some of the anglers from following the footprints, to be in conditions needing attention, we might just be big enough of a group to risk walking up the stream?' He shivers and draws the thick clothing closer around him. 'Especially with such weather, we are not sure how long they may last.' Level 1 Druid | AC 19 | HP 10/10 | Walk 25ft Climb 15ft | Darkvision 60ft | Passive: Perception 16 Insight 16 | Saves STR 1 DEX 2 CON 2 INT 2 WIS 6 CHA -1 | Stealth 4 Survival 6 | Sheet | Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted December 16, 2023 Clone Share Posted December 16, 2023 (edited) Iolanthe ‘Io’ Xanthe Level 1 Half-Elf Entertainer Lore Bard AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft.; Proficiency Bonus: +2 STR:save: (–1) athletics (–1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs. 8 (–1); DEX:save (+4) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+4) (from class) 14 (+2); CON:save (+1) 12 (+1); INT:save (+2) arcana (+4) (from class) history (+4) (from class) investigation (+2) nature (+2) religion (+2) 14 (+2); WIS:save (+1) animal-handling (+1) insight (+3) (from class) medicine (+1) perception (+1) survival (+1) 12 (+1); CHA:save (+5) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) 17 (+3) Bardic Inspiration (d6): 2/3 Spell Save DC: 13; Spell Attack: +5; Cantrips Known (2)dancing lights, minor illusion; Spells Known (4)comprehend languages, healing word, heroism, sleep Spell Slots: 1st1/2; 2nd—/—; 3rd—/—; 4th—/—; 5th—/—; 6th—/—; 7th—/—; 8th—/—; 9th—/— Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender Inventory Inventory With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order. Money pp gp ep sp cp 0 5 0 13 13 Spent 8 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 6 gp, 4 sp, 3 cp. Converted 1 gp into 9 sp and 10 cp Worn, Carried, or Otherwise Readily at Hand Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access. 1 clothing, cold weather (free from DM); Adventuring gear; 10 gp, 5 lb.; This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold.; Source: IDRotF, page 20 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules. 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. In Containers Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve. 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules. Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. Disguise Kit Activity :: DC Cover injuries or distinguishing marks :: 10 Spot a disguise being used by someone else :: 15 Copy a humanoid’s appearance :: 20 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background) 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 crampons, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, ¼ lb.; A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice.; Source: IDRotF, page 20 1 snowshoes, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 4 lb.; ; Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.; Source: IDRotF, page 20 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules. Trinket d100 Trinket 76 A four-leaf clover pressed inside a book discussing manners and etiquette IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) Iolanthe takes stock of the harpy corpses. The fight had begun and was over in the blink of an eye, before she even knew what was going on. “Whew!” Once they begin asking about which of the paths they ought to take, Iolanthe says, “This is a bit of conundrum. On the one hand, going the southern route lets Liene enter without much issue, but as you’ve all brought up, that puts us on the low ground where hidden enemies can attack us from above. Hmm . . . Perhaps we could help Liene climb to the higher ledge.” She sits on a nearby rock and pulls a set of crampons out of her bag and attaches them to her shoes whilst putting her snowshoes back into her bag. “I—me and anyone else with some crampons—can clamber up there and attach some ropes, and we can help haul her up,” she says. “That’ll let us keep the high ground—or at the very least, be on the same level as any potential enemies. If we find nothing else in there but the missing fishermen, we can always go down and escort them out—or if worse comes to worst, carry out their bodies.” She turns to the centaur and asks, “Liene, is that beneath your dignity? I certainly don’t mean to demean. I feel like we probably have time enough to wait for you to climb if that’s what it takes. Dropping ropes down can’t hurt, even if we don’t haul you up, you can grab on and keep from slipping.” She looks up at the options and says, “Personally, I’d prefer that north-route, but the central cave up there might be more conducive to our progress . . .” (OOC) Movement: — Action: Switch snowshoes for crampons A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice. Source: IDRotF, page 20 for climbing. Bonus Action: — Reaction: — Interact-with-Object: — (To Whom It May Concern . . .) @tbgg Edited December 16, 2023 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
tbgg Posted December 16, 2023 Clone Share Posted December 16, 2023 Liene (pronounced Lahn) Level 1 Centaur Bereaved Twilight Cleric of Ilmater AC: 16 (Chain Mail) +2 (Shield) | HP: 11/11 | Speed: 40 ft. | Height: 6'4" | Weight: 716 lbs Age: 24 | Alignment: NG | Type: Fey Senses: Darkvision 300 ft; Passive Perception 15, Passive Insight 15, Passive Investigation 9 Str:Save: +2 Athletics: +2 Carrying Capacity: 450 lb. Lift/Push/Drag: 900 lb. 15 (+2) | Dex:Initiative: -1 Save: -1 Acrobatics: -1 Slight-of-Hand: -1 Stealth: -1, disadv. . 8 (-1) | Con:Save: +3 16 (+3) | Int:Save: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: +1 8 (-1) | Wis:Save: +5 Animal Handling: +3 Insight: +5 Medicine: +5 Perception: +5 Survival: +3 17 (+3) | Cha:Save: +1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (+1) Languages: Common and Sylvan Spell-casting: +5 or DC 13 | Cantrips Known: (3)Guidance, Light, Sacred Flame | Spells Known: (4)Domain Spells:(1st) Faerie Fire, Sleep Prepped Spells (1st) Bless, Guiding Bolt Spell Slots: 1st (2/2) “My words,” | ‘My thoughts,’ | My actions "It is most kind of you to offer," Liene replies to Io, remembering that two-legs appreciate this kind of courtesy, "but I think the real question is, can you all haul my weight for however many feet we need to climb? I weigh 716 pounds, and I am less concerned about my dignity than I am about what might happen to me if I am dropped." She shoots a nervous glance up the cliff. Combat Action: Bonus Action: Reaction: Movement: Object Interaction: Actions & Resources Actions: Spear (simple, thrown, versatile). Thrown Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: (1d6 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage if one-handed (1d8 + 2) piercing damage if two-handed Warhammer (martial, melee, versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) bludgeoning damage if used one-handed. >(1d10+2) bludgeoning damage if used two-handed Eyes of Night Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. (1 use per long rest) As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again. Vigilant Blessing As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again. Bonus Actions: Charge Attack If Liene moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, she can immediately follow that attack with a bonus action, making one attack against the target with her hooves. Spellcasting: Liene is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (3/3 slots): light, guidance, sacred flame 1st level (2/2 slots): cure wounds, guiding bolt 1st level domain spells (always prepared): faerie fire, sleep Class Features: Bonus Proficiencies: Liene gains proficiency with martial weapons and heavy armor. Eyes of Night: Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again. Vigilant Blessing: As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again. OOC OOC comments, if I have them, go here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted December 16, 2023 Clone Share Posted December 16, 2023 Chut Migo (Bugbear Ranger) App AC: 15 | HP: 12/12 | Initiative: +3 | Passive Perception: 15 | FeaturesAdv. on saves vs. charm +5' reach on my turn +2d6 damage if hasn't acted Hit Dice: 1 / 1d10+4 LR Favored Terrain: Arctic Favored Foe: Monstrosities Conditions: none Chut considers the outcomes if we tried to haul up Liene with a rope. A failure would be catastrophic. "Sorry, Liene. I had forgotten to take your build into account. Following the tracks is reasonable, and much less of a risk right now. Let's go that way. Perhaps we'll find any easier way to ascend later if we need to." Mechanics Main Hand: Empty Off Hand: Empty Action: shortsword attack Bonus Action: offhand shortsword Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Notes Nymestra - dragonborn inkeeper at the Wet Trout Scython - tiefling leader of bandits in In Bremen, fishers are being terrorized by a monster that lives in Maer Dualdon. Strange that none of the other towns on that lake have been harangued by the monster. Also great irony the monsters bringing in the fishermen! In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry! Might even need to change the name of the town, to my way of thinking. In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear. If you hurry, you might be able to join the expedition! Might be a bit of a bear, though. Imdra Alaggath, captain of the militia Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Taigains Posted December 16, 2023 Clone Share Posted December 16, 2023 Name - Wyrd'Grrl Morkdaugter Class - Wizard | Level - 1 | Prof. Bonus - +2 Str - 11(0) | Dex - 12(+1) | Con- 14(+2) Int - 18(+4)* | Wis - 9(-1)* | Cha - 14(+2) Skill Profs : History, Perception, Arcana, Investigation Rune : Frost (Armor of Agathys) Wyrd was panic shaking with adrenaline. Her orcish ancestry was tailor made for the high anxiety and face paced life of combat, she was not. Hopping from ine foot to the other in an effort to burn off the excess energy, she spoke her opinion, much to quickly. "Ifwearelookingforpeople,thenfollowingtracksisthenaturalrightoption!" She gasped in a lung full of frozen air. "Sincewewerejustattackedbyflyingharpiesitstandstoreasonthattheirnestisliklyinoneofthehighercaves.Ithinkfollowingthetracksdowntheicepathisbetter!Perhapstheywerelookingforapointwheretheriverdefrostedandtheycouldcatchfish!" She took another lung full of air and coughed as it stun her chest. She panted as the adrenaline finally started to subside. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
tbgg Posted December 17, 2023 Clone Share Posted December 17, 2023 Liene (pronounced Lahn) Level 1 Centaur Bereaved Twilight Cleric of Ilmater AC: 16 (Chain Mail) +2 (Shield) | HP: 11/11 | Speed: 40 ft. | Height: 6'4" | Weight: 716 lbs Age: 24 | Alignment: NG | Type: Fey Senses: Darkvision 300 ft; Passive Perception 15, Passive Insight 15, Passive Investigation 9 Str:Save: +2 Athletics: +2 Carrying Capacity: 450 lb. Lift/Push/Drag: 900 lb. 15 (+2) | Dex:Initiative: -1 Save: -1 Acrobatics: -1 Slight-of-Hand: -1 Stealth: -1, disadv. . 8 (-1) | Con:Save: +3 16 (+3) | Int:Save: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: +1 8 (-1) | Wis:Save: +5 Animal Handling: +3 Insight: +5 Medicine: +5 Perception: +5 Survival: +3 17 (+3) | Cha:Save: +1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (+1) Languages: Common and Sylvan Spell-casting: +5 or DC 13 | Cantrips Known: (3)Guidance, Light, Sacred Flame | Spells Known: (4)Domain Spells:(1st) Faerie Fire, Sleep Prepped Spells (1st) Bless, Guiding Bolt Spell Slots: 1st (2/2) “My words,” | ‘My thoughts,’ | My actions After studying the climb for a few minutes longer and walking back and forth a couple of times, Liene finally said, "You know, I think I can climb up by myself. It's maybe 30 feet up at the most. I'm still likely to be the slowest, but why don't you let me try a few steps, and we can make a decision from there?" She then carefully pressed a hoof onto a foothold and made sure it would hold her weight, using her hands to help balance herself. It wasn't the most graceful of movements, but after four or five steps, she did start to get the hang of it. "I think I can do this," she finally called. "Climb up or follow the footprints?" She held her position, prepared to jump down if the others wanted to keep following the footprints. She had no intention of going back down the way she'd come up, not when she couldn't see where to place her hooves. Combat Action: Bonus Action: Reaction: Movement: Object Interaction: Actions & Resources Actions: Spear (simple, thrown, versatile). Thrown Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: (1d6 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage if one-handed (1d8 + 2) piercing damage if two-handed Warhammer (martial, melee, versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) bludgeoning damage if used one-handed. >(1d10+2) bludgeoning damage if used two-handed Eyes of Night Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. (1 use per long rest) As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again. Vigilant Blessing As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again. Bonus Actions: Charge Attack If Liene moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, she can immediately follow that attack with a bonus action, making one attack against the target with her hooves. Spellcasting: Liene is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (3/3 slots): light, guidance, sacred flame 1st level (2/2 slots): cure wounds, guiding bolt 1st level domain spells (always prepared): faerie fire, sleep Class Features: Bonus Proficiencies: Liene gains proficiency with martial weapons and heavy armor. Eyes of Night: Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again. Vigilant Blessing: As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again. OOC OOC comments, if I have them, go here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted December 26, 2023 Clone Share Posted December 26, 2023 Chut Migo (Bugbear Ranger) App AC: 15 | HP: 12/12 | Initiative: +3 | Passive Perception: 15 | FeaturesAdv. on saves vs. charm +5' reach on my turn +2d6 damage if hasn't acted Hit Dice: 1 / 1d10+4 LR Favored Terrain: Arctic Favored Foe: Monstrosities Conditions: none Chut nods at Liene's acknowledgement that she can climb the footholds. "Great. If you can make it up, let's take this southern one above the the footsteps. I'd rather be above them than below any danger." He starts up after her, pointing out any tricky areas for those following behind him. Mechanics Main Hand: Empty Off Hand: Empty Action: shortsword attack Bonus Action: offhand shortsword Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Notes Nymestra - dragonborn inkeeper at the Wet Trout Scython - tiefling leader of bandits in In Bremen, fishers are being terrorized by a monster that lives in Maer Dualdon. Strange that none of the other towns on that lake have been harangued by the monster. Also great irony the monsters bringing in the fishermen! In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry! Might even need to change the name of the town, to my way of thinking. In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear. If you hurry, you might be able to join the expedition! Might be a bit of a bear, though. Imdra Alaggath, captain of the militia Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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