Neopopulas Posted November 4, 2023 Clone Share Posted November 4, 2023 Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 12 | Prof: +2 Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2 Fighting StyleArchery: +2 ranged attacks, Second WindBonus Action: 1d10+level per long rest, Mist WalkerThe Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in chapter 3). You recognize where the talisman originates from if you have been to its domain of origin, Sustained Symbiosis1/Long Rest, when failing a saving throw, spend a HD an add the result to the save. Attacks: PistolsAttack +6 Damage 1d10+3 , RapierAttacks +6 Damage: 1d8+4 Passive: Perception - 14 | Investigation - 10 | Insight - 14 Languages• Common • Undercommon • Elvish • Sylvan • Abyssal • Deep Speech, DarkvisionDarkvision out to 60ft, Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. "Probably a good idea..." She darts to the side, sprinting to find what little cover she can along the side of the road. Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 17 1d20+6 11 Link to comment Share on other sites More sharing options...
astronavigatrix Posted November 5, 2023 Clone Share Posted November 5, 2023 (edited) Setare Orfini Charlatan Drow Rogue AC: 14 (Leather) | HP: 9/9 | Speed: 30 ft. Senses: passive Perception 12, Insight 12, Investigation 10 Str:Save: -1 Athletics: -1 9 (-1) | Dex:Initiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +5 Stealth: +5 17 (+3) | Con:Save: +1 13 (+1) | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1 12 (+1) | Wis:Save: +1 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +3 Survival: +1 13 (+1) | Cha:Save: +1 Deception: +3 Intimidation: +1 Performance: +1 Persuasion: +3 12 (+1) Languages: You can speak, read, and write Common, Elvish, and Celestial “My words,” Set says. | ‘My thoughts,’ Set thinks. | My actions . . . Set hears 'hide' and doesn't so much think as he does react, dropping his pack to the side and slithering up against a tree and into the shadows of its trunk with almost supernatural speed. He flattens himself against the wood, a knife slipping into his palm in preparation. Whatever it is they're hiding from, maybe if they're lucky, they can take it out before it can cause them any trouble. OOC OOC Movement: — Action: — Bonus Action: — Reaction: — Stealth Edited November 5, 2023 by astronavigatrix (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 24 1d20+5 19 Link to comment Share on other sites More sharing options...
PureChance Posted November 5, 2023 Clone Share Posted November 5, 2023 (edited) Inquisitor Karlov Mikhail Ilyich Marked Half-elf Grave Cleric AC: 16 (Scale, Shield) | HP: 9/9 () | HD: 1/1 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 86.5lbs (55lbs/110lbs/165lbs) "I will do better, and no matter how many undead I see I know Kelemovr will not forsake me. He rescued me from the darkest depths." Karlov responds gruffly to the branded hunter - whether or not a joke was intended Karlov lacked any sense of humour. "I have no intention of squandering my chances on giving up." It's pretty clear what he thinks of Setare's proposed murder-suicide, though such is not as such forbidden by his lord. At the sudden sound his eyes follow most towards the falling falling tree and he misses the faint footsteps Lady Amelia hears. A sharp one, good to have around, he thinks. Slower to react than most, whose instincts had clearly been honed as hunted as well as hunter, he follows their unelected and perhaps unwilling guide's lead into the forest. "Stealth is not my strength," he shares amongst the brush, "is there a reason we wait for them? From what you have shared, no footsteps on this road are good." OOC Action: Stealth Bonus Action: — Movement: — Reaction: — Object Interaction: — Concentration: Detect Magic Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Light Crossbow (loading, ranged, two-handed). Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 0 piercing damage. Toll the Dead . V,S: WIS Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 4/4 (Long Rest) Detect Magic: 0/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Edited November 5, 2023 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 8 keep(2d20,lowest,1) 8,14 Link to comment Share on other sites More sharing options...
Bulldog Posted November 6, 2023 Clone Share Posted November 6, 2023 (edited) Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 14 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. As soon as the words from Falken to hide hit his ears, Illian's training kicks in. He darts for the treeline and for the brush to conceal his form. Throwing his pack to the ground to lessen the size of himself he reaches for his component pouch, producing a piece of cured leather from it, and draws an arcane symbol. "Galbrin," Illian says, trying his best to do so quietly as he casts a protective spell over himself—his form shimmers with a blue hue before returning to normal. Actions Actions: Cast Mage Armor Bonus Actions: Reactions: Class Features: Arcane Recovery Edited November 6, 2023 by Bulldog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 17 1d20+1 16 Link to comment Share on other sites More sharing options...
Anthr4xus Posted November 6, 2023 Author Clone Share Posted November 6, 2023 At the word, Set and Rhort melt into the trees and undergrowth like the rain, vanish almost before anyone notices they are gone. Amelia and Illian likewise vanish to all but the expert eye. Falken crouches behind a sizable bush, only for Karlov to crouch next to him, still talking. After only a few moments of waiting a group of thin and wasted figures in drab tunics and pants come stumbling down the road. In the rain, they looked pale and wan, staggering and stumbling down the wooden paving. There were a half dozen of them, mixed men and women. Other than the sound of their shoes, boots and bare feet on the wood they make little noise, their heads down against the rain as they move forward. OOC The group of strangers is still roughly 600 or so feet off from you and moving at a slow pace. You can make Perception checks to get more detail on them, or if you are feeling particularly bloodthirsty or cautious and want to get the jump on them, you can likely get surprise on them. If you are starting the fight, go ahead and roll of initiative. Name xDiceName xDiceResult xDiceString xDiceRolls Illian Perception 4 1d20 4 Amelia Grey Perception 8 1d20+4 4 Setare Perception 5 1d20+1 4 Rhortigern Perception 20 1d20+1 19 Link to comment Share on other sites More sharing options...
PureChance Posted November 6, 2023 Clone Share Posted November 6, 2023 Inquisitor Karlov Mikhail Ilyich Marked Half-elf Grave Cleric AC: 16 (Scale, Shield) | HP: 9/9 () | HD: 1/1 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 86.5lbs (55lbs/110lbs/165lbs) Suitably shushed by Falken, Karlov crouches behind the bush and draws his thick wooden hood over to stop the rain creeping down the back of his neck. He's in two minds about dropping his pack - he's loathe to leave it behind if they have to make a quick getaway judging what's been said about scraping a living out here, but feels the weight digging into his shoulders. For now he keeps it on. He squints through the drizzle, relying on his bushy eyebrows to act as umbrellas as he tries to make out anything more of the stumbling shambling crowd. They're still too far to use his god given gifts to determine for certain whether they are alive or dead, but he's learned not to rely solely on magic for these things. Laziness is a sin. OOC Action: - Bonus Action: — Movement: — Reaction: — Object Interaction: — Concentration: Detect Magic Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Light Crossbow (loading, ranged, two-handed). Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 0 piercing damage. Toll the Dead . V,S: WIS Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 4/4 (Long Rest) Detect Magic: 0/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 20 1d20+6 14 Link to comment Share on other sites More sharing options...
BlackPhoenix Posted November 6, 2023 Clone Share Posted November 6, 2023 <p><img alt="FalkenPortrait.jpg" data-loaded="true" data-ratio="125.00" src="https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/FalkenPortrait.jpg.7b7b19ee5cbc7bb1eca0397b9e071d83.jpg" style="float:left;padding-right:2px" width="120"><span style="font-size:20px;"><strong>Falken Windriver</strong></span> <span style="font-size:12px;"><em>(Human Fighter 1)</em></span> - <a href="https://www.myth-weavers.com/sheets/?id=2446153">sheet</a> <span style="font-size:10px;"><strong>AC:</strong> 15 | <strong>HP:</strong> 12/12 | <strong>Initiative:</strong> +4 | <strong>Passive Perception:</strong> 14 | <strong>Speed:</strong> 30 (carrying 25 over 70/140/210) <strong>Stats:</strong> STR <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Athletics +2</span></span> (+2), DEX <span class="mwooc"><span class="mwooc-shown">18</span><span class="mwooc-hidden">Acrobatics +6 Sleight of Hand +4 Stealth +6</span></span> (+4), CON 14 (+2), INT <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Arcana +2 History +2 Investigation +2 Nature +2 Religion +2</span></span> (+2), WIS <span class="mwooc"><span class="mwooc-shown">15</span><span class="mwooc-hidden">Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4</span></span> (+2), CHA <span class="mwooc"><span class="mwooc-shown">11</span><span class="mwooc-hidden">Deception +0 Intimidation +0 Performance +0 Persuasion +0</span></span> (+0) <strong>Saves:</strong> STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 <strong>Longbow (ranged - 150/600)</strong> +8, damage 1d8+4 piercing, Sharpshooter feat | Arrows: 20 remaining <strong>Shortsword</strong> +6, damage 1d6+4 piercing <strong>Other:</strong> Second Wind | Sharpshooter</span></p> Falken Windriver (Human Fighter 1) - sheet AC: 15 | HP: 12/12 | Initiative: +4 | Passive Perception: 14 | Speed: 30 (carrying 25 over 70/140/210) Stats: STR 14Athletics +2 (+2), DEX 18Acrobatics +6 Sleight of Hand +4 Stealth +6 (+4), CON 14 (+2), INT 14Arcana +2 History +2 Investigation +2 Nature +2 Religion +2 (+2), WIS 15Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (+2), CHA 11Deception +0 Intimidation +0 Performance +0 Persuasion +0 (+0) Saves: STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 Longbow (ranged - 150/600) +8, damage 1d8+4 piercing, Sharpshooter feat | Arrows: 20 remaining Shortsword +6, damage 1d6+4 piercing Other: Second Wind | Sharpshooter Falken takes a slow, deep breath. "Civilians don't walk this slow or careless without a military escort...", he thinks to himself. He can't help but wonder if those are actually zombies, or if he's become paranoid and sees them everywhere. "Better safe than sorry!" He slowly draws his bow, pointing an arrow at the group, ready should they make an hostile move. Actions Taking the Ready action to attack if they make an aggressive move. The attack would be using the full options of the Sharpshooter feat (ignoring ½ and ¾ cover, -5 to hit, +10 damage), thus for a final roll of +3 to hit, 1d8+14 piercing damage. Here is a Perception check: Perception Check Name xDiceName xDiceResult xDiceString xDiceRolls Perception Check 7 1d20+4 3 Link to comment Share on other sites More sharing options...
RedDingo Posted November 8, 2023 Clone Share Posted November 8, 2023 Rhortigern Vanhaldred Variant Human Fiendslayer, Mutant Blood Hunter AC: 15 (Studded Leather) | HP: 14/14 (1d10+2+2) | Speed: 30 ft. Senses: Passive Perception 11, Insight 11, Investigation 14 Str:Save: +0 Athletics: +2 Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb. 10 (+0) | Dex:Initiative: +3 Save: +5 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +3 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +4 Arcana: +4 History: +4 Investigation: +4 Nature: +2 Religion: +4 Advantage to recall information about fiends, fey, and undead 14 (+2) | Wis:Save: +1 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1* *Advantage when tracking fiends, fey, and undead 12 (+1) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: You can speak, read, and write Common, Balok, Elvish, and Dwarven “My words,” Rhort says. | ‘My thoughts,’ Rhort thinks. | My actions . . . ‘Gods, he just doesn't get it!’ Rhort mused. Now was not the time for retorts. These could either be refugees from the last New Moon or a surviving horde. He would have to watch before he could tell which. OOC Movement: — Action: — Bonus Action: — Reaction: — I don’t always have OOC content to post, but if I did, it would go here, below the Movement, Action, Bonus Action, and Reaction (which will always be there). Those need to contain the mechanical explanation of your otherwise natural language post. Name xDiceName xDiceResult xDiceString xDiceRolls Perception to see what these are 19 1d20+1 18 Link to comment Share on other sites More sharing options...
Anthr4xus Posted November 8, 2023 Author Clone Share Posted November 8, 2023 (edited) While Karlov obviously was not the most skilled at hiding himself, perhaps due to his religious fervor, he has a fine eye for detail. Similarly, from his viewpoint among the low branches of the tree he climbed, Rhortigern had a good line of sight as the staggering group first came into clear view around a large dead tree the stood against the road. Both Karlov and Rhortigern each saw separate markers among the staggerers that clearly showed them as vile undead. For Karlov the give away was the lack of a soul that his holy practicum immediately recognized. For Rhortigern it was the clear view of sloughing skin and ragged, unhealed wounds visible wounds on a few of them. Rhort knew what kind of wounds a man could travel with, and the hole in the top of the skull of one of the monsters was not one of those. As the shambling monsters continued to close, Falken's drawn bow tightened ever further. The anxious eyes of the rest of the group from eyed the approaching group with trepidation and expectation. With an audible groan the stumbling undead stagger into more of a run. Falken's held shot catches one of the two leads (D3) firmly in the chest, burying itself to the fletchings and staggering it for a couple of steps. OOC And so the first combat is begun! I have kind of randomly distributed the group. Everyone but Falken and Karlov is currently hidden and they are the focus of the zombies immediately attention. Because of the log they are positioned behind both Karlov and Falken have partial cover. Starting Positions Initiative Order Zombies B2, C2, D2, B3, C3, D3 Amelia Rhort E9, 10 feet up a tree Rhort Karlov H11 Zombies Falken I10 Falken Amelia N13 Illian Illian O11 Setare Setare O10 Karlov Giving Falken the obvious held shot as combat starts. As stated in the combat rules, Amelia and Rhort can go in any order, then the zombies will move and maybe attack (if they get close enough), then everyone else can go. I also already see some things I want to tweak about how I am generating these maps, so there will likely be some tweaks in presentation for the next one. Falkovnian Zombie Stats Medium undead AC: 8 HP: B2 - 23, C2 - 21, D2 - 23, B3 - 26, C3 - 28, D3 - 9/31 Speed: 20 ft. Str: 13 (+1) Dex: 6 (-2) Con: 16 (+3) Int: 3 (-4) Wis: 6 (-2) Cha: 5 (-3) Saves: Wis+0 Damage Immunities: Poison Condition Immunities: Poisoned Senses: darkvision 60 ft., Smell of the living 60 ft., Passive Perception 8 Abilities: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Plague Bite. If the zombie brings a target to 0 or fewer hit points, they will continue to bit and chew at the victim. In addition to causing failed death saves, if the target dies they must make a DC 20 Con save or immediately rise as a zombie with full health and no memory of their previous life. Actions: Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) bludgeoning damage. Edited November 8, 2023 by Anthr4xus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rhort Init 11 1d20+3 8 Karlov Init 4 1d20+0 4 Amelia Init 17 1d20+4 13 Falken Init 9 1d20+4 5 Setare Init 5 1d20+3 2 Illian Init 8 1d20+1 7 Zombit Init 10 1d20-2 12 Falken held action (arrow at hostile) 22 1d20+8 14 Falken possible damage 12 1d8+4 8 Link to comment Share on other sites More sharing options...
Neopopulas Posted November 9, 2023 Clone Share Posted November 9, 2023 Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 12 | Prof: +2 Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2 Fighting StyleArchery: +2 ranged attacks, Second WindBonus Action: 1d10+level per long rest, Mist WalkerThe Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in chapter 3). You recognize where the talisman originates from if you have been to its domain of origin, Sustained Symbiosis1/Long Rest, when failing a saving throw, spend a HD an add the result to the save. Attacks: PistolsAttack +6 Damage 1d10+3, RapierAttacks +6 Damage: 1d8+4 Passive: Perception - 14 | Investigation - 10 | Insight - 14 Languages• Common • Undercommon • Elvish • Sylvan • Abyssal • Deep Speech, DarkvisionDarkvision out to 60ft, Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. "Well.. thats that then..." From her position in the trees she takes aim with one of her pistols and lets fly, the crack of the round sending the birds to flight Mechanics Attacking Zombie at D3 Name xDiceName xDiceResult xDiceString xDiceRolls Attack 17 1d20+8 9 Damage 13 1d10+3 10 Link to comment Share on other sites More sharing options...
Anthr4xus Posted November 9, 2023 Author Clone Share Posted November 9, 2023 By the time the gunsmoke clears from Amelia's eyes, that zombie has already dropped, unmoving, to the ground. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RedDingo Posted November 11, 2023 Clone Share Posted November 11, 2023 Rhortigern Vanhaldred Variant Human Fiendslayer, Mutant Blood Hunter AC: 15 (Studded Leather) | HP: 14/14 (1d10+2+2) | Speed: 30 ft. Senses: Passive Perception 11, Insight 11, Investigation 14 Str:Save: +0 Athletics: +2 Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb. 10 (+0) | Dex:Initiative: +3 Save: +5 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +3 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +4 Arcana: +4 History: +4 Investigation: +4 Nature: +2 Religion: +4 Advantage to recall information about fiends, fey, and undead 14 (+2) | Wis:Save: +1 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1* *Advantage when tracking fiends, fey, and undead 12 (+1) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: You can speak, read, and write Common, Balok, Elvish, and Dwarven “My words,” Rhort says. | ‘My thoughts,’ Rhort thinks. | My actions . . . Rhortigern drew his hand crossbow and launched a bolt at the next zombie in line! OOC Movement: — Action: — Shooting Zombie at D2 Bonus Action: — reloading Reaction: — I don’t always have OOC content to post, but if I did, it would go here, below the Movement, Action, Bonus Action, and Reaction (which will always be there). Those need to contain the mechanical explanation of your otherwise natural language post. Name xDiceName xDiceResult xDiceString xDiceRolls Hand Crossbow Attack 4 1d20+3 1 Real Hand Crossbow Attack (wrong mod in last one) 24 1d20+5 19 Crossbow Bolt 9 1d6+3 6 Link to comment Share on other sites More sharing options...
Anthr4xus Posted November 11, 2023 Author Clone Share Posted November 11, 2023 (edited) As the lead and most bulky of the pack drops, the group of undead moan loudly and break into a staggering run as they charge towards the most obvious targets, Karlov and Falken. The one still carrying Rhort's arrow in it's chest leads the rush, charging around the log and beginning to lunge at him. Most of the pack follows, with only two charging straight at the log. One, lurching and staggering almost directly at Falken slams it's wirey muscled arms against the bark of the felled tree. OOC Ok. Lots of things movings. Zombies now have name tags to keep them consistent and I am doing the grid labels in Roll20 so they should be consistent throughout. D2: Moves and dashes from D2 to J8, then down to J9 with 35 movement. C3: Moves from C3 to H8, then down to H9 with 30 movement and then attacks Falken over the log, missing terribly. C2: Moves and dashes from C2 to H7 (25 movement), H7 to I7 (5 movement), I7 to J8 (10)= 40 movement B3: Moves and dashes from B3 to C4 (5), C4 to D4 (5), D4 to G7 (15), G7 to I7 (10), I7 to J7 (5) = 40 movement B2: Moves and dashes from B2 to G7 (25), G7 to G10 (15) = 40 movement. The log stretches from I9 (and I8) to G11. Everyone else can do whatever in whatever order. As soon as everyone that hasn't gone has posted, Amelia and Rhort can go again in any order. Edited November 11, 2023 by Anthr4xus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Zombie slamming Falken over the log (+2 AC for Falken from cover) 0 success(1d20+3,15,above,no,no) 7 Link to comment Share on other sites More sharing options...
Bulldog Posted November 12, 2023 Clone Share Posted November 12, 2023 Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 14 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. Illian heard the crack of thunder and watched one of the deadheads fall to the ground. The sudden blast shocked his senses and sent the zombies into a fury. Another one took a crossbow bolt and kept moving as the group surged towards Falken and the Kharlov. Illian clicked his teeth and broke from his cover, sprinting over he skidded to a stop on the slick grass. He positioned himself to the side of three of the zombies that had lined up perfectly for him. Illian splayed out his hands and pressed his thumbs together, aiming his outstretched fingers at the trio of zombies. "Ruq Soho!" Illian yelled as a gout of flames shot forth from his hands and toward the three zombies. Actions Actions: Move from O11 to M8 Cast Burning Hands 15-foot cone on zombies B3, C2, and D2. DC 12 Dex save for half damage. Bonus Actions: Reactions: Class Features: Arcane Recovery Name xDiceName xDiceResult xDiceString xDiceRolls Burning Hands 13 3d6 5,3,5 Link to comment Share on other sites More sharing options...
PureChance Posted November 12, 2023 Clone Share Posted November 12, 2023 Inquisitor Karlov Mikhail Ilyich Marked Half-elf Grave Cleric AC: 16 (Scale, Shield) | HP: 9/9 () | HD: 1/1 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 86.5lbs (55lbs/110lbs/165lbs) Karlov descends into prayer behind his shield as arrows and bullets fly by. His trials have begun it seems. He had been expecting an attack from across the log like Falken, but apparently his assailant couldn't even muster the speed to attempt a blow. Meanwhile, the war wizard let fly a gout of purifying flames across the 3 intending to flank them. Seeing the closest one tottering on the threshold he calls upon Kelemvor's purifying flames to return it to the grave, and a pillar of ghostly Radiance descends. Meanwhile he trusts in his shield to guard his flank... OOC Action: Sacred Flame Vs D2 Bonus Action: — Movement: — Reaction: — Object Interaction: — Concentration: Detect Magic Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Light Crossbow (loading, ranged, two-handed). Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 0 piercing damage. Toll the Dead . V,S: WIS Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 4/4 (Long Rest) Detect Magic: 0/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Name xDiceName xDiceResult xDiceString xDiceRolls Zombie D2 Dex Save (DC14) -1 1d20-2 1 Sacred Flame Damage 3 1d8 3 Link to comment Share on other sites More sharing options...
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