TricksterArcane Posted January 28 Author Clone Share Posted January 28 (edited) As Felvora chants, the grass and plants around the clearing grow explosively. Taking that to be her "yes," Kat shoots two bolts of energy at the first goblin leaving two large scorch marks on its chest. Mercedes charges ahead but finds herself slowed down by the vines and weeds. She catches a bramble which throws off her aim and causes her to miss the goblin. The goblins yell a defiant cry and charge to attack. OOC The plant growth affects the whole area except your little patch by the trees. It takes 4-feet of movement to cross 1-foot so each square is considered 20-feet for movement. Goblin A: Dash Goblin B: Dash Goblin C: Dash Party can go again. Edited January 28 by TricksterArcane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted January 29 Clone Share Posted January 29 (edited) Katrina Fairlight LN, Female Human| AC:20* | HP:58/58| Speed:30ft | Perception:13 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) Having been caught in a plant growth before, Kat hangs back, she easily has the range on these creatures, unless they have good magic or bows. Watching the targeted goblin take two aetheric bolts to the chest, she realises that these are not your average goblins "pretty tough gobbo, don't you think?" she whispers to the others, This time she takes a moment to invoke a curse upon the creature as she lets loose two more bolts of aetheric energy into the same gobbo. and The first bolt smashed into the creature, both force and necrotic energy play across its body. OOC, Mechanics Bonus action: Hex Action: Eldritch blast, 2 bolts, same target Edited January 29 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch blast (Attack; Damage) SyntaxError: Unexpected token 1d6 1d20+9; 1d10+4 1d6 Eldritch blast 2 (Attack; Damage) SyntaxError: Unexpected token 1d6 1d20+9; 1d10+4 1d6 Eldritch blast 1 (attack; damage) 29; 12 1d20+9; 1d10+4+1d6 [20]; [20,5,3] Eldritch blast 2 (attack; damage) 24; 13 1d20+9; 1d10+4+1d6 [15]; [15,6,3] Crit on first one 7 1d10+1d6 4,3 Link to comment Share on other sites More sharing options...
lemonstyx Posted January 29 Clone Share Posted January 29 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. "Leaking magic?" said Lotham, looking surprised and fascinated. "Is that a thing? Well, I suppose it could be, but still, how fascinating! Have you come across any interesting effects from 'leaky magic?'" OOC Lotham has the Keen Mind feat, so if he has heard something about Netherese fragments before, he might remember. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted January 30 Clone Share Posted January 30 Felvora Haspirex Sheet | Log Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 for vision in bright light) | Speed: 30 ft | PB: +3 Natural Recovery: 1/1 Wild Shape: 0/2 Concentration: Pass Without Trace Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 2/3 L3 1/2 | Ability Scores, Skills and Saves Ability Scores: Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1) Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7 * disadvantage to vision-based Perception checks when in bright light Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2 * all include bonus from Ring of Protection Advantage on saves against Charm (Fey Ancestry) Attacks and Spells Attacks: Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller Spells Prepared (Druid spells are +7/DC 15): Cantrips: Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web* Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey ^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12 * Land Circle spells Special Features ARMOR Light Armor, Medium Armor, Shields WEAPONS Club, Crossbow, Hand, Crossbow, Light, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear TOOLS Herbalism Kit, Painter's Supplies LANGUAGES Common, Druidic, Elvish, Gnomish, Undercommon They do seem a bit tough. I'm still curious, she responds to Kat. Surrender and we won't harm you further, she calls out to the goblinish things in Common, hoping some of them speak it. We just want to know what you were doing in town. If they keep slogging forward aggressively, she prepares to cast a spell. ActionShe readies Frostbite and casts it on a goblin if they continue to advance. DC 15 Con save, on failure 2d6 cold damage and disadvantage on next weapon attack. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted January 30 Clone Share Posted January 30 Mercedes Tiefling Folk Hero Wild Magic Barbarian 5 My words | My thoughts | My Actions AC 13 HP 50/50 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire Rage 3/3 Magic Awareness 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Running, Mercedes throws her javelin and looks down, growling at the sudden appearance of plant growth: what nonsense is this!? She looks up to see her javelin miss; she'll have to remember to go after it and pick it up. Listening to the others, as more blasts go off, she ignores the drow's suggestion of surrender and instead reaches for another javelin. "Bugger that: come a little closer!" She tosses the javelin, then reaches to her back and unhooks her great axe, the head larger than her own head. Her tail dances as energy surges and then fades around her arms, stemming from the enchanted axe. She licks her lips in anticipation. Out of Character Situational: Move: Action: Throwing Javelin #2 at the nearest Goblin Bonus Action: Drawing axe Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Javelin #2 16 1d20+6 10 Javelin Damage 6 1d6+3 3 Link to comment Share on other sites More sharing options...
QuirkyJoe Posted February 5 Clone Share Posted February 5 Father Georg (Swashbuckler) Passive Insight: 13 | Passive Investigation: 11 | Passive Perception: 10 HP: 51/51 AC: 16 (Half Plate) / 19 (w/+1 Shield) Speed: 30' Conditions: None Equipped: Nothing Ability ScoresSTR +4 DEX +1 CON +1 INT +1 WIS +0 CHA +1 | Attacks+1 Rapier, +8, 1d8+7 Sneak Attack 4d6 | LanguagesCommon, Elvish, Goblin, Orc, Thieves’ Cant | Saving ThrowsSTR +4 DEX +4 CON +1 INT +4 WIS +0 CHA +2 | Skill ChecksAcrobatics +1 Animal Handling +0 Arcana +1 Athletics +10 Deception +8 History +1 Insight +3 Intimidation +8 Investigation +1 Medicine +0 Nature +1 Perception +0 Performance +5 Persuasion +8 Religion +4 Sleight of Hand +1 Stealth +1 Survival +0 | Special FeaturesThieves’ CantPHB, pg. 96 You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly. Cunning ActionPHB, pg. 96 You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Cunning Action: 1 Bonus Action Steady AimTCoE, pg. 62 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. Steady Aim: 1 Bonus Action Roguish ArchetypePHB, pg. 96 Swashbuckler Fancy FootworkSCAG, pg. 47 During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacitySCAG, pg. 47 You add your CHA modifier (+2) to your initiative rolls. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have disadvantage on the attack roll. Ability Score ImprovementPHB, pg. 96 Feat Alert Uncanny DodgePHB, pg. 96 When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Uncanny Dodge: 1 Reaction EvasionPHB, pg. 96 When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. RACIAL TRAITS LanguagesBR, pg. 31 You can speak, read, and write Common and one extra language. Goblin Ability Score IncreaseBR, pg. 31 Two different ability scores of your choice increase by 1. Strength Score Charisma Score SkillsBR, pg. 31 You gain proficiency in one skill of your choice. Athletics FeatBR, pg. 31 You gain one feat of your choice. Moderately Armored FEATS MANAGE FEATS Fighting InitiateTCoE, pg. 80 You learn one Fighting Style option of your choice from the fighter class. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. AlertPHB, pg. 165 You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. Moderately ArmoredPHB, pg. 168 Increase your Strength or DEX score by 1. You gain proficiency with medium armor and shields. Strength Score "You, Lotham, are altogether too excited about this." "Say we were talking about a barrel of mead at the tavern and it was leaking. It would make a tremendous mess, but one that could be cleaned. How... no, where does a person even start to think of 'cleaning' magic? Where would you even think to start?" "Thinking on it more, mead could cause rot in the boards underneath, if they weren't properly protected against it. 'Leaking magic' sounds horribly unstable." "Ah... but we're just thinking out loud at this point, right? ...erm, right?" That which is known Stones have been taken from all over Phandalin -- Miner's Exchange, Shrine of Luck, Barthen's well. Gwyn says the cornerstone was a Netherese fragment. She's knowledgeable on the topic. The stone would've been suffused with magic, and it's possible that it's leaking magic and affecting things around it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TricksterArcane Posted February 11 Author Clone Share Posted February 11 (edited) Kat shoots two more bolts of energy at the approaching goblins. The first one hits the wounded one and causes its head to spin comically around like a top. However, as it goes down a wave of energy erupts from it. The second bolt hits the next one right in the gut. Mercedes throws her javelin at the same goblin and pierces it in the leg. Unconvinced by Felvora's words, the remaining goblins continue to rush forward. Felvora casts a spell and a layer of frost forms over the third goblin. As they get closer, Mercedes feels a strange force trying to batter her down but she digs in her heels and resists. OOC The plant growth affects the whole area except your little patch by the trees. It takes 4-feet of movement to cross 1-foot so each square is considered 20-feet for movement. Mercedes javelin Disadvantage Goblin A: Dead Goblin B: Dash CON save:failed cold damage Bonus Action: TK push Mercedes STR save:success Goblin C: Dash Bonus Action: TK push Mercedes STR save Party can go again. Edited February 11 by TricksterArcane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls javelin Disadvantage 18 1d20+6 12 CON save 8 1d20+1 7 cold damage 5 2d6 2,3 STR save 25 1d20+6 19 STR save 17 1d20+6 11 Link to comment Share on other sites More sharing options...
TricksterArcane Posted February 11 Author Clone Share Posted February 11 "Yes exactly! Like rot. You would be completely unaware of it until you lift up the floorboards." Lotham enters his memory palace to recall everything he's read about Netherese artifacts but comes short of identifying this particular fragment. Many of the surviving texts only catalog a sliver of the Netherese magical items. A vast majority of items remain unexplained until discovered and studied. "Hmm, I've never come across such instances but that's the exciting part! Imagine, being to first examine and catalog a live specimen! Do you have a live specimen?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted February 11 Clone Share Posted February 11 (edited) Katrina Fairlight LN, Female Human| AC:20* | HP:58/58| Speed:30ft | Perception:13 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) Seeing the weird goblins take the brunt of eldritch might, magic given to her by her patron, and still stand, was disconcerting. She pulled the curse off the dead goblin and stream it across to the other goblin, letting it settle upon him before she let off two more eldritch bolts of energy, each one looking like tiny cogs made of rents in the fabric of the universe OOC, Mechanics Bonus action: Move Hex the Goblin C Action: Eldritch blast, 2 bolts, at Goblin C Edited February 11 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch blast 1 (attack; damage) 21; 17 1d20+9; 1d10+4+1d6 [12]; [12,7,6] Eldritch blast 2 (attack; damage) 27; 12 1d20+9; 1d10+4+1d6 [18]; [18,3,5] Link to comment Share on other sites More sharing options...
QuirkyJoe Posted February 12 Clone Share Posted February 12 Father Georg (Swashbuckler) Passive Insight: 13 | Passive Investigation: 11 | Passive Perception: 10 HP: 51/51 AC: 16 (Half Plate) / 19 (w/+1 Shield) Speed: 30' Conditions: None Equipped: Nothing Ability ScoresSTR +4 DEX +1 CON +1 INT +1 WIS +0 CHA +1 | Attacks+1 Rapier, +8, 1d8+7 Sneak Attack 4d6 | LanguagesCommon, Elvish, Goblin, Orc, Thieves’ Cant | Saving ThrowsSTR +4 DEX +4 CON +1 INT +4 WIS +0 CHA +2 | Skill ChecksAcrobatics +1 Animal Handling +0 Arcana +1 Athletics +10 Deception +8 History +1 Insight +3 Intimidation +8 Investigation +1 Medicine +0 Nature +1 Perception +0 Performance +5 Persuasion +8 Religion +4 Sleight of Hand +1 Stealth +1 Survival +0 | Special FeaturesThieves’ CantPHB, pg. 96 You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly. Cunning ActionPHB, pg. 96 You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. Cunning Action: 1 Bonus Action Steady AimTCoE, pg. 62 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. Steady Aim: 1 Bonus Action Roguish ArchetypePHB, pg. 96 Swashbuckler Fancy FootworkSCAG, pg. 47 During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacitySCAG, pg. 47 You add your CHA modifier (+2) to your initiative rolls. You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, no other creatures are within 5 ft. of you, and you don’t have disadvantage on the attack roll. Ability Score ImprovementPHB, pg. 96 Feat Alert Uncanny DodgePHB, pg. 96 When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Uncanny Dodge: 1 Reaction EvasionPHB, pg. 96 When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. RACIAL TRAITS LanguagesBR, pg. 31 You can speak, read, and write Common and one extra language. Goblin Ability Score IncreaseBR, pg. 31 Two different ability scores of your choice increase by 1. Strength Score Charisma Score SkillsBR, pg. 31 You gain proficiency in one skill of your choice. Athletics FeatBR, pg. 31 You gain one feat of your choice. Moderately Armored FEATS MANAGE FEATS Fighting InitiateTCoE, pg. 80 You learn one Fighting Style option of your choice from the fighter class. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. AlertPHB, pg. 165 You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. Moderately ArmoredPHB, pg. 168 Increase your Strength or DEX score by 1. You gain proficiency with medium armor and shields. Strength Score Georg shakes his head, looking over at Lotham. If anyone were to have a specimen, surely it would be the outwardly-nervous sage. Lotham was entirely too well-mannered and studious to keep a secret... that required extensive practice. That which is known Stones have been taken from all over Phandalin -- Miner's Exchange, Shrine of Luck, Barthen's well. Gwyn says the cornerstone was a Netherese fragment. She's knowledgeable on the topic. The stone would've been suffused with magic, and it's possible that it's leaking magic and affecting things around it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted February 12 Clone Share Posted February 12 Mercedes Tiefling Folk Hero Wild Magic Barbarian 5 My words | My thoughts | My Actions AC 13 HP 50/50 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire Rage 3/3 Magic Awareness 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Growling, they do not, in fact, come closer. Mercedes growls, feeling an alien force she barely registers pushing her back: she pushes harder against it. "What devilry is this!? I think not!" With one dead, and with two javelins left, she has to start making her way forward. Axe already drawn, she can do little else: and so, through the brush, she moves as far and fast as she can to the nearest goblin, and axe raised above her head, her eyes go wild. "Hi. I'm Mercedes Kilgrace. Let's chat." And then the axe falls. Out of Character Situational: Move: Moving 40 feet/20 feet to the nearest goblin Action: Attacking Mind Goblin Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Greataxe 24 1d20+7 17 Greataxe in case this has Disadvantage too 27 1d20+7 20 Greataxe Damage 16 1d12+4 12 Link to comment Share on other sites More sharing options...
lemonstyx Posted February 12 Clone Share Posted February 12 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. "Sadly no, I don't have any such thing" said Lotham with an audible sigh. Clearly he wished he did. "Unless we came across such an artifact in the mines. Did we see any Netherese artifacts while we were down there, Georg?" OOC An artifact of PbP is that I often forget what we did previously because while it may have only been a week or so in-game (and probably would have been a session or two ago if we played in person), it's been months IRL. So, honest question, did we come across any Netherese artifacts while we were in the mine? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TricksterArcane Posted February 17 Author Clone Share Posted February 17 Kat hexes the goblin and shoots it with another of her eldritch bolts. As the mysterious cog hits, the goblin is thrown on its back and stops moving. Taking aim at the last one, Kat hurls another bolt of eldritch energy and catches it in the chest. This one, doesn't go down just yet, but charges forward in a fury. Unfortunately for it, Mercedes' greataxe introduces itself into its skull. Pulling the hefty weapon free, she spins it around and takes the goblin's head clean off. OOC Alright, combat is over with the goblins. If you search them or the camp, there is nothing of value. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted February 17 Clone Share Posted February 17 Katrina Fairlight LN, Female Human| AC:20* | HP:58/58| Speed:30ft | Perception:13 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) "Beshaba's tits those were not normal goblins, did you see how his head was lopped off, that would have killed several gobbos from the ruined castle, these things are very different. Anyone seen anything like this? Lotham...?" Kat walks in and starts to search the camp, not looking for good, but for letters and perhaps masonry, She realises that the Mage isn't here. "think we need to bring Lotham here, and see if he can shed light on this?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted February 18 Clone Share Posted February 18 Mercedes Tiefling Folk Hero Wild Magic Barbarian 5 My words | My thoughts | My Actions AC 13 HP 50/50 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire Rage 3/3 Magic Awareness 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. She lets out a long sigh as the head hits the ground, closing her eyes and letting the emotions fade away. Better to make a good impression now instead of showing just how into this she can get. "Five by five idea, that. Should we have someone stay here, just in case more come back? Or should we all go back? Let's have a look around first before we go running off." Out of Character Situational: Survival to look for tracks and such Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Survival 19 1d20+3 16 Link to comment Share on other sites More sharing options...
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