Kamishiro_Rin Posted January 8 Author Clone Share Posted January 8 (edited) Date On This Misham, the 25th Day of Brookgreen, in the 351st Year After the Cataclysm (Thursday, March 25, 351 AC) ★The 5th Day of the Campaign - About 6:30ish★ Fetching Tatina Rookledust (Everyone) IC Round 4 Kapak 2 continues rolling on the ground, having failed its end-of-turn saving throw against resisting Mery’s Tasha’s hideous laughter spell. Kapak 6 Struggles mightily against Hunni’s GCS, but it just cannot break free. OOC The map of the Kalaman region in Maps & Game Information illustrates this area. Round 5, START! Statblocks Kapak Draconian Medium Monstrosity, typically Lawful Evil Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Kapak # HP Max HP % Remaining Conditions? 1 0 37 0% Dead 2 38 38 100% Tasha’s Hideous Laughter 3 0 35 0% Dead 4 0 32 0% Dead 5 0 43 0% Dead 6 6 48 13% Grappled Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0) Saving Throws Dex +5 Skills Deception +4, Perception +3, Stealth +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 3 (700 XP) Proficiency Bonus +2 Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature. Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends. Actions Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Source: DSotDQ, page 198 Edited January 8 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Kapak2 DC 14 Wis SV vs. Tasha’s Hideous Laughter (End of Turn) 5 1d20+1 4 Kapak6 DC 16 Dexterity (Acrobatics) check vs. Grappled 14 1d20+3 11 Link to comment Share on other sites More sharing options...
PureChance Posted January 8 Clone Share Posted January 8 (edited) Artanis Brightblade Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 31/31 (5 THP) | HD: 4/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.. “My words,” | ‘My thoughts,’ | My actions . . . In striking range of the restrained Kapak already, Artanis yells for Decimus to get clear before attempting to run it through. Once the wizard is clear, he threads his blackened lance between the snakes coils - a difficult strike, it lacks power without Tiergan's might behind it, but is enough to do the job. The draconian melts into acid shortly after, splattering only scales. OOC Action: Lance Vs Kap6 Bonus Action: Urgent Orders Decimus [that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.] Movement: — Reaction: — Object Interaction: — Mount Action: Dodge Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. RDA Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 1/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP). Edited January 8 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Urgent Orders THP 3 1d6 3 Attack v Kap6 16 keep(2d20,highest,1)+6 10,7 Damage 8 1d12+1d4+6 1,1 Link to comment Share on other sites More sharing options...
Peacemonger Posted January 8 Clone Share Posted January 8 (edited) Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 67/61 (4d12+16Con Modifier 4*Level+8Tough Feat: 2*Level+1Dwarven Toughness: 1*Level) | Speed: 25' Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10 Str: 16Save: +5 Athletics: +5 (+3) | Dex: 13Save: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1 (+1) | Con: 18Save: +6 (+4) | Int: 10Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 (+0) | Wis: 12Save: +1 Animal Handling: +3 Insight: +1 Medicine: +1 Perception: +1 Survival: +3 (+1) | Cha: 8Save: -1 Deception: -1 Intimidation: +1 Performance: -1 Persuasion: -1 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Rages: 1/3 | Magic Awareness: 2/2 "Right then." The sparks flying from his warhammer fade, then dissipate as Modri walks over to the remaining Draconian, pulling his hempen rope from his pack. "See what the rest of you can do with this." He quickly and thoroughly starts tying the laughing Draconian's hands, feet, even wings trying to make a good tangle to keep the enemy from fighting back or running away before the spell on it fades. OOC Movement: - Bonus Action: - Action: Attempt to tie up Kap2 Edited January 8 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Survival Check for Rope Use 18 1d20+3 15 Advantage 18 1d20+3 15 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted January 9 Clone Share Posted January 9 (edited) Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Recommended Posts