Jump to content

Seraphina Stormrider - Human Knight Barbarian 11


Rumrunner

Recommended Posts

https://images.nightcafe.studio/jobs/bxSM5K9ih9mRpyNI8P5E/bxSM5K9ih9mRpyNI8P5E--1--h15r1.jpg?tr=w-1600,c-at_max

%5Bb%5D%5Burl%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2857574%5DSeraphina%20Stormrider%5B%2Furl%5D%5B%2Fb%5D%20%0A%5Bi%5DHuman%20Barbarian%2011%20CG%5B%2Fi%5D%20%0A%0A%5Bb%5DAC%5B%2Fb%5D%2019%20%5Bb%5DHP%5B%2Fb%5D%20108%20%5Bb%5DSpeed%5B%2Fb%5D%2040ft%20%0A%0A%5Bb%5DStr%5B%2Fb%5D20(5)%20%5Bb%5DDex%5B%2Fb%5D14(2)%20%5Bb%5DCon%5B%2Fb%5D17(3)%20%5Bb%5DWis%5B%2Fb%5D12(1)%20%5Bb%5DInt%5B%2Fb%5D12(1)%20%5Bb%5DCha%5B%2Fb%5D13(1)%0A%0A%5Bb%5DAttacks%5B%2Fb%5D%0A%5Bb%5DDragonwrath%20Glaive%5B%2Fb%5D%20%2B11%201d10%2B2d6(Acid)%2B7%0A%5Bb%5DJavelin%20of%20Lightning%5B%2Fb%5D%20%2B9%201d6%2B4d6(lightning)%2B5%0A%5Bb%5DBattleaxe%5B%2Fb%5D%20%2B10%201d8%2B6%0A%0A%5Bb%5DBackground%3A%20Knight%5B%2Fb%5D%0A%5Booc%3DPosition%20of%20Privilege%5DThanks%20to%20your%20noble%20birth%2C%20people%20are%20inclined%20to%20think%20the%20best%20of%20you.%20You%20are%20welcome%20in%20high%20society%2C%20and%20people%20assume%20you%20have%20the%20right%20to%20be%20wherever%20you%20are.%20The%20common%20folk%20make%20every%20effort%20to%20accommodate%20you%20and%20avoid%20your%20displeasure%2C%20and%20other%20people%20of%20high%20birth%20treat%20you%20as%20a%20member%20of%20the%20same%20social%20sphere.%20You%20can%20secure%20an%20audience%20with%20a%20local%20noble%20if%20you%20need%20to.%5B%2Fooc%5D%0A%0A%5Bb%5DFEATS%20%2F%20ASI%3A%5B%2Fb%5D%0A%5Booc%3DEldritch%20Adept%5DDevil's%20Sight%0A%0AYou%20can%20see%20normally%20in%20darkness%2C%20both%20magical%20and%20nonmagical%2C%20to%20a%20distance%20of%20120%20feet.%5B%2Fooc%5D%2C%20%5Booc%3DGreat%20Weapon%20Master%5DYou've%20learned%20to%20put%20the%20weight%20of%20a%20weapon%20to%20your%20advantage%2C%20letting%20its%20momentum%20empower%20your%20strikes.%20You%20gain%20the%20following%20benefits%3A%0A%0A%20%20%20%20On%20your%20turn%2C%20when%20you%20score%20a%20critical%20hit%20with%20a%20melee%20weapon%20or%20reduce%20a%20creature%20to%200%20hit%20points%20with%20one%2C%20you%20can%20make%20one%20melee%20weapon%20attack%20as%20a%20bonus%20action.%0A%0A%20%20%20%20Before%20you%20make%20a%20melee%20attack%20with%20a%20heavy%20weapon%20that%20you%20are%20proficient%20with%2C%20you%20can%20choose%20to%20take%20a%20-5%20penalty%20to%20the%20attack%20roll.%20If%20the%20attack%20hits%2C%20you%20add%20%2B10%20to%20the%20attack's%20damage.%5B%2Fooc%5D%2C%20%5Booc%3DPolearm%20Master%5DYou%20gain%20the%20following%20benefits%3A%0A%0A%20%20%20%20When%20you%20take%20the%20Attack%20action%20and%20attack%20with%20only%20a%20glaive%2C%20halberd%2C%20quarterstaff%2C%20or%20spear%2C%20you%20can%20use%20a%20bonus%20action%20to%20make%20a%20melee%20attack%20with%20the%20opposite%20end%20of%20the%20weapon.%20This%20attack%20uses%20the%20same%20ability%20modifier%20as%20the%20primary%20attack.%20The%20weapon's%20damage%20die%20for%20this%20attack%20is%20a%20d4%2C%20and%20it%20deals%20bludgeoning%20damage.%0A%0A%20%20%20%20While%20you%20are%20wielding%20a%20glaive%2C%20halberd%2C%20pike%2C%20quarterstaff%2C%20or%20spear%2C%20other%20creatures%20provoke%20an%20opportunity%20attack%20from%20you%20when%20they%20enter%20the%20reach%20you%20have%20with%20that%20weapon.%5B%2Fooc%5D%2C%20%2B2%20Str%0A%0A%5Bb%5DClass%3A%20Barbarian%5B%2Fb%5D%0A%5Booc%3DRage%5DIn%20battle%2C%20you%20fight%20with%20primal%20ferocity.%20On%20your%20turn%2C%20you%20can%20enter%20a%20rage%20as%20a%20bonus%20action.%0A%0AWhile%20raging%2C%20you%20gain%20the%20following%20benefits%20if%20you%20aren't%20wearing%20heavy%20armor%3A%0A%0A%E2%80%A2%20%20You%20have%20advantage%20on%20Strength%20checks%20and%20Strength%20saving%20throws.%0A%E2%80%A2%20%20When%20you%20make%20a%20melee%20weapon%20attack%20using%20Strength%2C%20you%20gain%20a%20bonus%20to%20the%20damage%20roll%20that%20increases%20as%20you%20gain%20levels%20as%20a%20barbarian%2C%20as%20shown%20in%20the%20Rage%20Damage%20column%20of%20the%20Barbarian%20table.%0A%E2%80%A2%20%20You%20have%20resistance%20to%20bludgeoning%2C%20piercing%2C%20and%20slashing%20damage.%0A%0AIf%20you%20are%20able%20to%20cast%20spells%2C%20you%20can't%20cast%20them%20or%20concentrate%20on%20them%20while%20raging.%0A%0AYour%20rage%20lasts%20for%201%20minute.%20It%20ends%20early%20if%20you%20are%20knocked%20unconscious%20or%20if%20your%20turn%20ends%20and%20you%20haven't%20attacked%20a%20hostile%20creature%20since%20your%20last%20turn%20or%20taken%20damage%20since%20then.%20You%20can%20also%20end%20your%20rage%20on%20your%20turn%20as%20a%20bonus%20action.%0A%0AOnce%20you%20have%20raged%20the%20number%20of%20times%20shown%20for%20your%20barbarian%20level%20in%20the%20Rages%20column%20of%20the%20Barbarian%20table%2C%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20rage%20again.%5B%2Fooc%5D%2C%20%5Booc%3DUnarmored%20Defense%5DWhile%20you%20are%20not%20wearing%20any%20armor%2C%20your%20armor%20class%20equals%2010%20%2B%20your%20Dexterity%20modifier%20%2B%20your%20Constitution%20modifier.%20You%20can%20use%20a%20shield%20and%20still%20gain%20this%20benefit.%5B%2Fooc%5D%2C%20%5Booc%3DDanger%20Sense%5DAt%202nd%20level%2C%20you%20gain%20an%20uncanny%20sense%20of%20when%20things%20nearby%20aren't%20as%20they%20should%20be%2C%20giving%20you%20an%20edge%20when%20you%20dodge%20away%20from%20danger.%20You%20have%20advantage%20on%20Dexterity%20saving%20throws%20against%20effects%20that%20you%20can%20see%2C%20such%20as%20traps%20and%20spells.%20To%20gain%20this%20benefit%2C%20you%20can't%20be%20blinded%2C%20deafened%2C%20or%20incapacitated.%5B%2Fooc%5D%2C%20%5Booc%3DReckless%20Attack%5DStarting%20at%202nd%20level%2C%20you%20can%20throw%20aside%20all%20concern%20for%20defense%20to%20attack%20with%20fierce%20desperation.%20When%20you%20make%20your%20first%20attack%20on%20your%20turn%2C%20you%20can%20decide%20to%20attack%20recklessly.%20Doing%20so%20gives%20you%20advantage%20on%20melee%20weapon%20attack%20rolls%20using%20Strength%20during%20this%20turn%2C%20but%20attack%20rolls%20against%20you%20have%20advantage%20until%20your%20next%20turn.%5B%2Fooc%5D%2C%20%5Booc%3DPrimal%20Knowledge%5DWhen%20you%20reach%203rd%20level%20and%20again%20at%2010th%20level%2C%20you%20gain%20proficiency%20in%20one%20skill%20of%20your%20choice%20from%20the%20list%20of%20skills%20available%20to%20barbarians%20at%201st%20level.%5B%2Fooc%5D%2C%20%5Booc%3DAbility%20Score%20Improvement%5DPole%20Arm%20Master%20and%20%2B2%20strength%5B%2Fooc%5D%2C%20%5Booc%3DExtra%20Attack%5DBeginning%20at%205th%20level%2C%20you%20can%20attack%20twice%2C%20instead%20of%20once%2C%20whenever%20you%20take%20the%20Attack%20action%20on%20your%20turn.%5B%2Fooc%5D%2C%20%5Booc%3DFast%20Movement%5DYour%20speed%20increases%20by%2010%20feet%20while%20you%20aren't%20wearing%20heavy%20armor.%5B%2Fooc%5D%2C%20%5Booc%3DFeral%20Instinct%5DYour%20instincts%20are%20so%20honed%20that%20you%20have%20advantage%20on%20initiative%20rolls.%20%0A%0AAdditionally%2C%20if%20you%20are%20surprised%20at%20the%20beginning%20of%20combat%20and%20aren't%20incapacitated%2C%20you%20can%20act%20normally%20on%20your%20first%20turn%2C%20but%20only%20if%20you%20enter%20your%20rage%20before%20doing%20anything%20else%20on%20that%20turn.%5B%2Fooc%5D%2C%20%5Booc%3DInstinctive%20Pounce%5DAs%20part%20of%20the%20bonus%20action%20you%20take%20to%20enter%20your%20rage%2C%20you%20can%20move%20up%20to%20half%20your%20speed%5B%2Fooc%5D%2C%20%5Booc%3DBrutal%20Critical%5DYou%20can%20roll%20one%20additional%20weapon%20damage%20die%20when%20determining%20the%20extra%20damage%20for%20a%20critical%20hit%20with%20a%20melee%20attack.%0A%0AThis%20increases%20to%20two%20additional%20dice%20at%2013th%20level%20and%20three%20additional%20dice%20at%2017th%20level.%5B%2Fooc%5D%2C%20%5Booc%3DRelentless%20Rage%5DYour%20rage%20can%20keep%20you%20fighting%20despite%20grievous%20wounds.%20If%20you%20drop%20to%200%20hit%20points%20while%20you're%20raging%20and%20don't%20die%20outright%2C%20you%20can%20make%20a%20DC%2010%20Constitution%20saving%20throw.%20If%20you%20succeed%2C%20you%20drop%20to%201%20hit%20point%20instead.%0A%0AEach%20time%20you%20use%20this%20feature%20after%20the%20first%2C%20the%20DC%20increases%20by%205.%20When%20you%20finish%20a%20short%20or%20long%20rest%2C%20the%20DC%20resets%20to%2010.%5B%2Fooc%5D%0A%0A%5Bb%5DSubclass%3A%20Path%20of%20the%20Ancestral%20Guardian%5B%2Fb%5D%0A%5Booc%3DAncestral%20Protectors%5DSpectral%20warriors%20appear%20when%20you%20enter%20your%20rage.%20While%20you're%20raging%2C%20the%20first%20creature%20you%20hit%20with%20an%20attack%20on%20your%20turn%20becomes%20the%20target%20of%20the%20warriors%2C%20which%20hinder%20its%20attacks.%20Until%20the%20start%20of%20your%20next%20turn%2C%20that%20target%20has%20disadvantage%20on%20any%20attack%20roll%20that%20isn't%20against%20you%2C%20and%20when%20the%20target%20hits%20a%20creature%20other%20than%20you%20with%20an%20attack%2C%20that%20creature%20has%20resistance%20to%20the%20damage%20dealt%20by%20the%20attack.%20The%20effect%20on%20the%20target%20ends%20early%20if%20your%20rage%20ends.%5B%2Fooc%5D%2C%20%5Booc%3DSpirit%20Shield%5DThe%20guardian%20spirits%20that%20aid%20you%20can%20provide%20supernatural%20protection%20to%20those%20you%20defend.%20If%20you%20are%20raging%20and%20another%20creature%20you%20can%20see%20within%2030%20feet%20of%20you%20takes%20damage%2C%20you%20can%20use%20your%20reaction%20to%20reduce%20that%20damage%20by%203d6.%0A%0AWhen%20you%20reach%2014%20level%20in%20this%20class%2C%20you%20can%20reduce%20the%20damage%20by%204d6%5B%2Fooc%5D%2C%20%5Booc%3DConsult%20the%20Spirits%5DYou%20gain%20the%20ability%20to%20consult%20with%20your%20ancestral%20spirits.%20When%20you%20do%20so%2C%20you%20cast%20the%20Augury%20or%20Clairvoyance%20spell%2C%20without%20using%20a%20spell%20slot%20or%20material%20components.%20Rather%20than%20creating%20a%20spherical%20sensor%2C%20this%20use%20of%20clairvoyance%20invisibly%20summons%20one%20of%20your%20ancestral%20spirits%20to%20the%20chosen%20location.%20Wisdom%20is%20your%20spellcasting%20ability%20for%20these%20spells.%0A%0AAfter%20you%20cast%20either%20spell%20in%20this%20way%2C%20you%20can't%20use%20this%20feature%20again%20until%20you%20finish%20a%20short%20or%20long%20rest.%5B%2Fooc%5D%0A%0A%0A
Seraphina Stormrider
Human Barbarian 11 CG

AC 19 HP 108 Speed 40ft

Str 20(5) Dex 14(2) Con 17(3) Wis 12(1) Int 12(1) Cha 13(1)

Attacks
Dragonwrath Glaive +11 1d10+2d6(Acid)+7
Javelin of Lightning +9 1d6+4d6(lightning)+5
Battleaxe +10 1d8+6

Background: Knight
Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

FEATS / ASI:
Eldritch AdeptDevil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
, Great Weapon MasterYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
, Polearm MasterYou gain the following benefits:

When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.

While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
, +2 Str

Class: Barbarian
RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
, Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. , Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. , Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. , Primal KnowledgeWhen you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. , Ability Score ImprovementPole Arm Master and +2 strength , Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. , Fast MovementYour speed increases by 10 feet while you aren't wearing heavy armor. , Feral InstinctYour instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
, Instinctive PounceAs part of the bonus action you take to enter your rage, you can move up to half your speed , Brutal CriticalYou can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.
, Relentless RageYour rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.


Subclass: Path of the Ancestral Guardian
Ancestral ProtectorsSpectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends. , Spirit ShieldThe guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 3d6.

When you reach 14 level in this class, you can reduce the damage by 4d6
, Consult the SpiritsYou gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.


 
Description

Seraphina Stormrider, a figure of noble grace and formidable strength, strides through the courts of Eldrath like a tempest in fine silk and enchanted adamantine. Her auburn hair cascades in waves, framing storm-gray eyes that betray the fierce determination within. Whether clad in the regal garments of her aristocratic lineage or donned in magically enhanced armor, Seraphina is a captivating blend of elegance and warrior might.

In the refined attire of her station, intricate details speak to her noble heritage, while the subtle gleam of magical adamantine armor hints at the warrior beneath. The Black Dragon Wrath's Glaive, her weapon of choice, rests at her side—a masterpiece of enchanted craftsmanship with a resonance steeped in power of ancient dragons. The weapon is an extension of Seraphina's strength, its pulsing unwavering darkness echoing the indomitable might that radiates from within her.

Seraphina moves through the halls of power with a regal poise that belies the force of nature she becomes on the battlefield. Whether engaged in courtly discourse or facing the perils of war, she stands as a symbol of loyalty to her family, a guardian of Eldrath, and a young female knight whose presence commands both respect and awe.

Background

In the land of Eldrath, where magic and might coexisted in delicate balance, there lived a young and formidable knight named Seraphina Stormrider. With eyes the color of storm clouds and auburn hair that danced in the wind like flames, she was a force to be reckoned with on the battlefield. Yet, beneath the surface of her ferocious exterior, Seraphina harbored a disdain for the messiness of battle and a love for the refined comforts of aristocracy.

Born into a lineage of esteemed warriors, Seraphina's journey to knighthood was inevitable. Her father, the valiant Lord Stormrider, had trained her in the ways of combat since she could lift a sword. As she grew, her skills with a blade surpassed those of many seasoned warriors, earning her the respect of her peers and the admiration of her sovereign lord.

However, tragedy struck the Stormrider family when Lord Stormrider fell in battle defending the realm. In his final moments, he entrusted the fate of their house to Seraphina and her younger sister, Elara, the future countess. Elara, driven by a desperate desire to retain power and thwart the machinations of rival nobles, made a dark pact with infernal forces to grant power to her house.

As the eldest, Seraphina's loyalty to her family and sovereign compelled her to stand by her sister's side. The burden of responsibility weighed heavily on her shoulders, yet she resented the veiled insults and threats that seemed to permeate every conversation in the court. Her temper flared at the slightest provocation, a testament to the inner turmoil that roiled within her.

Seraphina, a warrior who fought with the might and ferocity of a savage barbarian, ironically despised the filth of battle and the crude aspects of war. She reveled in the clash of steel and the roar of dragons, but her disdain for dirtying her hands with the blood of her enemies was well known. In a court filled with political intrigue and backstabbing, she yearned to prove that she could navigate the treacherous waters without the need for coddling.

Her prowess as a warrior was unmatched. She had faced down a great dragon, battled towering giants, and fought in countless wars. However, she was aware of her shortcomings as a leader. The responsibilities of politics and diplomacy held little appeal for her, preferring the simplicity of the battlefield to the complexities of courtly life.

Despite her reservations, Seraphina strove to protect her sister and their ancestral lands. She led their forces with unmatched ferocity, a tempest of rage and power that struck fear into the hearts of their enemies. Yet, she knew that her role was that of a warrior, not a politician.

In the midst of the growing darkness that surrounded Elara's pact, Seraphina found herself torn between duty and the desire for a life free from the burdens of court. As the threats to their house multiplied, Seraphina's inner conflict intensified, and the Stormrider sisters faced a choice that could either save or damn their noble lineage. The clash of steel and the intrigues of the court would test the limits of Seraphina's strength and loyalty as she sought to protect the legacy of her late father and prove her worth in a world that demanded both the might of a warrior and the cunning of a politician.

As the machinations of Hell tightened their grip on Elara, she was blind to them, seeing only the power and how much more she could attain, all would bow even satan himself as she would soon fulfill her pact. She did not see the daggers in the shadows, and a light so bright cast dark shadows indeed. Seraphine received an invitation for news, a fulfillment was sure the houses were cowed, they would drink wine and celebrate in the gardens and dance in the rain.

What a fool she was, what noble countess would send such an invitation to dance like children? From the courtyard she could see the silhouettes in her sisters room, the spatter on the sheer curtains as their blades slashed. Racing to her rooms she found the guards were dead and the bled from infernal wounds. The murders were gone, no sign, not even a print in the crimson pool encircling her sister.

Seraphina, with a heavy heart and the weight of responsibility on her shoulders, left the realm of Eldrath behind. Her uncle ruled as steward in her absence, a temporary guardian of their ancestral lands. The court, however, simmered with unrest and treacherous whispers, threatening to tear apart the fragile fabric of their noble house.

But Seraphina, determined and resolute, set forth on a perilous journey to the Nine Hells. To Elturel, the neighbouring nation was always a strong ally during her father's reign, and Hellrider Barachiel a friend of her family. Hopefully, she could count on him still, to introduce her to Ramius Dangremond, and petition him for patronage and passage into the infernal realm.

The future of Eldrath hung in the balance, and Seraphina's quest into the depths of Hell was her story. The courtly intrigues and political turmoil of her homeland would have to wait, for the true battle lay ahead in the heart of darkness. As she ventured into the abyss, the tale of Seraphina Stormrider took a new turn, promising a journey fraught with peril, diabolic challenges, and the unyielding strength of a young knight on a quest to defy the very forces that threatened to consume her sister's soul.

 

 

 

Name
Stats
12; 11; 10; 12; 14; 11
keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3) [5,5,2,1]; [5,5,2,1,4,4,3,2]; [5,5,2,1,4,4,3,2,5,3,2,1]; [5,5,2,1,4,4,3,2,5,3,2,1,6,4,2,1]; [5,5,2,1,4,4,3,2,5,3,2,1,6,4,2,1,6,5,3,2]; [5,5,2,1,4,4,3,2,5,3,2,1,6,4,2,1,6,5,3,2,5,4,2,2]
try again...
16; 12; 13; 17; 14; 12
keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3);keep(4d6,highest,3) [6,6,4,1]; [6,6,4,1,5,4,3,1]; [6,6,4,1,5,4,3,1,6,4,3,3]; [6,6,4,1,5,4,3,1,6,4,3,3,6,6,5,5]; [6,6,4,1,5,4,3,1,6,4,3,3,6,6,5,5,6,5,3,2]; [6,6,4,1,5,4,3,1,6,4,3,3,6,6,5,5,6,5,3,2,6,3,3,3]
C, R, B
SyntaxError: Unexpected termination of expression
1d13; 1d3;
C R
2; 1
1d13; 1d3 [2]; [2,1]
R2
8
1d10 8
c2
1
1d10 1
r3
10
1d12 10
sc
1
1d2 1
xy
1
1d2 1
bg
9
1d17 9
bg2
5; 3; 5; 3
1d8; 1d6; 1d6; 1d6 [5]; [5,3]; [5,3,5]; [5,3,5,3]
Hp
75
10d12 12,9,8,4,4,7,11,10,3,7
trinket
72
1d100 72
Link to comment
Share on other sites

×
×
  • Create New...