Papa Bear Posted March 14 Author Clone Share Posted March 14 (edited) No no, we all make tiny errors... heck, you know who this GM is, right? He makes them all the time!!! Go ahead and use a prep spell or ability if you like :) In preparation, Austin will cast Web in the hall. Edited March 14 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted March 14 Clone Share Posted March 14 I think that was my only option since I'm maintaining protection from evil and good on Vrod. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 15 Author Clone Share Posted March 15 (edited) OOC: Copy that (and it makes sense) Two stinking, rotting creatures round the bend on you and straight into the web that Austin cast in the corridor but are able to bound through it without being slowed in the slightest. OOC: Holy crumpled ticket stubs, they both saved! Rot Monsters A filthy, stinking, rotting horror that looks vaguely like a cross between a goblin and a grizzly bear, with all of the size of a grizzly bear. It moves on all fours, but can stand up the way a bear can. AC: ? HP: ? Resistances: Vulnerabilities: Attacks ?: Information Proficient Dex Save: +3 (but zero dex bonus) Let's roll initiative as Austin mourns the loss of a second level spell. If you beat 18, you may act. If not, Rotty 1 gets to act before you. I did not roll well for everyone else... so its up to you guys to get in a first strike (though everyone else gets to go before Rotty 2. I didn't roll 'bad', just not good.) Edited March 15 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rot Monster 1 Web Save 23 1d20+3 20 Rot Monster 2 Web Save 19 1d20+3 16 Rot Monster 1 Initiative 18 1d20 18 Rot Monster 2 Initiative 7 1d20 7 Link to comment Share on other sites More sharing options...
Shadeus Posted March 15 Clone Share Posted March 15 (edited) Troben the Ragler AC: 21 | Hit Points: 92/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben nods briefly to his skinny, younger self and the echo grins only the way a fearless, know-it-all teenage boy can. The echo glides forward to meet the first of the rotting beasts knowing its time to put a hurt on them before they can damage the rest of the party. The warrior wrinkles his nose and says, "Great! A new level of stinky! How wonderful." Tabletop Troben rolled initiative previously and got a 24. He will send his echo forward to attack Rot Monster 1. He gets an extra attack due to his dread ambusher ability. Attack #1 - hit AC 19 for 17 slashing and 5 fire damage. Attack #2 - hit AC 24 for 18 slashing and 6 fire damage (this should be against Rot Monster 1...sorry about the wrong label) Attack #3 - hit AC 19 for 17 slashing and 2 fire damage. Edited March 15 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Rot Monster 1 19 1d20+13 6 Slashing/fire damage 22 reroll(3d6,2,below,1)+8 4,5,5 Flaming greatsword attack #2 vs. Rot Monster 2 24 1d20+13 11 Slashing/fire damage 24 reroll(3d6,2,below,1)+8 6,4,6 Flaming greatsword attack #3 vs. Rot Monster 1 19 1d20+13 6 Slashing/fire damage 19 reroll(3d6,2,below,1)+8 2,5,1,4,2 Link to comment Share on other sites More sharing options...
herastor Posted March 20 Clone Share Posted March 20 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 70/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 6/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 2/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 Even though it lasted for a split second, the was a moment when the web held. Eithne could see it plainly. The energy released and sailed into the side of the fetid lump. Mechanics Starry Form: 2.8 minutes remaining Owl Cloak Wings: 8 rounds Protection from Evil and Good on Vrod: 4.9 minutes Eithne fails to get initiative, but she does still get her prepared arrow attack on the closest rot monster. The crit softens my disappointment. Edited March 20 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 17 1d20+3 14 Arrow Attack 29 1d20+9 20 Radiant Damage (Full Crit!) 17 1d8+14 3 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 22 Author Clone Share Posted March 22 (edited) Troben steps up and sends his Echo out ahead at the terrible creatures and the echo becomes a whirling dervish of blade and flame, cutting into the lead monster as radiant arrows follow in close behind. The creature takes the hits and though massive chunks of its body falls to the ground, it rushes toward the group, completely ignoring what had just happened to it and the echo that had cut so much off of it. OOC: Damage Rot Monster 1: 103 (appears at about 1/3 of its life) Rot Monster 2: 0 For a change, Troben's Echo isn't destroyed... but then, that's an attack that isn't 'wasted' against the Echo. These things rush past the Echo as if they don't even see it (If the echo can make an Opportunity Attack (and I think it can), then it gets one... and I think that the Sentinel feat would apply, stopping it in its tracks.) Rot Monsters A filthy, stinking, rotting horror that looks vaguely like a cross between a goblin and a grizzly bear, with all of the size of a grizzly bear. It moves on all fours, but can stand up the way a bear can. AC: 18 HP: ? Resistances: Vulnerabilities: Fire & Radiant Attacks ?: Information Proficient Dex Save: +3 (but zero dex bonus) I am going to wait to see the results of the Opportunity Attack because that will likely reduce the attacks the Rot Monsters makes against the party to just one Rot Monster. Edited March 22 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 22 Clone Share Posted March 22 (edited) Troben the Ragler AC: 21 | Hit Points: 92/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. As the Rot Monster tries to slip by the echo, it spins and slashes at the creature. It rambled faster than it looked and is quickly past the echo. Tabletop Yes, opportunity attack with the Sentinel feat, which will stop its movement too. Opportunity attack - Miss! Edited March 22 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword opportunity attack vs. Rot Monster 1 16 1d20+13 3 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 22 Author Clone Share Posted March 22 (edited) The horrible creatures indeed move more quickly than they appear to be capable. Charging into the group, they slam into Troben first, and the second into Baldric who was moving along beside the Knight. "Hey, not fair! Let me through." Remy shouts as she tries to move up from defending their rear, pushing her way past Tiberion, Austin, and Eithne. Vrod, who was also taking his turn protecting your flank, doesn't seem to notice that the action is going on ahead (he's still pretty lost in his thoughts over his attack on Troben) until Remy shouts and then he tries to move forward too. The first Rot Monster swings a little early with its first massive clawed paw, but catches the knight with the second. The second Rot Monster swings at the paladin, catching him with both swings. Baldric calls upon the power of his god and smites down wrath upon the Rot monster that attacked him while Austin shoot fire from his fingertips, grazing it, and Tiberion pastes it with a Guiding Bolt. A voice cackles throughout the corridor, "How..." *wheeze* "do you like my..." *big wheeze* "Familiars?" OOC: Damage Rot Monster 1: 95 (appears at about 1/3 of its life) Rot Monster 2: 61 (Advantage against it for the next attack) Troben suffers 7 damage from the claws and 8 more Necrotic damage. He also needs to make a save against being Infected (Poisoned), a DC 13 CON Save. Rot Monsters A filthy, stinking, rotting horror that looks vaguely like a cross between a goblin and a grizzly bear, with all of the size of a grizzly bear. It moves on all fours, but can stand up the way a bear can. AC: 18 HP: ? Resistances: Vulnerabilities: Fire & Radiant Attacks 2x Claws: +10, 1d6+4 slashing damage plus 2d6 necrotic damage. As well, a DC 13 CON save to resist being Poisoned. Finally, the Necrotic damage returns as strange fumes to the Rot Monster and heals it an equal amount. Information Proficient Dex Save: +3 (but zero dex bonus) Just a Save from Troben (DC 13 Con vs Poison) Troben's Echo is still active Aaaand you guys are up! Edited March 22 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rot Monster 1 first attack on Troben 18 1d20+10 8 Rot Monster 1 second attack on Troben 25 1d20+10 15 Claw on Troben (slashing) 7 1d6+4 3 Infection on Troben (Necrotic) 8 2d6 4,4 Link to comment Share on other sites More sharing options...
Shadeus Posted March 22 Clone Share Posted March 22 (edited) Troben the Ragler AC: 21 | Hit Points: 94/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben winces slightly as the razor-sharp claw of the rot monster carves into the joint of his armor at the shoulder. He can feel its poisonous touch trying to infect him, but the echo knight has trained his body with lots of hard drinking nights and now has a belt that makes him even more hard core. He laughs at the poison and says, "Nice try, wheezy. And yes...I'm...familiar with them. They suck, just like you do. They are going to die badly, just like, you piece of filth. What's wrong? Have to send your play things? Can't face us yourself? Weak sauce, wheezy. Weak sauce. You won't soon forget the day you tangled with Troben the Ragler and his merry band of mighty minions!" He decides not to think too much about how his echo is the same thing because he's a big damn hero. Troben buckles down and tries to back up his smack talk. He hacks at it twice causing chunks of its body to fall away. It's so thick though, it's hard to really tell if he's making much progress! Taking a deep breath, he feels invigorated and ready to take on these baddies! Tabletop Let's start with that Constitution saving throw: Success! He decides to leave the echo where it is for now. He will focus on the same Rot Monster 1 and look to kill it. Attack #1 - hits for 12 slashing and 3 fire damage (I didn't even know he could roll that low!) Attack #2 - hits for 14 slashing and 6 fire damage. As a bonus action, he uses his second wind to heal: 17 healed. Nice! Total damage: 26 slashing and 9 fire (doubled to 18) = 44 damage Edited March 22 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Constitution saving throw (DC 13, advantage) 14 keep(2d20,highest,1)+7 7,3 Flaming greatsword attack #1 vs. Rot Monster 1 18 1d20+13 5 Slashing / fire damage 15 reroll(3d6,2,below,1)+8 2,1,2,2,2,3 Flaming greatsword attack #2 vs. Rot Monster 1 20 1d20+13 7 Slashing/fire damage 20 reroll(3d6,2,below,1)+8 5,2,6,1 Second wind 17 1d10+8 9 Link to comment Share on other sites More sharing options...
herastor Posted March 27 Clone Share Posted March 27 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 70/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 6/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 2/6 2nd: 2/3 3rd: 2/3 4th: 2/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 In the midst of Mourn's haggard laughter and Troben's jabs, Eithne retreated deep within her astral form. A newborn star was there. It's violent quickening consumed the nebula that had cradled all its potential for eons. She channeled some of its birthing tantrum all the way back to the battlefield. One of the rot monsters was vulnerable and she channeled the radiant fury right into its back. Fully aware of the other familiar's tenuous hold on life, she managed to divert some of this power towards it to. The effort left the tender a little drained, but it was a far sight better then what awaited the rot monsters as the petered out. Mechanics Starry Form: 2.7 minutes remaining Owl Cloak Wings: 7 rounds Protection from Evil and Good on Vrod: 4.8 minutes Eithne will use her arrow attack on number one and a guiding bolt cast at 3rd level on number 2. Edited March 27 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Arrow Attack (Rot #1) 21 1d20+9 12 Radiant Damage 10 1d8+6 4 3rd Lv. Guiding Bolt (Rot #2) 19 1d20+9 10 Advantage 22 1d20+9 13 Radiant Damage 24 6d6 5,5,3,4,3,4 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 27 Author Clone Share Posted March 27 (edited) Troben unleashes 'hell' on the first Rot Monster but it somehow clings to life, or whatever one would call 'life' one one of those creatures. But it cannot withstand the additional radiant bolt from Eithne and it falls to the ground, dead. She simultaneously unleashes more radiant bolts, a miracle from the universe that she serves which thunder into the terrible second creature. Taking advantage of the way the beast reels from the guiding bolts, Baldric lowers the hammer (so to speak... he uses a big arse sword)... but still the thing doesn't fall. Vrod and Remy continue to try to push their way forward, with Remy trying to take advantage of the length of the Dragon Lance and jabs at the beast awkwardly, missing with both attempts (I gave her disadvantage). Tiberion calls down holy fire on the creature and nearly kills it as a simple Fire Bolt from Austin finally fells it. "Good, good..." Wheeze, "Come to me..." More wheezing, "Now. I am..." And again... "Ready." "We be walkin' inta a trap, yup." The dwarf says. "most assuredly. But we have little option, unless someone has an idea that I cannot see." Austin says, though you know by now that Austin is not stupid, but he is certainly not a strategist. "I've got this." Baldric says as he starts moving forward, his jaw set with grim determination. "Let me be takin' anothur prec'tion." Tiberion says as he prays to his god for another miracle in the same fashion as Eithne had. OK... two rotties, two of you. You each get to roll 4d10 for Mystic Essence (it should have been 3d6, +1 but, you know, drain... stupid arcane sponge!) With Troben being the big gun of the group, Tiberion casts Protection for Evil and Good on Troben too. If Troby gets taken over by Mourne as Vrod had, that would be very bad for the party... at least in Tiberion's thinking. He's worried more for Remy as she's already shown a tendency to get seduced and he figures that Baldric is likely the safest among them (Though, Aura of Protection is AoE, but it is only 10 foot radius around him). Edited March 27 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 27 Clone Share Posted March 27 Troben the Ragler AC: 21 | Hit Points: 94/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben nods, happy with the beatdown to these Rot Monsters. He says, "This is where a nice illusion of the party would come in handy. The best we have is my echo right now. Not that you don't kick ass, big guy! Well, little guy. I forgot this echo is scrawny me." His echo gives him the finger, eliciting an eye roll from the echo knight. He continues, "Anyway. Thanks for the magic, Tibby. I feel like I can kick a little more ass. Well, a LOT more ass. The biggest thing is to tear down whatever he builds up. Don't be shy about those dispels! Let's go." Tabletop Troben doesn't really have any "prep" abilities. So...let's go! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted March 28 Clone Share Posted March 28 Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 70/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 6/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 2/6 2nd: 2/3 3rd: 2/3 4th: 2/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 More signs of their continued success crystalized in Eithne's hand. The sign of relief was as genuine as the retching that followed. Truly, once they banish this realm, she was never going to have to smell anything near as bad for the rest of her life. That was the greatest reward of all in her opinion. "I have the mobility and the mental conditioning from my training as a tender, I could press forward ahead of you. Ideally, I'd outspeed pursuit and weather any mental tricks. I could spring the trap early." Mechanics Starry Form: 2.6 minutes remaining Owl Cloak Wings: 6 rounds Protection from Evil and Good on Vrod: 4.7 minutes Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 28 Clone Share Posted March 28 Troben the Ragler AC: 21 | Hit Points: 94/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Troben raises an eyebrow in surprise and says, "Hey, if you want give it a go, that works. I can send my echo with you just to be safe. Don't worry about him being slow...just do you. And...be careful." 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Papa Bear Posted March 28 Author Clone Share Posted March 28 (((There is a new map up on Roll20))) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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